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Everything posted by Sedrefilos
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Sawyer's exact words were: Before they were pretty specific about the VO being doubled, so this may indicate some expansion beyond that (though I personally would prefer that not all dialogue is voiced). Then again, I've been guilty of reading more/less into Sawyer's words than was actually there in the past, so I'm not particularly sure of anything here. Larian showed them the way
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Assuming the game will be released at end of March '18 (sqeezing every day of the Q1) and updating the beta about once per month, this means there are going to be about 3 more beta builds before everything is set to stone. Do you guys think this is enough?
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New stream today
Sedrefilos replied to Aramintai's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
2 A.M. in Greece (and East Europe time zone in general) if this helps anyone. -
Yeah, I'm more into that too although that can be done poorly too Like an arrow killes them (when up till now have recieved like 10k of them ). All I'm sayin' is, since they want to include it, better do it with style
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No more loot
Sedrefilos replied to sneakypetev's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
If it's not going to your inv or stash then there's probably a bug. And, yes, this is not the best forum to open this thread. Better open it at Pillars 1 forums? -
Yeah, they decided to go open beta to get feedback on the mechanics. They were clear. They didn't want feedback on story or art direction or writing style etc. Just mechanics. And that's good imo, because, as I said, mechanics is not art - it's functionality and fun. Well, they got it, for better or for worse. If they'd ignore it why make an open beta in the first place?
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I'll just reload. **** permadeath. I usually don't like permadeath in story driven games either, but if it's done right (like the reaction take effect at the very moment) then I might just go for it. Of course there are always other ways to have companions die, like making a bad decision in a scripted interaction/cut-scene etc. Bioware has done this a lot and it's cool sometimes; when it makes sense.
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Apparently the devs want permadeath in so it's ok by me. But if it's gonna be in it better be something reflected in the game (the loss comes up to conversations, companions who were close to the decased gain a permanent rage or mourn or something buff/debuff, if the character was killed by a faction let it have meaningful reaction to the pc etc).
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Corrected that for you. Correctet for both of you
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Game mechanics designing isn't art. It's how a game is better enjoyed by playing it. You might have a vision of how your game would play but in practice it doesen't work exactly as you had it in mind. You might need to adjust and see what's going on from there. Within the vision of course. If anyone has ever designed a game of any sorts, you would know. Now, if they changed it to "no miss whatsoever" or "click to attack" this would have been a big change and a shift to the vision. The previous change, though, the one with might and resolve, was a change to the vision imo.
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If the game's gonna be as swingy as the old ones, then better bring graze back or make miss a low chance.
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Just to remind, today there's gonna be live stream about multiclassing so many questions can be aked and hopefully answered there!
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If your life is on the line preparation is the key to success, not learning as you go. You would learn which enemies inhabit which areas and what their weaknesses are before fighting them. There may surprises unaccounted for but you wouldn't go in with no knowledge at all. Well as we've seen in Pillars and pretty much every other game out there, you usually go in the wilds steamrolling beasts So, yeah, irl that kind of preparation could be nice but in a game, you learn by playing... that's why it's a game Now, as I said, if the game was about going after monsters then knowing beforehand is a key element. Also learning some stuff from locals about maybe a special unique encounter can be also nice. Deadfire isn't about hunting monsters, though but it'll have special fights off the beaten path so the second feature can fit well.
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The current system is good and immersive. As an adventurer you get info of your foes gradually as you fight them. The Witcher had a good system too, but for what it was: a game about a moster hunter. We're not monster hunters in Deadfire. Maybe extra info from npcs through dialogue skills could be interesting. Loremaster skill doesen't fit much in Pillars imo.