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Everything posted by AndreaColombo
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I understand the point about newbie-friendliness, but it would be a shame if I had to play through the first game again every time I wanted a new play through in Deadfire with specific outcomes* Imho a sleeker implementation would be to give the option to set states for all content that carries over, but if side content is not set, the game would act as though said content had not been played. This way, novice players could ignore the details and focus on main story line endgame states, and more advanced players would get to determine the minor stuff as well. Appreciate that would all be extra work for the dev team, though. Ultimately it's not going to be a deal-breaker either way; I just hope I get to determine endgame states for lots of stuff. * Don't get me wrong, the game is great—just very long to play just for the sake of setting endgame states for another game.
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The only thing that I'm unclear about is: If I create my own endgame state, will I get to set ALL variables that are set when importing a save from PoE, or just a number of "bigger"/"more important" ones (and the others are set to a "default" state behind the scenes)? I'd definitely like to be able to set all variables.
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If Obsidian had fired Eric F. because reasons, they wouldn't have contracted him to write Edér for Deadfire, I would imagine.
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Calculating DPS isn't a fun activity and I'm sure most people who care still don't enjoy doing it. Besides, MaxQuest looked at the actual code to uncover the math for PoE; I, for instance, wouldn't know how to even have the code display on my screen, let alone how to read it. The only way for me to calc my DPS was FRAPSing and counting, which is terribly tedious.
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Which imo a game doesn't need to be. It just needs to be consistent. Those that want to do the math should be able to reverse engineer the formula with a little trial and error. I disagree. It shouldn't take a degree in engineering to calculate my DPS, which it does in PoE (see MaxQuest's thread.) That said, Josh did say Deadfire would be more transparent with how these things work, and DPS should be easier to calculate.
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I appreciated the higher resolution and 3D-accelerated VFX, but as far as graphic design went I hated most of it (with the exception of monster sprites; those were pretty good once I digested the mirroring.) Character sprites, paperdolls, icons, portraits and UI looked so much better (and frankly most sound effects were also superior) in the first game, imo.