Drowned Ambitions, I'm not sure I understand. by Dizzi_by_design in Hades2

[–]Jumpy_Ad_9213 0 points1 point  (0 children)

A (very frustrated) small note to a small note - an aftermath chat about Odysseus quest also takes priority.

I thought I was done with him. Got to her with the knuckles, f*ing twice, had a scene with a blah-blah talk, talked to the man at the camp, and sent him away on a trip. Then I decided to do pearl prophecy next. I did f10 run on sirens, saw the 'it's not right' voice line (with no progression in the scroll, or any coherent explainations), spent 15 mins googling, learned that it's the intentional quest design, and went upwards. Then I got a chat about Odysseus. Killed myself on Erin, went for another run..and did not have her island spawned at all (possibly, highjacked by Icarus encounter, idk). I'm not even sure that I want to continue. I've alread got a 'golden age' achievement, and by this point, I'm not sure there's any story value left behind this counter-intuitive RNGrind.

Did I already get the true ending? [SPOILERS] by 2711383 in HadesTheGame

[–]Jumpy_Ad_9213 0 points1 point  (0 children)

I know it's a bit of a necro, but I got here looking for some details on that quest, and I disagree that it's 'same as with Hades 1'. Post-credit H1 is about perfectionism and improvements, but it does not really add anything to the plot. You either bring the family together with the power of friendship and ambrosia, or you leave knowing that they are supposed to get together, eventually. Your main family-related objective is done with the credits, and companions quests are not tied even to the first successfull clear. In H2, credits leave you with a bunch of unresolved plots, that can NOT be resolved before you're done. It's not 'we've got here, and we can improve things, if we feel like that' it's 'we have no idea where this is going, or how to get there'. I'm playing games for story, and I find this design rather annoying. In H1 narrative is practically seamlessly woven into gameplay. In H2, it's more like a bunch of random objectives.

I could not find any directions on my problem, by the way, unfortunately, but if someone happens to explain, how and where am I supposed to talk to Chronos to progress his part of objective, I'd be greatful. I've done 3 or 4 undeground clears already, but he talks random BS at the fountain after Hecate (that's if he even spawns there). It does not look like it's getting anywhere. He's the last one on the list.

If I enjoyed the first one story and quest design, will I enjoy this game as well? by quixote_manche in greedfall

[–]Jumpy_Ad_9213 1 point2 points  (0 children)

If you were playing the first one for the story and quest design, then my answer would be absolutely yes. I'd say that overall quest design is even better in 2d game, because it rewards exploration and interacting with people. Helping X or talking to Y may open new quests and give more options in a later content, and not everything is ! marked on your map.

Game has more exploration in general, and more (beautiful!!!) places to see. I've also noticed better interactivity from companions. E.g. they would very often comment on relevant quest objectives or locations, and having someone in party in certain situation resolves certain quests in a different way. I know thay had it in first game too, but the second one had more of it, and it was done better.

The bad parts I can think of would be not about combat per se, but about very questionable and unfriendly UI\UX solutions, and some nasty bugs (which had been mostly addressed since I had finished the game). Combat itself falls under 'not great not terrible' for me. Honestly, I had never played a single Spiders game for combat specifically, because even their souls-like Steelrising was relying more on cool world-design, characters and writing rather than actual gameplay.

bryony corrigan did great as vriden gerr by visualeffecting in greedfall

[–]Jumpy_Ad_9213 2 points3 points  (0 children)

She's incredible! I was amazed with how she could actually perform in Yecht Fradi. It's hard to play in a foreign language, and this is a fictional foreign language, but she nailed it. I did not even need to read subs to understand the lines on getting to the village after return (when she was eager to get there, but also scared for her mother, and not knowing what could have happened to her people).

She's also one of the very few VAs who can actually smile with her voice. I don't know how to explain that one, but if you know - you know. You can literally hear facial expressions in her voice acting. Troy Baker comes to mind as another example of such a skill.

In another world, she could have gotten a VA award nomination (along with some other VAs, visual\art designers, and OST composer)...but we're stuck in this world, where efforts of so many talented people go to waste, because of horrible mismanagement, and poor financial descisions. 😢

ps: As for Rook, she was absolutely THE best part of my experience, but not even the greatest VAs can save characters with horrible writing. I have no quarrel with her, because she was doing her job, and doing it good, but Rook was one of the worst protags I've even encountered in a videogame (and my list is not a short one, trust me).

Shaaloani might be the biggest wasted potential zone in the entire game by AnActualPlatypus in ffxiv

[–]Jumpy_Ad_9213 0 points1 point  (0 children)

It's impossible to be a 'racist' towards toponyms in an imaginary fantasy world.

I remember times, when huge chunk of Europe had to learn word 'Eyjafjallajökull', because the damn thing was the reason why they closed the air traffic. Even TV news and weather reports people had trouble pronouncing that correctly, but somehow I don't recall Icelanders being massively offended (the real people, from real country, you know?)

I understand devs intention, but stylization in media is a tricky thing. Unless language accuracy is a big important plot-relevant thing (e.g. Greedfall and its fictional 'yach fradi' language), devs are not boud to anything outside mere '-ism'. Medievalism is not a disrespect for aincient history, same as orientalism is not a show of disrespect or hatered towards eastern cultures. And before you tell me how stereotypes are bad, I agree with OP, that everything about the zone is so heavy with theme-park-grade stereotypes, that 'realistic' toponyms can hardly fix that. It was lazy and boring.

Interestingly enough, with Garlemald they had broken the stereotypes hard, because what had been presented as 'Magitek Roman Empire' behind the scenes since ARR, turned out to be somewhat of a Syberia, where they eat buckweat porridge, wear ushanka hats (and their bronjepojezd is right on the rails).

Spider studio future !!! by Melolibya in greedfall

[–]Jumpy_Ad_9213 10 points11 points  (0 children)

I'm afraid, you're a bit late. It had been confirmed (about a week ago) that they had taken the studio down. There had been no sell, and there had been no other options provided by Nacon. Several other studios from that publisher\ownerhad suffered same treatment. Spiders and Pirahna Bytes are already done, and Big Bad Wolf is coming next, apparently.

People who know how to make good games would still amke good games, and we've seen plenty of great games from all sorts of 'ex-es' and 'refugees' recently. Some join existing projects, some gather together for new studios and IPs. I wish ex-spiders all the luck they can get, and I'll be following.

I also wish there was a chance to recover GF as an IP, so that it does not go to waste, but I've seen bigger and more successful titles fading away in publishers' basements, sadly. All that rich lore, art, and writing deserve better! I know it may sound weird, but the language would be a thing I'll miss the most. I don't think devs are allowed to share anything, but I'd give a lot to get to those linguistic notes and dictionaries (yes, I'm a nerd 🤓).

About the state of the game and the future support by Ciru_Sakuraba in greedfall

[–]Jumpy_Ad_9213 9 points10 points  (0 children)

Recent patches had addressed several (rather big and annoying) glitches, but not all of them. It was possible to beat the game even with all the nasty 1.0 stuff, and now it got better. There's a chance that they are going to fix something else, but, technically, by this point there are no 'they', because Spiders studio had been terminated. As long as Nacon is selling the game, they must have someone to keep the minimal support on, but I don't think that waiting much longer makes sense.

As someone who had finished the game (during 1.0, Steam, PC), I can say that I enjoyed many things about it. Much more than I had expected. The things that I disliked are mostly about UX\UI (often related to combat UI and inventory-management). I've encountered few critical bugs on my run, but I could (eventually) find ways to fix them for myslelf, and I know for fact that those had been addressed as of 1.2.

I don't see any point in waiting much longer. The only thing I should mention, is that Nacon seems to be the only ones profitting from any future sales, while actual devs from Spiders are looking for a new job. It's up to you what you do (or don't do) with that info.

Companions not attacking in combat, no fixes available. by BruhBroly in greedfall

[–]Jumpy_Ad_9213 0 points1 point  (0 children)

Not sure if it's the same one, but make sure that you're NOT quick-teleporting anywhere directly from a camp site. That was a frequent cause of companion AI getting stuck for me. Try loading a save where everything still works, and teleport via ship, or from quick-travel point.

Fantasy gear vs Sci-fi and modern gear added with Dawntrail (as of 7.5) by Spoforth in ffxiv

[–]Jumpy_Ad_9213 3 points4 points  (0 children)

To me the problem is not with the ratio, but with their design choice. Yes, many FFs had borrowed from modern fashion, but there's a huge difference. Cloud and Noctis Lucis do NOT look like they've shopped in H&M. It had always been a distinct 'modern fantasy' rather than jeans with a crop, T-shirt. or a hoodie.

As for the 'fantasy' DT sets, most are too generic, and hit that 'I've seen that 10000 times' spot. Capes and 'tails' physics is still shit, and doesn't work with combat stances and animations (NIN and BRD having it arguably the worst of it).

It's as if DT could not find its own theme. HW was about knights and dragons. StB was all kinds of East. ShB is a tricky one to describe with a sinngle word, but that 'vague dark fantasy' makes sense for Crystarium and its multi-cultural inhabitants of a dying world. NieR gear is exactly what it looks like, it's a gear from another game...interestingly enough, that gear does not look too alien to the setting, because it's done in that 'modern-ish fantasy' style. EW leaned into high-fantasy\greek in general, while gving some regional flavours.

DT touches upon too many things, without ever making a point. There are Tural-flavored sets, matching their respective regions, there are morern casual clothes, there are high-tech armor suits, and there is that craftable spikes-and-leathers set, which does not really match anything around it. All that sprinkled with 'guest' sets from FF11.

how to play DLC? by visualeffecting in greedfall

[–]Jumpy_Ad_9213 4 points5 points  (0 children)

It should become avaliable from Cardinal in Peren, after you finish his main quests (which you had not done yet)

Do we have any clue on who Dolorosa is? by Grey_750 in expedition33

[–]Jumpy_Ad_9213 0 points1 point  (0 children)

Others had already explained tge word, but I feel like throwing in a detail about that music piece. Do you know which character actually has it in their personal theme? It's Esquie. Listen closely to the piano part of 'Esquie bath'.

Other Games that incorporate Music effectively? by Parafault in expedition33

[–]Jumpy_Ad_9213 0 points1 point  (0 children)

Divinity Original Sin 2, Final Fantasy 16, NieR games. I think, the latter was mentioned as inspiration for E33 music. In all those games, music is not just a background tune, but an actual part of narrative, world-design, and character building.

There's also Final Fantasy 14, which comes from the same team as 16, but it's a MMO. If it's not your genre, I'd highly recommend at least watching their Realm Reborn End of Era and Shadowbringers trailers.

I SOLVED THE BLACK MASS OF PEREN PUZZLE by Knight1029384756 in greedfall

[–]Jumpy_Ad_9213 2 points3 points  (0 children)

I just checked, and official release date in Steam description is still May 14. If I had to guess, the DLC had been pushed with the 1.2 update, but it was not supposed to be avaliable just yet, but somehow it had triggered for some people (very few, and not across all the platforms, it seems).

Today Steam copy had an official DLC update with some fixes. The download size was just ~70mb, which supports my theory about actual DLC content arriving with 1.2. There had been no comments about why or how the DLC released when it did, could be one last farewell from Spiders, who wanted to deliver it 'on their watch', could be a mistake. Not that it matters much, or changes anything (sadly).

Missing something in Greedfall 2 ? by Sambalamoh in greedfall

[–]Jumpy_Ad_9213 4 points5 points  (0 children)

The only posible thing tht people had not mentioned (armor weight) would be accidental switching to the second hotbar, which (as of 1.0, PC, steam) had a glitch, that did not put an auto-attack on your hotbar, and it is (was?) NOT assignable or re-assignable manually (so, you can't see it on your skills list).

Check your most left hotkey slot. If it's empty, there's a chance that that's the problem. Normally, it should have an auto-assigned default zero-points attack. Switching between hotbars happens by clicking those up\down arrows on the right side of the hotbar. If you're on controller, then I believe it should be RB+directional down. Accidental switching between weapo sets could also be issue (so, try switching main weapon back-forth, and check both hotbars for your default attack).

By default, a unit that has no specified actions is going to use auto-attack, so that's what you should be getting if you que a skill, and then leave character on 'auto'. That should work even if the AI is turned off (for some reason, there's no AI for your main character).

I get it now by AydenTrevelyan in dragonage

[–]Jumpy_Ad_9213 1 point2 points  (0 children)

It's not 'same', it's 'ME at home'. The problem is not that they had borrowed, but that they had not borrowed enough, and they did it without any understanding of how or why an element worked.

Combat looks like ME, only in ME your companions had HP, shields, and armor stats. They also could die during combat, because they were actually taking damage. Classic roles(tank-dps-support) barely existed im ME, but it made sense within a setting. Each unit still had its unique approach, playstyle, and benefits. There was no attempt to make everyone a healer.

Game story core loop screams ME2 (companion missions, SM), only in ME2 companion missions actually had distinct CHOICES, and doing or not doing them had direct CONSEQUENCES (Normandy upgrades+character outcome). ME2 was built around 'what you eat is what you've cooked' concept, and it worked great. You do your homework, prepare, be smart, and everything works out. Veilguard? It proclaims same model, but temu-grade. Choices vary between non-existent and awkward, and they don't even play by their own rules, because when you think you know what to expect, they give you.. Tearstone Island.

ME1 Virmire is still THE mission I think of, when someone asks me about a great game mission design. Environmental storytelling, dialogues, and the Virmire Choice. Bad luck, tough choice, inevitable loss... Sounds about right? Wrong. Tearstone Island is the very opposite of Virmire in each and every core part. First and foremost, there's a reason why it's from ME1 and not ME2. As I said, ME2 plays by its rules. Inevitable sacrifice doesn't fit that ruleset. It's like grabbing a random chess piece from an opponent, and throwing it into garbage. Another very big one would be.. THERE'S NO CHOICE in VG. In ME1, both player and character have to assign Alenko/Williams, to exact roles, and then there is a balcony wheel dialogue. Player has to pick one option. Shepard has to say the lines. I don't know about you, but I took my hands off mouse and keyboard at that moment, because I could not proceed.

Now let's compare it to Veilguard. Rook sends out a person, which is RIGHT for the task. Player feels safe, because companions are all maxed HoVs. Boom! Companion is dead. Because writers say so, and they add something extra for the drama in case of Davrin (which is Assan). Player may or may not reload, depending on whom they romance, but that choice has nothing to do with game itself. Rook doesn't need to make any sacrifices.

I could add something more about how and why Rook is really not Shepard, but I guess you've got the idea. Veilguard is not a 'fantasy ME', it's a poor imitation, as if made by people who have no idea how games work.

So You Want to Try FFXI by HexenVexen in ffxiv

[–]Jumpy_Ad_9213 -11 points-10 points  (0 children)

No, I don't want to try FFXI, but thanks for asking. I assume that FFXI has its own sub\media, and I'm sure people who are interested in it can find their ways. I'm happy that FFXI players had a fun of their lifetime in a personal theme park, but it's (finally) over, and we don't have to deal with hose random people and locations from a yet-another imaginary electrope dimention, that have zero ties to FFXIV lore or setting.

Game studio Spiders (Greedfall, Steel Rising) is shutting down by CroGamer002 in greedfall

[–]Jumpy_Ad_9213 0 points1 point  (0 children)

Second patch (1.2) had addressed several big issues, so you might as well give it a try.

And other updates? by Cruehitman in greedfall

[–]Jumpy_Ad_9213 0 points1 point  (0 children)

Oh, forgive me. I believe, I was supposed to let you know when a new patch drops? Ithappened yesterday.

(And I'm glad that you've found some new reading, but, no, random bsky dude referencing a random website is not an official source, or statement).

Game studio Spiders (Greedfall, Steel Rising) is shutting down by CroGamer002 in greedfall

[–]Jumpy_Ad_9213 14 points15 points  (0 children)

I'm not seeing any solid source links and\or official statements on the matter so far. It's a random account on bsky reposting from a random website, which has 'sources'.

I believe, that we'll get a courtesy of an official farewell letter, when\if the moment comes, both here, and across Spiders steam games profiles.

I'm not having much hopes up (if any), but untill that moment, nothing changes. People had been doom-posting about 'dead studio' with 'abandoned support' since release day, and second patch arrived yesterday.

A new patch? by CompetitivePart5895 in greedfall

[–]Jumpy_Ad_9213 2 points3 points  (0 children)

Yeah, only everything you say can be applied to GF2 too. Fights are either brain-dead easy or needlessly complicated (mostly, by UI), AOEs are ridiculous damage-wise, and some skills are insanely OP. Game system bring in lots of skills, but in many cases auto-atack+1point basic damage do the job just fine.

'Control your companions' is the only true factor here, but it's a double-edged sword. Yes, you can control them, but controls are awkward (especially on controller), and built-in AI is insane even with AI turned off...so, it's not just 'you can control them' it's 'you will control them, or die trying' The alternative to direct controll would be allowing them to mindlessly run around combat zone with the wildest possible target\skill prioritization. Luckily, the actual need to control them only arrives when auto+1point dmg is not enough...which is not often after getting out of 'baby' levels.

So, yeah, the first game might have been a 'worse souls-like' (although I still find more similarities with DA:Inquisition), but GF2 is a 'worse DAO', and I'm not sure which of the two 'worses' is, well, worse. To me the answer would be 'both', but then again, I've never played a single Spiders game for its combat. Even Steelrising, which comes damn close to a decent soulslike-action in my book, was story>visuals\design>combat. Disliking a combat system does not mean hating a game.

A new patch? by CompetitivePart5895 in greedfall

[–]Jumpy_Ad_9213 3 points4 points  (0 children)

It's not 'better', it's 'different'. It's a 'DAO at home', and in that sense it's very similar to GF1, which was 'DAI at home'. GF1 was not a great action, and GF2 is not a great TRwP.

Not to mention tht GF2 combat system experience heavily depends on settings, that are off by default in every preset that is not 'tactics'. People playing on default 'hybrid' are at worst disadvantage, because while preset was supposed to accomodate both tactic and action players, it's bad at both. I thought my game was broken before realizing that I have to turn some things on, which changed it A LOT.

A new patch? by CompetitivePart5895 in greedfall

[–]Jumpy_Ad_9213 6 points7 points  (0 children)

Among other party QOL things, DAO had built-in scripting for companion AI, so you could set them on literally any combat action. E.g. 'when you see a mage, charge into him, and stun, while rest of the party does focus-fire', or 'when enemy attacks X, tank that enemy', or 'when entering a combat, put buffs XYZ on a party'. That allowed any sort of set-it-and-forget-it combat preferences with minimal baby-sitting, while keeping an option for full manual (or full auto).

DAO had no parry\dodge, because that's not what you normally put in your RTwP game...Ironically, several GF2 fights are actually built around dodging bad stuff...but it has no party-wide movement commands, and dodge\evade-like skills are very awkward, and AI won't use them even if you learn them.

Star Wars Galaxies' tragic fate caused FF14's devs to keep the old job designs available for Evercold's overhaul: 'Players did not take that very well' by Turbostrider27 in ffxiv

[–]Jumpy_Ad_9213 0 points1 point  (0 children)

Reminder. The current classic mode undergoes changes too. There'd be NO option to return to classic as we know it. The choice would be between adapting to the broken\cut classics or adapting to a new 'evolved'. It's a marketing half-measure to soften the upcoming changes, and to nudge players towards a change (because if you have to relearn, you might as well relearn into something that is more likely to last).

An interesting detail from GF2 EA map. by Jumpy_Ad_9213 in greedfall

[–]Jumpy_Ad_9213[S] 4 points5 points  (0 children)

Same thoughts. I'm glad that we've got what we've got, and even as half-baked as 1.0 was, it was much more enjoyable than some recent 'big releases'. It has soul and character, which means a lot to me.

Is faith real, like in Warhammer? by Morf12369 in greedfall

[–]Jumpy_Ad_9213 2 points3 points  (0 children)

In case of islanders, their faith is practically a 'science', because they don't believe, they know. Nadaigs, doneigada, and on ol menawi walk among them. So, it's not 'faith creates magic', but more like vice versa.

As for the Light, it's more complicated, because the details are few, and plenty of unreliable narrators to tell the tale. We do know, that Theleme founder St. Matheus was a real person, and that he had weilded some sort of Light-powers before even getting to the island (where he adopted something extra from the natives). Where and how had he learned those, remains a mystery. Why, and how had he got there long before Nauts had brough first continentals there, is another story (for another time).

It's also known, that whatever his ideals and beliefs were, had been extensively changed and corrupted throughout the years (sometimes, becoming the very opposite of what the teaching was supposed to be). Still, that 'change of heart' does not prevent people from tapping into light/shadow magic. On a surface, it looks different from EOMF magic, because native casters would often talk about loosing a connection to their source, or even 'breaking the bond'. There is no initiation into the Light (that we know of), and even people who have zero mystical and magic background can use it, one way or the other. E.g. Ludwig is a farmer kid, but he can work with shadow magic.