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Eternity Pillars of Eternity 2: Deadfire Pre-DLC Thread [GO TO NEW THREAD]

Nano

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Grab the Codex by the pussy Strap Yourselves In Enjoy the Revolution! Another revolution around the sun that is.
What else has Dave Williams worked on?
https://www.linkedin.com/in/davidwilliamsdesigner/

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MajorMace

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Dismissal is such an uncharacteristic spell for PoE I think it was added with a sole purpose to get players through the vampire island, since it's the only place in the game that remains relatively dangerous (BG2 catacombs level, and it even looks the place) for even 20th level party. And I think the only hard counter for charming gaze attacks is the talking sword since it makes wielder immune to INT afflictions, since there's no other dispel or protect mechanics I am aware of (or have in party). Cause, you know, they just removed all these spells from the game.

You can just nuke them all before they lolrush you with 5 or 10 vampires(undead) (I lost count chunking through the creeps) (you can aggro multiple packs on entrance to the tomb), but this single location is the least PoE-characteristic place I've seen in game. It only lacks permanent damage to party - without it, it's just not as threatening as similar BG2 encounters.

If this level of threat would exist generally in the game, it would indeed give me at least the nice feels of nostalgia to IE fights.

Kinda strange that boss was way easier than mooks.
Potions of focus. Payer for the mind. Shimmer Scale. There's a ton of defense against vampires gaze. You can also simply blind them.
Dismissal is in the game because it's fun to one shot zombies. It's a trend, really.

To make sure people survive the undead island, they did what they do for the whole game: tune everything down.
 

FreeKaner

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How is it more complex and intricate? You could argue it is more consistent and orderly (for better or for worse) on many fronts, but it seems an odd thing to say.

Subclasses, multiclasses, ability trees, armour & penetration system, active & passive abilities, itemisation etc. Everything that is in the game is more intricate.

It doesn't show itself well at the moment because game is easy, PoE1 especially at 3.0 was more challenging so you had to be more involved and intimate with the system. However if this game becomes more challenging these will come together better.
 

Shadenuat

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The little shield, completely forgot about it. That one is useful then.

Prayers/Supress is Priest I think. With Priest is easy, that's the point. Also, I was talking hard counters. Changing Dominated to Charmed (if that's how it works) is not really a counter.

I admit I never, ever used a single consumable except a healthpot during whole game, and never studied anything - 99% of combat does not require it.
 
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fantadomat

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Dismissal is such an uncharacteristic spell for PoE I think it was added with a sole purpose to get players through the vampire island, since it's the only place in the game that remains relatively dangerous (BG2 catacombs level, and it even looks the place) for even 20th level party. And I think the only hard counter for charming gaze attacks is the talking sword since it makes wielder immune to INT afflictions, since there's no other dispel or protect mechanics I am aware of (or have in party). Cause, you know, they just removed all these spells from the game.

You can just nuke them all before they lolrush you with 5 or 10 vampires(undead) (I lost count chunking through the creeps) (you can aggro multiple packs on entrance to the tomb), but this single location is the least PoE-characteristic place I've seen in game. It only lacks permanent damage to party - without it, it's just not as threatening as similar BG2 encounters.

If this level of threat would exist generally in the game, it would indeed give me at least the nice feels of nostalgia to IE fights.

Kinda strange that boss was way easier than mooks.
I agree with you,it was the best battle in the whole game,even the last boss didn't give me any trouble. Also i must correct you mate,the talking sword doesn't do jack shit against the vamps. I had it on my rogue and he was the one that got charmed. I did searched my spells and items but i didn't found any defence against the charm,the only useful thing that i saw was pallegrima's skill that dispel charmed if she hits somebody. It was pretty late game spell from what i remember.
 

fantadomat

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What the fuck happened with Aloth's quest? You barely do anything and it just ends.
Like any other companion quest. It was amusing when entered with shark boy in the smugglers cave and saw the quest complete marker at the top right,it was amusing because i didn't even started his quests. For a long time i thought that his quest would have been to find the fourth form of water bending....sadly it is a cut content.
Yeah, Eder's quest seems pretty... anticlimactic. I mean it was in the first game too, but it seemed a little more poignant there.
To be honest that description fits most quests in the game......if not all the quests.
 

Generic-Giant-Spider

Guest
Having the same issue I had with PoE1 and that is I cannot get into this game. The multiclassing stuff is nice and the high point for me, but the main quest, side content and pirate shit is not hooking me in any way. I think it's to do with the writing which reads like amateur creative writers that shit purple, the companions are boring and I'm at this point now where I'm reading the text but in that mindless way where your brain is so uninterested it's not even bothering to filter things.

Combat wise, it's okay. It's easy as others have said, but if it was made more difficult and had more enemies capable of fucking your day up it'd be a lot better. On POTD it feels like an old game's normal difficulty, I don't even want to know what 'story mode' is like. Do they replace the enemies with pylons?

I wish they dropped the goofy giant god curbstomping civilization angle and made you assume a totally new PC for the setting. I'm more of a fan of a world with multiple campaigns in it than following one single party or character all over the globe.

It's a pretty looking game and all, but it's also a boring game. It's that same thing PoE1 suffered from to me and that is it's here one week and forgotten the next. Also these made-up words are really gay.
 

jungl

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Mar 30, 2016
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there first level drugs in this game and spells u can use make fampr charm useless. They were annoying as hell in the first game with high damage and fast attack speed but in deadfire they simply kith with hp regen.
 
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MajorMace

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Closing to the end.
Ultimately, and partly due to the design of the game - partly due to the bugs and monster tuning, the game is disappointing.
Its strong points are almost entirely wasted on its glaring weaknesses.

In terms of structure: the compelling diversity of dungeons and quests suffers from a focus apparently spread too thin. You barely have the time to care about something that you're directed towards the next. The game has a myriad of little dungeons, sometimes resting on nothing but atmosphere (Wael island, the trap-littered one). It's great for exploration, but goddamn it really instillate an impression of consumer behaviour. Cleaning a spot one after the other.
The game also has bigger dungeons, which is where the experience is the most pleasant. It does a good job at setting original situations and encounters now and then, and serves the pacing a lot. However, most of the content is tuned for a mid-level party, and you'll become overleveled before getting to a considerable amount of quests.

Factions and reputation are difficult to appreciate because of the important amount of bugs and broken dialogue/script. But from what I know, they're kind of half-baked. Main problem being that the impact of the player's decisions is limited to the end of the game. Most of the time, you'll gain reputation even if you completely sabotage the job that you've been given. The design rule that the game seems to follow is to avoid blocking the player out of a faction as much as possible. The same rule bought us the hilarious video of NV's Caesar on YouTube, enumerating all the single moments the courier fucked him up before giving him access to the vault anyway. At least in NV, though, picking a faction has actual implications for the main quest and the story. Here, it just doesn't really make sense, and it ends up hurting the replay value a great deal, because you'd see most of all factions in a single playthrough.

Combat is improved on every single level compared to the first game. Mobility, readability, pacing and character builds are all a vast improvement. And none of this matters in the slightest. This game makes me think of MGS4. The infamous stealth game that features a dozen of 30mins cutscenes proposes a very, very rich gameplay. Octocamo, piloted little mech, a tonne of gadgets and detectors, the possibility to gain the trust of the local freedom fighters etc etc. Yet MGS4 level design is mind-numbingly straight forward, in such a fashion that crawling on 150m is sometimes enough to beat a level. Well that's deadfire. A myriad of unique items, the possibility to craft potions of all sorts with clear, distinct uses, the option to set up a fight from stealth, a revamped system revolving around clear counters... By the way if you click the enemy, it dies.
Problem occurs when enemy in question doesn't punch hard enough for the player to cast anything but the might buff/debuff from his priest and automatically nullify all damage taken while multiplying all damage dealt.

Companions didn't bother me. I even appreciated their unique subclass, with special mention for the orlan's wild mage kit. I would like to comment on their behaviour in the party, but it's mostly broken. Barks fire up at a weird pace, with serafen overwhelmed with joy a few seconds after saying a heart-breaking farewell to his mentor. I did appreciate the possibility to turn Xoti into Dark Xoti. I think the whole like/dislike system either doesn't work properly or is blatantly artificial. Either way, it's not interesting. The only one who disliked my moves now and then was Xoti, because I played a total scumbag. But she must like the dank ass jokes I make when no other dialogue option suits my tastes because she's still around anyway.
Talking about that, I had all my dispositions maxed out by level 10 or so. Playing on expert, I can't say why it happened as I tried my best to play a scumbag.

The writing is really uneven. A few characters caught my interest: the leader of rauatai special ops, the queen, the sea dragon under neketaka... The rest is either strangely out of place or outright forgettable. The dialogue options you're given as a pc are almost never hitting the right bell, sometimes revealing themselves to be completely retarded, clearly displaying the will to follow a pattern or a response model rather than actually proposing lines that would make sense. It's albeit very common in the genre, but it's even more blatant when the writers try to give you different way to bring your interlocutor to spit out his next line.
Special mention to the line you can chose, I think in sakuya or smthg, when a lowlife tells you about his problems. *clears throat* " Why should I care about your shit ? We all have our problems. Yours aren't any special you fucking spastic ! "
I may have decorated the end of it with a touch of vista, but the rest is genuine, and for once, it was on point.

Deadfire is the Nicolas Cage of crpgs. You could either say it's good or bad and be right anyway.
 
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ScrotumBroth

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Grab the Codex by the pussy Insert Title Here Strap Yourselves In
I have a technical question that no other forum would know at this stage.

Say I skip a few steps of a quest chain, like I did by accidentally finding an artifact in the lower city before talking to some asshole.

Do I get exp for the missed steps, or am I getting screwed out of exp?
 

FreeKaner

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MajorMace a lot of your criticisms sounds like bugs and tuning issues. It does seem like it's best to let this game bake. It still will be a really flawed and unfocused game but at least it will do the exploration and combat good then.

Also am I alone in preferring a RPG that is more open? I don't mind if the game is "unfocused" only if it is incoherent. PoE1 base game was both unfocused and incoherent, while WM was fairly unfocused but p. coherent so I enjoyed it.
 
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MajorMace

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I have a technical question that no other forum would know at this stage.

Say I skip a few steps of a quest chain, like I did by accidentally finding an artifact in the lower city before talking to some asshole.

Do I get exp for the missed steps, or am I getting screwed out of exp?
You're fine. Expect some weird dialogues though, it tends to bug when you skip steps for most quests. Even though it's most of the time predicted and supported. I found this item before meeting the dude too.

FreeKaner I agree, but that's the state the game was released in.
Plus, its problems regarding the writing or the spread out content are set in stone.
Fixing what can be fixed would really improve the experience, yeah. I'm also curious to see what modding can do to that end.

On another note, I had a lot of fun. I especially appreciate the attention to detail now and then. Unmarked stuff for exemple. There's actual room for exploration.
Another thing I like is how they hype up late game stuff throughout the game. Whether it's Ukaizo or whatever it's called or the ghost ship captain. I really dig that. When npcs or locations that have nothing to do with one another talk about something, it gives it more credibility and importance. It also helps making the world more beelievable, by sharing concerns through different medias.
 
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IHaveHugeNick

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I wouldn't say the game lacks focus. It's just that you spend like half of the game in Neketaka, so those 30 minute dungeons on the various islands provide a nice change of pace. Although I agree that some of them feel half-assed and I'd rather have 1-2 more nice 3 story dungeons over that tiny stuff.
 

AN4RCHID

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Also am I alone in preferring a RPG that is more open? I don't mind if the game is "unfocused" only if it is incoherent. PoE1 base game was both unfocused and incoherent, while WM was fairly unfocused but p. coherent so I enjoyed it.

I like the openness. If anything the game could be more New Vegas like, as the mainline quest seems pretty linear.
 

ScrotumBroth

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Grab the Codex by the pussy Insert Title Here Strap Yourselves In
Maia is the shit. Badass DPS who can open locks (albeit I've respec'd her for mechanics).

Did anyone try Xoti as dual class? Does it make her last longer than toiler paper (1 ply) in melee?
 

Pizzashoes

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Pillars of Eternity II: Deadfire is Obsidian's Baldur's Gate 2, Mask of the Betrayer, Knights of the Old Republic 2, Empire Strikes Back, and Temple of Doom all rolled into one. We did not think this sequel could top Pillars of Eternity, a game that redefined the Hardcore Computer Roleplaying Game genre. But boy, we have never been so happy to be so wrong. The game really was Pillars of Eternity II: Deadfire.

Good enough for IGN?
 

Sentinel

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How does the level scaling work? Is it unlimited scaling or do enemies have scaling brackets with a minimum and a maximum level like in FNV?
 

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