We also didn't forget to include the list of all Steam achievements available in the game. The guide opens with basics where you can learn about the most important parts of the game even before you start playing it. There, you can learn about the most important aspects such as creating and developing your character, finding companions and managing your party, how to command a ship, learn about the combat system, read about exploration of the game's world, how to use crafting and enhancing items, stealth or how to adjust the AI of your party members. The first few pages are a guidebook for Pillars of Eternity 2 Deadfire. You aren't going to change the world.Īnd who said anything about achievements being a right, no idea what you're even talking about.This unofficial guide for Pillars of Eternity 2 Deadfire is a compendium that every adventurer should get familiar with. I think people are free to request, play and protest whatever they want and however they want, if I dont like it I ignore an move on. You're lucky if you think you have this kind of power. Not sure how you can decide who deserves what. Since there's no written rule or law that says otherwise, achievements on Steam are a privilege, not a right. No matter what you're telling me, this remains a fact. It just shows that you put value on some Steam stats rather than gameplay and features (which are the point of playing it). If you refuse to buy this game just because it's existing achievements are not on Steam, then you don't deserve to play it at all. If you're gonna protest, you're better off trying to convince Valve to require them from now on if they exist in a game. The price doesn't include their presence on Steam. The fact is, you're paying for a game which already has a form of achievements. You cant decide if that's right or wrong for someone else, just for yourself that's all.Īnd if you don't share a wish for achievements then that defeats the purpose of your presence in this thread.It's not that I don't wish it. Originally posted by SparX:Encouraging others, not really, 'some' are protesting not getting something they enjoy. I didnt mean to cause you concern though, I mean if you like it this way good for you, worry not about me. I wanna move forward from where I was or dont want to bother.Īnd "strange" was me politely saying: completely and utterly r-tarded. I may or may not have previous saves, I dont care to replay the game or parts of it. Just because something is standard doesnt necessarily mean one should like it, true, but in this case, absolutely so. ![]() At the very least we should be able to access the DLC content form the endgame side. I did not say I wont play them because that's not the standard way of doing it, I wont play them because that is the most logic-defying ridiculous way of delivering content to people who most probably finished the game by that time. You clearly understood my words, but not the essence. And then adding a pseudo-reason that it's strange to load the old save to play the DLC. My main concern with his point about it being standard practice is the mere dismissal of the DLCs "because it's standard practice" to make them post-game. For Deadfire I actually believe it would be good to have the DLCs after the game instead of during due to it being open world, while I thought that adding White March during the main game was a good move in part 1 because it was a rather streamlined game (which is exactly where adding main game DLCs shines imo: Games with exploring options, but not too many of them). It can be good, in most cases I even would agree that it's good. As common as something may be, due to having shown success for whatever amount of reasons (and obviously there's plenty of reasons), it really doesn't mean that its *automatically* good. I can see where you're coming from, but my point still stands. Using your own logic against you, if more and more devs start to introduce DLC that occurs throughout the game, as opposed to post game (which a good number of them are), it would eventually become the 'industry standard', because it is seen as a good way to tackle post development of a product within an open world game for various different reasons, without having to officially conclude the game outside of the main quest, or alter the lore of the ending in a myriad of ways depending not only on main quest player choices, but also choices within the dlc, after the post game. Something doesnt become a standard unless the method has been seen and proven to provide value, while aiming to lessen complexity. ![]() Something becomes a standard *because* it is a reliably good method of streamlining whatever it is you are doing within whatever industry/field you are doing said activities. Originally posted by Tetzer:It.actually does though.
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