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

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

  1. Duraframe300 Arcane

    Duraframe300
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    Well you argued in good faith.

    As I mentioned in the other thread making something or changing something as a modder is a whole different thing as changing it as a dev due to all the development overhead.
    Even a small change means the involvement of multiple people at some point. Not to mention the management of development resources so one little thing can take days.

    This helps to not mess things up when making a whole game, but its a bitch to deal with for a small change/addition.

    Of course, that's at least what I imagine it to be. Anthony Davis would know more/better.
     
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  2. Surf Solar cannot into womynz

    Surf Solar
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    Looks really cool, but I liked the versions made by the guys in that dedicated thread here much better. Right now it's just some stretched textures over the U Shape :/
     
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  3. J_C One Bit Studio Patron Developer

    J_C
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    Project: Eternity Wasteland 2 Shadorwun: Hong Kong
    Yeah, Bester and Grotesque should work together to implement the UI Grotesque made.
     
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  4. Athelas Arcane

    Athelas
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    That would be considerably harder to implement, since it doesn't make use of any of the existing assets.
     
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  5. Grotesque ±¼ ¯\_(ツ)_/¯ Patron

    Grotesque
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    Divinity: Original Sin Divinity: Original Sin 2

    How can two people work together when one thinks the other's work is shit? :)

    Anyway, I started doing this mockup to serve as an inspiration for others.
    If it doesn't make it into the game, at least I learned to use Photoshop as I never used it until now.

    EDIT: for anyone interested, the latest iteration
    [​IMG]
     
    Last edited: Feb 24, 2015
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  6. Infinitron I post news Patron

    Infinitron
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    Grab the Codex by the pussy Serpent in the Staglands 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
    Josh on the forums for the first time since 2014:

    [​IMG]
     
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  7. Sensuki Arcane Cuck

    Sensuki
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    Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
    [​IMG]
     
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  8. Zed Codex Staff Patron

    Zed
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    Codex USB, 2014
    So now they're designing rogues around stealth? With the stupid "all party members stealth" system?
     
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  9. Seari Cipher

    Seari
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    Is there a way to mod it? Group wide stealth would probably make me ignore the mechanic altogether.
     
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  10. Sensuki Arcane Cuck

    Sensuki
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    Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
    They are going to change it to per-character after release.
     
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  11. Infinitron I post news Patron

    Infinitron
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    Grab the Codex by the pussy Serpent in the Staglands 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
    Sensuki breathes a sigh of relief.
     
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  12. Athelas Arcane

    Athelas
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    Using the per-encounter abilities gets pretty rote though. Since they're essentially free, it's a no-brainer to use them, even more so when you have multiple.
     
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  13. Infinitron I post news Patron

    Infinitron
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    Grab the Codex by the pussy Serpent in the Staglands 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
    That's an odd argument. You have infinite standard auto-attacks per encounter. Are those also "no-brainers"? It's just a thing that you can do.
     
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  14. Athelas Arcane

    Athelas
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    The per-encounter abilities are much more useful than a normal attack. Also, auto-attack is automated, per-encounters require micro-management.

    Oddly enough, some of the abilities that are situational and would benefit from being per encounter - like Arcane Veil - are per-rest currently.
     
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  15. Infinitron I post news Patron

    Infinitron
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    Grab the Codex by the pussy Serpent in the Staglands 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
    So what? They're a thing that you can do. Use them, or don't.

    I know what you're actually saying, though. Because you have a limited number of uses per encounter, you feel like you're "not playing right" if you don't use them all up in every encounter. Oddly enough, if you had infinite uses of those abilities per encounter, you wouldn't feel that way. Having infinite uses of an ability signals to the seasoned CRPG player that this is an ability meant to be used on an "as-needed" basis, rather than something that he needs to be "completionist" about.

    It's like that argument about looting in RPGs. Make loot infinitely randomly generated like in a roguelike, and it's clear that you're not supposed to take all of it. But if there's a limited amount of it in the game, you're going to take every bit.
     
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  16. Athelas Arcane

    Athelas
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    I edited my post. And no, that's not it, it's the fact that you're always doing the same thing. I can't think of a situation where using Knockdown or Arcane Assault isn't better than a normal attack.

    I would actually be fine with just a single use per encounter, because that would entail some thought about when to best use it.
     
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  17. Once more unto the Codex Savant Patron

    Once more unto the Codex
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    Pillars of Eternity 2: Deadfire
    If you choose to spam the same ability over and over, how is it the system's fault?
     
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  18. Zep Zepo Titties and Beer Patron Dumbfuck Repressed Homosexual

    Zep Zepo
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    Divinity: Original Sin
    Yeah, if i wanna "Press X to Jaesun" over and over. I'm gonna do it.

    Zep--
     
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  19. Shannow Waster of Time

    Shannow
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    Without contex/anything concrete, the example with the bad/different choices doesn't mean much. I assume it's about character builds.(?) There wouldn't be a "bad" choice to remove without a dev putting it in in the first place. No? So how many devs go out of their way to put "bad" choices into their games?
    And how does the presence of a suboptimal option detract from the better ones? People having an easier/more difficult time on playthroughs? That will massively differ anyway. People simply play too differently. When somebody feels too (little) challenged they can change the difficulty setting.
    And if it is such a huge issue and the imbalances are massive, why not rebalance all 3 options, so they are similarly useful? As he states in that other quote for nerfing Sensuki's builds and the sniper rifle. He doesn't remove the builds that seem weaker.
    I wish he'd given an example of a "bad choice". Any examples in that thread, Sensuki?

    (I like how "perfect" balance suddenly is not a goal anymore and never has been. Balance sure seemed like his no.1 focus in pretty much everything I've read from him since PE was in development.)
     
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  20. Infinitron I post news Patron

    Infinitron
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    Grab the Codex by the pussy Serpent in the Staglands 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
    When facing high Fortitude enemies? Might be a thing that becomes more common later in the game.

    It sounds like the ability might be designed with the idea that fighter players will use it as an all-purpose combat "opener". I'm not a huge fan of universally applicable "awesome button"-type abilities...though on the hand, it's nasty if your enemies will be using those same abilities on you.
     
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  21. AwesomeButton Cut a deal with the authorities Patron

    AwesomeButton
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    PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
    I just spotted this article where apparently *someone from Obsidian* has said the expansion will be in the style of "Tales of the Sword Coast": http://www.gamewatcher.com/news/201...n-wants-improvements-rolled-into-a-free-patch

    I remember this was something people were speculating about recently.

    I am very satisfied that they won't be going stupid and adopting Paradox' repulsive DLC policy.
     
    Last edited: Feb 24, 2015
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  22. Athelas Arcane

    Athelas
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    That's interesting. I wonder how the new content would be integrated into the game, what with the reputation mechanics and all.

    What would that accomplish? Knock down targets Deflection and inflicts a penalty to Deflection and Reflexes.
     
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  23. Infinitron I post news Patron

    Infinitron
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    Grab the Codex by the pussy Serpent in the Staglands 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
    Does it? If so, fuck you, wiki
     
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  24. 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
    The thinking behind this is that people can (and would) just rest between every encounter in IE anyways. Now some people (like me) would larp and self restrict resting, but I think this is an acceptable compromise. You can self-restrict per-encounter abilities as well, though it seems like the game will be balanced around using them.
     
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  25. Athelas Arcane

    Athelas
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    I don't see how those are comparable. Imposing rest restrictions made the IE games more fun/interesting to play by adding an element of strategical resource management (even if illusory), which isn't the case with per-encounters. And that line of reasoning is also at odds with the design of the rest of the game - restring is restricted in PoE, after all.
     
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