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About makryu

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    (2) Evoker


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  1. I've been catching up with the comments on the latest version and I must say I'm a bit worried I'll be disappointed at the probable still significantly buggy state of the game at launch. I remember when the kickstarter was up and one of the frequent comments was that without a publisher's leash Obsidian would avoid past history of releasing very buggy games at launch. But right now I already see users pointing they merely expect "a bug free critical path" , no "*missing string* descriptions" and other stuff which should be taken for granted. I honestly hate to play excessively buggy games and
  2. I'm short on time (working overtime), maybe this was mentioned in some of the 13 pages, so sorry for asking again if that's the case: Have Obsidian and Paradox given any thought to the possibility that splitting the shipments could incur extra import taxes? My reasoning is that if I receive two shipments identified as a "collector's edition game" I could be doubly charged import taxes for the amount I donated, which would be particularly disastrous in my case (effectively doubling the amount I donated to the kickstarter, at least). I'd be all for #1 if that weren't the case.
  3. I'll be the devil's advocate and say that I find metacritic useful. Whenever I gain access to a new console, I use it to search the game library. I learned through the years that I almost certainly won't like anything with a score below 60. Between 60 and 70 It's pretty much down to how much I like the genre, or if it has a strong story based on overly simplistic or broken gameplay. Above 70 it's probable I'll at least like the overall experience if the game's broad characterization (plot outline, basic gameplay mechanics) interests me. Outliers are games I read about that might attract me in
  4. How has reputation no link to the respective character? It is built based on the character's actions, and if the character's actions aren't linked to whoever that character is supposed to be, then I don't know what would be. In the real world, people form an idea about who a person is based on his actions or the information obtained from other people about his supposed actions. I don't think it is so much of a stretch to assume that, on the background, information about the character's actions gets shared enough amongst different people via merchants, travelers, etc., to justify a relatively w
  5. I must say, it's been pure bliss seeing the same a**holes who derided so effusively promancers a while back acting like crybabies over combat xp. I can't say I expected the beta to be so much fun
  6. If you had bother to read the thread at all you would have seen that combat xp proponents want both kill xp and quest xp... I did bother to read, and it wasn't easy, with supposedly old-school posers and people with multiple personality disorder making the bulk of the posts, and nothing I read changes anything related to my previous comment. There is absolutely no way in hell that deciding to award only quest xp (no matter how you accomplish a quest) is "enforcing a gameplay style" any more than also awarding combat xp, in fact quite possibly a lot less so.
  7. So, awarding xp only for quests, no matter how you solve them, is actually enforcing a gameplay style, but awarding xp for kills isn't? Quite the logic there.
  8. I think the xp system needs changes, yes. The gains need to be more apparent and frequent. I didn't get the feeling of a steady progression while playing. This may have something to do with the bugs. However, I can't say I felt any less compelled to fight. Not even once has the "but I'll get no xp" thought crossed my mind. In fact, after I ended a few encounters without fighting, I felt liberated, because in previous IE games I more than once opted out of a peaceful solution (or went to kill the NPC I had peacefully interacted with afterwards) because of the thought of losing xp. I think that
  9. Was he ever involved with PoE? I remember him being a stretch goal. What happened?
  10. I like the contrast/whatever change on the character models, as it tries to solve the ghost effect. The backdrop and additional shadows don't look good, IMO, and I hope the devs don't go that way.
  11. I support steps xp entirely. The main reason is that with default player behavior (go to a hub, get all quests possible, go in the wilderness, solve the most you can before coming back to the hub), you end up with long intervals getting no xp just to get everything at once), It just doesn't seem adequate to distribute a reward like xp, that is maybe the main reason why many players feel the game as rewarding in the first place (sad but true), in such a way. I wouldn't worry with optional steps giving more xp, as long as the difference didn't go beyond 20-30% what the quest would normally o
  12. I'm talking about Dyrwood Ruins, You can get there from two different places, the closest entrance to the ritual chamber being using the entrance near the ogre cave. It's full of cultists. Is it the same place you're referring to?
  13. Anybody managed to get to the ritual/torture chamber in Dyrwood Ruins. I have two keys Skull Key and Old Dungeon Key but none opens any of the doors to that chamber. I'm pretty sure it's a bug, but I'm wondering if someone has managed to circumvent it somehow...
  14. Ok, my thoughts then after 2-3 hours and having explored about 50% of what's in the beta. Pros: - Overall visuals are great, nailing the expected "updated IE" feeling. - Small touches such as the bestiary are great. - The dialogue framework, if adequately used in the full game, has the potential to influence future CRPGs. It is truly compelling. - I appreciated the importance of items such as the grappling hook in environment interaction. I think this is an area in which CRPGs were always lacking and the scripted interactions are a nice solution to that. Cons: - The
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