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sp3cw4r

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Everything posted by sp3cw4r

  1. Agreed, music is top-notch. Only track I dislike is the stronghold one. Not sure why, it's well done and all, but I just don't like it.
  2. Some official word on this would certainly be appreciated. I remember responding to another thread on this way way back, the day MCA tweeted about having submitted it to the editors. No word since then? Backers deserve an answer on whether it's coming or not.
  3. Strokes and different folks and all that right?! IMO if Tides of Numenera turned out anywhere near the quality of Pillars I'd be elated. And they'll get there I think, the beta is looking pretty good, with the obvious rough edges.
  4. I've been seeing this too, and as you said, click where the buttons are supposed to be and it works fine. Left side for 'OK' and right side for 'Cancel'.
  5. Just out of interest, are you for some reason leaving your squishy PC in party slot #1, which is default? I haven't noticed any problems such as you mention while playing, and I suspect it may be because while I do use a custom formation while moving around, I rearrange the party's order of members such that the tanky ones are first in the party list and the squishy ones - such as a PC wizard - last. Not too sure what's going on there, I've never had this problem either. Though it's happened many times to me in the IE games.
  6. Yeah this has been mentioned many times, back with the backer betas, and would be a nice quality of life fix.
  7. My first reaction to hearing that the WM 2 would be the last DLC for the game was one of disappointment. The only reason being because I'm happy with the engine and all that they've implemented with it and would like to see what they could accomplish with that trusted framework where they solely concentrate on content. With WM 1, they were still adding systems... soulbound weapons, individual stealth, fixing bugs, performance optimizations, etc. I'd just like to see them happy with the engine with all systems go and trade the programmers and techies (sorry Adam) for a couple more writers and artists and go content wild. So that's what I'm hoping for PoE 2. Use the same engine and systems (with the exception of stronghold systems upgrades) and chuck it full of content with an expansion or 2.
  8. This is what I was thinking. Rauatai and the Deadfire area. Lots of gunpowder, pirates, ships and high seas! Would love to see sailing incorporated with fishing and sea monsters. A pirate theme I guess, like they did with the Neverwinter Nights DLC Pirates of the Sword Coast. I'd like to see the Republics as well, but it's reminding me of Val Royeaux with the big city and politics. Just did that with DAI. I like pirates. But the more I read and look into the Deadfire Archipelago the more I realise it is NOT a pirate setting: the biggest "nation" there is apparently Nausitaaq, Sagani's people, who are clearly not pirates. Rauatai seems more China than pirate, Vailian Republics I realise is the nation most likely to have privateers and 'gentlemen of fortune'. You could very well be right about that, I don't know. What are you reading that has you saying the Deadfire isn't a pirate setting? I'm under that impression just because of my char origin from there and the raider occupation available to it. Also the Deadfire lore book found in game does mention pirate infested islands.
  9. Josh in an interview said "winter" for release of part II. I don't have a link, but I swear I heard that. I'm thinking we'll have it by Christmas, but that's just more speculation.
  10. I think the staff needs to deal the final blow for it to be counted.
  11. Just to clarify—I wasn't saying the Risen games were ****ty, I haven't played them. Eisenheinrich did. Sounds like I might like them, should give it a go someday.
  12. I'm on a pirate kick with this game since I've been playing a raider from Deadfire. I'll suggest: 1) Ability to own your own ship. Could be a choice of new stronghold type, with others available to suit other classes/backgrounds. 2) Ability to sail it! Trek the uncharted waters around the Deadfire not knowing what type of sea monsters you might encounter. 3) Fish from your vessel. Nets, cages, and poles. Could be a way to gather resources, or something even better. Maybe searching for old souls from a ship wreck or something that may/may not provides answers to a mystery at sea.
  13. Yeah no, I haven't played any ****ty pirate games lately, so I guess that's what I'm itching for. Although I have faith in Obsidian to do it right so it wouldn't be so ****ty.
  14. This is what I was thinking. Rauatai and the Deadfire area. Lots of gunpowder, pirates, ships and high seas! Would love to see sailing incorporated with fishing and sea monsters. A pirate theme I guess, like they did with the Neverwinter Nights DLC Pirates of the Sword Coast. I'd like to see the Republics as well, but it's reminding me of Val Royeaux with the big city and politics. Just did that with DAI.
  15. With 2.0 you see what you get. huh In 2.0 the interface shows the trap's trigger radius while you're arming it—is what I think he's saying.
  16. I don't use it much, but what you say sounds about right. Last time I tried, nothing much happened and I remember looking through the combat log to see what happened to it and couldn't figure it out.
  17. Not quite. Might is spiritual strength, and physical strength is one of the many things that comes from spiritual strength. Everything in PoE runs on soul power. Not quite? Well that's what the game tells me. "Might represents a character's physical and spiritual strength, brute force as well as their ability to channel powerful magic. During interactions, it can be useful for intimidating displays and acts of brute force. In combat, it contributes to both damage and healing as well as the fortitude defense."
  18. Might is supposed to represent both physical and spiritual strength, so it makes sense that way, but I can see the issue with scripts testing chars for physical strength (by looking at might) when in actuality they may be physically weak but spiritually strong. If that makes sense. They probably should be two different attributes because currently there is no way to differentiate.
  19. I've only found a couple so far, and haven't leveled them much, but I like the idea. They just add a little more flavor, another choice to make, and a little mini game trying to level them up. I appreciate the addition. I started White March at level 12 as well, so I might not fill the requirements to level them up... yet. White March Part II is in the works however, mayhaps they'll take this into consideration and accommodate us.
  20. With a level 12 party, it's been pretty easy for me thus far in hard mode (and I said yes to the higher difficulty pop up). Feels about on the same level with the rest of the game to me. I'm fine with that though, I don't need super challenging encounters, I'm playing mostly for the story. That said, I'm not rofl-stomping everything and flying through, the party are taking their fair share of hits and I'm resting once or twice per map. So yeah, I'm higher level than the content was designed for and I'd like to think I'm using fairly sound tactics—the difficulty is right where I want it to be. I'm playing a rogue with a blunderbuss who scouts out front and surprises the most vulnerable target. Then I usually switch him off to dual sabers and run him back behind Eder and Pallegina who take up the front line with the rogue's support. Middle of the pack are Aloth and Durance casting, with Zahua in back watching the rear. Good times.
  21. One thing I noticed was the bard in Gref's Rest, I couldn't talk to her, said she was busy... but I didn't hear her singing. The second time I entered the inn she WAS singing... and it was great (reminded me of the bard and her incredible songs in DAI, like this one). 3rd time I entered, again she wasn't singing but when I exited the inn (just outside) I heard her again. So yeah, something weird going on there I think, hope it gets cleared up.
  22. Agreed, love the new tunes I'm hearing. Good work Justin.
  23. Ok thanks. I have the noreturnsave and will give that a go.
  24. So the pre-end game save you're stuck in Sun in Shadow right? There is no way to get back to Caed Nua? How can I use that? Do you have to use a save before entering the pit? I was under the impression we could use our end game save to continue the expansion knowing the core game was complete. Save game I'd like to use, the final.
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