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Veevoir

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Everything posted by Veevoir

  1. Can confirm! Currently, I see only one neutral Deadfire Merchant Ship left on the map, and that's the one I cannot attack with the persistent bug as described in my post above. Well, it won't be solved by us reporting, until there is a patch. For now Caleb let us know they can reproduce the bug which is the most important step to actually fixing it
  2. Sneak. Other option is to kill them one by one and keep interrupting. Blowing horn is still an action, you cant blow if you are constantly knocked down
  3. Same issue here - manual history, marked that the blade was forged - no parts, only Bow of Yenwood parts present.
  4. Good to hear you were able to reproduce. Sorry for not updating earlier, but PoE session ended at 3 am instead of 1 am for reasons that are unknown Here is the save: https://drive.google.com/open?id=1BbeS9fEeQL5zGWIkbDpAVRU4EgbjDPPS
  5. I'll try when spare minute allows. Basically it was always reproducible upon loading the save, load, sail east, encounter ship - bug.
  6. Howdy, Just got out of tutorial island, did a first resupply at Port Maje and wanted to do some ship combat. While clisking on merchant vessel that are unaffiliated two things happen: (1) When dialogue window shows up the game does not pause - therefore often they swim out of range and close the window before selecting any option. (2) Selecting "Attack" does nothing. The merchants sails away and the only thing that happens is combat music starting. After 2-3 tries with the same boat I was unable to get the dialogue screen anymore, also unable to do other encounters at sea. Reloading save helped. Unable to attach save (not permitted to upload this kind of file)
  7. Great, 2 minutes ahead of time is 2 minutes saved!
  8. Not really. Because it is more like 20-30 min. Then maybe, possibly, I confirm.
  9. Don't worry, it will only last for the next 30 minutes of steam unpacking the pre-load. Then it is ghost town
  10. Isn't Rekke a sidekick? It would be good to keep them separate or marked.
  11. How does that connect to reloading? As far as I saw, when dualing pistols the first attack was from both, then it was single reload--> single fire. Does the second gun magically auto-reload when using a full attack skill?
  12. If this is correct https://docs.google.com/spreadsheets/d/1gsz3Hd_3HPs6RtE5YFTfSUzcPNRUY2h9yy733Jp5_50/edit#gid=0 arbalest isn't better than arquebus. But gun fanboys will cry a river anyway forcing Obsidian to nerf arbalest (again). Nerd Commando did a viable pistol build: https://www.youtube.com/watch?v=yZV8i9AfOYM That video is two hours So what class combo did he choose in the end? Pure devoted like in beginning?
  13. Won't arquebus be too slow to actually matter in combat, seeing what melee can do? (and doesn't arbalest > arquebus?) I was wondering about Ranger/(swash or fighter) in a dual pistol setup (we are in Deadfire after all!) to maintain steady DPS and some flexibility (not being stuck in reload/recovery forever). But the recent changes to penetration put me off, I don't know if one can make a viable pistol build now.
  14. You will hate it even more when your party starts walking different speeds in stealth. Also, while a nice gimmick - it will not fix any issues rogue has in combat, unfortunately.
  15. Didn't know it was buffed. And getting flanked is largely situational - easy when tanking vs large mob, but not against few strong enemies. And aside from powder burns - any other way to just get it from skill usage? Didnt really have the time to test Beta4 - hence my surprise.
  16. What moved Streetfighter to OP tier? Is it taking him as multiclass or is there some gimmick that started to work in newest beta?
  17. On that note - is devoted/shifter able to use claws as if it was the weapon he/she is proficient with?
  18. Against harder enemies - did the skeletons hit anything? Or are they there only to block the enemy while no-perception rappers (wildrhymer sounds like somebody who does rap battles ) shoot the target and graze it to death?
  19. But if you took PCP, Krokodil or amphetamines - you would be. There are different kind of drugs - some make you mellow some make you hyper. Coke & meta probably also would help a bit. Fun fact - LSD was actually partially developed also as a chemical warfare agent. For the reasons you mentioned - an army tripping balls is not a very effective army.
  20. I still don't see a convincing argument to why Huana being good, bad or literal nazis is making Valian colonialism less or more bad. OR, as it was suggested in this thread - it makes actual, RL earth colonialism look less bad, which is a ridiculous claim. There will be none, as those are unrelated things. https://www.logicallyfallacious.com/tools/lp/Bo/LogicalFallacies/136/Non-Sequitur Or in short: two wrongs do not make a right. Let me use a more clear example: Guy 1 (Let's call him Vallian) robs&shoots dead Guy 2 (let's call him Huana) on the street.It later turns out Guy 2 was beating up his wife. Does it make what Guy 1 did less evil? Did Guy 2 deserved it? Surely 1 will argue that. But if someone falls for that logic - it is their fault, not the fault of the facts.Other example: Group 1 (let's call them Vallian) colonizes group 2 (let's call them Huana). And colonization is an umbrella term for all kinds of nasty stuff one would do to get the land and resources. Then every year Group 1 eats turkey.It turns out Group 2 was a culture that did slavery, kith sacrifice, canibalism, all sorts of nasty sh*t long before Group 1 arrived. Does it make what Group 1 did less evil? Surely Group 1 will use that as an argument to defend themselves. But if someone believes that argumentation - it is their own fault, not fault of the facts.The same goes on with RL colonizations. Some natives were up to all kinds of bad and evil stuff by our moral standards. Colonists did use that as an argument why what they do is not wrong. Of course this is a pitiful attempt of rationalization of own sins. Everybody wants to be the good guy and human need for rationalization is strong. But if you believe that some natives being bad people makes colonisation right or less evil - this is your fault, not the fault of the facts. You fell for their spin of the facts and believed it. But the fact remains - they did what they did Facts are not racist. Facts are not oppressive. EDIT: Just to be clear: Interpretations of facts may be racist,oppressive and what not - but nowhere in this quest does Obsidian interpret anything for you - they allow player to find out all the facts and the act on player's own opinion.
  21. I'd rather have them as possible ship crew members. Always wanted my own Ghost Ship
  22. Never taking the hardest option for the first time playing. Most games are tuned around normal because that is the target experience. Harder levels are usually for players already confident with the game systems, knowing also what they can expect from the game & story. So Classic it is, though if there will be apt time to test some changes in beta - I may go Veteran (or switch to veteran when I feel confident with the game enough).
  23. Don’t want to be too picky but “challenge after challenge” sounds like a game definition to me. Remove challenge and what you get is bunch of pointess colourful vomit on the screen. Still, sorry to hear that you don’t enjoy changes to the ruleset. That is the "core" game part, yes. But challenges come in many forms - in RPG challenges are also in dialogue and decisions. Wrestling with the story, so to speak
  24. You keep insisting on that, yet there is nothing to prove in your posts how does that *necessarily* imply the same is true in all cases of real world colonialism. The burden of proof is on party claiming something to be true, so: How does in-game situation links directly (as in: game hints on it) to any specific case of RL colonialism and cheapens it? Unless you mean that there are RL Huana and they are hurt by that depiction. If they were using a real life theme as a backdrop of the game - you would be totally right, it would be a nightmare mindfield not to offend the struggle of people it would be based on. But what I see fantasy race under colonialism from another fantasy race. The only thing this has in common with RL - is colonialism itself. Also that one side lives on island and other arrives by ships from a faraway land. But it is hard to have colonialism without somebody arriving from far far away to, you know, colonize. TL;DR: You are reaching very far to find a reason for outrage. EDIT: This exactly. I feel like the whole thread is about "they are a victim of colonialism, how dare you choose to make them anything other than the good guys". Because somehow if they were anything other than black and white it will suddenly make colonialism OK.. It is a non sequitur argument. One does not imply the other. Which is funny in its own way, because the only way to cave to that demand is to make Huana into the "noble savage" stereotype.
  25. I'd agree that what we have now in beta 3 may not be perfect - but the pacing of combat is much better than PoE1 and it feels much more 'clean'. I recently replayed PoE1 and honestly - on any more important combat it was in permanent slow mode. Beta feels fine with normal speed. Removing grazes could unintentionally slow it down too much. Also, see MaxQuest answer - that is quite a re-balancing act a month before release.
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