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About Enduin

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    (2) Evoker


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  1. Adding to this as level scaling is not working my game. I've been playing on Veteran with Level Scaling, All and only Upwards since the very start. Now close to 40 hours in at lvl 16. It's very evident that nothing is scaling with me.
  2. Having same issue. Yngfrith is not at Dunnage and Modwyr page says "Talk with Modwyr (1/1)"
  3. Having the same issue. Ending slide of PoE had her joining Kind Wayfarers, but in Deadfire her subclass is still Brotherhood, despite in-game status having her kicked out and her character model armor scuffed and scratched out. Though her portrait shows her armor intact.
  4. I would hope at midnight PDT or at least a few hours before release, but it's probably when the game unlocks.
  5. Do note as Ganrich stated that your inventory and the ships inventory is separate. You have to actively take food and drink out of your inventory and add it to the ships holds which they will then consume. So the ship's crew won't be eating anything unless you specifically give it to them.
  6. I'm pretty sure, but not positive, that they will consume the food and liquid in succession from Left to Right in the Crew inventory list. Pretty sure that was how it worked when I tested it out after that first update introduced the ship stuff, but haven't touched that since. So I may be wrong or remembering incorrectly.
  7. Taking Wed-Fri off, long overdue for some time off in general not just for this, so yeah I'll be playing that evening when I get home from work without worrying how late I'll end up playing.
  8. Do we know if food consumption is decreased when at port or landing? Wages should stay the same, but if you're at a viable port or even just a random landing on a remote island the crew should be acquiring food from outside the ship while you're away and not simply eating through the ship supplies, at least if the aim is to be more realistic. But if the intention is to add further constraints and risks to traveling over land or resting a lot when away from the ship that I guess makes sense to just have them consume the same amount regardless of location/status.
  9. I mean that's kind of what the current system already does. I doubt many people are willing to suffer more than 1 injury at a time, if that, and instead choose to just immediately rest after acquiring one. That kind of response would be a lot harder if the frequency of injuries was much great than the current Trap/Knockout system which is decidedly infrequent. Hardtack may be in abundance but possibly not so great that you can rest to clear out injuries after every single combat. If the max accumulated injuries was higher and the penalties much smaller, but increased as you gained more, that for me would be a much more compelling system than the current one. A few injuries that only take off a minor amount of this or that isn't a big concern to me and would be something I personally would let accumulate until it became a liability or major risk to the character or party in order to conserve the good food I have. That some may be able to abuse Hardtack is not my concern. I get why Obsidian makes these decisions and changes and what that means for the larger consumer base and I respect that as much as I can, but ultimately my interests lay in making what systems there are the most interesting to me and my experience. I want to rest with good food for good bonuses and I don't want to waste those resources, so the fact that Hardtack may be abundant doesn't really matter to me. If I somehow find myself is real dire straits I may resort to Hardtack to keep myself afloat, but the way I operate and play the game that kind of temptation won't work. End of the day I do not care about how others may cheese the system as long as it works for me. There will always be any number of ways you can cheat the system and cheese your way through the game. You cannot control how everyone will play. That some do not want to engage with this kind of system is fine. Plenty of others will. For those who can't control themselves, I get that, but nothing is perfect. Right now Injuries and Resting from my perspective is a system that doesn't really work for or create much meaning or interesting choices for anyone, the changes I think should/could be made may not improve it for everyone, but it would certainly improve it for me and likely a fair number of others.
  10. It wasn't random in Tyranny it was the result of a Knockout or on harder difficulties your Health going below a certain low point. That's exactly the kind of thing good tactics prevents. And it wouldn't be random here either. If Injuries had a % chance of being obtained when your character was hit with a Crit or High Dmg attack that was > than X% of your overall Health you can totally mitigate that through tactics and strategy. There is a wealth of active/passive buffs, debuffs, abilities, equipment, weapons and consumables that can help reduce the chance of Crits and overall Dmg you receive directly or indirectly. Not to mention your overall strategy and how well you position your party members, protecting your most vulnerable characters and choosing to eliminate or control enemies. The whole point is to simulate long term health and vitality, taking a large amount of damage and major hits over the course of several battles is going to effect that. That was the whole point of Health in PoE, the only way you could prevent it from decreasing was by preventing your character from getting hit in the first place, with only a couple abilities in the whole game actually capable of recovering a very small amount of Health back. So I don't see how obtaining an Injury or two through battle is somehow worse than losing a substantial chunk of Health in PoE. This wouldn't be like Head Shots in Battletech.
  11. Maybe, but conceptually Injury/Health is something much more easily grasped and understandable system by just looking at without the need for a very detailed explanation. Health/Endurance while effective a system for simulating short term and long term health status did carry along with it a somewhat complicated calculations for how they were derived and how they were presented was visually confusing for some both being two bars effectively. But right now Injuries are just too infrequent an occurrence being relegated to Traps and Knockouts only and the fact that you can only acquire 3 with your 4th and final resulting in death is too few for anyone to really allow add up.
  12. Injury/Health is a decent replacement for Health/Endurance from PoE in theory, but right now Injuries just don't play a large enough role in the game. So the need to rest really isn't there for a lot of players. The current system completely loses out on that extra layer of simulation of your character's overall health over the course of several fights and dmg they've received. While Health in PoE was possibly a bit too granular and nebulous for many players to understand, I believe Josh has sited confusion over Health Bar/Number and the Endurance Bar/Number being too similar for some to fully understand. Have a fixed number of Injuries that fundamentally operate differently from the in battle Health makes sense, but right now barely serves a role and make resting kind of an after thought for many players. Long term party health management just doesn't really seem like a very important thing in Deadfire from my experience in the Beta through several different builds on Veteran.
  13. No definitive answer I believe. If I recall correctly Josh said he thinks we can but wasn't completely positive about it. I've also not seen any mention or answer to whether Companion's stats will differ based on the Class/Multi-class we choose for them, which to me would be a pretty reasonable thing to do, but maybe they aren't doing that.
  14. It's hard to really say whether Eora is on the brink of an Industrial Revolution or not. Outside of things like the Hand Occult and proverbial Gods actively sabotaging technological advances the world does seem very much at that tipping point of reach a new era but there are certainly other factors at play deciding that. I think one of the biggest is the fact that Magic, Gods and more importantly Soul manipulation exists. A great deal of the worlds intellectual capital is being spent in these fields because they are readily tangible rather than those subject areas our great thinkers spent their time on in large part because God and the rest were so intangible. Whether magic and soul manipulation can act as equal substitutes for our worlds Biology, Chemistry, advanced Mathematics, etc is up in the air though.
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