Jump to content

aphotic

Members
  • Content Count

    16
  • Joined

  • Last visited

Everything posted by aphotic

  1. There is no reason whatsoever for anyone to play PoE2 on less than PotD difficulty if they have prior PotD experience from Pillars 1, which I recall as a harder PotD experience. Nowadays I'm much too impatient to play on anything other than PotD solo, as the downtime prospect of juggling five inventories and builds feels intolerable.
  2. Since the latest version I have occasionally been encountering a strange bug where my head items lose all stats and become for all intents and purposes generic head items with unique names and flavor text. Even their value gets reduced to compensate. It strikes seemingly at random. The first time I encountered it, I was playing the SSS DLC and it affected a piece of headgear from that DLC -- at that time I thought maybe it was a bug with the DLC. But now I've had it during my base game content. For both runs, I have the Solo Magran's Fire challenge enabled on PotD difficulty. I can't upload my save file because it exceeds the limit. Here's a Google Drive link to an affected save file: Here's an image to give you an idea: It doesn't exactly ruin my day, but I *am* running PotD solo and that's a perfectly good, best-in-slot +2 Intellect helm wasted...
  3. I liked PoE I well enough (to finish it on PotD), but Deadfire surpasses it in just about every important aspect. The introduction of multiclassing and a quick leveling curve (especially when playing solo) makes coming up with new builds very entertaining. The game is almost like an action RPG (like Diablo, Path of Exile, Grim Dawn etc.) in its diversity of builds. Part of this is facilitated by the great variety of mods found in unique items. It's clear the team put in the effort to build a very powerful item mod system and examples like Hand Mortar, Tuotilo's Palm, Pukestabber, Deltro's Cage, Reckless Brigandine, Whitewitch Mask (all off the top of my head) are testaments to the flexibility on display. However with the strength of the itemization some things stand out: Some item types are disproportionally underrepresented (Wands, clubs, crossbows, etc.). A total of five soulbound items in total Lacking any enchantment options, Magic items have no use at all The first two points are easy enough to fix: just add more! More items, especially with an eye for enabling new or exclusive character builds, can only benefit the game. I might as well make the suggestion when there are two more DLCs still in the process of hatching. For the third, I recommend taking a page out of Diablo II (not I, not III)'s book -- where magic (blue) items had exclusively powerful +skill mods that still kept them relevant in some cases -- and provide magical items with a diverse pool of enchantments that also happen to be somewhat stronger than the mods on unique items (that is, numerically). Let magic items have more aggressive scaling from Skills, or have higher proc rates for on-hit/on-kill/on-engage abilities, or have a higher stack count for stacking bonuses, etc. that sort of thing. I stress that the existing Deadfire game is much more interesting than Pillars 1 as it is, partly owing to the itemization. But I absolutely believe that it could be much more.
  4. I'm also having this problem, played through Port Maje twice now. I've never had this issue before today. This is mostly a bother for the Blow the Man Down quest, since Serafen is available at Fort Deadlight. You can progress or even finish the quest without actually having it in your log (I did) but you get vastly reduced amount of XP for completing it since the game doesn't count the intermediate objectives (like when on Mirke's path). EDIT: Furrante did spawn for me eventually, but it took 5+ days to do so. Also, looks like I was wrong about the quest XP -- I got the same amount with the quest in my log.
  5. Does Carnage proc for each enemy hit by Citzal's Spirit Lance? Could lead to some interesting overlapping if that's the case.
  6. Forgive me if Pillars 2 vastly changes the existing landscape -- I haven't played the Backer Beta out of an interest in not spoiling anything about the game yet -- but I'm not sure I understand the concern about hybrid builds being gimped with the Resolve change? In Pillars 1 right now, I'm playing a melee/hybrid Wizard in PotD, and my base might and resolve are both... 10. No bonus, no malus, no nothing. This is because at least in my case, the most important stats are (by far) Perception, Intellect and to a lesser extent, Dexterity. Sure, I regret not dumping Resolve (I don't really wish to respec mid-game because I'll lose all the spells and that's a hassle), and this change will help me avoid that feeling in Pillars 2. But otherwise I don't see what the problem is. The recently-rectified lack of general talents were a much bigger source of uncertainty for the viability of a (pure-class) hybrid wizard than this change to Resolve, really. There's a good chance I'm missing something because my PotD playthrough is actually just my second playthrough of the game (I finished the game on Normal when it first came out in 2015, didn't touch it afterwards), but my experience so far in PotD tells me this isn't going to be much of an issue.
  7. Been trying with Chrome sporadically since the site came up, and I finally managed to get in, just now, using Firefox on Linux.
  8. Type the first letter(s) of your state/province's name. Wait. After a few seconds the box should update automatically. Thanks. I had repeatedly mashed my head against the keyboard to navigate the Country dropdown by chance and needed these instructions to figure out the State/Province one. On a more serious note, there are apparently no States/Provinces associated with the Country of my choice (Turkey), hence the problem I mentioned of no options showing up despite whatever letters are being input. @Darkpriest, I tried that too (left State/Province empty) but sadly, it didn't work. Last edit: Giving up for now, still haven't managed to upgrade, sadly. It would be nice if someone from Obsidian took note of this. I attempted to strip the address down to its bare essentials (leaving just the Address Lines, the City and Country fields) and still kept getting errors. I would appreciate it being looked into -- thanks!
  9. Well, I've been unable to upgrade my pledge despite picking the correct country from the dropdown and not typing it all. There are no options for the State/Province dropdown in my case. I guess I'll be waiting some more.
  10. I honestly don't believe there is any risk of this happening. In the "worst" case, this will be a simple setting in the options menu, probably off by default, if even that. Dishonored was a recent game that took this route and allowed the player to customize contextual and objective-related information by a few user interface settings.
  11. I can see this happening -- that is to say, happening without significant backlash -- if and only if the publisher in question has a good reputation with PC and old school gamers in particular, and is known for not pushing developers around. The obvious profile in my mind is that of Paradox Interactive, although in their case they are not very large, and deal mostly in strategy games.
  12. Will we be saving the world in Project Eternity? I hope not! Looking at the thread about unique companions, I was reminded by two of the things I felt Dragon Age II -- for all its faults! -- had done well to have incorporated in its narrative design: Significant, plot-influencing companion characters, (Anders especially, and Varric) and a story in which the player does not, in fact, save the world. Especially the latter. Oh, it's not that Obsidian can be accused of such needlessly grand narratives: Planescape: Torment, KOTOR 2, and to a lesser extent Fallout: NV were so stunning particularly because they were essentially games depicting personal journeys rather than a Bioware style epic, bombastic showdown. So yeah, I don't really have a point to make, except this: With Dragon Age, BioWare had gamers save the world in the same game it introduced the universe to them (Origins), but took a more mature, self-contained step in the expansion (Awakening, with the Architect) and the next game. With Project Eternity, Obsidian will be introducing its own world to gamers in a similar vein, and maybe the temptation to put it in some kind of dire danger will be strong. But... don't do that. Please? Induce wonder instead. Induce feelings of great mystery, induce unease, tension, implications, some big question marks for later installments. If you want to be more physical with your teasing, include some inaccesible landmasses with your world that will keep us guessing, maybe introduce other races that we don't know much about. The principal difference between saving the world and not, I feel, is this. In the BioWare approach, the main source of conlfict is some externally imposed uncontrollable, unreasonable antagonistic power, like the Archdemon, Reapers in Mass Effect etc that, by definition of being externally imposed, unavoidably threatens the whole world. In Obsidian (and Black Isle, of course) games, the source of conflict is internal to the world or the characters themselves, and is born of their intents or interactions: Various factions power playing in F:NV, *cough* in KOTOR 2, and heck, I don't even need to describe how PS:T relates to this. Put simply, the externally imposed source of conflict leaves no room for any emotional reaction other than "epic heroics", while the opposing approach can access a wider gamut of feelings. I realize this is pretty subjective. It's not at all my intent (or within my right) to tell Obsidian how to design their world or narratives. I just think this could be something to keep in mind. Thoughts?
  13. I would like every single one of my companions to be unique, quirky, significant, or otherwise distinguishable from my own character. I would like my companions to have significant opinons or even effects on the plot. Such variation avoids staleness and adds great narrative opportunity. I know it's not well-liked in general (I enjoyed it for the simplest fact that we were, for once, not saving the world in a BioWare game), but Dragon Age II did this extremely well with one character in particular:
  14. On the countdown stream I asked in chat whether they were realistically expecting to ship the game by April 2014. One of the Obsidian guys, couldn't see who, replied with a confident "Absolutely." after reading my question. I'm not sure if that's the general mood in Obsidian but clearly at least one fellow there believes this is a realistic schedule. Myself, I'm not so sure, especially with the preparation and shipping of physical rewards.
  15. There is no need, both for the developers and the players, to consider the endless dungeon to be a dungeon in the most strict sense of dungeon crawling. This is something that I haven't really seen voiced in PE related discussions, so I created an account just to point this out. Basically I feel that what Obsidian has with the Endless Paths of Od Nua is 13 (14?) layers of interconnected map, a template of sorts. There is no need to limit this template to a hack-and-slash formula. I feel that it would be best if this area had its own underground cities, communities, NPCs side quests, hidden nooks and crannies, lore tidbits, that is to say more or less be an extension of normal PE gameplay that we expect, with all the depth, strangeness and unpredictability (perhaps even more so with this opportunity) that the game will surely contain in its other acts and locations. This would naturally take a greater amount of effort than generating a dungeon crawl so I'm not exactly sure how feasible it would be. Plus, I feel this could provide a certain opportunity for Obsidian. Have 13 (or 14, w/e the final number) layers of proper content for the Endless Paths, going progressively deeper, then, as the story there winds down, introduce an actual, procedurally generated endless dungeon for levels 13+ with no (or an arbitrary) end. The game ends up with a rich, story-filled zone and an actual endless dungeon to match the name of the zone. What do others think about this? Am I being too unrealistic or just stating the obvious?
×
×
  • Create New...