Official Codex Discord Server

  1. Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.
    Dismiss Notice

Obsidian's Pillars of Eternity [BETA RELEASED, GO TO THE NEW THREAD]

Discussion in 'Obsidian Entertainment' started by Anthony Davis, Sep 10, 2012.

  1. Zed Codex Staff Patron

    Zed
    Joined:
    Oct 21, 2002
    Messages:
    16,731
    Codex USB, 2014
    you'll only be attacked if you attempt to leave the area of attack. hence the lock-down effect.
     
    • Brofist Brofist x 1
    ^ Top  
  2. Infinitron I post news Patron

    Infinitron
    Joined:
    Jan 28, 2011
    Messages:
    82,843
    Grab the Codex by the pussy Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Kingmaker
    Good combatfag update. :obviously: Probably won't stop retards on PE forums from accusing Wasteland 2 of being combat-centric despite PE's lead designer talking about combat every chance he gets, though.

    Too tired to newspost it, Bee will do it when she wakes up in a few hours. :P
     
    ^ Top  
  3. Excidium P. banal

    Self-Ejected
    Joined:
    Aug 14, 2009
    Messages:
    13,693
    Location:
    Third World
    combatfags find satisfaction in very small things

    It's just attacks of opportunity, even NWN2 already had that.
     
    ^ Top  
  4. Jasede Prestigious Gentleman Arcane Patron

    Jasede
    Joined:
    Jan 4, 2005
    Messages:
    22,425
    As stale as the combat in NWN 1 gets, Attacks of Opportunity work just fine in it. Probably what you can expect here.
     
    • Brofist Brofist x 1
    ^ Top  
  5. Tigranes Prestigious Gentleman Arcane

    Tigranes
    Joined:
    Jan 8, 2009
    Messages:
    9,123
    Cleve Reference confirmed.

    Like the concept, specifics pending. It's a sensible mechanic, it's intuitive to players whilst playing, it inherently transforms combat mechanics, and can be manipulated by advanced players for tactical complexity. This will need to be met by good, solid movement controls & characters that don't 'glide', though using IE-style 2D/3D already makes that easier. Imagine having this mechanic in Aurora Engine variants, it would be a nightmare. I imagine Engagement will be clearly marked with an icon in the player portrait and/or simple graphics on the sprites, reducing accidental move-aways.

    If they implement Engagement range for longer-range weapons and give polearms some ability to 'rope in' nearby opponents into engagement that would also be a good RTwP way of simulating what AOD does with polearms.
     
    • Brofist Brofist x 2
    ^ Top  
  6. ironyuri Guest

    ironyuri
    I think what I was aiming at in my post was the idea that entering melee should be equally as dangerous as leaving melee range with a fighter. Getting close to someone proficient in polearms should be hard, as they should be able to keep you at a distance while using the length of their (hyper) weapon to wear you down, for example.

    This lock down system sounds good for making melee more risky for non-tank characters, though.

    Edit; There is also the sense that melee range should be important. A long melee weapon (polearm, greatsword, flail [due to the swing reach of a ball/chain weapon], or such) should be able to demonstrate an effective range, getting close to the character should be hard because you'll take more damage at a certain distance, but once you close quarters with a close range weapon (a stabbing sword, such as a short sword) your close-range damage should outweigh their long range damage.

    Thus: At long melee range, your defence / parrying vs a polearm would be important. If your character can parry a polearm attack at long range, then you'd presumably be able to enter their close-melee range where your weapon (if a short sword) becomes effective.

    An attack of opportunity would theoretically be the attack an opponent would get when you move into or out of their effective range in such a system?

    Edit#2: So, building on what Tigranes said, and what Zed said, a long-range melee character, with a polearm or greatsword, for example, should "lock you down" in their effective melee range, where a competent short-range fighter, with a falchion, mace, shortsword (effective short range melee weapons) could close into their effective range if they are able to defend/parry the attacks of the opponent. This would encourage interesting ways of building your melee character. The distance vs close quarters melee fighter. It would also encourage interesting ways of getting through or out of an opponent's lockdown, a rogue for example might be able to use a "trickery" skill to throw sand in the opponent's face to blind them, which could "turn off" the lock down effect for x simulated turns.
     
    • Brofist Brofist x 3
    ^ Top  
  7. Irenaeus Self-Ejected Patron Dumbfuck Repressed Homosexual The Real Fanboy

    Self-Ejected
    Joined:
    Nov 24, 2012
    Messages:
    1,867,980
    Location:
    Rio de Janeiro, Cidade Desespero
    PC RPG Website of the Year, 2015 Divinity: Original Sin Torment: Tides of Numenera
    Sounds good, I guess. :incline:
     
    • Brofist Brofist x 1
    • butthurt butthurt x 1
    ^ Top  
  8. tuluse Prestigious Gentleman Arcane

    tuluse
    Joined:
    Jul 20, 2008
    Messages:
    11,399
    Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
    [​IMG]
     
    • Brofist Brofist x 2
    ^ Top  
  9. Lyric Suite Converting to Islam

    Lyric Suite
    Joined:
    Mar 23, 2006
    Messages:
    42,795
    More like, fuck this, i'm out of here.
     
    • Brofist Brofist x 1
    ^ Top  
  10. Excidium P. banal

    Self-Ejected
    Joined:
    Aug 14, 2009
    Messages:
    13,693
    Location:
    Third World
    What kind of degenerate uses a white mouse with black keyboard?
     
    • Brofist Brofist x 2
    ^ Top  
  11. Excidium P. banal

    Self-Ejected
    Joined:
    Aug 14, 2009
    Messages:
    13,693
    Location:
    Third World
    Is that the merchant from Animal Crossing in the background?
     
    • Brofist Brofist x 1
    ^ Top  
  12. Irenaeus Self-Ejected Patron Dumbfuck Repressed Homosexual The Real Fanboy

    Self-Ejected
    Joined:
    Nov 24, 2012
    Messages:
    1,867,980
    Location:
    Rio de Janeiro, Cidade Desespero
    PC RPG Website of the Year, 2015 Divinity: Original Sin Torment: Tides of Numenera
    :oops:
     
    • Brofist Brofist x 2
    • butthurt butthurt x 1
    ^ Top  
  13. 80Maxwell08 Arcane

    80Maxwell08
    Joined:
    Nov 14, 2012
    Messages:
    1,120
    I actually managed to miss that eariler. Well I guess I'm naming my spellcaster Blakemore.
     
    ^ Top  
  14. Kosmonaut Lost in Space

    Self-Ejected
    Joined:
    Jul 11, 2008
    Messages:
    4,740
    Location:
    CCCP
    I wonder if they will implement something like the 5-foot step to end the disengagement attack too.
     
    ^ Top  
  15. tuluse Prestigious Gentleman Arcane

    tuluse
    Joined:
    Jul 20, 2008
    Messages:
    11,399
    Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
    From the description of Grimoire Slam, it doesn't sound like there will be a 5 foot step like ability.
     
    ^ Top  
  16. Kosmonaut Lost in Space

    Self-Ejected
    Joined:
    Jul 11, 2008
    Messages:
    4,740
    Location:
    CCCP
    Hahahahaha, no I mean, in general, to disengage from a melee fighter. Not specifically Grimoire Slam.
     
    ^ Top  
  17. tuluse Prestigious Gentleman Arcane

    tuluse
    Joined:
    Jul 20, 2008
    Messages:
    11,399
    Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
    Why give the wizard an ability to break free if everyone can just take a 5 foot step?
     
    • Brofist Brofist x 1
    ^ Top  
  18. Kosmonaut Lost in Space

    Self-Ejected
    Joined:
    Jul 11, 2008
    Messages:
    4,740
    Location:
    CCCP
    :hmmm: 'k
     
    ^ Top  
  19. tuluse Prestigious Gentleman Arcane

    tuluse
    Joined:
    Jul 20, 2008
    Messages:
    11,399
    Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
    Remember Sawyer hates multiple inputs.
     
    ^ Top  
  20. Kosmonaut Lost in Space

    Self-Ejected
    Joined:
    Jul 11, 2008
    Messages:
    4,740
    Location:
    CCCP
    So each class will have its own way to deal with engagement? That's actually pretty cool... in theory. Let's see how the implementation pans out.
     
    ^ Top  
  21. Lancehead Liturgist

    Lancehead
    Joined:
    Dec 6, 2012
    Messages:
    1,550
    Obviously a balancefreak.
     
    ^ Top  
  22. Kosmonaut Lost in Space

    Self-Ejected
    Joined:
    Jul 11, 2008
    Messages:
    4,740
    Location:
    CCCP
    Or a diversity-loving LIBRUL.
     
    ^ Top  
  23. Hormalakh Magister

    Hormalakh
    Joined:
    Nov 27, 2012
    Messages:
    1,503
    Clearly the nay-sayers were right. :decline: ... :decline: everywhere. This newest update shows it.

    On a more serious note, anyone know whether this can cause problems for good AI? I imagine whenever you have an awesome mechanic, the devs are likely to lean on it quite heavily, and if there are easy ways of side-stepping the whole situation, the whole mechanic becomes moot. The only example I could think of was some sort of glitch where the melee enemies constantly kept switching their engaged enemy and thus rendering the whole thing moot. Something like a rogue sneaking in and out of engagement and preoccupying the melee fighter while everyone else just prances by.
     
    ^ Top  
  24. Tigranes Prestigious Gentleman Arcane

    Tigranes
    Joined:
    Jan 8, 2009
    Messages:
    9,123
    Yeah, they need to make sure the AI routines support it properly. No enemies constantly trying to reach your weak mage not realising they are running into the barbarian, or...

    ...whoa. I just realised. This means if you have 4 party members surrounding a single strong enemy in a small room, you could surround the enemy and retain a small distance, ensuring that whenever it exits one engagement it runs into another engagement. The adventurer's equivalent to a mosh pit. :D
     
    • Brofist Brofist x 2
    ^ Top  
  25. ironyuri Guest

    ironyuri

    Or there could be a significant combat malus modifier to being effected by multiple, overlapping engagements?

    If you're fighting on all sides and not in a defense stance, or perhaps an aggressive stance targetting your weakest opponent, you'd almost certainly be cut down the most you turned your back on one or other enemy.
     
    ^ Top