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i enjoy SSS and FS but do wish they weren't gated by plot progession as they were cause its a weird arc to hit that point then be like, ok, time to go back and spend a lot of time elsewhere BoW you can do whenever (though with high level bar of entry) and that's what I kind of prefer maybe it's my own sense of plotting but once i do magran's i feel the game is telling me i need to put aside all this adventuring and get to finishing this and SSS and FS coming after that feel a bit jarring
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# ? Jun 4, 2019 11:01 |
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# ? Apr 28, 2024 18:06 |
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Freaking Crumbum posted:i completely forgot how much i enjoyed the endless paths until you mentioned it just now. there's already a fuckload of content in PoE2 but man i wish they had carried over something similar because the endless paths may have been one of my favorite elements of PoE1. "optional mega dungeon with awesome loot" is such a cool concept, it should be in every RPG game forever Isn't Fulvano's Voyage supposed to be this?
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# ? Jun 4, 2019 11:04 |
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Is this the uncharted island's quest? It's disjointed and spread out all over the map so it's hard to see as one grand optional challenge like Endless Paths. And it's not like Fulvano's ever mentioned there IIRC. Then again, Endless Paths had that loop of discovering shortcuts and returning for supplies that doesn't make much sense in PoE2. It also didn't make much sense in PoE1 cause you could always backtrack unless you jumped into that well.
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# ? Jun 4, 2019 11:11 |
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ilitarist posted:Is this the uncharted island's quest? Apparently, yeah. I just looked it up, and while its in the kickstarter material as having been added, they never actually made it about Fulvano :/ also, this https://pillarsofeternity.gamepedia.com/Fulvano%27s_Voyage lol
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# ? Jun 4, 2019 11:18 |
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Berke Negri posted:i enjoy SSS and FS but do wish they weren't gated by plot progession as they were cause its a weird arc to hit that point then be like, ok, time to go back and spend a lot of time elsewhere You can do FS before Magran's Teeth, you just have to have discovered the island and I think completed the mapping quest
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# ? Jun 4, 2019 13:01 |
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I think it was just a kickstarter gimmick, with how well the areas from “fulvano’s journey” integrate into the game I can’t image them ever being optional.
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# ? Jun 4, 2019 13:13 |
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Berke Negri posted:i enjoy SSS and FS but do wish they weren't gated by plot progession as they were cause its a weird arc to hit that point then be like, ok, time to go back and spend a lot of time elsewhere Hm I have not actually gotten to that point in the game, but I'm currently doing faction quests before going to Magran's Teeth, and I would say the entire game after Port Maje seems to have this problem. It was not a good idea to make the main antagonist a giant statue walking towards an apocalypse and have 90% of the content be side quests.
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# ? Jun 4, 2019 17:32 |
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RFC2324 posted:Isn't Fulvano's Voyage supposed to be this? i've played PoE2 numerous times and never stumbled into whatever you're talking about. is this some DLC content, or stuff added in a later patch? IIRC the last time i fully cleared the game was around the time BoW came out, and i never found anything called Fulvano's Voyage.
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# ? Jun 4, 2019 17:39 |
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Recently finished Poko Karaha and I'm like level 11ish now on my Kind Wayfarer/Arcane Archer. I've had a number of God challenges enabled. Feedback on those for any considering trying them (I play turnbased): Galawain: I like this one. It makes encounters with beast enemies tougher via randomly assigned traits. For example, an enemy beast might have prowling which means they start the encounter invisible. Or they might have unstoppable meaning you can't stun/cc them. There's different traits they can get. It's not as hard as it sounds. It's a nice little difficulty bump when fighting beasts without being overwhelming. Berath's Challenge: I play on turn based and this is fine on that mode. Basically you have to rez your dead party members within two rounds (I think?) or they die permanently. It's usually manageable as long as Xoti isn't the one who got knocked out. Having it there means I need to be conservative with her level 5 and 7 spells so that I make sure to have rezzes available in case people get knocked out. Also makes it worth investing in rez talents on other characters. I will probably take the revive abilities on Tekehu and my Paladin/Ranger in this run because of this challenge. Abydon's: I can't figure out whether gear decaying is a random chance of happening or whether it takes [x] usage or what. I *think* (but am not sure) that weapons degrade faster if you use them against enemies that you lack penetration against. It gets expensive repairing quality gear so this challenge forces you to have some backup exceptional weapons available to cycle through so you don't break your best stuff. It also means it's worth holding onto other unique weapons and using them as backups too and the need to repair makes you have to be tighter with gold. All in all, I like it because it forces me to be more creative with what gear I use rather than just relying on [x] weapons/armor all the time. Rymrgand: It forces you to rely on alcohol and hardtack when traveling since those last 14 days. I haven't found this challenge too difficult. The morale loss from my crew eating lots of hardtack is easily counteracted by defeating enemy ships and keeping them happy with morale boosting alcohol. It does mean you have to pick and choose when you want to use powerful food rest bonuses because most food dishes won't last long. To be honest I don't find that I have to rest a lot anyways unless I'm out of empower points or in a particularly hard area so for the most part this challenge is not too bad. The most annoying thing I think will be making sure I can craft certain food dishes when fighting the super bosses. Getting the shark soup to fight Belranga for example might be difficult to manage with this. Hylea: Not as difficult as I feared. For most encounters I just spam Withdraws on her and that keeps her safe. Occasionally she gets killed at the start of a fight because the enemy rolls higher initiative and targets her before I can act. Usually the enemy will not beeline towards her unless she is the closest target they have available. If she's in the back line she won't usually get attacked. Occasionally ranged enemies will shoot at her. She has enough health to take a couple of hits so she won't always immediately die even if she takes some hits. You do have to be careful with your AOE spells with her. Skaen: You'll want to have a torch (or Xoti's lantern) around. Apart from that, this one isn't too bad if you already know the games' encounters. It does make ranged enemies more dangerous as you can't always see them when a combat starts. Ondra: I haven't noticed that many more storms yet but the ones I have encountered were pretty rowdy and hosed my ship/crew up. Enemy ships being faster is a thing too I guess but I haven't had much trouble with that yet since I took the Berath Blessing which gives me those legendary sailors you can recruit at the start. So my little Sloop can outrun even these faster captains/ships usually. I didn't use: Wael: Thought about turning it on, but I'm not sure my game knowledge is to the point where I could easily deal with this. Also I like being able to see how hard I hit with my attacks for vanity purposes . Eothas: I'm sure I could deal with it, but the thought of having a timer is not something that appeals to me for most runs as I like to be fairly completionist Woedica: I might try this on a future playthrough. Not sure. Turning the game into Vancian seems like it might hurt casters a little too much since the game is now balanced towards everything being per encounter.
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# ? Jun 4, 2019 18:20 |
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Freaking Crumbum posted:i've played PoE2 numerous times and never stumbled into whatever you're talking about. is this some DLC content, or stuff added in a later patch? IIRC the last time i fully cleared the game was around the time BoW came out, and i never found anything called Fulvano's Voyage. It was something in the Figstarter, they had concept art of a different location per X amount of backers like the Endless Paths, with a little caption from Fulvano saying how much it sucked. Dunnage and the Drowned Barrows were on there, I forget what else. It ended with him saying Deadfire was too dangerous and he was going to head to the Dyrwood instead- you may remember the name Fulvano from the first game, where you found various items belonging to him, one of which was found on a corpse on the beach implied to be Fulvano himself. Anyway, no mention of Fulvano in any capacity ended up in the game. I assume the idea was just to show off early art of some of the locations E: 2house2fly fucked around with this message at 18:29 on Jun 4, 2019 |
# ? Jun 4, 2019 18:26 |
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2house2fly posted:It was something in the Figstarter, they had concept art of a different location per X amount of backers like the Endless Paths, with a little caption from Fulvano saying how much it sucked. Dunnage and the Drowned Barrows were on there, I forget what else. It ended with him saying Deadfire was too dangerous and he was going to head to the Dyrwood instead- you may remember the name Fulvano from the first game, where you found various items belonging to him, one of which was found on a corpse on the beach implied to be Fulvano himself. From what i can tell Mapping the Archipelago started life as Fulvanos Voyage, but for some reason they stripped it
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# ? Jun 4, 2019 23:03 |
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Black Jacket really owns in turn-based. Mine is a Crusader with a Bleak Walker half and being able to swap to a dagger/shield between turns (plus Lover's Kiss stealth opening when I can), an Arbalest for interrupts, or two 2Hs for FoD depending on enemy AR all for free is the real goddamn deal. Might be the most fun I've had playing this game and I'm well intro triple digit hours.
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# ? Jun 5, 2019 01:14 |
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Xalidur posted:Black Jacket really owns in turn-based. Mine is a Crusader with a Bleak Walker half and being able to swap to a dagger/shield between turns (plus Lover's Kiss stealth opening when I can), an Arbalest for interrupts, or two 2Hs for FoD depending on enemy AR all for free is the real goddamn deal. Might be the most fun I've had playing this game and I'm well intro triple digit hours. Yeah the free action switch is money because you can always have the right weapon to penetrate enemies with. It's also really easy to damage enemies with an offensive load out and then switch to sword/shield for when they attack you.
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# ? Jun 5, 2019 04:30 |
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RFC2324 posted:From what i can tell Mapping the Archipelago started life as Fulvanos Voyage, but for some reason they stripped it Sanza is a better character than Fulvano anyway.
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# ? Jun 5, 2019 07:56 |
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Xalidur posted:Black Jacket really owns in turn-based. Mine is a Crusader with a Bleak Walker half and being able to swap to a dagger/shield between turns (plus Lover's Kiss stealth opening when I can), an Arbalest for interrupts, or two 2Hs for FoD depending on enemy AR all for free is the real goddamn deal. Might be the most fun I've had playing this game and I'm well intro triple digit hours. Holy poo poo I hadn't even considered having a defensive loadout for everyone else's turns. That's huge.
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# ? Jun 5, 2019 09:10 |
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rope kid recently did a presentation - Game Direction on Collaborative Teams. About an hour long, good watch, especially when he roasts dev complaints about ligatures. Goes into detail about character designs for Aliens Crucible and lots of Pillars stuff.
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# ? Jun 5, 2019 14:07 |
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isk posted:rope kid recently did a presentation - Game Direction on Collaborative Teams. About an hour long, good watch, especially when he roasts dev complaints about ligatures. Goes into detail about character designs for Aliens Crucible and lots of Pillars stuff. This was cool, thanks for linking it.
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# ? Jun 5, 2019 15:26 |
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isk posted:rope kid recently did a presentation - Game Direction on Collaborative Teams. About an hour long, good watch, especially when he roasts dev complaints about ligatures. Goes into detail about character designs for Aliens Crucible and lots of Pillars stuff. Haha what was the problem with ligatures? That long form shacknews article was also a great look into the pillars design I thought.
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# ? Jun 5, 2019 15:48 |
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a cow posted:This was cool, thanks for linking it. Starks posted:Haha what was the problem with ligatures? Some devs felt they made the text hard to read; rope kid disagreed (and still does) but asked the programmers to add a toggle. He phrases it funny.
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# ? Jun 5, 2019 16:00 |
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It's funny, I bounced off POE1 pretty hard but really enjoyed this in turn based mode. There's some mechanics that make no real sense in TB but they did their best considering its a total combat overhaul. Some of the fights drag on in TB but it's still pretty neat. I think the hardest part for me was just settling on what to make for the MC, I kept rerolling every time I would get a companion that seemed to overlap. I didn't realize how awful some of the companions were in terms of stats though so overlap doesn't really matter. The setting is really cool, I love the characters and the quests have been fun. Ship combat I just ignore because its confusing and seems superfluous, boarding is more engaging. I'm playing a straight Monk with no subclass and hes the destroyer of worlds. I think I might do Fighter/Rogue next, I did that with Eder and hes the only one keeping close to my PC in terms of damage. Maia is pretty good too (Pure Ranger) but even with Red Hand shes not doing as much damage as I expected based on what I read elsewhere. Hopefully when I get twin shot I guess. It's a shame this game didn't sell better but I suspect a lot of people didn't like the first one and decided to wait and see on this. Is there any chance at a third one or have they totally written it off? The Gunslinger fucked around with this message at 16:33 on Jun 5, 2019 |
# ? Jun 5, 2019 16:29 |
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TB seems to completely ruin some classes/builds though, like anything focused on attack speed is just ruined completely
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# ? Jun 5, 2019 16:46 |
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The Gunslinger posted:
No official word but an unofficial "strong possibility" and some additional story content got patched in with what could be interpreted as sequel hooks
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# ? Jun 5, 2019 17:13 |
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corn in the bible posted:TB seems to completely ruin some classes/builds though, like anything focused on attack speed is just ruined completely It also nerfs the hell out of summons since they last for like one round. That was not fun when I summoned my three lovely skeletons and they did one attack before poofing into the aether.
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# ? Jun 5, 2019 17:32 |
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Zore posted:It also nerfs the hell out of summons since they last for like one round. That was not fun when I summoned my three lovely skeletons and they did one attack before poofing into the aether. Yeah thats kinda lovely for those skeletons specifically, since the entire point of them has always been that they each soak up one attack that could have been aimed at your party and then crumble.
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# ? Jun 5, 2019 17:36 |
It is really odd, some of the other summons like the wyrm trio last a number of turns, the giant spore lasts a bunch of turns, but the ghost and the skeletons last only two or so.
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# ? Jun 5, 2019 17:44 |
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On TB the ogres were a mainstay of mine. Summon them on turn one for extra damage sponges and they'd usually last until the end of the fight, or at worst need one recast. I thought summons were extra good on TB for the action economy or whatever.
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# ? Jun 5, 2019 17:51 |
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Looks like they're still looking at maybe one more performance patch to fix Queen's Berth? https://forums.obsidian.net/topic/106064-issues-with-nvidia-graphics-cards-fixed/#comment-2159606 quote:Hi everyone,
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# ? Jun 5, 2019 23:16 |
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Yeah, it's clearly at least mostly a CPU thing- I had barely-playable fps in the temple district and Delver's Row whereas I never really had a problem in Queens Berth compared to the rest of the game
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# ? Jun 5, 2019 23:54 |
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It's a shame they're running on the version they are. PoE2 would've probably benefited a lot from the new ECS and job system paradigm Unity's working towards.
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# ? Jun 5, 2019 23:55 |
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2house2fly posted:No official word but an unofficial "strong possibility" and some additional story content got patched in with what could be interpreted as sequel hooks whatb were the sequel hooks?
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# ? Jun 6, 2019 02:20 |
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corn in the bible posted:TB seems to completely ruin some classes/builds though, like anything focused on attack speed is just ruined completely I feel like the change to damage on quick weapons helps somewhat but aside from monk fists the itemization for fast weapons was already so spotty that I can't bring myself to be super disappointed about it. I guess it definitely does kinda kill the main high level gimmick of pure cipher and the wizard's haste/slow spells, and I guess monk especially feels the nerf (but they hit like trucks so). Also Kazuwari would be perfectly placed if it was locked behind Hasongo, behind Magran's Teeth feels a bit like having WM2 locked behind Court of Stars in terms of pacing. Agnosticnixie fucked around with this message at 04:08 on Jun 6, 2019 |
# ? Jun 6, 2019 04:04 |
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https://www.youtube.com/watch?v=xChOXFJ83-g
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# ? Jun 6, 2019 08:14 |
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2house2fly posted:The biggest problem with SSS is that it's boring ftfy User fucked around with this message at 08:51 on Jun 6, 2019 |
# ? Jun 6, 2019 08:48 |
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TEENAGE WITCH posted:whatb were the sequel hooks? Don't know if they were sequel hooks or just there to be enigmatic given the game's already extremely open ending, but Woedica talks about wanting to rule tyranically over mortals again, and if you impress her all she says is that'll make it harder to make her case. You bring up your Burned Book conversations in the new dialogue with Eothas right at the end of the game and he seems perturbed about it instead of giving his usual "life will find a way" style platitudes
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# ? Jun 6, 2019 12:50 |
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All three DLC include stuff that ultimately leads to that Woedica stuff, with the pieces of the crown and book references in The Forgotten Sanctum too, so it feels like it's been planned out for a while. P.S. : People should really watch the Sawyer talk. There's a lot of interesting insights into what went right and wrong with Deadfire and the sort of pressure he ended up being under while developing the game.
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# ? Jun 6, 2019 13:41 |
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He was pretty even-handed and good-natured about it overall, but you could definitely hear some resentment creeping in when talking about the VO. I assumed there'd been disagreements internally about it but hadn't realised it caused that much pressure. Death to full VO except for ending slides
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# ? Jun 6, 2019 14:23 |
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I still think that PoE1 partial VO was even worse, especially when there was a lot of silent text in the middle of voiced one. Voice over just for plot-relevant things and outside of dialogue in-game speech bobbles might work fine. Especially with potential development problems invisible to us mere mortals. I remember how BioWare had to work around VO up to Mass Effect 2 with awkward speech blobs or alien/ancient pseudo-Chinese languages that PC understands. It was especially strange in Dragon Age Origins where companions react to practically anything except some special quests that consist of written notes.
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# ? Jun 6, 2019 14:39 |
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Got a link to the talk?
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# ? Jun 6, 2019 14:41 |
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There's an embedded YouTube video a few posts above. For the record, I liked the VO in Deadfire, I think it worked out really well, but I really hope decisions like that are taken much, much sooner in any projects they develop in the future, to avoid this kind of logistical nightmare and the stress that comes with it.
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# ? Jun 6, 2019 14:42 |
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# ? Apr 28, 2024 18:06 |
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Thanks for posting this! I can't believe that, at least as presented here, the primary driving motivations for full VO were "Larian did it" and "streamers were complaining". I get that a games streamability is important for marketing/engagement, but loving really??? I'm glad to see Josh pointing out the oft-ignored dynamic in old IE combat where martial characters have no buttons to press most of the time. I think my largest complaint with the flow of combat in PoE2 is too many instant/fast casting buffs on every character that aren't really much of a choice- my Monk is always going to pop Swift Strikes at the start of combat, my Barbarian is always going to Frenzy, etc. AI scripting can help with this a bit but there is some button bloat still. I think he kind of glosses over the reduction in party size also forcing players to make tougher choices re: companion interactions, and not in a fun way. I think this plays into why Sidekicks got so much poo poo, for example: you're already taking away a party slot after building up all this cool companion reactivity stuff, why would I take away another for a jerk that doesn't feed into any of that? I do really hope they iterate on the companion interaction and relationship stuff, I complained about it when the game came out but the goals behind it are extremely my poo poo. I really like the presentation of the ship combat; my complaint about it is it's way too simplistic (get into cannon range, shoot/jibe/hold/shoot until finished). "I know somebody is watching this saying 'oh my god obsidian is never going to make a rtwp game again'" yeah, it's me, how did you know? I do really hope there's more mechanical parity between TB and RtwP for potential future games, but let's be real unless BG3 is RTwP and sells a billion copies they're probably only going to include it in future games as an afterthought. I hope Josh gets to take a break from directing these kinds of games for a nice long time if he wants. Who knows, perhaps some day we will get to finally experience gently caress you, Suck My Dick: Josh Sawyer's Personal Dream RPG
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# ? Jun 6, 2019 15:12 |