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Found 10 results

  1. This is just a collection of ideas and thoughts ive had about the game since playing it. I will break everything up into groups to better clarify my ideas. Please if you have any thoughts on these ideas or additions let me know. Thank you. Base Building Base Building is an important part of the game and i think the variety is lacking. It doesnt seem fully flushed out which is fine considering the development phase of the game and i have no problem with that these are just my ideas and im sure some of this is probably already in the works. Pebblet Walls Roofs Triang
  2. It would be great to have to survive against : ticks, centipedes, praying mantis,earth worms, squirrels for building maybe add some stone structures and balconies maybe some rope ladders to get in-between floors of bases A blueprint for a raft would be great and maybe a Sword of some type made from centipede parts like legs and she'll for armor like the lady bug set but tougher and stronger possible saddles to mount insects if possible to take in future to use for travel
  3. Feedback/Experience/Suggestions This feedback is based on 8 hours of playtime on medium and easy difficulty. I play coop with my girlfriend where she gathers most materials and I do the main of the combat and building schematics in the game. After my playtime I’ve got a grasp of the main gameplay and experience of this early access and would like to hereby share my highlights and suggestions for the game to hopefully better help the future design of the game. I see a lot of potential in this game and love the way it makes you feel so small and fragile in the backyard. The ambience an
  4. My only major complaint with Deadfire after sinking 76 hours into it is the presence of enemies with Immunity to Common Damage Types (Piercing/Slashing/Crushing) and its impact on the gameplay experience. Now, before I get into it, I want to say that I can understand and appreciate Elemental Immunities - typically the only sources of pure elemental damage are spells, and usually if you're running into enemies with elemental immunities you can just cast a different spell. But outright resistance to the Common Damage Types sets my teeth on edge because it produces particularly strange logic in s
  5. Description: At the end of the quest "The Man Who Waits," the wicht enemies do not always appear. After talking to the patient who triggers the final battle of this quest, a cutscene plays, and several enemies enter the room you are in (crazed patients and flesh constructs). After clearing this battle, you can proceed back through the main, large room in the middle of the map with tables. In this room there are now supposed to be several wicht enemies. However, these enemies do not always appear, and instead the only enemies are the flesh constructs guarding various points on the map.
  6. So, I'm guessing that most people have noticed that combat seems really swingy: you often either take massive damage or just completely steamroll the enemy. Well, I think I figured out why. When you reload an area, the Damage Threshold of the enemies in it drops to 0. Steps to reproduce: 1) Start a new game 2) Head to Dyrford Crossing 3) Quicksave 4) Attack the first group of beetles you see. Look at the damage you're doing to them and hover over a damage line to get the attack breakdown. You should see something like "33.6 - 30.0 = 3.4 Slash Damage". 5) Quickload 6) Attack the s
  7. A suggestion for the UI when in combat when there are many enemies and it gets really crowded. It would be helpful to get a UI bar with a roster of enemies so it is easier to aim and allows easier monitoring of specific enemies. Not sure if anyone else feels the need for it, but I feel it would make combat management easier. Thanks, keep it up.
  8. I believe we've discussed this issue indirectly before, but I wanted to make a poll about it. This may seem like a small thing, but I think it's things like this that greatly determine the overall "feel" of the setting (comfortable, uncertain, risky, etc.). Keep in mind this only applies to the overworld; there could be hidden entrances to dungeons in areas considered "safe". Obviously this kind of thing would vary a bit from town to town depending on where they were located (ex. on the frontier, or in the heartland of a political state), but I still think that many RPGs demonstrate a pattern
  9. Friends, Why not list creature types, old or new, you'd like to see in P:E. Or just brainstorm some weird and wonderful creature combos as inspiration for game content. Some examples. Undead Variations - Ogre Mummy - Sand Wraith - Undead Troll - Undead Harpy - Drider Mummy Spider Variations Special Ability - Wraith Spider [Necrotic Damage | Fear] - Troll Spider [Regeneration] - Mage Spider [spellcasting | Spell Resistance] - Sand Spider [blindness] - Crypt Spider [Disease - Mummy Rot] - Festering Spider [Disease - Acid Pustules]
  10. One of the things that has always bugged me about cRPGs is that the main villain(s) or antagonists are usually extremely powerful beings at the apex of their powers, who seemingly do nothing at all whilst the PC gains powers through doing quests, leveling up etc. until ooops... they lose at the final battle. BG1: Sarevok would have overpowered the PC in BG1 had he taken more decisive action earlier. In BG2, Irenicus should have killed off the PC after his success in stealing his soul (if I remember correctly). In DAO, the Archspawn should have done more than sending one measly attack party
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