Like flails being in the fast one-handed weapons category while maces are large one-handed weapons, rapiers dealing less damage than spears and what not. The whole weapon categories and their damage values are fucked overall.
Yeah, wearing them is a sign that you are to be killed last.If this universe's frog helms have practical use in battle
"realism" and "frog helmets" don't even belong together
I think there is a huge difference between complaints of realism such as using frog helms in battle when in reality they were jousting helms compared to realism which is about keeping internal logical consistency which is important to all fiction.
If giant hammers were fast one-handed weapons and people reacted to that, I doubt complaining about it would necessarily be a pedantic cry for historical accuracy.
I honestly had to read that a couple of times because "realism" and "frog helmets" don't even belong together. I mean, holy Christ, I'm not busting your balls, but replace "realism" with "believability" and your entire post goes cha-ching for me.
The process for item design is different for Deadfire than it was for Pillars 1. On Pillars, I took a top-down approach. I wrote down all of our weapon types, established a number of unique weapons for each type, looked at our ability functionality, and designed the unique weapons around what we were currently capable of doing. I did this for practical reasons. We were building all of the gameplay code from the ground up and I knew there was a lot of functionality that we weren’t going to get in the initial launch. The 3.0 patch and The White March expanded that functionality significantly.
On Deadfire, the programming team refactored the entire effects system, including how item properties work. The system in Deadfire is much, much more powerful than it was in Pillars 1. While I still have a list of weapons to work with to ensure that each weapon type has a few nice uniques, I design them from a visual and thematic perspective first and then request types of powers to fit the vibe, trusting in the system designers to push the capabilities of the engine and the character artists to make something beautiful and unique.
You've "moved on" because you and people like you spend months desperately fawning over this shit, posting related news articles, Tweets, updates, et cetera, and end up deluding yourselves into thinking the next one will surely be good. It's the only meat on sale, and by God, you're going to chew it. The reason I haven't "moved on" is because I don't waste my time in these sorts of threads hyping myself into a delusional state of post-purchase rationalization. I post my thoughts very occasionally when my attention is randomly drawn here.
It's like that thing Blaine was talking about:
Talk is cheap. The proof of the pudding is in the eating, not in reading the recipe, imagining what it will taste like, or looking at nice pictures.
Chances are excellent you're going to get far more enjoyment out of the hype for this game than you will from actually playing it. Savor it while it lasts.
does that meam my existence is that made of pure despair?Eh. Cynicism is a refuge for those too cowardly to hope.