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illathid

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Everything posted by illathid

  1. One thing? Your position is that the only thing the game does right is graphics?
  2. Agreed. Divine Divinity was the best in the series, and even that was only mediocre.
  3. Agreed with both of you. I'd love to play a priest of Abydon, but it would be a giant pain to go back and add reactivity.
  4. Hmm... did a quick look in the scripted interactions for red_hand or it's item ID but I didn't see anything...
  5. I'm surprised at all the criticism of the chip combat, but maybe I'm just part of a different generation or something. Important to point out that there are people who like the ship combat, even love it, so I don't want them to remove it or badly nerf it. Sometimes I go around on Neketaka, and then need to jump in the ship and go ship-hunting. It's one of my favourite parts of the game, and the biggest downside is that ships don't respawn. Would also be good with more fully decked ships, as it's a bit odd to see Junks with 4 of 10 cannons and suchlike. But the flipside of that is that if such a fully decked and crewed ship come after you early, if you for instance have the sloop, you stand zero chance to survive. That could be pretty frustrating, and would probably lead to more criticism than currently. I'd really love for Obsidian to make more generic ships respawn though, such as merchants and slaver ships. I'd also like to see more diversity in ship upgrades. Yeah, you may be right about the generational thing. Agreed on the respawn too. I'd actually pay a decent amount of money for a ship focused DLC. Add a new class of ships, maybe a unique variant or two, some new upgrade options, some random battle events, and more enemies to fight.
  6. Smarter AI and better equipped enemy ships would be welcome too. It’s too easy to “stunlock” enemies into shuffling crew and brace for impact withn one successful salve. True. Although Josh said they'd be doing this in one of the upcoming patches so I didn't think to mention it.
  7. I’m pretty sure that causing crew casualties only affects the pre-boarding element of the combat. Unfortunate, since it makes sense that if you injure half the enemy crew with grapeshot, there ought to be less able-bodied combatants when you board. However, don’t discount it - if they have to pull cannoneers to put out a fire, you’ve saved yourself some trouble. I’d really like to see prize-taking. Of course, you should have to repair all the damage you did before boarding and capturing the ship... but it would be great to get a higher-quality ship by storming it and killing the crew. And lower-quality or identical ships? Sell ‘em for cash! IIRC Josh has said that injured crews showing up for boarding is a bug. And yeah, prize taking would be a lot of fun.
  8. Hmmm... I might try and check the files in more depth to see if I can figure out what's gating the Red Hand. It'll have to be after I get home from work though.
  9. I love the naval combat. The only change I would really make is to add random events that could effect both parties, as right now it's pretty easy to get into a groove.
  10. Man, now I'm even more bummed I missed the dealine on the recognition. Still it was a ton fun to try and match the entries to the different forums members. 10/10 would contribute again.
  11. While volunteers are no replacement for proper QA, there some bugs that are impossible to find in house (like the shader bug that some people had on macs).
  12. Yes, but what do you do with him? Depends if it's early in the morning or not. I just put 'em in the scuppers with hosepipe on 'em.
  13. Bigger ships can benefit from jibe if they use Double Bronzer (8 turn reload, 12-15 damage) on one side and normal guns on the other. Fire Double Bronzer -> jibe -> normal gun -> normal gun -> jibe -> double bronzer to finish off (if not already dead). I use a galleon and Just have double bronzers all around. It takes 3 turns to jibe so you can just alternate sides firing both.
  14. I think it would've been nice to at least talk to the Ranga about the issue, even if it would've ultimately been futile.
  15. Lol this is hilarious Yeah, not exactly a critical bug. Now if only I had screen shots of it with big head mode
  16. I just noticed when I gave tekehu a new weapon that it would shrink when putting it in his hands in combat mode. I tried to attach a save, but the file size is too big. I can try hosting it somewhere else if it'd be helpful.
  17. I like the ship combat system, but I think having some random/environmental events that makes you change up your strategy could be fun. Like a huge swell block lines of sight, reefs that make you change directions, etc. EDIT: Thinking about this more, you could have the various crew member traits potentially set off events too. Maybe have a drunkard pass out during a fight, or have malicious one fire early, etc.
  18. Brilliant should probably be rebalanced, I'd say make it only a small chance to regain resources like 5% every tick. Still fits the theme and is nice but isn't over the top.
  19. I'd double down on the success of PoE2, and keep most things the same but get a new setting. IIRC Rauatai is one the coast of a continent so you could do a fun hybrid sea/land campaign.
  20. Like Kharkarov mentioned above, there's plenty of difficult fights in Deadfire at the moment. You just have to go find them. If the regular fights aren't enough go find some red skull quests and get ready to get your but handed to you.
  21. I've been playing on the beta patch for tomorrow, and it's fixed basically every import issue I had at first. So at least one of your issues will be fixed in 24 hours.
  22. Huh, haven't run into them yet. Where in the palace are they?
  23. All things considered, there's not that many bugs. Compared to a lot of other games in the genre, this is actually a really polished release. That said, the import reactivity bugs are disproportionately disappointing when compared to other bugs as they hurt player investment a lot.
  24. The AOE is really getting to me. I’ve given the weapon to Pallegina, and I basically have her run off to confront secondary targets while everyone else gangs up on a main target. Otherwise it’s constant friendly fire and plenty of those “one time cute, multiple times annoying” comments from your other party members about “hit me again, I’ll hit you back”. When used with careful positioning, though, it’s great. Yeah, for big fights where you need to careful manage your whole party it really works great, but when I just want to auto-attack through a bunch of fodder its kinda pain.
  25. Everyday we stray further from the light of Eothas. As for the rest of the criticism, I think Deadfire looks much better than PoE and it runs better on my machine as well. I think the plot is good to, if anything the problem is that there are too many interesting hooks for quests. Which is one of those good problems for games to have.
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