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Everything posted by Mannock
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Patch 1.1.1 Updates Thread
Mannock replied to David Benefield's question in Patch Beta Bugs and Support
Calm down. It was clearly stated that they only snuck in those fixes that could be done so safely, without cause new bugs. So bigger patches will come further down the road. -
As for other languages, it's no big deal for me. I only use English in game anyway. But of course, there could be others interested in this mod. As for unique item, that was a bummer. I wanted them to be +X too. But doing that would mean manually changing each individual item, or did I missunderstand you?
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This is actually one of the other reasons I wanted to have this change. English is not my native tongue so it took me some time to realize that Superb was better than Exceptional. +2 and +3 will make it absolutely clear which one is better than the other. Holy moly! That is super cool. Really big thanks for fixing this for me. A follow up question though: If I use this mod, will it inactivate the achievments?
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Good summary! I agree with most points you've made. I don't have that many remarks on combat though, but combat is secondary to me in a game like this. The only thing I'd add to the list is the loot drops. I still don't see the point with enemies dropping 50 swords, shields and armours which I place in my unlimited stash. It doesn't make the game more "realistic" nor more fun. It's a drag and it's pointless. I really think they should move away from it.
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Food for thought.
Mannock replied to Mihai's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
Yeah, I also remember that being part of a perception check (my character had high perception). -
Cause at some point you have to take the plunge. A lot of the stuff found and noticed, wouldn't have been found without the huge player base jumping into the game. There would never have been the 1.1 you see today, even if you had waited until today to release the game. It would more or less have been 1.0 as you saw it when it was released. And on a side note; is Deadfire the first cRPG a lot of people have played? Cause judging by the posts on the forums the expectations of 1.0 seem to be way out of proportion. No cRPG is perfect at release. That's my experience of games like these going back to the early 90's.
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Well, there's also a third group, like me, who are more or less indifferent. For me the story, the companions and the side quests are always more interesting than combat itself. And since the different easy settings caters to people like me, we have little interest in PotD difficulty. But I do think combat is a valid part of the genre and those who enjoy combat challenge should certainly be catered to, even though I personally could care less about it.
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I'm quite certain PotD-players are a minority (albeit a vocal one). I'm quite certain more than half of the player base make up for the other 4 difficulty settings. But it doesn't matter much. Clearly, those who enjoy PotD difficulty find the game too easy and it's very reasonable that Obsidian try to fix and adjust that via patches. Which group is in majority or monority is uninteresting in this case.
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Personally, I wasn't too worried about the bugs. I didn't have anything game breaking, though I did have a couple of quest breaking bugs on my first runthrough. It's more the complete lack of difficulty of Veteran/PotD, which they've acknowledged was because they ran out of time. It seems like they could have avoided a large number of negative Steam reviews (which presumably actually do matter to sales) if they've pushed it back a month. Well, you can't have early access for the sake of adjusting combat difficulty, without also spoiling the story. And they did the beta, and apparently that didn't benefit the combat part of the game.
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@algroth I think your suggestions and comments are on point and basically I agree with all of them, though in general I'd say focus on improving companions first, then sidekicks and then crew. If there has to be a priority I mean. Personally I had trouble with the romance of Maia. I don't know if it was bugged or working as intended, but I had a romantic interaction fire five minutes after I recruited her and then the next romantic interaction fired right before the final encounter in the game. So the romance felt both thin and unevenly distributed throughout the game, to put it mildly. So hopefully some of these things could be addressed through patches.
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Dual-Class is Way OP
Mannock replied to rhugga's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Sure did! For more info, see this thread: https://forums.obsidian.net/topic/100280-backers-dont-play-gameswhen-playing-games/