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Everything posted by Tick
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The say nothing choice is almost *always* stoic. I think if you lean a certain way it still shows in game, and it's pretty natural to not just be one thing or another. That said, if you're really dedicated to having all or nothing disposition levels, you can turn on the option that tells you the dialogue options' dispositions. It sometimes used to throw me off too. I think at this point I pretty much know which one is which though. Anything that's strongly against something messed up or against inaction tends to be passionate, being blunt or open about situations makes you honest, saying nothing makes you stoic, wanting to help for nothing makes you benevolent, attacking or killing instead of talking makes you aggressive, etc.
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I overall liked the changes they made, especially as someone that doesn't like the rest to regenerate spells thing. I will say it feels slightly more shallow or something, somehow. I do really like the idea of *rewarding* players for not resting while still applying things like fatigue, injuries, and a total health bar to create the pressure to rest. I thought it was cool how battles would slowly wear your team down, because it seemed more believable. But I think bringing back the limit or anything requiring tedious travel is a really bad idea. They took it out specifically because fans complained about the tedium.
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Yeah, I actively avoided it for the longest time, trying to figure out what I was missing or how to get there with the blown up bridges. I tried the gunpowder trick, too! I think it was one of the last things I managed to do and it took an embarrassingly long time before I realized the portal wasn't an exit to the hub area, but the portal I needed to go through to get to the bottom of the map. Edit : I said this all in the Discord, but I'll bring it up here too. I think it's really interesting how our brains have been trained into behavior that, mixed with the design of the area, actually worked against us. Very funny quirk of human behavior.
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You're accurate on the first part for sure, I think! However, I think the implication is that the natural cycle has been *changed* in a deep way by the Engwithin technology, and so when Eothas brute force breaks it, it's not just going to go back to what it was before. We've "broken the dam," but that doesn't fix the river or the environment around it. So as I understand it, this *is* going to cause a Hollowborn 2.0 and life will cease to exist without a semi rapid fix. The whole reason Eothas did it was to make kith recognize the reality about the gods and get more independence and self reliance, and decide whether or not they want the gods to be part of their future. It's also supposed to put pressure on both gods and kith to cooperate and put them on a more equal playing field.
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I've skimmed the last couple of pages. Two things : 1) My apologies ahead of time if people keep responding to just your first post. It sounds like you've kept an open mind and conceded or considered other points, so that's not super fun. 2) Glancing at one of your recent posts, I think it's true that Obsidian really encourages you to check that stuff out. They show you all the mechanics and start you off with a crew and throw in Serafen and Furrante to get you involved in Principi politics. So I could see how it *feels* like they're pushing you to be a pirate. I think the *intent* was just meant as, "Look at all this cool stuff you can do!" and also show that the pirate thing was actually an option.
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I think I remember hearing you could convince him to stay. I haven't tried it myself. Some possible factors : 1) You might have to boost his rep to +2 and or romance him. Maybe need get to a point in his quest. 2) You might need to avoid assassinating the Queen. This is a guess, but this might be avoidable if you don't help the Huana faction much or if you do the self defense thing. Which is you agree to help her and then back out of her plans, after which I assume she has to try to kill you.
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PoE 2 on switch
Tick replied to ryaku711's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
I didn't even know the game was coming to switch, but I would assume that they would port the DLC if they're already porting the main game. What do you mean by an Obsidian version? You mean like a full version that has everything in one package? -
It makes me really happy to see a post like this! I really love the amount of attention Obsidian has given to feedback and the amount of effort to improve the game. I wasn't involved in the community after PoE1's release, but I assume it was similar then. While I don't think it's good to blindly follow what people say (not saying they are), I very much appreciate that they try to listen and consider it as much as they do. It's also just really cool and exciting to see them so actively develop on something. Gives it a sense of life (sounds weird, but I don't know how else to put it).
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Josh explained that this detail was cut from the game. Alex Scokel (sp?) detailed how this works as follows: Reincarnation existed prior to the gods. It was a natural process. The Engwithans made a device to manage that process. Eothas smashed it. The smashing of the device does NOT however, necessarily result in the natural process resuming as it did previously. For example (and it's only an example - not a direct allegory for how the Wheel functions), let's say someone dams a river, creating a lake, but regulates that lake by allowing some of the water through the dam (for, say, hydroelectric power). Someone breaking the machinery that allows that regulation would not undam the river.
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...wut? A fampyr is a kind of undead. Ydwin is not dead. Even if she had turned herself into a fampyr by severing her soul from the Wheel (which I don't think is true), she'd still become a fampyr only after her death I mean, if I remember right, she doesn't feel the same way she used to and can only consume soul essence now, and she *has* to or she'll lose her mind. That sounds pretty un-dead by the games standards. I remember Heritage Hill forcibly attached souls to bodies and that's why the dead became undead. But I think the rest of them were still alive and "normal.". Which favors what you say, but then Ydwin should seem normal. Except she detached her soul from the wheel somehow..
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Wait the developers have touched on this? I largely agree with that sentiment too, and said sentiment fits with the rest of the game. I think there could be exceptions, but that the majority would write you off. But also, as you've said, I think it's good to give the opportunity and fail, especially since it reaffirms some parts of the story. I think they handled it well in parts of the game and DLC.
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I'm actually kind of excited to see a thread like this, going to read it shortly. This is one of my bigger gripes with Deadfire. If they had addressed why you don't talk about it more (because no one will believe you, I'm assuming was the developers' thinking), or given you opportunities to try and then fail or something, I wouldn't mind. I think if they had added more occasions where the player can try and largely fail, it would also help people become more sympathetic to Eothas's attitude about the whole thing. Thank you for posting this! That's interesting. When I played (before DLC and patches) there were at least two times I could say something along those lines. There was one with Eder and Bearn where you can tell him the gods aren't real, but it's in a very unconvincing way that kind of lampshades how ridiculous it sounds, so I didn't try that route (but I'm glad it was there). In the DLC, there was actually a lot of content where you could bring this stuff up. I was extremely happy to see that.
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I'm going to bail out of this conversation soon, but: What exactly did you want from this game? Do you have a problem with Eothas deciding to do his own thing despite how you feel, or the fact that you couldn't conjure up something to force him to stop, or do you just not like the way it was executed? --- It has nothing to do with "egos". You have a very strange idea about people's psychology. Flashing lights, exploding stars and other pachinko-level experiences are not comparable to following a storyline about giant statue. That's a different problem and it lies within realm of immersion and if story is good to explore it's themes correctly or not. If the idea is not to confront the antagonist but to have a revelation from the story, then story didn't do the revelation part correctly. Josh himself arrived to this point at the end of his own post: "maybe I set up story to be told in a poor manner", and is completely correct. And it's getting exploited. What's the actual good thing about choice? The ability to live through consequences of that choice. Not to just read about them later. PS:T for example didn't have any slides, just a single cutscene. Instead of slides you got very long talks with each and every companion who would tell you what they would do after. So slides are not 100% necessary. While I don't like the way people have put it, the underlying concept is accurate. Not everyone plays to just have their "ego stroked," but that's absolutely an element, especially in parts of the RPG community. I am guilty of enjoying it to an extent if I'm being honest with myself, but there's a point where it becomes too much (e.g. when everyone dotes on you and is romantically interested in you and praises you and listens to every word you say). All RPG's provide this to some extent. BioWare games are especially guilty of playing to this desire, and I noticed that they played more to that element when they started stripping out the rest of their mechanics and features. -- I think it's fair to say it can be exploited. I'm not sure if I agree with you or not about it being exploited here, I'd have to play the game again and keep a more critical eye on it. That said, I'm a little disappointed that you truncated the rest of my comment and didn't respond to it. As I mentioned before, the story does respond in-game to the choices you make. I actually thought it handled it all really well at the time I was playing. Additionally, I unfortunately lost my save for PS:T and never finished it (I got to the weird angel, then lost it, so frustrating), but I don't recall there being a lot of direct consequences in-game. And if I understand what you're saying right, your companions just say what they would do when this was over, they didn't change what they were doing in the game. That's just a different way of doing the ending slides, man. You can argue about which one is the better way to do it, but it has the same function.
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Taevyr already covered this, but the ending slides to show the consequences thing is a classic feature in this kind of RPG. It seems weird to complain about it at this point. I personally really like the epilogue slides. It gives the developers more freedom to say what changes occurred and lets you know what happened when the adventure was over. Additionally, there are some in-game consequences that occur. The most obvious that I can think of are the possible riots in Neketaka. It's not a huge part of the game, but it's definitely there.
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I almost asked about this in another thread here, but it seemed too much a departure from the topic. I'm at the point where you talk to or fight Nericyrlas (correct me if I'm spelling this wrong). The conversation very much seemed to either-or from what I could see. Either kill Nericyrlas, or prod her into killing Rymrgand. I'm not sure what to do, on an ethical level. I've been wanting to help Nericyrlas escape throughout the DLC and trying to keep an eye out for a way to do that (in case it was possible). But I feel mixed about the situation here. It sounds like Nericyrlas wasn't exactly a great person, but it also sounds like she was acting out of desperation maybe. It's hard to know from the context I have. Additionally, something about the conversation to get her to fight Rymrgand instead felt...like it was using her? And also setting him up to be killed. It didn't seem like it was exactly trying to help her out, and I'm not sure if killing Rymrgand's an ethical thing to do (assuming it's possible) either. If anyone has any opinions or advice on whether it's better to just fight her or tell her to fight the entropy god, or if there's another option I don't know of, please let me know! --- Side notes: If people can somehow avoid telling me major spoilers for the very end of the DLC, that would be neat, but I'm not going to complain if you do, since I'm setting myself up for it almost as much as possible. In case it matters - My character has plenty of metaphysics and I can (and did) jack up the insight skill with incense (got it to 11). I may or may not be able to improve Arcana for this. Also, my character has tried to take with/save every soul. In case it matters: my character has plenty of metaphysics and I can (and did) jack up the insight skill with incense (got it to 11). I may or may not be able to improve Arcana for this.