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Everything posted by Sedrefilos
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If that was the case devs shouldn't talk about that matter ANYWHERE before they come up with the update. It makes no sense just to be silent on your own place while spilling all the information somewhere else on the web. It makes a lot of sense 'cause there they are talking about; here they'd be like they have to explain every fetish everyone has about anything in the game in a defensive yet diplomatic way. I know I'd do the same if I was in their shoes. But I believe thy'll do eventually at least at some point. My guess is, and that's what I'm axplaining again and again in here, they will make detailed video updates though the week as there is weekend now and they also work. Don't forget the campaign started at Thurday - end of week.
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Game design forces you. The game is designed around played with party cap. If you play with 4 or 5 you increase the difficulty when you don't want to. As for Sawyer's post about multiclassing, we still don't know how it's gonna play. After all, if devs say it'll play better with 5 than 6, I trust them more than any speculating fan. Sorry but until I see a gameplay demo/video of a combat encounter that proves 6 is better, I cannot support this.
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This is the text. Question asked by mistercrowley101. Btw it's from tweeter. If have an account you can follow Sawyer there and get the updates too "There are a few keys to making Deadfire’s multiclassing work in ways that 2nd Ed/3E multiclassing generally does not. I’ll go into this in detail in an update next week, but it was the subject of a large amount of design internally. In the end, our math is balanced such that, e.g., a fighter 6/druid 6 (displayed collectively as a 12th level warden, btw) has about 75%-85% of the fighter power and druid power as a 12th level fighter or a 12th level druid. That may seem odd, but what we found in looking at various multiclass combinations from different editions of A/D&D is that the 50/50 power splits (e.g. 3E wizard/clerics) are the ones that perform and feel the worst. The ones that operate in the 90%+ efficacy band compared to single-classed characters feel like no-brainers. The 75-85% range is powerful enough that the combinations don’t under-perform, but they don’t inherently outshine the single-class characters. While the numbers for all of these calculations will be available for players in game, our goal is that someone who multiclasses because they have a specific character concept and isn’t going to min-max everything will have a viable and good and cool character. Min-maxers can go to town and eke out marginal gains, but they should be just that: marginal."
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The sooner we gather the companions the better of course. Like if we get Eder, Aloth, Pallegina at prologue and the rest somewhere at the beginning of chapter 1. Of course this must cope with the learning progress of the game's mechanics. Too many companions at the same time means you have to manage many new mechanics at the same time. This is not good also.
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The problem is more evident with a game like this, with such huge amount of text, even with those who know english. Not a big deal with action games, but after 10 hours of work everyday, i wanna be relaxed when back at home playing games and not alting+f4 every minute to find that word meaning on google. I do understand that. But to be real, missing a word hardly holds you back from understanding a sentence and, tbh, you don't strike me as a person who alt+tabs frequently - your english level looks above what needed for a game even a heavy text game like this What I don't understand when people who, apparently, don't have any problem understanding english, is why, since you get the chance to read the ORIGINAL you'd choose a translation over it? Anyway, whatever the case, I'm sure Italian will be in at the end and you'll enjoy wour game better, my good neighbour