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Eternity Pillars of Eternity + The White March Expansion Thread

GloomFrost

Arcane
Joined
Dec 9, 2014
Messages
1,106
Location
Northern wastes
Doesn't feel weird or out of place, unlike Twin Elms which has no business being that big.
Never said anything about it being out of place. Its the way naval exploration made it makes game even more bloated and monotones. Also all that endless trash mob combat gives way too much XP and gold completely destroying any hint of balance.
 

almondblight

Arcane
Joined
Aug 10, 2004
Messages
2,632
Twin Elms probably would have worked better if it was just another Dyrwood city. The whole multiracial feudal Americans colonist stand-ins fighting multiracial American Indian stand-ins was a weird and unnecessary angle in general. Another area where the game tried too hard and felt worse because of it. The faux-celtic name for the American Indian stand-in didn't help, either.
 

Axel_am

Exploring and Enjoying
Patron
Joined
Jul 23, 2023
Messages
730
Location
Buckkeep
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Twin Elms needed more stuff related to the gods and maybe that to be the sole focus of the area.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,735
Pathfinder: Wrath
Twin Elms didn't need to exist because it obviously took too much effort and it feels unfinished anyway because it lacks content.
 

ColonelMace

Educated
Joined
Aug 7, 2023
Messages
207
Location
Tsarfat
Twin Elms didn't need to exist
It was close to a contractual obligation at this point.
631313078cd70c8297ad474f1c4f7636_original.jpg
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,735
Pathfinder: Wrath
Yeah, I know, but the game was stretched thin as it is. The best scenario would be to not bloat your kickstarter goals, but if you've already done that the best praxis would be to start cutting.
 

ColonelMace

Educated
Joined
Aug 7, 2023
Messages
207
Location
Tsarfat
They learnt their lesson with the second kickstarter. Deadfire's shortcomings are not due to any stretch goal, or at least none that I can remember (they basically promised stuff they already intended to do, like add islands, which isn't exactly an issue when designing an archipelago, or sea monsters, which is infinitely easier to implement than a whole fucking city).
Any problem in pacing was entirely on them and on Josh this time. Although, I think Deadfire is much more consistent in its overall design & content, and I believe not grieving themselves with fabulously optimistic stretch goals certainly helped.
 

almondblight

Arcane
Joined
Aug 10, 2004
Messages
2,632
One of the worst parts of the game is the writing, but if you just scan through it and skip over most of the stuff things are much more enjoyable.
 

almondblight

Arcane
Joined
Aug 10, 2004
Messages
2,632
Putting massive groups of enemies right next to each other is pretty rage inducing in this game. You're doing a tough fight, but you're doing pretty well, and then all of a sudden one of your characters ventures a step to far out of the way and a couple dozen new enemies come smashing into your back line. In general the game has far too many trash mobs, but them being packed right against each other is just idiotic.
 

Modron

Arcane
Joined
May 5, 2012
Messages
11,147
Putting massive groups of enemies right next to each other is pretty rage inducing in this game. You're doing a tough fight, but you're doing pretty well, and then all of a sudden one of your characters ventures a step to far out of the way and a couple dozen new enemies come smashing into your back line. In general the game has far too many trash mobs, but them being packed right against each other is just idiotic.
Proud Icewind Dale design tradition.
 

almondblight

Arcane
Joined
Aug 10, 2004
Messages
2,632
Eh...scouting and managing zones of aggression between different groups of enemies while your characters make confusing pathfinding positions isn't particularly fun. It's actually similar to the issues with the dragon fights - you need precision, but the game's not particularly great at precision.
 

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