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rjshae

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Everything posted by rjshae

  1. I for one like 'per rest' abilities. It makes you think more strategically.
  2. 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.
  3. Subtle.
  4. Yes, the SoZ OM was better. This one is more akin to the OM in Wasteland 2. But the PoE2 OE does the job just fine so no concerns there.
  5. Yeah well, before any season starts your team is tied for first place. It doesn't mean anything at that point.
  6. Load time is still fairly slow with an SSD; not horribly so, but definitely not speedy. The fade in/fade out is also pretty sluggish.
  7. 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
  8. Somewhere there's an intelligent hilt looking for the right sword.
  9. That sword needs a masculine equivalent named Captain Redbeard Rum.
  10. Yeah, consumables would be more useful if they were per rest, rather than single-shot. For example, establish a supply order with an alchemist that gets refilled each rest. (Possibly you need to provide them an example and some materials first.)
  11. Upon release, I'm expecting the RPGCodex will melt down into a steaming pile of radioactive bilge. But the game should be good.
  12. I wonder what the requirements are for the sonic bonus?
  13. 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.
  14. 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.
  15. Europe probably needs the metric system more than the U.S., having such a diversity of international standards in play would make cooperation difficult.
  16. If there's an in-game explanation, it probably has to do with logistics. A small party can be self-sustaining and can fairly readily journey large distances by living off the land; a large party needs a supply chain, which limits their speed and range. Large parties depend upon porters, supply dumps, carts, beasts of burden, guards for the camps, and so forth. The requirement grows exponentially.

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