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Silent Winter

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Everything posted by Silent Winter

  1. I don't use retraining - I make my choices and live with them. I like making choices. It helps connect me to the character. Retraining is there for those who want it, great. But remove choice? In an RPG? The mind boggles.
  2. I like this - only instead of being retired, they're running an inn made out of the wreckage of their ship, in order to earn enough money to buy a new ship. Their ship having sadly run aground due to a mis-communication ("I swear the lookout shouted 'port' ... maybe he just wanted a drink.")
  3. ^I like this idea if there's allowed to be a short dialogue before the fight (not conversation, just something like the following):
  4. EotB had a 6 character limit (you could recruit up to 2 others). I'm coming round to the idea of 5 - waiting patiently to see how it plays out. Since it's being designed that way, I'm sure they'll design it well for it.
  5. Though not certain, I'm pretty sure it's a limited-time summon for combat only (not even a whole combat necessarily - just like other summons, it'd be 100-seconds or something). The point of the Ghost Heart is that the companion has died and isn't around all the time. If you could summon it indefinitely for a whole area, it'd be the same as a regular ranger. Having said that, it'd be cool if you could choose to summon it outside of combat if it had trap-detection/find-hidden-object abilities.
  6. It was really fast in PoE1 - not sure about the reworked cast-times for PoE2
  7. I'm still waiting on transferring funds to be able to back (I know it was mentioned that the money isn't charged until the end of the campaign, but if the banks here messed things up and I wasn't able to transfer the funds (not beyond the realms of possibility), then I'd be screwed.) Fingers crossed I'll be set by this time next week. I was umming and ahhing over whether to back at $29 for regular or $45 for premium. After this update I'm pretty sure I'm going to back at $45.
  8. ^Yeah, Josh has said that they've reworked food to tie to resting. It's only eaten at camp and working something like the survival resting bonuses now (no details yet)
  9. Isn't the head further below the basement? If I recall correctly only the raised hand is in the basement. Is it? I'll take a peek later. Either way, you can see enough to know that there's something below - don't need to explore it for it to make sense in the follow-up game. (Though why you wouldn't want to explore the dungeon beneath your own keep is beyond me )
  10. Sure - but occupying the keep wasn't optional. Even if you never built it up, you still have the keep, have to go to the basement and see the head (or near enough). And so it doesn't matter if you do the side-quest or not, the statue can still tear its way out of the ground and ruin your (already ruined?) keep. Although I enjoyed the mega-dungeon in PoE, I agree that it did get a bit big with not quite enough relation between all the levels (most, but not all). I took it as designed though and returned to it in several stages throughout the main game. I'd prefer a big dungeon that's closer in size to Durlag's Tower or Watcher's Keep (though the latter wasn't as cohesive as the former and came across as more 'gamey' ('no magic level'!))
  11. Looks like there's more variety than that from the screenshots on the fig page: https://www.fig.co/campaigns/deadfire?utm_source=Obsidian&utm_campaign=CF17&utm_medium=Forum
  12. As much as this makes sense, I don't like super-long cast times (battle-speed in PoE1 was such that lengthy chants evocations (4-5) didn't get used much if at all as the battle was over already - summon drake to deal with the one ooze that's left). that's the kinda trade-off being proposed though, yes? is more powerful, but takes longer, so why would you use your tactical nuke to deal with the single ooze? with per encounter, your are less likely to have exhausted all of your useful solitary ooze killing spells during your previous two encounters. You wouldn't use it on a single ooze - is my point (added emphasis to 'that's left' above for clarification). At the start of battle there were a number of enemies more dangerous that would make that summon useful - by the time it became available, it was useless (except when facing the uber-dragons who could last that long.) If it takes too long to cast a spell, that spell almost never gets used. I can understand that from a purely balance perspective - but not from a fun/variety perspective Not that I think uber-nukes should be available for every encounter either - it's a balancing act. Of course it depends on how long is 'long' - may be they hit the sweet spot that I think is perfect, maybe not. It's why I like my idea of being able to defend the caster at the expense of attacking - it'd be a tactical decision 'wail on an enemy physically and cast faster spells' or 'defend the caster for a while and wait for a big boom' I agree with you. This cooldown system has some issues, though currently the vancian system does too. But also, ideally there should be something preventing you from using your nukes on a random pair of trash xuarips, I just think the Vancian system's a pretty poor way to do that. Ask yourself, are you being encouraged me to ration your spells for encounters because it's interesting or rewarding? Or are you simply being discouraged from using spells because what you have to do to replenish them is inconvenient and boring as sin? In my case? The former. It's a roleplay aspect. Maybe it's the way I play, but at the moment, I'm using those low-level spells in easier encounters and high level spells in hard encounters and balancing between. Going as long as I can without resting, only when people are seriously injured (or complaining about needing a rest). Being told I can't use my high-level spells because they take too long, isn't my idea of roleplaying. I'm reserving judgement til I've played it - might be the new system is great. Just expressing my concerns. Some kind of mana idea ('per rest magic points') might work, but like anything else, it would depend on how it fits with the rest of the game. We can wait til the beta to get feedback on how well the time v. effect spells work for making people balance their spell casting. I do like the idea of lower-level spells getting some scaling ('empower' a minor missiles to get more missiles, etc)
  13. As much as this makes sense, I don't like super-long cast times (battle-speed in PoE1 was such that lengthy chants evocations (4-5) didn't get used much if at all as the battle was over already - summon drake to deal with the one ooze that's left). that's the kinda trade-off being proposed though, yes? is more powerful, but takes longer, so why would you use your tactical nuke to deal with the single ooze? with per encounter, your are less likely to have exhausted all of your useful solitary ooze killing spells during your previous two encounters. You wouldn't use it on a single ooze - is my point (added emphasis to 'that's left' above for clarification). At the start of battle there were a number of enemies more dangerous that would make that summon useful - by the time it became available, it was useless (except when facing the uber-dragons who could last that long.) If it takes too long to cast a spell, that spell almost never gets used. I can understand that from a purely balance perspective - but not from a fun/variety perspective Not that I think uber-nukes should be available for every encounter either - it's a balancing act. Of course it depends on how long is 'long' - may be they hit the sweet spot that I think is perfect, maybe not. It's why I like my idea of being able to defend the caster at the expense of attacking - it'd be a tactical decision 'wail on an enemy physically and cast faster spells' or 'defend the caster for a while and wait for a big boom'
  14. Great idea - any easier customization is good, and being able to add in our own images to items/characters/beastiary entries (though that last was pretty good in PoE) would be most welcome.
  15. As much as this makes sense, I don't like super-long cast times (battle-speed in PoE1 was such that lengthy chants evocations (4-5) didn't get used much if at all as the battle was over already - summon drake to deal with the one ooze that's left). The higher interrupt chance and risk-reward factor is good - but will there be abilities to help prevent interruption? - such as having Eder on guard-duty - taking all the hits for Aloth (perhaps at an increased defensive penalty) to protect him while he revs up his spell? Something like that could be interesting and add to the team dynamic.
  16. I'd like an easy to use (ie drop images in an override folder) way of giving/replacing these pics. That way I can use them or replace them with a different style / add to NPCs that don't have them. Did that a lot using override folder (and DLTCEP for those who didn't have portraits already) for Baldur's Gate.
  17. BIB be the only one I do no be taking a liking to. Voted Obsidian Flag - noted it be having no chance to win - deleted vote and went for Obsidian Marauders. 'Cheatin' ye say? I do be a pirate!
  18. Buccaneers of the Obsidian Ocean The Obsidian Flag Obsidian Marauders
  19. Sure - but then we'd need another thread to choose the person to take over the initiative Fluffle - find the top rated ones from the poll and whatever other good suggestions you reckon have popped up since (and will fit) and make a poll for it here - set a deadline of 2 or 3 days and then it's settled. (You can add a 2nd poll to a single thread with more options - just make sure each one has 'voted in the other' as an option)
  20. We need Obsidian to give us a cut-off date - put up an official poll - then go with it. (Or just let Aarik D pick it from those suggested) (Then we start discussing what to have on the badge design: "A ship", "No, a sword", "No, a mongoose" )
  21. https://www.fig.co/campaigns/deadfire?update=247#updates
  22. I guess it's the same case than BG with different size portraits. I gues you'll be able to change both your portraits since they are different files. And how I'm gonna make meself a watercolor-style custom portrait using my other custom portrait? Not everyone's that handy with pix software. check out Fotosketcher (free software) - takes a little fiddling, but no real talent, and can produce some good results (though admittedly not quite the same style as the examples shown as it doesn't provide the black outlining)
  23. Seriously. If you want to do all that, go on ahead. I personally don't want to waste real time sitting in front of my computer watching my characters walk across each map one by one when I can just click a button and have them "fast travel" (with in-universe time lapses and characters having fatigue to show for it) straight to their destination, and save real time while I'm playing. First off, Silent Winter was addressing me. Second, not too sure why people get so upset about personal preferences of gameplay. I clearly stated I A) would like to easily mod the game, and B) would remove fast traveling for my personal gameplay, and C) would like to mod in respawning of creatures of areas over time. I really don't see what wanting to play like this is so outlandish, far-fetched, and irrational. My game play, my time, what I enjoy, for my personal use, IF we could easily mod this game. ~cheers~ Re-treading ground with respawns included makes it more interesting - personally don't have the time to play like that, but if you're roleplaying your way across Eora and want to have those adventures along the way, have at it - no doubt there are others who'd enjoy those mods.
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