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The voiced narrator is really distracting.
Ulicus replied to Verenti's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)The performance itself is fine but I find it horrifically distracting and really wish there was some way to switch it off. The only time I ever want to hear the narrator is during the opening of each new chapter. If the voiced narration works for other people that's great but it's never going to do so for me.
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The loss of Vancian casting?!
Ulicus replied to Arulan's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Yes and no. For many people, the vancian system of the Baldur's Gate series simply meant that after every single fight you had a nap. Spells were essentially per encounter with the annoying interruption of clicking the rest button after each fight. And PoE had limits to resting supplies which stopped rest spamming. So, that issue wasn't prevalent. I don't know about that. There were never more than four difficult encounters in a dungeon (or on a dungeon level), so you could always rest spam as much as you actually needed to. The only thing that ever stopped me were self-imposed RP restrictions, like "I don't think it makes sense for the party to rest here and now, even though the game would let me".
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The watercolor-style portraits
Ulicus replied to Niggey's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Ultimately, as long as there are a bunch more painted portraits to choose from at character creation -- and those portraits can be accurately reflected on my character* -- I'll be happy whatever they decide to do regarding watercolours. * If I boot up DEADFIRE for the first time and still can't create an Aumaua with a beard even though the best Aumaua portrait has one . . . well. Then I'm going to be miffed.
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The watercolor-style portraits
Ulicus replied to Niggey's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)I'm not overly excited by the idea, really. I appreciate the rationale -- and there's nothing wrong with the examples we've been shown -- but I'd prefer a single visual style spread across the Very Important characters and the less important characters doing without. As was the case in the first game. That being said, it's not a deal breaker, and I'm sure I'd get used to it.
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Pillars of Eternity 2 Wish List and Suggestions
I agree. Though I'd probably go so far as to say that base attributes really shouldn't be the be-all-and-end all when it comes to dialog checks, anyway. If a character is engaging in a drinking contest, for instance, then shouldn't their present fortitude matter at least just as much as their base constitution?
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The Obsidian Order of Eternity wants YOU! part 3
And, with just under two days to go, I've finally upped my pledge by the $8 necessary to join this august body. I shall be "Grand Theologian of the Obsidian Order" Which took far too long for me to decide upon.
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Level of power
As long as it makes sense within the context of the story and setting for my character to be ten or twenty stronger at the end of the game, I'm absolutely okay with it. From what we've been told about the way souls work in this game -- as well as what the protagonist goes through in the opening -- I would think that Project Eternity, like Torment and The Sith Lords before it, is going to have a plot reason for the player's rapid progression. Also, regarding sequels, I wouldn't take it as a given that we'll be taking one character through a series of games, here. It may well be the case that, should we be fortunate enough to get a PE sequel, it'll be focusing on an entirely different character.
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XP Sharing
As long as I get to build my companions how I want and there's never any auto-levelling going on (including when they first join), I'm not really too bothered how EXP is distributed. Any of the first three options would suit me fine.
- Level scaling
- Level scaling
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Level scaling
If you're encountering a fellow adventurer (or whathaveyou) over the course of the game several times then, sure, I'd agree. But it makes no sense for, say, a typical town guard of the setting to be more skilled by leaps and bounds by the end of the game just because the main character has levelled. That's not authentic -- it just reinforces that you're playing a game. I also feel it's pretty daft if "Elite Guards" suddenly start appearing in places where previously a standard guard would have sufficed, for no reason other than the fact the game knows you're a higher level, now.
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Other spy fiction archetypes for Michael Thorton
Michael Westen. Burn Notice. In fact, Thorton's general character is far more like Westen than he is any of the Three Bs. That's not a bad thing, though: because Michael Westen is freakin' awesome. He's not one of "sauve/professional/aggressive" but rather "whatever my cover needs me to be" with a heaping of sarcasm and take-the-piss (akin to Thorton's "sauve", I guess) on top when he's being himself.
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Obsidian working on a patch
Awesome news. Hopefully this'll clear up those few instances of actions leading to the wrong consequences (Embassy springs to mind)... and finally stop a certain someone hogging all the space on the boat.
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Zero Punctuation: Alpha Protocol
I found it interesting that the two gameplay elements he specifically singled out for praise were the skill-based system and the mini-games. And, yeah, am I weird for coming away from it thinking that it was -- overall -- a pretty positive review? I (perhaps incorrectly) got the impression he was implying at the end that he was going to replay it. Which is something of an endorsement in itself.
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What is bad about the gameplay ASIDE from people trying to play this like a shooter?
How would you enable a player who was rubbish at stealth games to play a character who was a stealth expert, in that case? In a proper RPG -- and despite your protestations, that's what Alpha Protocol is -- you can't penalise the player (too much) for being rubbish at something that their character is amazing at.