-
Posts
1155 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
Everything posted by morhilane
-
Welcome to the Deadfire. Backer Beta!
morhilane replied to Sking's topic in Backer Beta Announcements
You need to have pledge at a $99+ tiers or added the add-on if lower. -
It was fixed about an hour ago.
-
I know a few persons who complained that POE1 classes were all the same because of that "flexibility". Deafire will simply push your to use more your class abilities. So an "off-tank wizard" will have to use its defensive spells more instead of fallback on passives and pretend to be a fighter.
- 49 replies
-
First character? I'm going to spend 2+ hours in character creation and then it's going to be bedtime. No first character for me today, I guarantee it.
-
Beta soon? I kinda needs something to play...well outside POE1 with the Deadfire pack in a few days.
- 33 replies
-
- System
- Requirement
-
(and 1 more)
Tagged with:
-
The rod proficiency modal is called Blast, I don't see how it can't be unclear what it is (regardless of how it is implemented in the game). There is also plenty of weapon left to put the remaining POE modals on them (unless they gutted the weapon list): crossbow arbalest pistol arquebuse wands scepter (confirmed to be Dangerous Implements) hachets stiletto fails unarmed warhammer spear battle axe sword estoc quaterstaff (Josh said it increased deflection) medium shield Also, any level 20 characters will be able to take 7 weapon proficiency (which is a lot).
-
I don't think you need to multiclass to make a magic/melee hybrid. Skald, Trickster and Soul Blade are all hybrid already and you could make a melee Wizard in the first game too. Saying that Helwalker/Evoker would probably make a good start of combat nuker, if you can get enough might increase to cover the difference in class levels from pure Evoker.
-
Actually, DOS2 has 74k lines of dialogues with voice over and over 1m words. That's about Dragon Age Inquisition level of voice acting budget. BG2 had 57k lines of dialogues, but around 1 millions words. For comparison, POE1 had 25k line of dialogues with a bit over 6k of them voice acted. It was announced in the FIGstarter that Deafire would get x2 the voice acting budget of POE1, so their VO budget is for ~12k lines. Bottom of the line, DOS2 voice acting budget was 12x larger than POE1's budget and 6x larger than POE2 VO budget. An interesting comparison but I wouldnt use the word “budget” as we don’t know how much money is spent on what. We can’t possibly compare voice acting budgets between both games, as they are created on different continents. Voice Actor salaries are standardized when it comes to unionized work (both POE1 and DOS2 was unionized work going by the voice cast). EQUITY (UK where DOS2 was recorded) and SAG-AFTRA (USA where POE1 was recorded) have deals with each others so their members can work on cross-border projects which resulted in salary standardization (along other voice actors unions, it's not just a UK/USA thing). That's also why EQUITY supported SAG-AFTRA during the last strike and forbid its members to work for the targeted gaming companies (Larian wasn't on the list). In term of actor cost, the budget is totally comparable. That leave the renting cost of the voice recording studios but I doubt there is much difference between the UK and LA there, otherwise you'll see companions pick one over the other to save cost and they aren't. There's more that would go into that then the studio cost; transportation costs, renting places for the studio people to stay in the other city, etc. etc. The calculations aren't as straight forward as you make it seem, and there's lots of variables that we don't know about that could be preventing that decision from being common. Game VO budget include: - cost of casting the actors (aka renting a casting agency) - cost of voice acting (calculated by number of words * hour) - cost of renting recording studio (fully staffed) There are production companies to handle that so you don't have to. Sometimes the developer will sent someone to direct the recording, but I know BioWare use video conference for that and when they send people over it is usually for marketing reasons (not in the VO budget). edit: if you want to count in other possible cost, then DOS2 VO budget was probably a lot more than x12 POE1 and x6 POE2 budget.
-
Actually, DOS2 has 74k lines of dialogues with voice over and over 1m words. That's about Dragon Age Inquisition level of voice acting budget. BG2 had 57k lines of dialogues, but around 1 millions words. For comparison, POE1 had 25k line of dialogues with a bit over 6k of them voice acted. It was announced in the FIGstarter that Deafire would get x2 the voice acting budget of POE1, so their VO budget is for ~12k lines. Bottom of the line, DOS2 voice acting budget was 12x larger than POE1's budget and 6x larger than POE2 VO budget. An interesting comparison but I wouldnt use the word “budget” as we don’t know how much money is spent on what. We can’t possibly compare voice acting budgets between both games, as they are created on different continents. Voice Actor salaries are standardized when it comes to unionized work (both POE1 and DOS2 was unionized work going by the voice cast). EQUITY (UK where DOS2 was recorded) and SAG-AFTRA (USA where POE1 was recorded) have deals with each others so their members can work on cross-border projects which resulted in salary standardization (along other voice actors unions, it's not just a UK/USA thing). That's also why EQUITY supported SAG-AFTRA during the last strike and forbid its members to work for the targeted gaming companies (Larian wasn't on the list). In term of actor cost, the budget is totally comparable. That leave the renting cost of the voice recording studios but I doubt there is much difference between the UK and LA there, otherwise you'll see companions pick one over the other to save cost and they aren't.
-
In POE2, Blast is a modal tied to Rod Weapon Proficiency. You don't even need to multiclass... Saying that, it wouldn't surprise me if Driving Flight was also turned into such a modal. They need 29 of them... These are one I know off: Rod: Blast Scepter: Dangerous Implement Hunting Bow: Rapid Shot (renamed Swift Aim?) War bow: Power Shot Estoc: Vulnerable Attack
-
Only Accuracy was announced as the same for all in Deadfire. Josh said there was just way too many bonus to accuracy everywhere to compensate for certain class having poor accuracy when they used their class abilities (like spells have bonus accuracy). Also, the will, reflex, fortitude defenses were based off the character attributes which I personally find better than deciding that Wizard should have a **** fortitude even if they have 20 in Constitution.
-
Actually, DOS2 has 74k lines of dialogues with voice over and over 1m words. That's about Dragon Age Inquisition level of voice acting budget. BG2 had 57k lines of dialogues, but around 1 millions words. For comparison, POE1 had 25k line of dialogues with a bit over 6k of them voice acted. It was announced in the FIGstarter that Deafire would get x2 the voice acting budget of POE1, so their VO budget is for ~12k lines. Bottom of the line, DOS2 voice acting budget was 12x larger than POE1's budget and 6x larger than POE2 VO budget.
-
Sidekicks stories
morhilane replied to Seafarer's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
The system as explained by Josh isn't about getting more dialogues, but about getting more reactivity between party members (player included) based on their actions. In fact, it sound like a more personalized version of BG1 enmity between certain companions and/or your party reputation causing companions to leave (or attack you). In POE2, instead of having the evil party members hate the good party members (and vice-versa) and leave/attack if your reputation gets too high/low, the actions/decisions taken will inform the party members if they like you (and each others) or not over time. -
It was all wip, that was never a final rendition. It also wasn't in the style of portraits. As far as I am aware this is the only portrait we have ever gotten of her. The things that made everybody insane was some kind of concept sketch. That's what I mean by wip, work in progress. By it not being the portrait, it's style didn't really what the team would imagine her to be like. Funny enough, there isn't that much difference between her portrait and the concept art released. Similar haircut, similar face shape, glasses in both and the part of her top we can see is the same color (black). Going by the neck scarf/tie they don't seems to have changed her clothing either. It's all Victorian era clothing style (half-body cape, neck scarf/tie, suit-like styled clothing). The only difference is her face expression, where she looks more serious in the portrait than the concept art. Oh and she has red eye which shouldn't be a surprised, Pale Elf are considered to be borderline albinos.
-
Pretty sure you remember that wrong. You didn't even get named characters in the Beta, they were just generic characters like BB Fighter. But yeah when I look at this guy, and you ask me, "Is this a fighter, or a rogue?" Well... don't be shocked if my answer isn't rogue. Anyone who says otherwise is selling something. I see that and I think: privateer. He's wearing what? Leather armor. That's actually POE1 padded armor...
-
Since companies don't provide us with free demos these days, a few watches of different "let's play" youtube videos are highly recommended before any buy, imo. Personally, after withstanding the camera of NW2, the worst camera ever, imo, and that of DA:I, I had no problem with DOS2's camera, which I don't find any bad at all actually. OK good point, NWN 2's camera is horrendous. How did they release the final game in that state?! And it's never been fixed! I shall attempt to try it again, maybe it just requires some getting used to. It actually takes going into the game options and turning a few things on. By default the camera doesn't auto pan when you move near the edge and the cursor isn't locked to the window either. After you have done that, the only thing you really need to control is the rotation with the mid-mouse button (unless you remap that elsewhere).