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Quillon

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Everything posted by Quillon

  1. The negatives in the vid for me was running seemed weird & weirder on some characters and combat music overpowering every other sound effect. They should make the bird perch on Maia's shoulder when out of combat and not moving & when moving it should fly over head. And it should attack from above the characters instead of taking horizontal space. I'm assuming they are making it the current way cos of selection circle overlap, why not make characters 3D selectable? They are 3D.
  2. Well, I don't know how rare these nominations are but its good too know its seen as best of E3, suggests there might be something there Building hype.
  3. https://twitter.com/EricNeigher/status/875037462401253377
  4. https://twitter.com/Hyper_RPG has nothing to do with Obs/Deadfire or whatever, prolly some streamer/s Mikey follows.
  5. https://twitter.com/WorldofEternity/status/875060279129903107
  6. Seems like a half joke tweet about something irrelevant...
  7. I see devs presenting/interviewing much more often than PR guys. And Obs can't find a better person to explain Deadfire than pro question-answerer Josh, who is not in that pic and prolly not at E3, again :/
  8. Should be Obs team, dude with the fabulous hair could be Sking IIRC from Deadfire's last day stream. Obs' Feargus leader said they'll look into publishing the game themselves, this tweet confused me also. Maybe Pdx is trying to sway Obs
  9. Yeah I also missed Zahua's vision quest, it was part of the reason I wanted a complete save(besides loosing the old saves). The quest itself was refreshing, prolly what MCA wanted with Grieving Mother's cut dream sequences to be like I guess, became possible in expansions.
  10. https://twitter.com/PdxInteractive/status/874909914904317952
  11. Good idea. Every dead companion should come back as Fampyrs and attack us at random points in the game I recently finished the game again to put aside a save in case if there'll be reactivity for little choices which may not in the choices when we start Deadfire(hope all the relevant choices should be there tho) but I'm not happy with 2 ending states, I might not use it. One is Caroc's ending state, tho both ending's pretty bad I'm not sure which is worse, the other choice was about abydon restoration, I think I should have let them temper him...
  12. SomethingAwful said: Josh said: Units of time for attack speeds, recovery, and effect durations are displayed in Deadfire. Will we get an in-game DPS calculator? Josh said: It's possible but it hasn't been a priority for us. DPS should be easier to calculate even without an in-game aid because of how the armor mechanics work in Deadfire. If you're in the main Penetration range, you're doing 100% listed damage. Using the listed Attack Speed and Recovery times, it's pretty straightforward to figure out. There are a lot more effects than just attack speed and recovery though, presuming that weapon lashes, weapon -based DoTs, etc., all remain part of the game. Josh said: Those are all still elements of the game, but the mechanics governing most of them are more straightforward, again especially because of the Armor System. We had to do a bunch of weird adjustments to get things like lashes to be effective against armor, but that's not a concern anymore. Whether a flaming weapon does 2 or 12 additional points of damage on a hit, the Burn Penetration defaults to the same value as the attacking weapon, meaning adding it in is more straightforward than it was in PoE. Those elements are also not things that just go on any ol' weapon anymore. Weapons can be enchanted up from what they start as, but you can't add something where there wasn't something to begin with. E.g. a weapon with bonuses against Kith can have that enchantment increased/modified, but you can't just add Kith Slaying onto a weapon you find. With all due respect, you should never overestimate your audience's willingness to do math. Josh said: The people who aren't willing to do basic arithmetic probably aren't likely to even look at a DPS value if we provided it. We heavily modified the DPS value from F3 in F:NV (and provided a separate DAM value). The people who cared about those values looked at them, thought about them, discussed them, and made choices based on them (and their own theories) but there are hundreds of let's play video series out there that show people scrolling past AMRs and brush guns to use lever-action shotguns with buckshot against NCR heavy troopers. Josh said: One internal argument against providing a DPS value is that the people requesting it the most stridently are also the ones most likely to criticize its specific implementation for not including every conceivable input that could adjust its output, even when those values are target- or circumstance-dependent. https://forums.somethingawful.com/showthread.php?threadid=3807509&userid=0&perpage=40&pagenumber=196
  13. Pretty sure "ground floor" E3 starts today, the press conferences are mostly pre-E3 technically.
  14. Nothing yet. We may see something at PC Gaming Show and/or if Obs is presenting the game to press, some interviews/write-ups. There is also something about @TyrannyGame to be revealed at 13th, prolly a DLC/expansion.
  15. 1. false (technically Legendary is second highest enchantment level) 2. false My whole life has been a lie.jpg ed: double post.
  16. Course there'll be more than one flaming sword. But it will be equally rare as any other elemental wep. so when you find it, it should shock & awe & burn & somethings else. Guess everybody's in agreement with restricting elemental&slaying enchantments but not quality. Personally I'd like them to restrict quality also, it'll only push em to make more unique equipment. At the end of the production if there aren't nuff equipment to accommodate that, then they could increase it by one quality level or un-restrict it etc.
  17. Yeah WM certainly improved itemization but one thing I didn't like was a spell attached to most items, especially with stronghold quest reward items. Felt cheap and it was all over the place: I don't want my barb to wear gloves that add fireball, even tho I won't use the fireball & rest of the stats are good for him.
  18. Discovering recipes would add that feeling of progression but in the end when you discover a recipe its getting added to a pool of recipes, that you are gonna mix & match freely. Like I said the idea of it is nice but I gave Fallout example, there is also Dragon Age: Inquisition's crafting...yay possibilities are "endless" but every possibility looks & feels similar "but I have the freedom to use whatever materials on an armor that even changes its color! Can you believe that?" Its like Skyrim's or F4's "infinite" quests; you are gonna do the same quests over & over again but NPCs/locations will be different each time(tho they f-up even this with generating the same quests with the same NPCs over and over). Its good for short term play and easier development of the game<after you create dat whatever system that generates/lets players generate content for the game; your devs will do less work, less unique armors, weps, quests etc etc.
  19. I liked the idea of it before the game came out but in practice, -in most cases- you're using the old equipment for its [upgraded] stats, constantly skipping better/different looking equipment is not fun. Sometimes too much freedom is bad and PoE's enchanting system has 2xtoo much freedom; 1. you can upgrade equipment from lowest to highest tier. 2. you can use every different enchantment on it which makes most unique equipment not so unique any more. f.e. I prefer ****load of unique weapons of FNV with limited modding over F4's handful of weapons with extensive modding. Use the equipment, enjoy it but move on...
  20. They said when you hold tab while the combat is paused, particle effects will fade. Cool, sounds like my ideas are more or less covered. And there it is: https://www.instagram.com/p/BVDjIuJlZiE/
  21. btw they already said there'll be optional level scaling & they prolly have decided how they are gonna do it There is just certain appeal to level scaling(to me) in a game where you have freedom to go where ever. f.i. in Witcher 3, if I ignored an area where there are drowners and when I get back 20 levels later there shouldn't be the same drowners; there should be evolved drowners, that should have different looks, attacks, tactics etc I guess the philosophy behind that "evolve" game which I have only seen in videos, could be applied to RPGs to some extend.
  22. I'm not saying they should get powerful at the same rate as the player but they should have min-max levels and scale around that. If a bandit have no reason to be more powerful his level range should be much smaller than some NPC who is more ambitious. Or we can look at as an organization, If there is a bandit leader with lieutenants etc. they should get more powerful as player gain levels, as in they should have better organization, more men, more patrols, better AI(if its possible) etc not just individual scaling.
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