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Sedrefilos

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Everything posted by Sedrefilos

  1. Does Josh Sawyer know that? He does, that's why he's pushing for one
  2. Does OP want voice localization out of pure nationalism? English language with Polish text breaks immersion? Like when watching an American movie with subtitles? Does it breaks immersion too? Don't like English language? WTF? And prefer characters of an original American game sounded Polish? Ok whatever. Polish community is large... ok, is it larger than Russian or German or French? 'cause they are not getting local voice-over either.
  3. Don't be that guy Most people don't know/care about historical sword details and as far as they can tell, saber = sword. I'm pretty sure what OP meant when saying "saber". And I also think people back in the day when swords was a thing didn't care about names either. They said sword and meant any sword. they said saber and meant any sword too. It's HEMA geeks and modern day historians who made this "categories" up. Also, this isn't a historical game
  4. Could be cool for a modal ability to let you use longswords with either one or two hands. Two hands = more damage, more accuracy. One hand = less damage (though more than a single-handed sword), less accuracy, ability to use another weapon or shiled with the other hand.
  5. Sawyer answers a question about spells in his tumblr. I though it was interestingomondo so I'm posting it here for those who want to know (some) stuff about spells and spellcasting. https://jesawyer.tumblr.com/post/163951614351/are-spells-going-to-be-revamped-or-changed-because
  6. From what I have understood all this thime, production period is when everything is redied for beta stage. That means everything is finished from graphics, systems, writing etc and the game is ready to be played. From then on changes can happen but mostly in what is already been made up to now. For example they won't change the graphics engine at that moment nor the art style, nor the writing style etc and they won't implement stuff that want much work such as extra companions, change in the critical path etc. These usually come later (if necessary) with patches or "final game of the year high definition we're moving to the next project 'cause we've had enough with this game" edition etc.
  7. Yes that one, where Josh and Adam showed like 10 mins of the game and then we got clarification updates. I really think the best update's gonna be youtube videos of people playing the beta tbh
  8. Maybe it was a trick! To fool us, make us feel the game was looonger...
  9. That's OK. They already showed stuff in the other expo (can't remember the name - they seem infinite!) and it wasn't much. I doubt they'd have anything new to show so soon.
  10. Loading was somewhat annoying in Pillars 1. Deadfire will have a better system for loading times, though they never talked again about it since that Q&A session. The videos show very fast transitions from exterior to interior, though we can't know if it is due to the new streaming system or because the machine they're testing it is very powerful.
  11. Rangers gonna have sub-classes. One's gonna be focusing travelling without a pet; we can assume one will focus more on the pet? Maybe?
  12. Lol? Anyway, as it has been discussed numerous times before, Deadfire isn't gonna be just Pillars 1 with 5 characters; it's gonna be designrd AROUND 5 characters so we can't know how more important summons gonna be compared to the 1st game; not untill we actually play it.
  13. Apart from vision cones, there is also hearing radius, so that is an extra too. At that point I don't think anyone except the devs knows how stealth's gonna work in detail. We'll just have to wait for a dedicated update I guess.
  14. It would be good as npc encounters or companions maybe, 'cause having to implement npc reactions/unique dialogues for player godlikes would take much time and I'd rather they do it right with the current ones than add more and leave it as it was in Pillars 1.
  15. Yes you can go solo if you choose the appropriate sub-class. You can summon your spirit of your long dead pet to help you for a limited time though.
  16. There is a lot of depth in the portraits, and many generics. I use the "guy in a hooded cloak" portrait. As long as I don't give myself a beard I am pretty much set. There are also lots of "people in helmets" to choose from. Yeah, but those options are limiting... I make the character I want in 3D then I have to pick from a collection of pictures none of which comes close enough to my model. So I have to remodel according to a picture. Anyhow, no need to be talking about that since it's not going to change. But in general I much prefere 3D models over drawn images.
  17. More reactions from people around you can do the trick. I think Bobby Null said something about this in a recent intervew somewhere.
  18. Well the game has (Pillars 1 did to) custom party formation so you can say it has limitless formations. Tbh, in normal difficulty at least, I didn't find formations THAT important. Yes I had my stadard custom formation with whom I wanted to be on the front, in the middle and back and how far away from each other but when you entered a chaotic combat with many enemies (especially coming from all the ways around you), which was something common, my formation didn't do much
  19. The problem with portraits is that they "force" you to make your character model matching the picture. Because the pictures are limited and because custom portraits won't be of the same tone as the officials, you can't make your character you want. Unless you don't care the 3D model looking like your portrait of course. I'll say it once more, although I don't think it'll matter to any developer: IE games had to have drawn portraits because the graphics couldn't handle customization (apart from colors). The new models in Deadfire are as good as any modern 3D game, so why not use them as portraits instead. Dragon Age did it, Divinity Original Sin 2 did it, Wasteland 2 did it, Sword Coast Legends did it, Neverwinter Nights 2 did it and maybe others I might not remeber right now. I storngly feel hand-drawn portraits limit me when creating character
  20. This isn't a good argument for a cap of six on the party, since the same argument can be made for seven, or eight, or even twelve (eleven companions/sidekicks in the game). Moreover it ignores the fact that the game is balanced (however poorly) around the party cap: raise the cap to six then anyone who takes five will be at a disadvantage. Your argument isn't a good one either. All of the past infinity games were designed with 6 party characters not seven, eight or even twelve. Yep, this is the new "in the Infinity Engine games" thing. Brace yourselves for the second wave :D
  21. She looks like she has a hard time dumping a shieet.
  22. It was. I mean, it was horribly flawed, half the time I'd lose more travelling back to town after a dungeon than I gained during the dungeon itself, but it was great fun. Exactly as you said it
  23. I guess this is the new "In the Infinity Engine games...". 2017 version
  24. I loved Warhammer Quest! Oh yeah... it was the best.
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