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

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

  1. Roguey Arcane Sawyerite

    Roguey
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    I don't see how this will necessarily be tedious since they're going to make it very clear through the selection circles who's engaging whom. NWN2 had no such feature.
     
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  2. Infinitron I post news Patron

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    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
    I'm not necessarily "eating" his argument. I'm just saying that sentence, in isolation, is nice to hear.
     
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  3. Lancehead Liturgist

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    Agree with Grunker here, Engagement mechanics have potential to be tedious, nothing to do with challenge.
     
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  4. Grunker RPG Codex Ghost Patron

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    Codex 2012 Dead State Divinity: Original Sin Torment: Tides of Numenera Pillars of Eternity 2: Deadfire
    Wow, wow. Didn't say it would be. I expressed my concern that it might, and my dislike for Sawyer's reply.

    Sure, I guess, but it's not very nice in the context it's in.
     
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  5. Lancehead Liturgist

    Lancehead
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    Even if they get visual representation right, controlling characters' movement can still be tedious as there won't be any grid showing discrete movements.
     
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  6. Roguey Arcane Sawyerite

    Roguey
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    "There are clearly limits to this, but we are willing to try this mechanic because we believe it is more appropriate for our audience." And from the next page of that thread: "We are implementing our Engagement system with the understanding that we may need to modify elements of it to find the right balance of tactical movement requirements and freedom of movement in our combat environments."

    J-Saw's mentioned before that what happens during playtesting is what ultimately matters. He's perfectly willing to alter or discard any idea of theirs that isn't enjoyable (I suspect most of 'em will make it through, at least in altered form).
     
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  7. tuluse Prestigious Gentleman Arcane

    tuluse
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    Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
    When and where was this selection circle thing talked about?
     
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  8. Grunker RPG Codex Ghost Patron

    Grunker
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    Codex 2012 Dead State Divinity: Original Sin Torment: Tides of Numenera Pillars of Eternity 2: Deadfire
    It all depends though, doesn't it. IE-games functioned so well because your "hit box" or whatever you want to call it - the physicality of your characters - were very "hard" and defined, so movement was clear. To top this off you had graphical representation (rings around each character) to precisely identify the exact of each object. Conversely, horrible examples like NWN2 had very soft and unclear physicality, no graphical represantion of it, and the shoddy movement and camera added hugely to these things.

    This certainly can be done right, but if you're adding more movement management to an IE-like, you better be fucking sure you have the basics down. Making sure I know exactly where my character will go when I click 'move' is key here (2D helps a lot with that), but selection-rings that define your actual presence in the game are a must-have as well.

    And still, with that, comes the danger of having so much movement-micro that no amount of visual and other aids will help you.

    So basically, I agree with Roguey, though not in that Sawyer has answered these concerns clearly, but then Roguey stalks more than I do.
     
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  9. Roguey Arcane Sawyerite

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  10. Grunker RPG Codex Ghost Patron

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    Codex 2012 Dead State Divinity: Original Sin Torment: Tides of Numenera Pillars of Eternity 2: Deadfire
    You didn't reply the last time I asked you this. Maybe you don't know? But all this front-and-centering of Q&A/testing (Obsidian's forte, amirite? :troll:), has Sawyer went into how this'll be done, exactly? Games can be ruined by bad testing - fanboys who don't give it to you straight up, for example.

    Another thing that sort of invalidates testing as an end-all, be-all of game design is that you will more often that not be faced with contradictory feedback - 40% say something is tedious and 60% say it's just right. Ultimately a bunch of calls will be up to Sawyer's hunches, he can't hide behind the wall of testing forever.
     
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  11. Roguey Arcane Sawyerite

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    The same way it always happens, presumably.

    He watches while they play and "what (he sees) on that monitor doesn't lie."

    "We have stated pretty clear goals both internally and externally. As long as we feel that we hit those goals and the majority of players agree, we can't worry about the margins who a) never agreed with those goals or b) don't feel we met them."

    "It's only a headache if you spend more than 2 seconds considering if you should attempt to make everyone happy. We're not trying to make everyone happy, so it's not a problem.

    Irreconcilable differences are just that. If a variety of desires can be accommodated, we'll certainly consider doing it. If we can't, we make the decision that we believe will contribute to making the best game."

    I'm sure I'll fall within the target. :)
     
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  12. Grunker RPG Codex Ghost Patron

    Grunker
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    Codex 2012 Dead State Divinity: Original Sin Torment: Tides of Numenera Pillars of Eternity 2: Deadfire
    Two points:

    1) You have a quote for everything, don't you?

    2) What makes me iffy about that quote is the catch-all feeling of it. It's impossible to attack it because it covers all bases: "We'll test to make sure it works right. We'll also make our own call regardless of test results." Impossible to attack, but also so generalist it says very little.

    Anyway, at least I have something to be immensely positive about. If they're going to have selection-rings, and those rings perfectly illustrate the physicality of a creature, then that's a very laudable thing from my point of view, and a very big step away from NWN2-like failure.
     
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  13. Jasede Prestigious Gentleman Arcane Patron

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    Wait and see, I say.
     
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  14. anus_pounder Arcane

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    Are they planning to/Did they already add MP to this game ? :kosmonaut:
     
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  15. Shadenuat Arcane

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    I am like, "hardcore" IE "fan" or whatever, but I sure do not want more input than in, say, NWN2. I want less. Because it was just a clusterfuck. And you know, I'm not even sure that micromanagement and moving your pieces around the combat with pinpoint accuracy with your mouse is that important for a tactical game, unless there is actual challenge involved, a tactical challenge, not mundaneshittypathfindingbadgraphicalrepresentation one. A commander does not order his troops to move using checkpoints, he does not manually order each Joe to walk up the river, cross the bridge, then go to an enemy post. He says - "team A, cross the river and capture an enemy outpost. Team B, wait in the hills and cover them with fire". When you order your character around, he seems smart enough to not hit a pillar on a way and start walking into it like glitchy AI from the 90's. So why can't I order my guy to "move from point A to point B, avoiding enemy contact"? Of course it is important to find a good position, say, for a spell to fire, and hold it, but should I really pay attention to my character so he won't slip on a one little hex of hazardous effect which he can perfectly see himself?

    So yeah, nice to hear, but it does't have anything to do with the matter in hand.
     
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  16. hiver Guest

    hiver
    So like... you want increased tactics but without additional attention needed?
    How about you go fuck yourself?

    Also, youre not fucking playing an RTS where you order youre fucking troops to take positions, dumbass.
    And its youre entire post that has nothing to do with matter in hand. BECAUSE YOURE STUPID!
     
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  17. Shadenuat Arcane

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    Eat shit hiver. If I have 6 party members and AOO's I want either intelligent pathfinding or hexes, not "more imput because you guys are so hardcore".
     
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  18. Roguey Arcane Sawyerite

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    They're not AOOs, they're disengagement attacks. :M
     
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  19. hiver Guest

    hiver
    You will have more input because it is necessary, not because of teh "hardcore" you fucking braindead moron.
    Complain about pathfinding when you fucking have a chance of playing the fucking game.

    And if you dont want to manually move and position 6 characters in this kind of game - you can go fuck yourself!
    If you want to avid enemy contact - you will have to avoid it manually, not automatically you despicable streamlined shit.
     
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  20. Lilura RPG Codex Dragon Lady

    Lilura
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    I laughed hard at this, even as an IE fan. These games had awfully imprecise movement even with pathfinding nodes maxed out. You could be in the midst of a key fight and click where you want your unit to go but then to your horror the retard goes completely the other way.
    You can't even accurately measure whether or not you have enough time to get from A to B and do this or that, its just guesswork (lolRTwP).
    This shit never happens in true TB tactical games like Jagged Alliance 2 and ToEE, where a potential movement is shown exactly how it will be before you commit to it.
    Using words like "precise", "exact" and "clear" when talking about IE combat is just laughable - laughable, I say!
     
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  21. Grunker RPG Codex Ghost Patron

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    Codex 2012 Dead State Divinity: Original Sin Torment: Tides of Numenera Pillars of Eternity 2: Deadfire
    I'm not talking about pathfinding.
     
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  22. Infinitron I post news Patron

    Infinitron
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    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
    http://www.formspring.me/JESawyer/q/431494289055313164

     
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  23. hiver Guest

    hiver
    Gee i wonder will those magic capacitors have any other use in that world. Sure sounds like they WOULD, since they are magical capacitors without even a wizard using them.
    Cane we throw them too? No? Why not? Magical grimoire artillery? Siege defense?
    or, as CappenVarra noted - a castle, fortress, wall, city made out of grimoirs?

    It just gets stupider the more you think about it but at least its an option.

    Fucking magical books... spit!
     
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  24. Infinitron I post news Patron

    Infinitron
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    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
    Go ahead, hiver. You have a Formspring account - ask him in the comments.
     
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  25. tuluse Prestigious Gentleman Arcane

    tuluse
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    Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
    My guess that the in-game explanation is that the wizard has to be in physical contact with the grimoire. So throwing is out.
     
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