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Everything posted by Sedrefilos
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and your point is? so what should be the magic number for a standard army then? based on older games the standard number has always been 6. so what makes 5 a better number and not 4, or 3 or 2 or 1? My point is that there is no magic number for best party number. Many people here say that 5 will be worst than 6 because Pillars 1 was playd with 6. But Deadfire is designed around 5 so I believe it won't matter. And at the end, we can't talk about it untill we playtest it. There is no magic party number; only good and bad game design.
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A party of 5 is obviously less powerful than a party of 6, which is less powerful than a party of 7, which is less powerful than a party of 8, which is less powerful than aprty of 9, which is...................................................................................................................................., which is less powerful than a standard army.
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There's something else that is "wrong" about debating on usage-leveling prof in this specific forum: we know for sure the game's not gonna go this way. It could be cool in a neutral rpg forum were we could discuss it in a "philosophical" way. "Should we gain profficiency by using our gear or should we just pick from a list?". Deadfire's no way gonna go with usage-leveling prof.
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Usage-scaling weapon prof in an iso-party-based rpg is not a good thig imo. Too time-consuming especially when spread-out in so many characters! Better just say "ok I'm going for weapon A" from starters (or mid-game) and stick with it, expecting the devs have made a good job on making interesting weapons for each category. Again, usage-scaling is good thing for action games with single character.
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Well, that's the nature of internet threads. They get sidetracked upon sidetracked to the point they lose their initial purpose. Εκφυλίζονται.About the Q&A, yeah, Josh mentioned something like that, though he didn't said much about it. At this point, seeing how often we get updates and what they usually are, I believe we'll get the most meaningful of those when the game gets close to beta, which is gonna be sometime in (north hemisphere) winter, I hope, if they stick to their scedule. I asked on tumblr about devoted as well so theres a bit more info there Cool; although I think it's better to wait for a full sub-class official update, since the subject is so big.
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Well, that's the nature of internet threads. They get sidetracked upon sidetracked to the point they lose their initial purpose. Εκφυλίζονται. About the Q&A, yeah, Josh mentioned something like that, though he didn't said much about it. At this point, seeing how often we get updates and what they usually are, I believe we'll get the most meaningful of those when the game gets close to beta, which is gonna be sometime in (north hemisphere) winter, I hope, if they stick to their scedule.
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About import save
Sedrefilos replied to Ildun's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Items won't transfer. That, we know for sure. And we can assume pets, being items, won't transfer either. About disposition and other stuff, no dev has talked about yet, but, at least from what I could make, we're most probably gonna start with what we choose on our character creation (since the game starts from level 1 and you don't know what you're gonna face, it wouldn't be good to start with a 16th level character disposition). -
I think we can assume that many aspects of the game are work in progress, so, unless the devs state "look this is exactly how this is gonna be", especially graphics/technical-wise, we shouldn't assume what we see in the video is final.
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'twas cool. Yeah, too sleepy to write something; I just opened this topic so we can post stuff about the newest Q&A information here instead of spreading around in multiple topics. So someone interested only in the newst "news" can check out/discuss here. Yeah you get my point Edit: btw, the steam is here at the moment: https://www.twitch.tv/videos/158677319
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http://forums.obsidian.net/topic/91841-fulvano-you-hack-rant/?hl=%2Bfulvano+%2Byou+%2Bhack :D
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The only "problem" with Fulvano's Voyage is that it's not as aw inspiring as the Endless Paths was. I mean it's kinda lame when you look at it, going back and forth, "discovering" inns and tavers in main islands and all that. It's like Obsidian is trolling us lol. Of course at the end they might all be great locations/dungeons, better that the Endless Paths. I hope so!
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Endless Paths was good. Some floors were more interesting than others. On the other hand, you had Redric's Hold, a masterpiece in dungeon design, so after you've completed that one everything else felt kinda less impressive that it would have been if RH was not there, imo. White March dungeons were all great though.
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How would you queue your actions ? Let's take the hypothetical example of POE1 : - Expose Weakness (wiz), followed by Fireball (wiz again) ? Surely if your Expose Weakness misses all targets, you won't be too happy with your fireball ? Queueing up actions assumes that they'll each be successful in turn, which is by no means a guarantee. Would still like a better queueing system here, but I just can't see it as the magic change you're envisioning Cast buff A, cast buff B, move to spot X, start attacking enemy Y, for example. Truth is not all actions can be effectively queued but it helps a lot.
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I played them after both were out. And after some time too. The latter because of financial problems. But I wouldn't have played part 1 alone anyway. Sounded pointless to me.
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The main lead is just an excuse to go explore White March. Other than that the expansion has great locations, dungeons, quests and of course main plot. Sometimes you need to not give a dime about why you're in a place, in a video game, and just enjoy the adventure.
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Split Health/Stamina
Sedrefilos replied to desel's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
@demeisein, In all seriousness, a health bar going down and not coming back up unless you heal is the same thing as having it refilled after combat automatically, in terms of make-sense. Like, you get beat up, your health is at the middle and you still fight like nothing ever happened and when it's out you automatically fall? Is on/off "serious" rpg mechanic? I don't think so. Also I don't see anything Diablo-esque about health bars refilling after combat, considering in Diablo you need to heal via magic or potions. The only thing that matters is: does this new system works well with resting mechanics? Does it give players a challenge? Everything else is monolithic traditional rpg rationale, imho. I'm a fan of split health/stamina, but, as I mentioned numerous times (even in Pillars 1 discussions), the best other mechanic I've seen in pcrpgs is the DA:O system "survive the encounter or game over and if you fell, you get injured. Get many injuries, can't progress ('cause you're gonna fall easy!) - go heal yourself" that Deadfire is heading to, as it seems. -
Wizards cannot be mass produced; canons (and firearms and weapons in genral) can. Spells need a lifetime of dedication to be powerful and in control. Firearms need a week of training. It's stupid, of course, to try and rationalize a setting with magic etc, but if one wants an explanation, this is the best I can think of