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> Pillars Of Eternity
Acadian
post May 25 2020, 06:31 PM
Post #241


Paladin
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Joined: 14-March 10
From: Las Vegas



Thanks for the screenshots, SubRosa. Unless I'm missing something, exploration seems a bit. . . underwhelming?


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SubRosa
post May 25 2020, 06:56 PM
Post #242


Ancient
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Joined: 14-March 10
From: Between The Worlds



QUOTE(Lopov @ May 25 2020, 04:55 AM) *

Interesting, so it's point'n'click, I thought that as you click on the village or on something else that can be interacted with, that the view switches to 3rd person.

Can combat take place from this perspective?

It is all point and click and text messages. The only time it switches from this strat map to the 3d isometric view where you fight is when you find an actual dungeon, or a surface encounter. The surface encounters are usually part of a bounty quest. It will be a small outdoor area, with the monsters in the center. It will be the only fight on the map. The dungeons tend to be 3 - 4 rooms, again, with one group of monsters to fight at the end, and maybe one or two lone monsters in the hallways as you get there.

That is how probably 90% of the islands are. The remainder seem to be part of the main quest or the faction quests, which have more meat on their bones. There is a large pirate castle that you can explore in Fort Deadlight. There is a little pirate island that is basically a small city with 4 areas which you go to. The capital of Neketaka is a sprawling city, bigger than the city of Baldur's Gate. That has tons of city quests, and several dungeons.



QUOTE(Acadian @ May 25 2020, 01:31 PM) *

Thanks for the screenshots, SubRosa. Unless I'm missing something, exploration seems a bit. . . underwhelming?

The whole exploration side of things left me really unenthused. I spent hours sailing around, finding only nothing-burger islands like that. What I have started doing is using the teleport cheat = Shift + T = to quickly teleport around the strat map of the islands, so I can see where there is something that might be worth looking at. Then when I do land I still use Shift + T to quickly get to the places of interest and back. Otherwise entire days in game time can pass when you explore a single island with no encounters.


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SubRosa
post May 27 2020, 08:11 PM
Post #243


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Joined: 14-March 10
From: Between The Worlds



I uploaded my first mod to the Nexus - Arcane Veil Modal. It simply changes Arcane Veil from a spell you have to cast to a modal ability that you can have always on if you like.


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SubRosa
post May 28 2020, 12:09 AM
Post #244


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From: Between The Worlds



Gog now has both Pillars games on sale for 50% off. If I haven't completely ruined everyone's desire to play them.


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SubRosa
post Jun 1 2020, 07:32 PM
Post #245


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I am still playing Pillars 2, and in spite of the previous gripes, I am still enjoying it, now that I have a better idea of what to expect.

I am finally figuring out some of the changes in the combat system. Pillars 2 has a Penetration stat for all weapons and spells. When you attack someone, you compare this to the armor stat of the enemy. If your Penetration is higher than the armor, you do full damage. If it is lower, you do less damage, by a magnitude of how much lower it is. If your Penetration is way higher, you do increased damage than normal. More on it here in the third post down

I have also mentioned Power Pools. Your active abilities are all used by spending the Power Points from your class. There is also an Empower mechanic that everyone can use. You click on that number 3 in the Hud, surrounded by yellow flames, and that starts the Empowerment. I have not quite figured it all out, but you can Empower a spell or attack, and it will do more damage. If you click on your character portrait underneath, it will refresh some of your Power Points. Every time you use Empowerment, the number drops, until it is 0 and you cannot do it anymore. Resting refreshes it. I think the number goes up as you level.

I have also been doing some experimenting with January. I rearranged some of her abilities, and have been using just a regular sword with no shield. Doing this with the One Handed ability gives you extra Critical Hits. Basically a Critical is any time your attack roll is 100 over the enemies defense. Then you do extra damage of course. January has been getting a lot of Crits this way, and because a one handed sword is faster than a two handed, she hits more often. So far it seems to be balancing out with the two hander.

From a min/maxing point of view, it looks like this would work better with a Fighter class. They get some abilities that give you bonuses to your attack roll (which will help you get up to that magical 100 mark for a critical).

I have even considered re-rolling January as a Paladin/Fighter, to get those extra abilities. But I don't know that I really want to do that.


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Lopov
post Jun 1 2020, 07:53 PM
Post #246


Master
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Joined: 11-February 13
From: Slovenia



I'm following your PoE observations, because this is one of the games I will try in the future, but I'll start with PoE 1. I already tried it a few years back, but it didn't really gripe me back then. But I like what you describe in PoE 2 - sea exploring, the big town with lots of quests, etc.

QUOTE
If your Penetration is higher than the armor, you do full damage. If it is lower, you do less damage, by a magnitude of how much lower it is. If your Penetration is way higher, you do increased damage than normal.


I got some odd thoughts reading about penetration but thanks for explaining anyway. bigsmile.gif

This post has been edited by Lopov: Jun 1 2020, 07:54 PM


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SubRosa
post Jun 1 2020, 08:49 PM
Post #247


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When I saw that Penetration was a statistic, I immediately imagined that the developers must have been male...

The Fighter class has an ability called Penetrating Strike at 2nd or 3rd power level (which I think it class level 5), which gives you a bonus of 3 points of penetration. Once I get that, I just ignore Knockdown.

There is also something called a Full Attack vs. a Primary Attack. It seems to be for Dual Wielding only. There are more specifics on it here. As I understand it, an ability that uses a Full Attack works for both your dual-wielded weapons. While an ability that uses a Primary Attack only works on your main hand weapon.

So for example that Penetrating Strike ability I mentioned is a Full Attack, so it would work with both your weapons



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SubRosa
post Jun 4 2020, 12:00 AM
Post #248


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Joined: 14-March 10
From: Between The Worlds



Still playing Pillars. I picked up Maia and Pallegnia in my party a few days ago.

Maia is a Ranger, whom you can multiclass with a Rogue. I tried that at first, but found I did not like it much. It seemed like I wasn't really using the Rogue abilities to good effect with her. So I went back and tried her as a pure Ranger. That seems to be working much better. She puts out a steady amount of damage throughout every battle. Usually 30 points every shot, which is quite respectable.

She is a Gunhawk, a special NPC only class that gets a bonus to the reload speed of firearms and crossbows. But even with that, and the Gunner ability (which again gives you a bonus to reload speed), the amount of time it takes to reload an arquebus is just ridiculous. She spent about three-quarters of the first battle just reloading.

For a while I left her with the arquebus and gave her a war bow as a backup. She would make the first shot of the battle with the arquebus, then switch to the bow for the rest of the fight. But then she picked up an Exceptional level bow, and I noticed that it does the same damage. So I just gave up on the arquebus all together and went pure bow. She is really shining with it.

I also found that you cannot modify your animal companion's stats through the console the same as you can with the regular companions. I usually give animal companions a Constitution of 30 so they can survive the battles. So instead I created a mod that raised the stats of her bird companion. You could do that with the other animal companions, but I suspect the changes would apply to all animal companions in the game, not just yours. Which might make fighting enemy Rangers really difficult.

I am playing Pallegina as a Paladin/Fighter. She is working out as a really tanky tank that way. The Fighter class gives her abilities like Armored Grace (which lowers your armor's recovery penalty) and Penetrating Strike (which gives you more penetration. I use her Flames of Devotion Paladin ability for melee attacks, and the Penetrating Strike for when she uses a bow. The Fighter's Disciplined Barrage also gives her a bonus to hit (and thusly to Crit). Finally the Fighter's Weapon Specialization means more damage for her proficient weapons.

I have gotten more experience with multiclass characters now. It is a little tricky, because you get roughly the same amount of abilities when you level up, but you have to spread them out across two classes instead of one. So you really need to pick and choose very carefully. You also get less power points in each class than you would if you went single class. So you might not be able to rely upon one class' powers for a long fight. With Pallegina it is working out, because she is primarily melee, and she can use either Flames of Devotion or Penetrating Strike with her sword.

I also learned that with two paladins in the group, their zealous auras don't stack with one another if they are the same. So I started having January do the accuracy aura, and Pallegina do the Endurance one. Combined with buffs from my Priest, everyone typically has lots of bonuses in every fight.



Avery sent over the Stormcrow armor

Not hard to tell which one is January

This was just ewww...

Sending off the boarding party

Sacred Lotus seeds

This is one creepy-looking place


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Acadian
post Jun 4 2020, 12:56 AM
Post #249


Paladin
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Joined: 14-March 10
From: Las Vegas



Neat. Jan is the one with the short circuit. biggrin.gif Eww is right - even the name 'cave grub' sounds pretty yuck.


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SubRosa
post Jun 4 2020, 06:31 AM
Post #250


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I managed to change Maia to an Arcane Archer subclass. I am really liking it. Every other level or so you get a new Imbue ability. These are basically you imbuing your arrows with a spell. The first one is Minoletta's Minor Missiles. The second is Web. The third is Fireball, and so on. Basically you fire your arrow and it does its normal damage. And the associated spell goes off as well.

Here is an Imbue: Minoletta's Minor Missiles. You can see the arrow itself did 41. The additional fire damage of 7 added to it is from one of the Paladin's Flames of Devotion auras (when a Paladin hits with Flames of Devotion, it gives your entire party a bonus). Then beneath that you can see the damage results for the Minoletta's Minor Missles spell that came with it. So it basically pushed 50 points of damage into 100 points of damage.

The downside is that the Imbue powers are expensive in Power points, so you cannot use a lot of them in a fight. I might mod them to make them cheaper.

The other downside is that an Arcane Archer has a -5 Accuracy penalty if they are not shooting with an Imbued arrow. Other things can make up for the loss. For example Jan's Paladin zealous aura gives a +5 to Accuracy to the party. But it is a downside.

Edit: I guess it is not that bad of a penalty overall. Here is a screenshot of an arrow without using an Imbue ability. In the Accuracy section you can see the -5 for Arcane Archer. But there are a lot more bonuses.

The other penalty to Arcane Archers is they have -15 hit points. So they are a bit of a glass cannon. But that is not too big a deal really, given that your health is going to be up around 200 in no time anyway.

I have tried looking around the game files to mod out the -5 Accuracy for Arcane Archers, but I cannot find the data for the classes anywhere. Nor can I find anything online that mentions it.


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Lopov
post Jun 4 2020, 06:52 PM
Post #251


Master
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From: Slovenia



Cool armor, cool mask!

January's the one with the beard, right? wink.gif

Is that mother of all mudcrabs?

Kill those sea dogs!

Can lotus seeds be picked up?

The tree is alive!


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SubRosa
post Jun 5 2020, 12:39 AM
Post #252


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Sadly, you cannot pick the Sacred Lotus seeds from the flowers. I so wanted to jump in that pool and start clicking on them, just like the good old days in the Imperial City. Sadly, you cannot even get in the pool.

I discovered where the Arcane Archer's stats were, with a little help on Obisidian's official Pillars 2 forums. They are in the LAXG subfolder. Apparently it is one of the additions in a later patch. So I was able to easily mod out the -5 accuracy penalty for non-Imbued arrows.

Speaking of which, I have been spending some weeks now modding. There are no official modding tools. But most of the things you would want to mod are in a bunch of json files. It is a plain text format, and you can open them with any text editor. But they will look like a fearsome wall of text. It is best to use an advanced editor, like Notepad++. It has a json view plugin you will want to add.

Then go to your Pillars of Eternity II Deadfire\PillarsOfEternityII_Data\Exported\Design\gamedata folder. Or go to one of the LAX folders you will see off the Pillars of Eternity II Deadfire\PillarsOfEternityII_Data folder. Those are all the additions from patches and dlcs. The files will be named *.gamedatabundle. Open them with Notepad++. Select the entire document with Ctrl + A. Then go to the menu bar up top, and click on Plugins -> Json View -> Format Json. That will reformat the document into something readable.

From that point on it is just a matter of finding what section of code you want and changing it. You can just modify the gamebundle files directly. But it is better to create a mod. This forum thread is a great resource for how to make a basic mod. I created a template that I use for every mod I create. Then I just copy and paste that to my Override folder and start filling in the blanks.

For example, the Arcane Veil Modal mod I created looks like this:

manifest.json =
CODE
{
    "Title" : {
        "en" : "Arcane Veil Modal"
    },
    "Description" : {
        "en" : "Makes Arcane Veil a Modal Ability"
    },
    "Author" : "SubRosa_Florens",
    "ModVersion": "1.0",
    "SupportedGameVersion" : {
        "Min" : "1.1.0",
        "Max" : "10.0.0"
    }
}


I saved a picture of the Arcane Veil icon from the wiki, resized it, and renamed it Thumb.png and put in my mod folder. You see that in the game where you can turn the mods on and off.

The main file (you can name them anything so long as they have the .gamedatabundle suffix) is Arcane_Veil.gamedatabundle =

CODE
{
    "GameDataObjects":[

{
    "$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp",
    "DebugName": "Arcane_Veil",
    "ID": "93c081c1-7177-4380-83cf-0deec9c7fd69",
    "Components": [{
        "$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp",
        "KeywordsIDs": ["ad3de01a-e7a8-4a5e-9ec3-7d858d1ffea7",
        "d0748495-899c-4db1-a2e1-d474ed455e7d"],
        "DisplayName": 26,
        "Description": 315,
        "DescriptionTactical": -1,
        "UpgradeDescriptions": [],
        "UpgradedFromID": "00000000-0000-0000-0000-000000000000",
        "Vocalization": "GenericSpellCast1",
        "Icon": "gui/icons/abilities/wizard/arcane_veil.png",
        "UsageType": "None",
        "UsageValue": 0,
        "AbilityClassID": "acfd1303-4699-4939-91eb-6ac46d4af0bd",
        "AbilityLevel": 2,
        "IsPassive": "false",
        "StackingRuleOverride": "Default",
        "TriggerOnHit": "false",
        "IsModal": "true",
        "ModalGroupID": "00000000-0000-0000-0000-000000000000",
        "IsCombatOnly": "false",
        "IsNonCombatOnly": "false",
        "HideFromUI": "false",
        "ShowStatusEffects": "false",
        "HideFromCombatLog": "false",
        "UniqueSet": "None",
        "NoiseLevelID": "82bc1ce9-3a81-41ca-a61a-cc1f73a53de7",
        "DurationOverride": 0,
        "OverrideEmpower": "Default",
        "ClearsOnMovement": "false",
        "CannotActivateWhileInStealth": "false",
        "CannotActivateWhileInvisible": "false",
        "ActivationPrerequisites": {
            "Conditional": {
                "Operator": 0,
                "Components": []
            }
        },
        "ApplicationPrerequisites": {
            "Conditional": {
                "Operator": 0,
                "Components": []
            }
        },
        "DeactivationPrerequisites": {
            "Conditional": {
                "Operator": 0,
                "Components": []
            }
        },
        "PowerLevelScaling": {
            "ScalingType": "Default",
            "BaseLevel": 0,
            "LevelIncrement": 1,
            "MaxLevel": 0,
            "DamageAdjustment": 1,
            "DurationAdjustment": 1,
            "BounceCountAdjustment": 0,
            "ProjectileCountAdjustment": 0,
            "AccuracyAdjustment": 0,
            "PenetrationAdjustment": 0
        },
        "StatusEffectKeywordsIDs": [],
        "StatusEffectsIDs": [],
        "RandomizeStatusEffect": "false",
        "VisualEffects": [],
        "SelfMaterialReplacementID": "00000000-0000-0000-0000-000000000000",
        "AttackID": "2c13d833-12a8-48aa-acd1-0e7ae75cacab",
        "AITargetingConditional": {
            "Conditional": {
                "Operator": 0,
                "Components": []
            },
            "Scripts": []
        },
        "AudioEventListID": "f0cc2e6f-77db-4bfb-b691-4cc3bf3a730e",
        "GrantedViaScript": "false"
    },
    {
        "$type": "Game.GameData.ProgressionUnlockableComponent, Assembly-CSharp"
    }]
},


    ]
}


I basically copy and pasted the entire Arcane Veil entry from the vanilla abilities.gamedatabundle file. You don't have to copy and paste it all. But I am not very good at figuring out how many of those trailing brackets I need when I try to pare it down. If you miss any, your mod won't work. I did manage to pare it down with my Arcane Archer mod to just this:

ArcaneArcherFixes.gamedatabundle =

CODE
{
    "GameDataObjects":[

{
        "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp",
        "DebugName": "Arcane_Archer_SE_AccuracyPenalty",
        "ID": "bed4d99f-8d93-4a8e-b1e7-b3765a31cbf0",
        "Components": [{
            "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp",
            "StatusEffectType": "AllAccuracy",
            "OverrideDescriptionString": 687,
            "OverrideDescriptionStringTactical": -1,
            "UseStatusEffectValueAs": "None",
            "BaseValue": 0,


        }]
    },

    ]
}


Since I am already using the Ranger Unleashed mod that some other fixes and tweaks the Ranger class, I just added my new gamebundledata file into that.


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SubRosa
post Jun 5 2020, 02:00 AM
Post #253


Ancient
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Joined: 14-March 10
From: Between The Worlds



Also, since I have been playing Maia as an Arcane Archer, I have been enjoying her immensely. I really like this class.


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SubRosa
post Jun 5 2020, 08:40 PM
Post #254


Ancient
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Joined: 14-March 10
From: Between The Worlds



I just figured out how to get Visual Studio Code to format json files again. I know I was using it at one time, then I forgot how. This time I wrote down notes:


You can download Visual Studio Code here: https://code.visualstudio.com/

I cannot remember if I had to manually install a json plugin for it or not. The same site has a menu bar option for Extensions. Click on that and search for Json, and you will find a bunch of plugins.

Open Visual Studio Code and set the language to json. Down in the bottom right corner it will probably say plain text. Click on that, and it will bring up a search engine to select the language mode. Type in Json, and select it.

That will still not format your json files. Next you have to press Shift+Alt+F or left click to open a context menu, and select Format Document.

It might ask you to select which json formatting you want to use before it can continue. I used the Prettier version.


There are more particulars on editing json files here: https://code.visualstudio.com/docs/languages/json




You can make Visual Studio Code automatically associate .gamedatabundle files with json by manually adding in some code.

Go to File -> Preferences -> Settings.

Look to the upper right corner of the menu bar. There will be three little icons. Click on the left-most, that looks like a piece of paper with one corner folded over, and an arrow coming out the other side and pointed back at the page.

This brings up the Settings.json file that Visual Studio Code uses itself. It will have two brackets already in it, and otherwise be empty. Between the original brackets add in the following code:

CODE

    "git.ignoreMissingGitWarning": true,
    "files.associations": {
        "*.gamedatabundle": "json"
    },
    "[json]": {
        "editor.defaultFormatter": "esbenp.prettier-vscode"
    }



So in the end the entire file will look like this:

CODE
{
    "git.ignoreMissingGitWarning": true,
    "files.associations": {
        "*.gamedatabundle": "json"
    },
    "[json]": {
        "editor.defaultFormatter": "esbenp.prettier-vscode"
    }

}


You will still need to format json files with Shift + Alt + F or through the left-click and context menu. But this will automatically put Visual Studio Code in Json language mode.


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SubRosa
post Jun 6 2020, 10:40 PM
Post #255


Ancient
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Joined: 14-March 10
From: Between The Worlds



One thing I have not mentioned yet are Sigils. They are obelisks you will sometimes encounter that will give you a curse if you get too near them. Basically some sort of penalty, which you can only get rid of by resting. There are three or four different kinds. I have seen Sigils of Darkness, Death, Nightmares, and think Atrophy is the last type.

There are also consumable items called Wardstones. Each will negate the effects of one particular kind of Sigil. So you eat one beforehand and you can safely travel pass the Sigil. You only have to eat one to protect the entire party.

You can destroy them through normal methods. But if you get too near, you get cursed. In my experience even being in bow range is too close. You need to be really far away. I found that the Wizard spell Rolling Flame is ideal for destroying them, as you can cast it from really far away. Two or three hits by it will usually destroy the Sigil.

Here is an example of a Sigil and the Rolling Flame that heralds its doom


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SubRosa
post Jun 11 2020, 04:07 AM
Post #256


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Fireball + Gunpowder barrels = excitement!

Fire Giants

Spirits

Fireball Arrow

Jan has a new hat

Having a devil of a time


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Acadian
post Jun 11 2020, 06:33 PM
Post #257


Paladin
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Joined: 14-March 10
From: Las Vegas



Nice to follow Jan’s adventures and that she seems to be enjoying PoE.

Quite an explosion! With no gunpowder in TES of course, ESO has some quests where you can set off barrels of ‘kindlepitch’ as part of the quest to bring down a mineshaft or such.

Those fire giant are pretty darn big!

I expect there’s an interesting story associated with all those spirits.

Fireball arrows look pretty potent. I believe I do recall using them in BGII.

A new Golden Saint hat for Jan!

And finally, a red winged twilight?


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SubRosa
post Jun 15 2020, 11:28 PM
Post #258


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I beat PoE2 like a red-haired stepchild. The end game has basically 5 different options. All involve you going to the lost city of Ukaizo, where the machinery that runs the forces of reincarnation in the world reside. The only real difference is how you get there. Either with the help of one of the four main factions, or totally on your own.

Since I was feeling pretty disgusted by all the factions, I went it alone. Though I do have second thoughts about maybe helping the native Huana. They are the faction I find least detestable, simply because their Deadfire is their home, and all the other factions are either colonial powers intent upon their conquest, or just plain criminals. Speaking of which, the Pirates are the faction I like second most, after the Huana. At least they are honest villains.

The final two factions are the Rauatai and the Vailians. The Rauatai remind me of Imperial Japan from the late 1800s through WWII. They are from a very hierarchical, aggressively expansionist society ruled by a military-industrial complex. The Royal Deadfire Company is their official presence in the area. But in reality it is just one part of the Rauatian Navy, staffed by the military. Along with this comes a healthy (or unhealthy) dose of contempt for members of every other culture. It is not racism per se, because the Huana are of the same race as them. Rather it is Nationalism and xenophobia. The Huana are beneath them, put in the world for them to crush and reduce them to what is slavery in everything but name.

The Vailian Trading Company is more like King Leopold II of Belgium, or the British Empire/East India Company. Where the Rauatians are overtly militaristic, they are overtly capitalistic, with absolutely no ethical or moral restraint. For example, they are blatant slavers. There is even an incident you can get involved in where the Vailians tricked a local Huanan chief into signing over the sovereignty of his island and tribe, all written in a contract that he literally could not read. Leopold II did this exact thing when he conquered the Congo. It was the pretext he used afterward to commit genocide, and start lopping off hands.

The Huana themselves are the natives of the Deadfire, the region the game takes place in. They are heavily inspired by Polynesian/Maori culture, with a smidgin of the Caribbean tossed in for good measure. Pirates and all. They have an inflexible caste system that leaves their poorest literally starving to death. There is one incident where a chief whose whole island is teetering on the brink of starvation executes a man for saving the seeds of their produce, so they can be replanted for the next year. This really got my goat. On one hand, a society too stupid to save their seeds to plant for the next harvest literally does not deserve to survive. Not from a moral standpoint. But from a Natural Selection one. If they are so incapable of surviving, nature will weed them out. That is just how reality works. But on the other hand, who the F is writing this crap? I mean, hunter-gatherers figured out the whole saving seeds and planting them thing tens of thousands of years ago. Do the game's developers really expect us to believe that these people are so utterly idiotic? It really pissed me off at the game designers themselves.

Finally there are the Principi, who are the pirates. They are divided into an old school gentlemanly breed of Vailians who like to put on airs of moral and cultural superiority, and opposite them are the new blood, who are just plain pirates with no pretensions. Turns out the old school guys are also in bed with slavers. While the new blood wants you to wipe out the slavers to destroy the old blood's power base. Not hard to choose sides after all there. But still, they were pirates, so Jan was not going to work with them. But I have to admit, Captain Aeldys of the new bloods did have a lot of flair and style. I liked her. She is a scruffy-looking scoundrel, and probably herded a few nerf in her day as well.

There are also the gods, who feature a lot more prominently in PoE2 than they did in PoE1. They seem to be written specifically to irritate me. Seriously, they are one arrogant, insufferable, repulsive lot. It really made me sympathetic to the one rogue god who is out to destroy the world. That is the plot of the game. The god Eothas who gets some mentions in PoE1 is back to finish what he tried to start before he was blown up by the Godhammer. It is not quite destroying the world, but close. He is going to destroy the machinery that created the gods in the first place. His end game is to end the gods. He knows he is going to die in the process. He knows he has to.

Unfortunately a side effect seems to be that the whole process of reincarnation in the world will also grind to a halt. Though they are kind of vague on this, as it did exist before the gods were created by this same machinery. Likewise whether or not this will actually end the gods is a headscratcher for me as well. Because some of the dialogue at the end makes me think they will still be around, just weakened. In any case the threat here is that with no way of souls to be reborn in new bodies, all life on the planet will eventually become extinct. Unless the kith (people) can find a way on their own to restore the Wheel. Whether or not that happens is left to a sequel, if another game in the series is ever made.

So in any case I went to Ukaizo, where there is an insane final boss fight before you get to talk to Eothas one last time before he ends the world. You cannot stop him. All you can really do is try to temper his actions in various ways, or push him into all-out entropy and ending everything for good. January, being January, convinced him to send his power into the souls of inventors and experimenters and thinkers and philosophers, so that they would have a better chance to finding a way to literally reinvent the Wheel of Life and Death.

Because January did not pick a side, the Deadfire was locked in chaos afterward, as all four factions continued to squabble and fight. It was open war between Rauatai and the Huana, while the Vailians exploited the countryside with the Huana's back's turned. The pirates, being pirates, of course profited by preying upon all the new Vailian ships hauling away the Huana's riches. That makes me wish I had stuck with the Huana in spite of the poor light they are portrayed in.

That is one of the things I really did not like about both PoE games. This need by Obsidian to portray every side as being awful. I get it that they are trying to create real factions/nations, all with their own unique personalities. And in the real world there is no such thing as a White Knight country. They all have their ugly sides. But I don't play computer games because I want more of the real world. I want to get away from how my country sucks, and how every other one does as well, just in different languages. I don't insist on a picture perfect society to support. But I do want the people I am helping to be worth saving. That is one of my mandates in my writing, as a matter of fact. Obsidian does not deliver that, by choice.

Will I play it again? Sure. I am little burned out right now, so I am going to move to something else. Maybe Baldur's Gate. It is worth playing? Yes. The combat - where you can find it - is really good. The world-building was really well done, if nihilistic in many respects. There are tons of options in character building. Lots to explore. Lots of quests. Much more moddable than the first game. Solid RPG fare. Buy it when it is on sale and you should not be disappointed.


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Acadian
post Jun 15 2020, 11:59 PM
Post #259


Paladin
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From: Las Vegas



What a welcome and insightful summary of PoE's factions and end game.

Buffy and I can identify with January's dilemma. Two bad choices in Skyrim ('Skyrim is for the Nords!' or 'Any last words before we lop off your head, elf?') so Buffy never chose. Both were too stupid to unite against the real threats (Thalmor and dragons). One thing I do rather like about TES though is religion. The devs and lore folks make the Divines out as pretty good lot and leave them vague enough for us to fill in our own gaps as suits our purpose.

ESO has some faction problems in some of the zones. Buffy really struggled to help any of the Great Houses or the Ashlanders while in ESO's Vardenfell since they were all very rude and condescending dirtbags in her view. Many of the large zones, however, have their own politics and factions with some manifesting pretty clearly as nice/good. Some of the factions encountered are a pleasure to help.


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SubRosa
post Jun 16 2020, 04:09 AM
Post #260


Ancient
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Joined: 14-March 10
From: Between The Worlds



Skyrim is another good example of game designers insisting on pushing bad decisions on players. I imagine they think they are being really mature by presenting factions with bad things about them to balance out the good. But I think they just come off as giant bags of dicks by refusing to allow you to have a choice rooted in basic decency.

I have a ton of PoE2 pics.

Dracolich

Loving that gaping hole where her heart used to be

Gateway to Hel

The Beast of Winter

Fire Giantess

Pursuing a rogue god

Meeting him

January

The Guardian of Ukaizo

Ancient Weather Machine

By the way, the world is ending

Eothas



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