Caed Nua was 10 times better than the ship as a stronghold
per complanca
Caed Nua was 10 times better than the ship as a stronghold
Caed Nua was 10 times better than the ship as a stronghold
per complanca
Mortmal said:Keep the scripters, and artist , hire mca as writer , fire sawyer and just put some random neckbeard AD&D 2E DM enthusiast as director instead and i am pretty sure you could get a real BG3.
We all know that you are a 15 year old faggot and PoE is the greatest rpg that you have seen because you haven't seen any others.Mortmal said:Keep the scripters, and artist , hire mca as writer , fire sawyer and just put some random neckbeard AD&D 2E DM enthusiast as director instead and i am pretty sure you could get a real BG3.
I'm going to share some controversial opinions that I will probably regret later...
- Infinity Engine combat was ass. D&D was never designed to be implemented in real time. Deadfire is lightyears better for the recovery system alone.
- 2E AD&D was awful. That system aged poorly, and lacks basic modern RPG concepts such as talent progression and skills. Most of the class distinctions were based on poorly balanced arbitrary numbers, and battles were plagued with RNG.
- If MCA were the writer, this game would be full of long winded rambling and pretentious psuedo-philosophy. You guys think it's bad already, but he's the worst offender when it comes to that style of writing.
- Josh Sawyer is the reason for the incline in this game. The encounter design, multiclass/subclass options, itemization, and most of the other combat based improvements were all because he was project leader.
Core rules:Not apart of the core rules, and was largely dependent on player input.
that's not what you said, motherfucker.Not apart of the core rules
But of course.I only played it once a long time ago, and don't have the clearest memory
More like 40...I'm not afraid to admit when I'm wrong. AD&D was 20 years ago.
Why even make an argument then?I'm not afraid to admit when I'm wrong. AD&D was 20 years ago.
you seem to be stuck on the word "modern". in case you think it makes you sound smart to keep throwing that word around like it means something, think again. it makes you sound retarded.First off, I never claimed I could do better (although I have been designing a tabletop RPG which needs alpha testing).
I have played many P&P RPGs though, and 2nd edition D&D clearly hasn't aged well compared to modern P&P systems. Only nolstalgia would make people believe otherwise.
MMORPG: What is the story in Beast of Winter about?
Brandon Adler: The high-level, mostly spoiler-free version is the player is contacted by a Rymrgand-worshipping doomsday cult stationed on a quickly growing iceberg in the southern Deadfire. Quickly growing is underselling it a bit as the iceberg has started to expand rapidly recently and is threatening to swallow the world in frost in short (relatively speaking) order.
The cult is convinced that the player is the Duskspeaker, a herald of the end times, and has invited them to Harbingers' Watch to celebrate the end of the world. The player will learn about the cult, their leader Vatnir, why the iceberg is spreading, and how to deal with the problem. Dealing with the iceberg sends the party into Rymrgand’s realm in the Beyond, where players will see some fantastic areas and learn about the inner workings of The Beyond and the White Void.
MMORPG: Where in the timeline of the overarching story does Beast of Winter fit?
Brandon Adler: The story that takes place in the Beast of Winter spans hundreds of years, but the player starts concurrent with the story in Deadfire.
MMORPG: What kind of content can players expect (i.e. how many new quests)? Will there be any new followers and / or crew to find?
Brandon Adler: Beast of Winter adds all of the things you would expect from an Obsidian game – new areas and dungeons to explore, dozens of new items and creatures, and fun, engaging quests. We have also added Vatnir, an Endings godlike the player can convince to follow them into the depths of the White Void.
Due to the nature of the DLC, some of the game’s previous companions will also have quite a bit to say. For example, Ydwin, as a pale elf animancer, has a lot to talk about as it relates to the people of the cult, Rymrgand, and the nature of souls.
MMORPG: Are there any completely new features being added in this DLC or in the other two coming later this year?
Brandon Adler: There is a new item type being added to Beast of Winter – the Trinket. Trinkets are items that allows characters to cast powerful, once per rest abilities that can turn the tide of a battle.
We also have many other new features planned for future DLCs and patches, but we will talk about those later.
MMORPG: What if a player has “finished” the game prior to the DLC? How do they access it?
Brandon Adler: The DLC is accessed by heading directly to the iceberg in the southern portion of the Deadfire. While players can access the DLC content at any time after they have their ship, it is specially crafted for parties of levels 14 – 15. For players not in that level range, level scaling will work with the DLC content.
If a player has finished the story from the base game, they can access the “point of no return” save and start their Beast of Winter adventure.
MMORPG: Do the events in the DLC have any impact on the end of the game?
Brandon Adler: The adventure for Beast of Winter is a mostly self-contained experience that is resolved separately from the main story in Deadfire. That said, there is some reactivity in Deadfire based on things that happen in the DLC, and the game boasts additional end slides for the Beast of Winter content.
MMORPG: Once the final DLC launches, is PoE 2 considered “finished”? Perhaps PoE 3?
Brandon Adler: Obsidian is committed to supporting Deadfire with patches, updates, and DLC for the foreseeable future. This isn’t just Deadfire, but all the Pillars of Eternity products. It’s our feeling that our games should be evolving with player feedback and, as with PoE 1, we won’t stop until we have the best experience possible for our fans.
As for Pillars of Eternity 3, we always have things in the works and lots of ideas for things we could do with a Pillars 3.
GameSpace: What about the free update for all players. What can everyone expect to find with the update that launches alongside Beast of Winter?
Brandon Adler: Along with Beast of Winter, we are also releasing The Deck of Many Things DLC for all players. It’s a free DLC which introduces a new ship to the world map, The Deck of Many Things. This ship, ancient Engwithan in origin, has some of the most unique items and crew in all of the Deadfire. And for those that want to try to take the ship on in naval combat, it’s the hardest ship fight in the game.
We are also adding Magran’s Fires, which are special challenges that allow players to go through the game with additional limitations. For example, a player doing Berath’s Challenge is unable to flee from combats and their party members are permanently killed if not revived within six seconds of being knocked out. One of the stranger challenges is Galawain’s Challenge, which gives all Beast type creatures additional random abilities in combat.
These challenges are all played on Path of the Damned and have a special version of level scaling enabled which only allows for upward scaling.
GameSpace: Since launch, have your metrics and data revealed any surprises in how players have consumed the content in PoE 2?
Brandon Adler: I’m not sure if there were any major surprises, but it was interesting to see information about the most popular character choices (class: Wizard) and the least popular (Race/Gender: Female Dwarf).
One of the more important uses of our metrics is seeing how players are playing the game – what things are they missing, where they are stopping, where they are dying, etc.. This data helps us smooth out these areas in post-launch patches and allows us to make better decisions in future games.
GameSpace: What have been the biggest challenges you and your team have had to overcome both in development and post-launch?
Brandon Adler: Anytime a DLC team has strict, short timelines it can be easy to fall into the trap of playing things exceptionally safe – retreading existing ideas, using only assets that were created for the base game, and not taking many chances. It can also be easy to shut down the team’s creativity inadvertently by being too forceful about not exploring new ideas.
It was important to me that we give developers the freedom to come up with cool, fun gameplay while also being smart about how much we delve into untested ideas. I feel like we struck a good balance and that players will be pleased.
Mortmal said:Keep the scripters, and artist , hire mca as writer , fire sawyer and just put some random neckbeard AD&D 2E DM enthusiast as director instead and i am pretty sure you could get a real BG3.
I'm going to share some controversial opinions that I will probably regret later...
- Infinity Engine combat was ass. D&D was never designed to be implemented in real time. Deadfire is lightyears better for the recovery system alone.
- 2E AD&D was awful. That system aged poorly, and lacks basic modern RPG concepts such as talent progression and skills. Most of the class distinctions were based on poorly balanced arbitrary numbers, and battles were plagued with RNG.
- If MCA were the writer, this game would be full of long winded rambling and pretentious psuedo-philosophy. You guys think it's bad already, but he's the worst offender when it comes to that style of writing.
- Josh Sawyer is the reason for the incline in this game. The encounter design, multiclass/subclass options, itemization, and most of the other combat based improvements were all because he was project leader.