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Everything posted by IndiraLightfoot
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On importing save games: Can someone tell me which savegame should I keep "safe" until Pillars 2 is out? The "gamecomplete" one? ReplyJan 31, 2017 | 12:48 AM Feargus developer M I just asked Adam, and he said it is the one called "End game save". Jan 31, 2017 | 01:51 AM And on racial bonuses and new Godlikes: Got some questions. 1. Are racial bonuses going to be changed? 2. Will there be different types of Godlikes? (Wael, Skaen, etc) ReplyJan 30, 2017 | 10:42 PM Feargus developer M @Baramos (1) Racial bonuses are not going to be changed, and (2) For right now, there are not going to be different types of Godlikes. Jan 31, 2017 | 01:58 AM Both from Fig.
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This reply from Feargus over at Fig today must simply be added here: ReplyJan 30, 2017 | 12:36 AM M I can say the party being five people is something we will stick with. Jan 30, 2017 | 02:11 AM https://www.fig.co/campaigns/deadfire#forum
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I've just started to play PoE1 again, and noticed something that did annoy me slightly before, and it feels worse now: characters dying in the midst of combat. What happens is.... Well, next to nothing. No dying scenes, no special final cry, like "Avenge me, brethren!". All that happens is that you may or may not notice that the portrait of the death-struck character suddenly disappears, no sound, nada. Not even a skull-n-crossed-bones portrait replacing it. It's simply disintegrated, and no other characters react. They don't even flinch. Business as usual. Chop on, sling spells... This nonsense must cease. Please, bring us much clearer deaths of characters in combat. Use the portrait, use voice lines, use animations, sound effects, but let it be obvious that one of our characters succumbed. EDIT: My entire party this time is composed of my own home-rolled inn-companions!
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I've just started to play PoE1 again, and noticed something that did annoy me slightly before, and it feels worse now: characters dying in the midst of combat. What happens is.... Well, next to nothing. No dying scenes, no special final cry, like "Avenge me, brethren!". All that happens is that you may or may not notice that the portrait of the death-struck character suddenly disappearing, no sound, nada. Not even a skull-n-crossed-bones portrait replacing. It's simply disintegrated, and no other characters react. They don't even flinch. Business as usual. Chop on, sling spells... This nonsense must cease. Please, bring us much clearer deaths of characters in combat. Use the portrait, use voice lines, use animations, sound effects, but please let it be obvious that one of our characters succumbed. PS. EDIT: I posted this in the wrong forum. I've made an identical thread over at the PoE2 forums, so please lock this one, dearest moderator.
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Whips sounds very cool. My humble suggestion would be tridents. It was one of the first weapons I gravitated towards when I rolled my very first fighter in D&D, decades ago, which later became a magical trident and an even more magical net. That would really fit the Valian Republic and the maritime environment and pirate setting, no?
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Why shouldn't you be able to do just that if the next group of enemies is right there 10 meters away. Why shouldn't you be able to do just that if the next group of enemies is right there 10 meters away. I liked it, because it pushed me into doing more risky but quicker continuous combat runs. I've never thought about that, but they way you describe it, it somehow makes sense. Perhaps the game should have some timer going on, like turns in D&D, rather than combat rounds, something that ticks a bit longer and keep track of such cases. It's a bit bizarre that they vanish only to reappear a few meters later. The same would go for shape-shifting then.
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This first point made by Silent Winter in another topic, inspired me to have a topic on something that I somehow missed in PoE 1, especially in combat, and which I now understand will continue in PoE2 (for instance the ghost animal companion mentioned), but I do wonder if it's the best and most engrossing way to do stuff like that, RPG-wise. It always annoyed me a little bit that the Druid shape shift was temporary, or even those items and spells summoning stuff. Instead of being summoned and then they fight until death, they just blinked out of existence (de-summoned?). Not fun, although I understand it perhaps makes sense balance-wise, it just makes me wonder if there aren't other ways to balance such summons, temporary companions and shape-shifted druids. It is the temporary bit that's bothering me. I'd much rather have these things go more permanently. If I enter combat as a feral wolf Druid, I don't really care for being forced out of my animal form 22.4s into the fight. What are you thoughts on this? Surely, this stuff could be made more permanent and then be balanced? I mean, Obsidian, went through all this trouble animating and solving other 3D graphics and FX for it, only to see it last for a few seconds. Some summons I rarely have the time to enjoy. It feels a bit like all that wonderful content goes to waste. I'd say, it would make a really fun game even more entertaining and cool as far as your CRPG-characters go.
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Turn based
IndiraLightfoot replied to Petrus's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
It will obviously keep on being RTwP, as it should. I love many turn-based games, but no need here. Good thing, though, is that the slow mode during combat is default now. -
This post by Josh over at Something Awful certainly shows that they will change class and character levelling and progress systems a lot! And he definitely knows about the pitfall of having peeps rolling high level chars right off the bat, like in MotB: This post gives this old knucklehead hope. I am exactly that person who couldn't "get it" wrt the mechanics.
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As I said earlier, my ideal would've been to start over, and yay! Here we do get to do that. High levels are usually wonky and cumbersome, and with all the changes planned to the systems overall, this feels great. I'm sad to hear that many of you feel a bit dismayed over it, but I ususally play CRPGs for... -Exploration -Rolling up characters & composing parties (I'm a compulsive restarter) and love planning ahead (that's what I did when I managed to finish PoE1 on PotD solo, such fond memories) -Cool NPCs and story threads -Music, mood and dreamy fantasy.