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Everything posted by rjshae
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Things I like: The voice acting of ambient conversations is a very nice touch. It feels very immersive. Lighting and shadows add a lot of depth to the environment. I really enjoy the level of detail and options in the character creation. Having more interacting ambient characters is always welcome. A few concerns: The multiclass level up progression interface is a little unclear. If I wasn't already familiar with the design goals, I'd probably be confused. It was difficult to find the combat speed slider. The repeated fade out/fade in sequences are tedious. The incentive for me is to max up specific skills rather than spreading out the points, but with two skill points per level up, it doesn't feel like I have much option in the skill progression. Changes in art style between the OM, tactical view, and intercity block transit is a bit jarring.
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DEADFIRE NR 1!
rjshae replied to TheisEjsing's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Yeah well, before any season starts your team is tied for first place. It doesn't mean anything at that point. -
The Weird, Random or Interesting Things That Fit Nowhere Else Thread
rjshae replied to Blarghagh's topic in Way Off-Topic
Meanwhile, the Chinese are confused over the matter, and who can blame them? https://www.nytimes.com/2018/05/02/world/asia/chinese-prom-dress.html -
Upon release, I'm expecting the RPGCodex will melt down into a steaming pile of radioactive bilge. But the game should be good.
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Infernal Doom mode for the self-flagellating. You can only play as a Monk class with no equipment slots. Your only ship is a leaky canoe, your navigator is a confused monkey, and you're constantly compelled to drip blood in the water to attract sharks. Plus you have a drinking problem and constantly emit an unpleasant body odor due to oozing sores.
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I'm expecting less. Stereotypical wizard characters are typically more effective as combat artillery, firing from the rear. But 17% smaller party size suggests it'll be much harder to form a line, making battles more likely to be a bunch of random, boring, individual skirmishes, as in DA:O. The combat demo we saw with the sand creatures confirmed that in my mind. Hence, a multi-class, melee-capable wizard would make more sense than a pure wizard. But that impression may change once I start playing the game.
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Europe probably needs the metric system more than the U.S., having such a diversity of international standards in play would make cooperation difficult.
