![]() ![]() Talk would be pointless because thanks to the underlying systems you end up with a homogeneous blob of a party that is not much different from any other. >I actually don't remember that much talk of weapon choices and class choices in Poe Threads. The calculations that it doesn't hide are fairly simple, the hidden ones you won't know about without delving into the code (hello Action Speed). ![]() >a lot of aspects to be considered are rather arcane and are somewhat more involved mathematically than the relatively simple arithmetic of DnD-type systems. I actually think the lack of build and systems discussion is because a lot of aspects to be considered are rather arcane and are somewhat more involved mathematically than the relatively simple arithmetic of DnD-type systems. (reposted due to me fucking up the post when copypasting) I do think the amount of posts that devolve to empty shitposting about authors and the companies involved is much worse in PoE threads. Relatively common versions seems to just be completely abstract shitposting about whether PoE's system is good/bad and Dungeons&Dragons is good/bad. Though there were some convos about shit combat being good or bad I think and similar things. I actually don't remember that much talk of weapon choices and class choices in Poe Threads. Lot of that in PF, where the talk of character builds is connected to talk of fights/strategies and so on Little to no in both PF and PoE threads >character discussionĪctually quite little in PoE threads, PF threads might discuss their whores and dorks more >gameplay talk Not sure if my observations are correct, but >story events discussion I will admit that the factions in New Vegas as a whole are more interesting than the ones in Deadfire, mostly due to how each differentiate themselves as well as the relationship they have with each other, whereas in Deadfire they sometimes had a habit of blending together despite having their own cultures, not to mention that there's never that sense of rivalry or malice between any of the Deadfire ones, even though they should have considering how long all four have been operating within the Archipelago. House and Caesar were always the stand outs, and if we count the dlc, then there's also Joshua who was written by none other than Sawyer himself. Maybe I'm boiling them down to their very basic components, but that's what I go out of them despite exhausting all of their dialogue. Or Vulpes who's a just cunning mastermind. I mean, what I am to say about Lucius outside of that he's a sycophant to Caesar. I cannot for the life of me tell you anything about the companion characters, or even most of the members of their respective factions due to how little screen time they get. Planescape and New Vegas are the only ones that truly qualify, and even then, the only interesting characters in New Vegas are the faction leaders. >I mean compare the writing to Disco Elysium, Planescape, Morrowind or New Vegas The characters may vary in quality, but I think most of them are at least decent. If anything it's one of the more fleshed out worlds I've seen in an RPG. Both games are filled to the brim with intricate world-building where everything is this one massive domino effect of various events. I think they did a pretty good job at that. >but about how invested the writers were in giving depth to the characters and setting It could have been so good and fixed so easily - but if you want combat to be harder than story mode without requiring a drawn out conflict to kill a rat it fails. But the game was made as rtwp yet fails miserably. Tbf if you were a build autist who wanted to manually cast magic missile each round - then great. But pathfinder couldnt do anything better than attack with weapon. Nwn2 from 15 years ago was able to throw together a rudimentary ai (upon threshold - help allies and attack foes based on appropriate vulnerability and strength spells of appropriate strength) AI together. Even the kingdom management plebs bitched about made you feel like you are building a nation that reflects your world view.īut then they fucked it all up by having ZERO combat AI. Even if the major choices didn't let you play a whole different game by unlocking different areas there was still a massive amount of flavor dialogue and reactivity based on how you made those choices. ![]() What really got me with kingmaker is that it had the potential to fill the niche of highly reactive morality/path decisions. ![]()
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