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

oldmanpaco

Master of Siestas
Joined
Nov 8, 2008
Messages
13,624
Location
Fall
Is PoE2 suffering from the same XP bloat income from PoE1 where you reached the level cap way too early?
Did they balanced it in any way if so?

No one seems to be able balances RPGs for people who complete all the quests. When I finished PoE1 I used the IE Mod to increase the XP per-level requirements so you're probably going to have to wait for a mod to do this.
 

Bonerbill

Augur
Joined
Nov 25, 2013
Messages
302
Location
North Carolina
Is PoE2 suffering from the same XP bloat income from PoE1 where you reached the level cap way too early?
Did they balanced it in any way if so?

You got a few people like bragging that you level up too fast in this game, yet I didn't reach level 20 until the end of the game with the majority of the sidequest completed.
 

IHaveHugeNick

Arcane
Joined
Apr 5, 2015
Messages
1,870,558
The alternative solutions are commendable, yes, but other than that it's indeed nothing special. It's the same thing with Raedric's, the only good thing about it is alternative paths.

Fort Deadlight shits all over Raedrik's castle.

For one, Deadfire actually has a working stealth system, so going full-stealth is actually fun to do.

That, and Deadlight's alternative paths genuinely offer a different angle of approach, while Raedrik's paths weren't that different at at all. Start from the top and take a quest to kill guy at the bottom, start from the bottom and take a quest to kill dude upstairs. Deadlights alternative paths actually play differently, and have additional variables within them.
 

Lambach

Arcane
Possibly Retarded
Joined
Feb 11, 2016
Messages
13,206
Location
Belgrade, Removekebabland
Is there any way at all to get the Brilliant Inspiration in the latest patch? Seems like they've removed it entirely.

Can't exactly blame them, though, that Inspiration lets a 13th level Chanter break the game into pieces by hitting the entire team with a 45+ second buff that lets them spam all abilities at-will.
 
Self-Ejected

Safav Hamon

Self-Ejected
Village Idiot The Real Fanboy
Joined
May 15, 2018
Messages
2,141
How many other RPGs have sidequests with the level of complexity of Fort Deadlight? So yes, it's brilliant.
 

Quillon

Arcane
Joined
Dec 15, 2016
Messages
5,297


After the game has shipped and had apparently poor sales, they are doing streams at the hour I told them to more than once, stupid postenagos.
 

frajaq

Erudite
Joined
Oct 5, 2017
Messages
2,573
Location
Brazil
Shitload of Balance changes for 1.2 Beta

https://forums.obsidian.net/topic/103043-patch-120-updates-thread/

here's only Misc stuff, much more on the link

  • Sky Dragon Wurmling pet now properly appears when importing Pillars of Eternity 1 saves
  • Fog of War & Line of sight calculations have been made more precise.
  • Player Ship now always displays a World Map icon (addresses rare instances where the game could get stuck in this state previously)
  • Heart of Fury has been removed from the default AI behavior so as not to proc too soon and use rage when enemies are not in melee.
  • Close to Board now deals less damage to player ships to better match a player continuously moving at Full Sail.
  • The in-game year has been fixed to show the year 2828.
  • Enemies affected by Dismissal no longer stay alive and become permanently untargetable.
  • Monastic Unarmed Training now replaces the character's default unarmed attack with the base Monk attack.
  • 2H Melee Weapons have each received +1 additional Penetration.
  • Effigy's Resentment Zahua +15% Buff Duration -> +5%.
  • Effigy's Resentment Caroc +1 Pen While Stealthed -> +1 Weapon Penetration vs Kith.
  • Charmed is now removed if the charmed character is damaged by their new allies.
  • Alchemy Skill no longer affects "Poison" keyworded spells and abilities. (It still affects applied poison consumables)
  • Prices of Galleon and Junk ships have been doubled.
  • FogOfWar now resets its "Disabled" state when OnGameStateReset events are called.
  • Consumables are no longer affected by Might, Intellect, or Perception bonuses.
  • Consumables now only scale up from their respective skill and status effects that modify Power Level (they are longer affected by character level).
  • Consumable effects were also re-balanced to scale from base level 0 upwards (to match skill advancement from 0). This will also prevent penalties from appearing when using higher skill items.
  • Figurine Items are now charged items with an additional limit of 1/Rest use.
  • Class Role entries are no longer hidden in the glossary.
  • Marine Godlike Water immunity now only applies to hostile effects.
  • Removed game data related to cut ability "Gift of Hope".
  • Spoilers:
    • Nemnok's party wide effect now lasts as long as he is equipped.
    • Party members are no longer incorrectly indicating that they want to talk upon arriving in Ukaizo.
    • Achievement "Infamous Captain" should now properly complete as soon as players get into combat with their crew during a mutiny.
    • Arquebus "The Red Hand" is now obtainable in Ermezzo's storeroom.
    • Modwyr's Eager Lover bonus can now only be gained when attacking hostile characters preventing players from exploiting and going into combat with the beneficial effect.
    • Fixed exploit where players could obtain infinite experience by unlocking Castol's office door, then save, load the save, then unlock the door again.
    • Fixed an issue where players could have their party members run past the scene barrier and not be seen in the Old City.
    • Yellow-Eye Three will no longer confront you about sneaking around if you've received Arkemyr's invitation.
    • The hidden door in the Drowned Barrows no longer displays and allows players to transition to the next area without triggering the hidden switch.
 

IHaveHugeNick

Arcane
Joined
Apr 5, 2015
Messages
1,870,558
New Features
  • Added mod support for character backgrounds, voice sets, and Classes.
  • Mod Manager added!
    • We have just put in a Mod Manager to work with Nexus Mods. We're still working out the kinks though. Here are some of the known issues we are working on.
    • Known Issues:
      • Unable to delete mods, refresh list or move mods on priority list.
      • View Documentation button leads you to eternity.obsidian.net.
      • Part of UI does not scale properly at low resolutions.
      • Localized text is not yet in.
      • Long titles are displayed in very tiny font.
  • The Player Stash now has a search feature.
  • Holding shift while selling things from your stash will now add items without prompting the player about stack sizes.
  • Reputation screen now displays the player choices that led to changes with the companions's relationship.
  • New UI for Crew Injuries has been Added.
  • Added UI to recommend which companions to bring on quests relevant to those companions.

:greatjob::greatjob::greatjob::greatjob::greatjob::greatjob::greatjob:
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
Patron
Joined
Nov 23, 2014
Messages
17,133
Location
At large
PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
The in-game year has been fixed to show the year 2828
Finally. The narrative design specialists must have been too busy writing corny dialogue about gay seks to notice that two months after release.
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,452
Location
Grand Chien
Am I the only one who wonders how much better the game could be (bigger quests, more time spent bugfixing, more complex c&c, name it) if they just ditched the NPC companions? Apparently they are one of the most expensive parts of the game.

I like the companions but ultimately they just felt like expensive wallpaper.

Maybe it's just me...
 

Alienman

Retro-Fascist
Patron
Joined
Sep 10, 2014
Messages
18,244
Location
Mars
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Well, companions are a staple of BioWare/Black Isle/Obisidan games so not sure how that would work out. It's what people expect I guess.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,738
Pathfinder: Wrath
They said they didn't spend a lot of time and money on companions this time around.
 

Reinhardt

Arcane
Joined
Sep 4, 2015
Messages
32,080
Fixed exploit where players could obtain infinite experience by unlocking Castol's office door, then save, load the save, then unlock the door again.

Wait, someone really spammed save/load in PoE2 just to get pitiful amount of exp?
 

frajaq

Erudite
Joined
Oct 5, 2017
Messages
2,573
Location
Brazil
They said they didn't spend a lot of time and money on companions this time around.

Yeah companions are one of those "either do them really well or don't bother" aspects of RPGs

Unfortunately with the game being a direct sequel with the same protagonist for some reason Obsidian was forced into one of the options, even if they didn't have resources for it...
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
Patron
Joined
Nov 23, 2014
Messages
17,133
Location
At large
PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
The game could have been so much better if they had made it better:
- no corny companions
- throw away the VO
- put more efffort into composing a good musical score
- add more complex reactivity to quests, factions backstabbing each other, resolving a quest for one faction affects the quests of another, etc, a la Age of Decadence.
- ... continue the list...

Alas, that's the best Obsidian can do right now, at least with this budget, though when it comes to writing and quest design, throwing more money only helps so far.
 

Rinslin Merwind

Erudite
Joined
Nov 4, 2017
Messages
1,274
Location
Sea of Eventualities
The game could have been so much better if they had made it better:
- no corny companions
- throw away the VO
- put more efffort into composing a good musical score
- add more complex reactivity to quests, factions backstabbing each other, resolving a quest for one faction affects the quests of another, etc, a la Age of Decadence.
- ... continue the list...

Alas, that's the best Obsidian can do right now, at least with this budget, though when it comes to writing and quest design, throwing more money only helps so far.
Sorry, but I disagree about some points that you made.
My list:
-new protagonist and his companions, game is not fucking direct sequel.
-better plot and writing in general (with mystery and plot twists instead of retarded giant who broke your castle and you follow him around)
-balance done before release, don't make me start why balance in single player game is spoil experience
-full mod support from creating items to new quests and even new islands
- ship combat not in CYOA
Edit: - no romances or romances should be hidden than depths of Ondra's anus.
Also sales could be much better if it was game with turn based combat. People tend like these games more, although I am ok with both (if combat systems well crafted).
And releasing list with DLC before release core game was stupid idea.
 

santino27

Arcane
Patron
Joined
Oct 1, 2008
Messages
2,786
My team has the sexiest and deadliest waifus you can recruit.
Guess I'll table my playthrough (again) until the patch.

Just got to Tekehu. His introduction (and the dialogue choices the player is given, in particular), was pretty damn horrible. Maybe I'm just old, but I don't see why the writers decided to add multiple sexually charged comment options in the initial dialogue... we're not meeting the guy in a bar and trying to pick him up, and all the player has seen at that point is the relatively funky portrait, and yet we're already stooping to nautical/water-themed sexual double entendres?

Eh. Throw in Xoti's utterly grating 'slap me on the butt and call me a horned toad' southern hick VO and dialogue and I'm leaning to avoiding companions entirely when I do restart.
 

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,977
Location
Russia
This is not that game you play with companions, you make your own party, and go around killing stuff.
 

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