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Sedrefilos

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Everything posted by Sedrefilos

  1. Speaking of D:OS2 - maybe someone could give an advice: There's A LOT after that. Your're 50% in. Uhh. Thanks. That’s what I was afraid of. I will try to go on, but I might give up on it. It's a very long game. If you didn't like it up to now better nor waste more time on it.
  2. Ok I'm tossing my lineup in for funs sake This is how I feel right now: Aloth - wizard Eder - faeetah Maia - ranger or scout Pallegina - paladin Serafen - witch Takehu - druid or theurge Xoti - priest Fassina - conjurer or lormastah Constanten - chantah or howlah Rekke - brawlah Ydwin - maeendstalkah
  3. Speaking of D:OS2 - maybe someone could give an advice: There's A LOT after that. Your're 50% in. Or maybe 60%. Next area is relatively small, the last one is quite big and then there's final dungeon and outro.
  4. Fassina main class conjurer? We have a conjurer core class? Have I missed something?
  5. Funny enough I never used to make myself as an in-game avatar and I never played Dwarves. In the last two fantasy rpgs that I played, though (DA:I and DOS2), my character was a dwarf who looked like me :D As years pass and the games you've played amass, your habits change. You get bored of what you usedd to play 10 times in a row
  6. Funny how they don't want to release a world map because,as they say, it'll limit future design. As if geography itself is the foundation of great sotries and ideas
  7. Realistic aesthetics of Pillars can have their toll on weapon appearance as they're not exaggerated at all. That's why they don't look that exceptional in comparison to other fantasy games.
  8. I heared there's a map of Deadfire Archipelago in a weird antique store around Monastiraki square here in Athens. No one has ever figured out which one yet. Hm... I'll acquire the quest to find it! Off I go!
  9. Dungeons from Pillars that are still vivid in my mind are Redrick's Hold, Temple of Eothas, Durgan's Battery, First five levels + Vithrack levels of Endless Paths, the Pale Elves Temple in Twin Elms and the intro dungeon. I know the team is capable of good dungeon design and I'm looking forward for some next level delving in Deadfire
  10. More sophisticated dungeon designs are always welcome. Tyranny, White March and DOS2 did well. Zeldas are always a great source of inspiration imo, since these games revolve mostly around clever dungeons and they always deliver.
  11. Sometimes devs underestimate people who play games. BG2 was hardcore for me when I started playing it. It took me to chapter 3 to understand how things work. It was the best game I played until Fallout: New Vegas. So I'm pretty sure there are many people who'll just like the experience Deadfire is promising from the early game and will endure whatever difficult to get mechanics it has because it's worth it. With so many indi and smaller, supposedly, niche games poping up here and there and being successful, this "we want to appeal to a mass audience who don't like complex things" should have been ended by now.
  12. I don't even remember what items I have at game end. Don't care much. Looking forward for a fresh start.
  13. Thanks for the link! (heh, my german are better than I thought they'd be )
  14. I'd much prefer cooldowns and insta-cast abilities over per-encounter and cast times. That way, at least, you can have your character do something else while waiting for the spell to cooldown. Now you want to use an ability and spend time casting it.
  15. I never liked weapon proficencies in c-rpgs. Since the loot is so much and you switch gear so often it feels restrictive. Maybe they should go just with fighting style. At least this is usually consistent; most play characters in a certain way regarding whay kind of gear they use (eg. ranged, two-handed or one-handed+shield, dual wield, etc).
  16. Please keep us posted on how you think we should use our social media accounts and what you find/don’t find to be lame. Critical feedback IMO. Use and abuse are two different things. It's like you're at work and someone comes and tells you how to do it then leaves. There's the forums for dropping opinions and discussing. Devs will then read them and approach in conversation on the pace they feel comfortable. Reaching personally to poke them about how you feel their doing their job is privileged duchebaggery imo. It was not like Josh made any post about the subject and others responded to it.
  17. Tbh, to personally reach the lead dev to spam him with your complains about his game seems a bit lame. Better discuss it here and let devs check at their own pace. If they interfere, then ask away.
  18. It's spelled "mystary" around these parts. Anyhow, the emphasis on "beginning again" and the hardest part being "letting go" brings FNV: Dead Money to mind. I don't think it has anything to do with that though. Maybe some exaggerated advertisment event. What I'd like it to be though: a) Game is released today instead of April b) Reveal of their new Cain - Boyarski project.
  19. ABilities are per-encounter, abilities have resource consumption. Both decisions are good imo. Seems the team undestands now that video games need a different approach than board games to work. I was pro for resource-based abilities and cooldowns from Pillars 1 campaign. I still thing it's the best way for video games.
  20. The only good things about IE combat worth preserving in a modern game: - real time with pause. - battlecries and spell chanting. - screen shaking and opponents blast into pieces when crit-killed.
  21. Tbh, this talk about the ship supplies and shanties when crew morale high and all, suddenly made me more excited for ship stuff Combat bore me a bit to be honest. I might just avoid it most of the time if only for being slow and repetitve, but the rest do add a lot to the sailing exploration feeling I must say! EDIT: and besides, what's the reson to attack random ships on the map? Unless they attack me and need to defend myself why do it? For loot? Nah, I'm not that kind of jerk
  22. Yeah, I just started watching the rest and I see that sea shanties are in
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