Everything posted by rjshae
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Things you want PoE 2 to specifically avoid if possible
rjshae replied to Katarack21's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)If they are interested in me both buying the game *and* not complaining about it then hell yeah it does. I very much doubt they will make such a major change at this time, so I expect they'll have to put up with the lack of your purchase.
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Things you want PoE 2 to specifically avoid if possible
rjshae replied to Katarack21's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Because... it's magic. The setting doesn't have to fit to your expectations of how magic works; you have to adapt to it. Physical strength and spiritual strength are the same thing. Stop trying to fit a square peg in a round hole.
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- How big will deadfire be?
rjshae replied to firkraag888's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)I take the opposite view where those "empty" areas provide an opportunity for exploration. To me exploration suggest there is something interesting to find (well constructed encounter, quest, unique event, nice location). Many of the wilderness locations were quite dull, with dull combat encounters. Hmm, well exploration means travel into the unknown in order to learn about it. The key work being travel. You don't have to find something deep and interesting every other minute; this isn't a music video. I'm fine with so-called "dull" wilderness locations because they highlight the interesting locales. That's what travelling the wilderness is like, and in that sense they're much like similar areas in Baldur's Gate. My preference would have been to include more such wilderness areas with a few interesting highlights.- RANDOM VIDEO GAME NEWS
No, it's the TwitterZone. The Twilight Zone was more like the real world.- Combat improvements in PoE 2?
rjshae replied to 1varangian's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Unlikely. That's a common motif among fantasy cRPG games.- Things you want PoE 2 to specifically avoid if possible
rjshae replied to Katarack21's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)The exterior area maps in PoE felt like they were channeling movement too much. I'd prefer something closer to square, or at least more roomy vertically as in the Baldur's Gate series. Yes I understand the isometric perspective plays a role, but they could compensate for that by making them taller.- I never finished Pillars of Eternity.
rjshae replied to JFSOCC's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Sounds like this isn't the game for you then, and I'm fine with that. Good luck finding a game you'll enjoy.- How big will deadfire be?
rjshae replied to firkraag888's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)I take the opposite view where those "empty" areas provide an opportunity for exploration.- I never finished Pillars of Eternity.
rjshae replied to JFSOCC's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)My thinking is: so what? You talk as if our "concrete reality" has to hold in a world replete with magic. It doesn't. This is not a design flaw; it's the reality of a fantasy setting. The game developers have hard coded a direct relationship between physical and spiritual strength. That's the physics of Eora. It doesn't have to look like our "concrete" reality. If you were somehow tossed into that world, you'd have to deal with it on its own terms. All it really needs to be is consistent.- Neverwinter nights
Well, over the years a lot of fallacies have been ascribed to NWN2, and this is one of them. For example, pretty much any model in NWN can be ported over to NWN2, then further improved. Both games use many of the same scripts plus 2da files for data storage. The main headaches with NWN2 is the extensive use of placeable models and the flexible exterior area building tool. Both are powerful methods, but much more labor intensive than in NWN. Beyond that, the two games are not that different from a toolset perspective. Once you're over the learning curve (and both NWN and NWN2 have one), it's just not that difficult to create models for NWN2. I've built and ported many myself. Meanwhile, NWN can't support the textures sizes and poly counts that NWN2 can, and with NWN2 you get normal mapping, LoD, and tinting capabilities. This (and many other reasons like full party control) is a big reason why it made sense to port games like Baldur's Gate, Baldur's Gate 2, and Icewind Dale to NWN2.- I never finished Pillars of Eternity.
rjshae replied to JFSOCC's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)It's not a problem. To me it functions like Chi in the martial arts, where it's a representation of life force. You buff up your body, and your muscles become a magical capacitor able to project more soul-based power.- Will Obsidian be doing anything about the absolutely retarded amount of stun/prone/etc spam?
rjshae replied to PizzaSHARK's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Yes, rather than a linear function, something like a logistic function might be more realistic, where you get to the point of diminishing returns at the two extremes. But that would be much harder to communicate to the audience.- Will Obsidian be doing anything about the absolutely retarded amount of stun/prone/etc spam?
rjshae replied to PizzaSHARK's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Pure click-bait.- Will Obsidian be doing anything about the absolutely retarded amount of stun/prone/etc spam?
rjshae replied to PizzaSHARK's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Combat is dangerous.- I never finished Pillars of Eternity.
rjshae replied to JFSOCC's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Can't believe I missed this one. It's not only fair to point that out, it is also extremely important, as that leads directly to the consequences of this particular design choice. Strength as an attribute is very concrete and people have a strong instinctual understanding of what it is. This helps in creating stronger immerison, as everyone already has an instinctive understanding of what the stat does and thus it helps establish the connection between player and player character. Replacing such a stat with an abstract concept of might only serves to create confusion, and it is incredibly detrimental to player immersion. There's no perfect approach to attributes because in the end they are all just crude abstraction of reality. None of the approaches I've seen are ideal -- D&D attributes encourage excessive min-maxing; Champions is more complex; GURPS has too few attributes; PoE is more abstract. In my case I modified my viewpoint and enjoyed myself while playing PoE. Clearly this approach bothers you a lot though, so this probably isn't the game for you.- What's so Funny?
- Let's talk ship!
rjshae replied to SonicMage117's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Have a few sea battles that take place during epic storms, complete with surging waves, driving wind, heavy rain, miserable lightning, and lightning flashes. They can make it near impossible to use bow attacks, participants stagger from the wave impacts, and fire spells can peter out in the wet conditions. Wave crests can roll across the deck, propelling sea creatures onto the ship. Flotsam and jetsam swirl and wash around the battle area. Crewmen are below decks manning the bilge pumps, leaving only a few hands on top to fight.- Thoughts on Godlike (are they worth it?)
rjshae replied to firkraag888's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)I'd like to see a mission to help out an outcast godlike child who is living off scraps and occasional handouts. Find out the story behind the child's bleak condition and try to discern some type of religious connotation to its birth.- Things you want PoE 2 to specifically avoid if possible
rjshae replied to Katarack21's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Consider, an Mig 18 Wizard inflicts +18% more damage than a Mig 12 Wizard. However, an Int 18 Wizard inflicts damage over +36% greater "area" than an Int 12 damage. If you are targeting groups concentrated over a particular region of the battlefield, then the high Int Wizard will tend to inflict a greater net damage than the high Mig Wizard. And in fact it gets even better, because that +36% area is actually an increase in the radius. Hence, for a given density of enemies, the average number of targeted enemies increases by 1.36 x 1.36 = 1.85; a +85% increase. If you're using Wizards for artillery, then high Int is better. For a Battle Mage targeting specific enemies though, a high Mig is better.- Things you want PoE 2 to specifically avoid if possible
rjshae replied to Katarack21's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)This was a bigger problem in BG2, where players would select companions based on their stats rather than their interactions. With PoE, that is less of an issue. Most discussions seem to focus on the persona of the companion. I'd say that's a win for the PoE approach. - What's so Funny?
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