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

Pillars of Eternity Beta Discussion [GAME RELEASED, GO TO NEW THREAD]

Discussion in 'Obsidian Entertainment' started by Duraframe300, Aug 18, 2014.

  1. dryan Arcane

    dryan
    Joined:
    Jan 14, 2014
    Messages:
    1,443
    With all this anticipation, I really hope this game is a masterpiece.
     
    ^ Top  
  2. Hormalakh Magister

    Hormalakh
    Joined:
    Nov 27, 2012
    Messages:
    1,503
    i can only go up to level 8 with my barbarian. seems like they capped the beta.
     
    ^ Top  
  3. Lhynn Arcane

    Lhynn
    Joined:
    Aug 28, 2013
    Messages:
    8,574
    Bullshit, it was never 6 second because actions took varying degrees of time to perform, some even had casting times until the end of the turn.

    Every player had its turn to do its action during a 6 second window, if you had multiple attacks it took longer to perform your whole turn, and the "recovery time" could go down to 0 in certain circumstances, you could also use said recovery time to insta cast stuff from triggers if i remember correctly. Your statement is a crude oversimplification that does a poor job at showing how much this system actually impacts the combat and how big of a difference there is between it and whatever crap sawyer is implementing.
     
    ^ Top  
  4. Athelas Arcane

    Athelas
    Joined:
    Jun 24, 2013
    Messages:
    4,502
    I obviously meant a recovery time of up to 6 seconds.

    It didn't - that's why they call it 'attacks per ROUND'. And again, there were no turns in the IE games.

    I believe yours are the faulty/inaccurate statements. I don't think it's an oversimplification to describe the rounds for what they functionally were.
     
    ^ Top  
  5. mutonizer Arcane Patron

    mutonizer
    Joined:
    Sep 4, 2014
    Messages:
    1,041
    Afaik, in IE games, each Actor has an initiative based around various factors (weapon speed, etc) and that determines the "length" of his own round.

    Setting Auto-Pause every round in the options just pauses the game whenever any of the Actors you control reach that "length", whether he acted or not doesn't matter whatsoever. It gave that "round by round" feeling which, at least for me, helps mentally structure the battle and actions taken, especially because it was based around a rule system I knew.

    That's what I don't have so far in PoE. What I have instead is a feeling of playing some kind of DOTA or LOL or whatever, with 6 characters and manual pauses. Maybe it'll come as I spend more time with it, who knows, but for now, it has nothing of an IE game "feel", despite having some of the "look".

    edit:
    Hmm, posts might seem a bit negative, but there is some "fun" to be had and so far the writing is decent and story based interactions are...decent, with variety of branching, even though it's only a little beta box. Despite tons of major design concerns, this is typically a game I'd buy on release from what I can see now (if they manage to fix the bugs that is, geeeshus there are tons of them, crazy ones), but doubtfully one I'd ever come back to or even finish with a smile of my face (bit like D:OS, and many other cRPG)
     
    Last edited: Sep 6, 2014
    ^ Top  
  6. Athelas Arcane

    Athelas
    Joined:
    Jun 24, 2013
    Messages:
    4,502
    I'm pretty sure initiative only factored in weapon speed: if a (fast) dagger and a (slow) mace both atacked once during a round, the dagger would go first within that round.
     
    ^ Top  
  7. mutonizer Arcane Patron

    mutonizer
    Joined:
    Sep 4, 2014
    Messages:
    1,041
    I'm really not an expert on the subject, it just "worked" :)
    Sensuki might shed some light there but otherwise, this bit from this FAQ explains it...somewhat. Could also be wrong or out of date...so there's that.

    Show Spoiler

    Q: How does initiative work?
    A: Each character on the field is on a "personal initiative round." This personal initiative round will be on the order of 3-6 seconds long (you probably can adjust it) - and it corresponds roughly to one 60 second round in AD&D. The rounds are equal in length but are non-simultaneous; that is they do not have exactly the same start and end points for all characters and monsters. Within the personal initiative round the weapons and spells fire off at the same proportionate time that they would get released in an AD&D round. That is, a dagger is used quicker in a round than a two-handed sword. A magic missile gets released sooner after spellcasting starts than a fireball, etc. Initiative is determined each round and modifies the timing of swings and spell casts slightly every round, so each round will be slightly different from preceding and following rounds. If a mage is hit between the time he or she starts to cast and the time that the spell is due to get released, the spell is disrupted. Thus shorter cast-time spells are a definite advantage, exactly as in AD&D. We have been careful to adapt the AD&D ruleset to a realtime system maintaining the exact weapon weightings, spell weightings, and the same proportionate timing occurs in Baldur's Gate as in the original ruleset. All in all we hope the net result is a real-time adaptation of the rules, maintaining the original flavor and balance.
     
    ^ Top  
  8. 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
    lolz
     
    ^ Top  
  9. Jagged Appliance Arbiter

    Jagged Appliance
    Joined:
    May 27, 2013
    Messages:
    310
    Please no, not the "IE games were actually turn-based" bullshit. Are you embarrassed for enjoying a realtime game? The KKKs are already gone, man.
     
    ^ Top  
  10. Lhynn Arcane

    Lhynn
    Joined:
    Aug 28, 2013
    Messages:
    8,574
    Lets get this fucking clear.
    Its not bullshit, you could easily tell when each action was to take place because it was based around time units called rounds. Each player had their turn in a round in a simultaneous way, but you could only perform a single action or move on a given round, which simplified things and was most definitely not real time. Most swings were just cosmetic animations, nothing was actually happening because the player had already taken their turn to do shit, or their turn had yet to come.

    The game was based around each player having his turn to act, therefore it was turn based, all turns happened at the same time, therefore it was simultaneous. On a real time environment all players can act all the time.
     
    Last edited: Sep 6, 2014
    ^ Top  
  11. Sensuki Arcane Cuck

    Sensuki
    Joined:
    Oct 26, 2012
    Messages:
    9,478
    Location:
    Australia
    Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
    It actually was real-time. Number of attacks determined the amount of actions you could perform in your six second round timer. 1 Attack per round 1/6 - 0.166 Attacks per second ; 1.5 Attacks per round - .25 attacks per second. Weapon speed factor delayed your round.

    etc etc
     
    ^ Top  
  12. Chaotic_Heretic Dumbfuck! Dumbfuck

    Chaotic_Heretic
    Joined:
    May 1, 2013
    Messages:
    4,217
    Location:
    The border of the imaginary
    The IE games had a travesty of a system more suited to an RTS. And it was fucking Real Time with Pause a wierd algamation of DnD 6 second turns and real time movement interrupts among other things.
     
    • Brofist Brofist x 1
    ^ Top  
  13. Sensuki Arcane Cuck

    Sensuki
    Joined:
    Oct 26, 2012
    Messages:
    9,478
    Location:
    Australia
    Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
    Okay I got my DPS charts. Time to stat formulating the massive thread.

    Got more charts coming too which will be cool
     
    Last edited: Sep 6, 2014
    • Brofist Brofist x 4
    ^ Top  
  14. Krash Prophet

    Krash
    Joined:
    Nov 26, 2008
    Messages:
    3,057
    Location:
    gengivitis
    Why hasn't Sensuki recieved a tag yet for his great work?
     
    • Brofist Brofist x 3
    ^ Top  
  15. Darth Roxor Prestigious Gentleman Wielder of the Huegpenis

    Darth Roxor
    Joined:
    May 29, 2008
    Messages:
    1,873,033
    Location:
    Djibouti
    Master of Arcanum?
     
    • Brofist Brofist x 4
    ^ Top  
  16. Sensuki Arcane Cuck

    Sensuki
    Joined:
    Oct 26, 2012
    Messages:
    9,478
    Location:
    Australia
    Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
    I am trying to combat the ending of fun :D

    Fight the decline!
     
    • Brofist Brofist x 5
    ^ Top  
  17. Grotesque ±¼ ¯\_(ツ)_/¯ Patron

    Grotesque
    Joined:
    Apr 16, 2012
    Messages:
    4,488
    Divinity: Original Sin Divinity: Original Sin 2
    "Space master"

    Every time I hear him hitting his space key, I want to smash that keyboard with a sledgehammer.
     
    • Brofist Brofist x 1
    ^ Top  
  18. LESS T_T Prestigious Gentleman Arcane

    LESS T_T
    Joined:
    Oct 5, 2012
    Messages:
    11,339
    Codex 2014
  19. Sensuki Arcane Cuck

    Sensuki
    Joined:
    Oct 26, 2012
    Messages:
    9,478
    Location:
    Australia
    Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
    One of the reasons it's so loud is that my microphone is next to my keyboard. I need to get a proper boom mic or good broadcast headset sometime.
     
    ^ Top  
  20. Sensuki Arcane Cuck

    Sensuki
    Joined:
    Oct 26, 2012
    Messages:
    9,478
    Location:
    Australia
    Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign


    Accuracy 1 and 1H Single Style is bugged

    EDIT: They are working, just not showing up in the inventory

    Reach weapons are also bugged
     
    Last edited: Sep 6, 2014
    • Brofist Brofist x 1
    ^ Top  
  21. Frusciante Arbiter

    Frusciante
    Joined:
    Aug 24, 2012
    Messages:
    697
    Project: Eternity
    Observations about new build:

    - Game is in general much better playable now. Much more to be done but getting more optimistic about 2014 release now.
    - Combat is a lot better, better visibility, targeting indicators (would like more clear, IE like indicators though), better pathfinding, no overlapping circles, abilities activate more reliable now, encounters are slightly changed (spiders are much harder)
    - The better visbility in combat also demonstrates more clearly the use of concentration (when you have the bars over your head you can easily spot the interrupts)
    - New portraits are great
    - I like the death screen
    - Sound is still very bugged, especially in combat, makes it feel disconnected sometimes
    - Games runs less smooth then before, framerate is lower for me compared to previous build. It's playable but needs to be improved obviously
     
    • Brofist Brofist x 2
    ^ Top  
  22. ZagorTeNej Arcane

    ZagorTeNej
    Joined:
    Dec 10, 2012
    Messages:
    1,928
    "Sawyer's conscience"
     
    ^ Top  
  23. Sensuki Arcane Cuck

    Sensuki
    Joined:
    Oct 26, 2012
    Messages:
    9,478
    Location:
    Australia
    Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
    For anyone interested Obsidian poster nipsen posted this about dialogues:

     
    • Brofist Brofist x 5
    ^ Top  
  24. Delterius Prestigious Gentleman Arcane

    Delterius
    Joined:
    Dec 12, 2012
    Messages:
    10,523
    Location:
    Entre a serra e o mar.
    "Now you can ignore Roguey without losing Sawyer quotes"
     
    • Brofist Brofist x 1
    ^ Top  
  25. Sensuki Arcane Cuck

    Sensuki
    Joined:
    Oct 26, 2012
    Messages:
    9,478
    Location:
    Australia
    Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
    That's been the case for quite a while actually. However you won't get the badgame ones.
     
    ^ Top