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![]() Then again, the game never explains nor gives a tooltip about this particularly discrete UI element.Įven I who inspected the systems back then still had no clear idea about how recovery is calculated. I think Roxor realised after 20 or 30 hours of playtime that he could slow down the speed of combat to make it more readable. There were a lot of people who didn't understand why dragons & krakens alike felt super lackluster, which just revealed that they were apparently not interested enough to simply open the bestiary and check the details. You have no idea how little understanding people have of deadfire's systems, which as you say they've been discussing to death itt. Then I was met with "but what is magic then, that's dumb" even though that's exactly how it worked in IE games and no one seems to care about praising the latter's while shitting on deadfire in this regard. ![]() It took me a few posts to make them understand that vampires abilities are gazes (like liches' or dragons') - that there's a whole mechanic around gazes (which I actually find very cool) = you can't gaze or be gazed while blinded, you get a unique shield on the xaurip island which can be upgraded to get immunity to gazes or reflect them, they're instant abilities since it's just a fucking gaze which is why vampires dominate you in an instant - that gazes aren't considered magic, as magic usually entails casting time and specific keywords (Inspiration, Condemnation for priest spells, Element keywords for elemental spells etc) and are usually tied with the wizard/priest/druid/cipher classes. They therefore reported yet another "bug". I have clear memories of the talks back at the release, where people were confused that their magic resistance didn't work against vampires charms & dominations. I tried to find some wiki of the game to get info on the dlcs a week ago : it barely had the title of the first two, an image for the first one, and no info at all. The sad thing is that the playerbase of deadfire also means you won't have much more elsewhere. This thread has turned into an arena between retarded fans and retarded counter-fans who bash each other with great swipes of "%, X and Y" and other nonsense shit, don't expect info from it. For stuff as mundane as : are the big beasts from the base game still designed for level 13 - as displayed in the bestiary ? I wouldn't get too upset at getting no answer to your questions : I sit on an average of 50% questions answered in the last weeks. Or the fact that the player already has billions of active and modal abilities, and couldn't be damned to check if their watcher shit frightens or weakens. Or the fact that these abilities are shit anyway. The fact these abilities pop in the player's toolbar without notice could be another explanation. Nobody knows because the game's not interesting enough to be tinkering with these things ? Why haven't they opposed cruel vs benevolent, honest vs mischief, stoic vs passionate to at least pretend there's some sense in it ? The 8 dispositions below that are yet another mystery. I got people in my party who supposedly hate each other (-2 both towards the other) but nothing happens (?) I still have no clue what the reputations window is about in the character sheet. You could at least put an easy diplomacy/bluff check to give the illusion that something could have happened - if you really don't want to trouble the player's routine with gameplay. It's a shame because I really dig this kind of things, makes it interesting to explore dialogs & interactions with factions, but deadfire got its butt on the fence on this aspect as well, so it ends up feeling half-baked. Or asking Don Corleone directions to the Delver's Row, who goes like "yeah you know where it is alright, since you murdered the lot of them", again without actual consequence - "that's fine, move along". the police - that you got permission from Don Corleone to go down to the pirate's hideout (unfortunately, without actual consequence®, "that's fine, move along"). On the other side of this spectrum, I appreciate the little things like the possibility to tell the wrong dude - ie. It does show some lack though, as some quests are scripted in the most irritating way, such as the food shortage, which can only be fixed by the authorities if you trigger the right dialogs beforehand with some other dude. My second playthrough makes me realise that deadfire doesn't lack much attention to details, but its design turn these little details into absurd pieces of dialog.
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