I'm just going to talk to Sagani so I can sacrifice her.
Yeah, very interesting quests, the first one I got was to deliver squash seeds to some random person in Copperlane :p
The maps are missing those tiny, random points of interest - not quest-related, but, for example, just unimportant people arguing over unimportant things
The whole encounter difficulty just spiked for me here. Don't know if It's the game or I am just retardo.
I don't know who was first to come up with this hipster complaint that too much good content is too much, I think it was from Sawyer that I heard it the first time. I've always thought this was a ridiculous argument, and in Sawyer's case, sour grapes. At 15 y.o. I practically lived in Athkatla, and it was real good.Athkatla's maps were actually too big imo, too much pointless space and distance between points of interest and the exit.
Very true. I can't be bothered to dig up my old posts, but the ambiance makes the city feel huge more than anything else, and it's the ambience that's pretty much absent from Defiance Bay.The ambient sounds in Athkatla make a pretty big difference, as does colour variety (both are the case with Baldur's Gate as well, in fact). Defiance Bay looks and sounds suuuuuper static.
The zoomed in view and generally smaller areas are also a factor.
I don't know who was first to come up with this hipster complaint that too much good content is too much, I think it was from Sawyer that I heard it the first time. I've always thought this was a ridiculous argument, and in Sawyer's case, sour grapes. At 15 y.o. I practically lived in Athkatla, and it was real good.
Yes, these exist in the game, but I've had to go back and check, it was funny I thought, how I couldn't remember them. I've written to Justin Bell about ambient sounds and urged him to play BGII to see what I mean. He has mentioned he hasn't played it. I remember he basically said he knows about a lot of cases where he could have done things better in PoE, and he will have the opportunity to show that in Deadfire - new sound systems, more variety, ambience, etc.DB has ambient crowd noises and such, but they're not very loud or peculiar.
they're not very loud
There's no reason to bar us from redistributing them via retraining,
There's no reason to bar us from redistributing them via retraining, if we wanted to powergame we could do it by simply hiring adventurer's, like I am doing right now, it doesn't "help balance" at all.
There's no reason to bar us from redistributing them via retraining,
Companion stats are reflected in their dialogues.
I fucking hate that RPGs force you to choose between competent builds (create your own party) or content (use NPCs) like this. Why can't we have both? Asked Josh about it regarding Deadfire but he hasn't responded yet
Don't give a shit and Josh shouldn't either - he is the gamist after all. He's made plenty of excuses for dubious abstractions in other places. If the player can live with it, why deny them the option?
Encounters off the crit path are intended to be difficult (you can just stick to the path and not fight anything in that map). The act 3 areas got a difficulty boosting pass in one of the later patches too.
Additionally, it is really hard to avoid attracting enemy attention in that map.