We were told about sidekicks during the Fig campaign, long before the full voice-over decision had been made. They said they wanted to have more people to recruit but couldn't afford to include them within the relationship system.Roguey whit what do you disagree ?
Maybe make less but better, how about that type of designNo seriously, what more do you expect? There are *9 different antagonists for the final battle?
Yes, a game with a fraction of the budget blows DF out of the water with pretty much everything except graphics. Very nice. DA and ME don't have good reactivity, that's inane.AoD does, but it's only 10 hours long and made on a tiny percentage of Deadfire's budget.
Yes, a game with a fraction of the budget blows DF out of the water with pretty much everything except graphics. Very nice. DA and ME don't have good reactivity, that's inane.AoD does, but it's only 10 hours long and made on a tiny percentage of Deadfire's budget.
This is Mass Effect style reactivity.
Mass Effect and Dragon Age have more substantive reactivity
Maybe make less but better, how about that type of design
Honestly, AoD is quite pretty. The character models+gear are almost better than in Deadfire
Dude are you for real?
vs.
Which is funny since the relationship system ended up being hot garbage.
Dragon Age: Origins has excellent reactivity. Among the best in major RPGs.
I still didn't like it. But I can't fault the reactivity.
RPG Codex: the forum for people who hate cRPGs
I can't comment on Deadfire's reactivity yet, since I still haven't even committed to a faction. I have been impressed by the variety of ways to approach some of the quests though (Deadlight, Arkemyr, the Vailian vendetta).
Overall I'm still liking this. It's in fact easier to list the things I dislike than the things I like because there are less of them:
But p much everything else is fun: worldbuilding, combat, exploration, city quests, dungeon crawls, items, monsters, visuals, the sheer scope and variety of shit to do. Extra credit for the setting: they avoided a ton of pitfalls here. It would've been really easy to fall into your basic good-guys-bad-guys narrative here, with rapacious evil colonists and saintly Na'vi-style natives. Instead it feels remarkably plausible and alive, with dickheads and decent people all around, and a system that's chewing everybody up. It's a shame it flopped as it's a much better game overall than P1.
- Writing, which isn't awful by general vidya standards but is highly disappointing by Obsidian standards. Especially the companion writing. Especially especially the romantic companion writing, which is kinda dull at best, terrifyingly cringy most of the time. And also lots of incredibly awkward stuff about the whole main narrative, as well as some bloopers (copper doesn't rust ffs).
- Multiclassing. It's just stupidly broken. Especially fighter/any caster, but also a ton of others. It pulls the rug from under Josh's "everything feasible" thing as the differences between class combos are so big; if he wants the dumbest combos to be feasible that means the most powerful ones are utter yawns. I don't see a way to make it work without making it not-fun, i.e. nerfing the bejeesus out of it completely. It was just a bad idea and they shouldn't have done it.
- Naval combat, which is just kind of meh.
- Music which is also just kind of meh.
Which is funny since the relationship system ended up being hot garbage.
The only thing wrong with the relationship system is the romance. Otherwise it's p gud really
I liked the music.
I do agree with you,but you can just pass the dialogue check and go kill zombies,while in deadfire you have to from A to B to C to D and then back to A that will give you the next similar quest. Also the exploration is boring,you sail around the sea,walk around the island and find a 5 minute dungeon. The game does lack solid content,i don't know if it is even the half of PoE quantity wise. It mask it self with long traversing distances and a lot loading screens. For example the bounty quests,they are annoying until you find that you can just ignore then until you have cleaned the whole world map. And unlike PoE they don't reward you with interesting battle,most of them are just the same ship battle with a few more extra enemy.You know I don't think breaking something down to the most basic level possible is a smart move. If you're saying 'Quests in this game are bad because they require that you move from point a to b and interact with thing x' that's something that's applicable to any game that has any sort of mission or quest structure whatsoever. The issue lies in the execution I'd say. The best example would be gaining entrance to Heritage Hill in PoE - You go to the guard, the guard tells you that you need to speak to the captain to gain entry. You have the option to either bribe the guard, threaten via an attribute check or do as you're told. If you don't want to spend money or aren't playing an aggressive character you go to the guard captain who simply tells you 'lol k but don't expect any help if the not-zombies eat you'.De facto what you are saying/hearing is true,still the feeling of the game is different when you play. Most quests are mainly a fetch quests variants that never feel satisfying for wasting 40 minutes of your life running around. Areas also are part of the problem,wasting 20 minutes running around and your reward is a small room with 4 idiots trying to kill you,thus getting a 30 second battle and some item that you will sell.
Asking the guard captain is a reasonable endeavour because the guard shouldn't let any common rabble into a quarantined area. The four loading screens you have to sit through and the guard captain deciding to let any common rabble into a quarantined area is what makes the whole thing a farce and a boring chore to boot. It's also the same reason why buildings in general are insufferable places of torture that will drive you insane sooner or later. Rather than loading a bigger map that has all the floors connected via teleports some buildings have three separate maps. One for the ground floor, one for the upper floor and one for the cellar. Which means that if you're fully exploring that building you have to sit through SIX fucking loading screens. Obsidian had an utter disregard for the self-imposed technical limitations that were simply a consequence of how they built the damn game.
Yeah,and what happens when you kill all 9 of them??? Let me spoil it for you,someone gets resurrected. Such an amazing reactivity,right? Better bring someone that got disintegrated by my mace than to not have pointless battle at the end.No seriously, what more do you expect? There are *9 different antagonists for the final battle. That's above and beyond what most RPGs would of done.
It required hard work to draw a new portrait, record additional lines of dialogue, and write the scripting to make the event occur. Yet you whine anyways?
Which is funny since the relationship system ended up being hot garbage.
The only thing wrong with the relationship system is the romance. Otherwise it's p gud really
Germany neither has a lot of Muslims nor is it a Third World country. It has the strongest economy in Europe in fact, at least as far as I know.
Naval combat, which is just kind of meh.