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Showing results for tags 'Crew'.
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Hello guys, I have some questions regarding ship combat and i'm hoping some of you guys can elaborate on it. I'm playing with the 5.0 patch, all DLCs and on PoTD. I've dome some searching but I either couldn't find an answer or it was related to an older version (so, it's possible that what info I found, it would not apply). What little ship combat I've done (i've yet to pass level 10, as i suffer from restartis) I've enjoyed greatly. Looking at wiki and the shops in Neketaka I though of some 'build' or rather theme. 1.I'm set to either buy the Dhow or the Galleon. It's purely based on looks. What do you guys think of them? 2.I'm interested in the Wyrmtongue cannons (the Magranite ones not too much, as they require getting too close for comfort). Strategy would be (at least in my head) to hit grape shot (above deck) and disable as many enemy crew as possible and incinerate their ship, then close to finish the job. Now, is there any 'specialty' to the fire cannons? What makes them different from the normal ones and are they worthwhile? Thanks!
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Hello. I am creating some crew members for my playthrough, and with the master and legendary crew members being available but being just regular (with no previous npc content) I want to make my custom crew (imaginarly developed characters) be able to reach these ranks q1. Does anyone have any idea of how to change the crew member’s limit of ranks that can be earned? Is set to 4, I want to change it to 5 (or 6 if q2 is answered) q2. How do I change the experience needed to earn ranks? Thanks!
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Like, even with a rank 3/4 surgeon for a lot of injuries it's just faster to sail back to a port to heal up. E.G. 7 days to heal even with a high-ranked surgeon - who actually just sails around and waits that out? IMO crew injuries should either be short enough so that the injury could actually be relevantly healed (maybe balanced out with a higher medicine cost). OR, docking doesn't provide an instaheal.
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Does anyone think it would cool that once you have multiple ships that you could fill the spare ships with crews and send them out to complete side missions? Kind of like the Caed Nua missions from Pillars 1. They could bring back items and supplies (food/drink/other random items) as well as gain sailor experience. It would be kind of cool to put your spare ships and sailors to work and do something productive while you tackle the main content. I haven't played since launch so forgive me if they have already done something like this. Cheers
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I have three crew members currently resting on board my ship, I also have a surgeon assigned, and I cannot see any progress in their being healed. E.g one crew member has 5 days remaining on a leg injury (says +20% heal rate)...after 'waiting' for over 26 hours with a surgeon assigned and her resting, this time does not change. My medicine supplies remain at 100. Hope that makes sense! Maybe I've missed something, apologies if I have! Tried to upload save but says filesize is too big Thanks! Willem
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Started a new game on Beta 86, though before entering the ship, Beta 89 came out so I'm actually on that. When entering my ship for the first time, the following happened: Unfortunately I overwrite the save where it happened and having tried to recreate it, I failed (second attempt everyone was positioned as normal): I can tell you that eventually they moved away from that spot and all was well again (so very minor). One more thing: On my previous playthroughs I received a dark grey cloak: This time however, I got the royal deadfire company cloak: No idea if this is intended and part of the "poe1 import fixes"? (I always import my game) But it was something new so I figured I'd add it -edit To clarify, the cloak is the one you get when you first enter your ship.
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Not sure if this has been reported yet, but if i talk to Luca on my ship after recruiting him, i can go through the same dialogue to recruit him, and it just makes more lucas appear in the crew listing.
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So, I was hoping that I'd be able to make this thread after finishing the actual game, but the issues with my computer are worse than expected (i.e. there's always a worse scenario than the worst case scenario) and so I doubt I'll get to finish it in some time. Likewise I've only been able to skim the boards of late so if this is all already being discussed elsewhere and people feel it comes across as spam or the likes, feel free to merge it with that other thread. For the most part I hope I can add something worthwhile to the discussion regarding the two titular topics and present some possibilities that could potentially help improve the same. So, I'll go ahead and reiterate that I have not finished the game so I would appreciate spoiler tags being used when appropriate and so on, and also that my assessments below are based on what I have experienced so far of the game, which I would still say is over 100 hours or the same. With that out of the way, I'll start off with the more contentious subject based on what opinions I've read, which is the companion relationship/reputation system. Right off the bat I would say that in general I dislike relationship systems based on a reputation scale the likes we've seen in previous games like Neverwinter Nights 2 and Dragon Age: Origins, and to me this is no exception to the rule. I feel that the more transparent these systems are, the more they invite the player to play to their companions' ego and "game" their way to a max relationship, and the more unnatural and mechanical the relationships feel; Deadfire seems to exasperate this further by adding a very clear set of traits that each companion likes and dislikes, and making them respond with stock reactions to every instance where either the player or another companion acts in a way that they like (leading to many strange reactions the likes we've seen many times in other threads already). In turn I also know that if I am to respond to a certain interaction in a specific manner, the rest of the party will inevitably "like" or "dislike" that response because that's what they're very broadly and obviously programmed to do - which is odd because even if someone is "light-hearted" for example, that same person won't necessarily find every joke amusing or every situation ideal for the same. Personally I would have liked a more invisible system myself which kept track in the background of what each liked and disliked and where we'd see only the results of these opinions more so than the ticking of every instance where we say something or do something that increases a character's disposition towards us; but what's done is done and for what it's worth I think the idea of keeping track of companion-companion relationships is an interesting one which I'm glad is to some extent or other being worked on, as it would seem a good way in which to make the party feel a little more dynamic and reactive and all that jazz. But still, even if the system can't be torn down and reworked from the ground, there's a few things I reckon could improve it going further in Deadfire's development. For example, one thing I would love to see looked at is the effect that certain actions we take have on characters regardless of whether they match with their "traits" or not. For example, I am of the opinion that there's things that very likely have a deeper effect on a relationship than whether or not you are one way or abscribe to a certain philosophy. I feel that in cases like these for each character, having a reputation change unaffiliated to companion likes/dislikes would do a lot of good towards making the relationship system feel a lot more natural and less "gamey" or jumpy than it does currently. I feel the like/dislike system is fine but it should really be relegated to very minor shifts, with maybe some big swings at very determined situations when things do get very personal, in either a positive or negative sense (e.g. Serafen helping Xoti out with her nightmares, or Aloth not being able to stand Tekehu's vanity anymore). Likewise it wouldn't be an entirely bad idea to have certain "critical" situations affect a companion's disposition to the *whole* party and not just the Watcher (to use Pallegina's example above, she'd probably be appreciative towards all who helped out with her personal quest and not just the Watcher). Also something that I've noted is that at the beginning of the game, when we were first shown the relationship system via the tutorial, the tutorial section mentioned that companions could lead to forging deeper and more unique bonds and these same would be detailed through the "relationship" box right next to the reputation compass and so on… But has anyone actually seen this box get updated with new content between companions? Or even between companions and the Watcher themselves? I reckoned it was a bit early in my playthrough at first, but as the game moved on, and having reached the point I have most recently, it seems very odd that I should see no update to the same, not even to indicate the ongoing relationship between Maia and my Watcher for example. This would be worth looking into, I think, whether it is working as intended or not. Moving onto the crew now… I for one will say I really liked the crew system, a heck of a lot more than the hirelings back in the first Pillars for certain. I liked the many vignettes involving them, I liked being able to collect them all across the Deadfire almost as if I were filling out my own little Eoradex, I liked how you could get an idea to their individual personalities through many of their introductory interactions and quests and so on. I also reckon that their personalities also determine the role they'd take in the vignettes out at sea, so I liked how Eld Engrim often played the pious character, Emeini the more combative type, and so on. However, I do feel that I would like to see a few situations more appropriately tailored to either the events of the game or to individual crewmembers, which I'll expand upon next. Likewise, and this is a minor addition but and important one I feel: when we look into our journal for information on the mechanics to crewmembers, be it the way they level up on their positions or what advantage does each position and experience in the same bring, these are either not present or very scarcely explained, with all that's said about them is that they're a "motley assortment of neerdowells" and so on. I don't think it's ever mentioned that crewmembers can earn four overall stars across all ranks before they max out either, and I only learned it once I looked at the wiki or a subreddit discussion about it. A more detailed clarification within the game itself that we could access at any time would be appreciated, I think. These are some aspects which I feel could improve both systems over how they presently are, which I also feel would be feasible to do for a future patch or something. What do you guys think? Anything else you would like to add, or would disagree with, or any changes you would propose yourselves?
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- Companions
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I'm seriously confused about the crew numbers listed in ship battles. Seeing a ship with 4/16 crew, I thought it might be nice to test the boarding function and see how it works expecting there to be 4 crew members on there. However there were more, about 3 times more. Here is the example: Pre-boarding, Pre-boarding, Boarded So... how does this work? Is 4/16 just the number of people running the ship and they could have a million hiding in cargo? Is 4/16 a guesstimate of the Navigator that gets better with more experience? I'm staying away from boarding at all costs now that I've seen what they could spring up on you. Any info on this would be helpful!
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My ship crew has been stuck at 4 stars for ages now while the captain keeps gaining. Had me wondering. Is there a cap to how good the crew can get? Crew members are about to hit 110 xp and they've been at 4 stars (either 4 for one job or a mix 3+1 etc) for a very long time. The only exception I found was at brass citadel. There's a 5 star (3+1+1) recruitable member there but she's not getting any better since I got her either. Edit: Just to answer my own question after completing the game, yes 4 stars is the most they get (with one exception at brass citadel) at 25 crew xp iirc. If you want a 4 star deckhand for example, you need to grab one that ONLY has deckhand star and nothing else.
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Pertaining to ships and sailing, what do you, the player, hope to see in Deadfire? Me, I'm really hoping to see full throttle Pirates Of The Caribbean scale ships. I'm hoping to see sea-creatures like Giant Crabs and Cthulhu-esque being. I'm really hoping that we will see Megaladons and Mermaids. Mermaids that can be friendly or hostile. That would be great. I want Obsidian to get jiggy with it and let loose the funk and be like "FUNK ALL Y'ALL!" What do you hope to see and what do think will realistically be in there?