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

Arulan

Cipher
Joined
Feb 13, 2014
Messages
315
I've always wondered if games should limit the player's ability to reload and avoid the consequences of their choices. Perhaps it could be argued that the player already has the choice not to reload, and therefore only affects those who do not care. Either way, I feel it ruins the experience.

As to the petrification effect, a perceived permanent effect could be interesting. Essentially allow the player to believe it is permanent and give them post-petrification options such as burial, attempts at chiseling, or other options which may result in permament death all the while a rare form of dispelling the effect exists.
 

Answermancer

Educated
Joined
Feb 27, 2014
Messages
67
Location
Seattle, WA
the one place where Sawyer sort of did this (infinite stash and not even wanting to try to explain it), really falls flat in my opinion. He might not want to explain it, but there should be at least some sort of explanation. Abstraction for mounts? OK fine - we're going old-school, we understand not being able to animate every little thing, but at least it's got an answer.

They did sort of try to justify it by saying that the stuff you have available to you outside the stash is "top of the pack" stuff that's easy to access at a moment's notice while the stash is stuff buried in extra packs and stuff you're lugging around and you don't have time to really search for it outside of camp.

It's not a great explanation of course, since not every minute out of camp is spent fighting or otherwise engaging in activity that would limit you from searching through your belongings, but it sort of is the abstraction of mounts (or really pack mules) that you mentioned.
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,950
I've always wondered if games should limit the player's ability to reload and avoid the consequences of their choices. Perhaps it could be argued that the player already has the choice not to reload, and therefore only affects those who do not care. Either way, I feel it ruins the experience.

I believe it was Risen that randomly generated the 'sequence' needed to pick locks, so if you reloaded after breaking a bunch of picks, it was a new lock you couldn't metagame.

I really liked that system.
 

Sensuki

Arcane
Joined
Oct 26, 2012
Messages
9,878
Location
New North Korea
Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
don't expect to see many 'stun' effects in the game (That actually incapacitate a character for a period of time).

I don't see how that follows.

Have you seen anything out of all the class abilities and spells at present that takes away the control of your character / stops an enemy?

I haven't. There are status effects sure, but usually they just drop an attribute or defense. I haven't seen anything that stuns, holds or charms or anything similar. Might be taking a cue from League of Legends there as well as the qqers.
 

Abelian

Somebody's Alt
Joined
Nov 17, 2013
Messages
2,289
For the spell system, did Josh decide to go with cooldown? I remember reading that he disliked Vancian magic. I tried doing some searches in the thread, but couldn't find an answer (it is a 1000+ page thread after all).
 

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
For the spell system, did Josh decide to go with cooldown? I remember reading that he disliked Vancian magic. I tried doing some searches in the thread, but couldn't find an answer (it is a 1000+ page thread after all).
Casting is like 4th edition. You have at-will powers you can repeatedly use, per-encounter powers you can use X times per battle, and daily powers you can use X times per day.
 

Ninjerk

Arcane
Joined
Jul 10, 2013
Messages
14,323
don't expect to see many 'stun' effects in the game (That actually incapacitate a character for a period of time).

I don't see how that follows.

Have you seen anything out of all the class abilities and spells at present that takes away the control of your character / stops an enemy?

I haven't. There are status effects sure, but usually they just drop an attribute or defense. I haven't seen anything that stuns, holds or charms or anything similar. Might be taking a cue from League of Legends there as well as the qqers.
Ugh.
 

Aeschylus

Swindler
Patron
Joined
Mar 13, 2012
Messages
2,543
Location
Phleebhut
Divinity: Original Sin Project: Eternity Wasteland 2 Divinity: Original Sin 2
Keep in mind that in terms of lore, you could still say that a basilisk turns people into stone "permanently".

When you kill an enemy in an RPG, that enemy is generally gone for good. He can't be resurrected and he rarely even gets healed. Yet your characters can be resurrected or healed back from the brink of death, and they do so often.

This is an abstraction that RPG players have come to accept. We do not understand from this convention that "people cannot die in the Forgotten Realms". Death is still a serious matter in the setting.
Well, there was an added level of abstraction in cRPGs, because constant permadeath of a limited number of companions would be frustrating. In actual 2e D&D resurrection was actually a pretty big deal -- you needed a high level Cleric, of which there are not a ton in most settings. Your average temple would not be able to resurrect anyone. It also cost a ton, and required material components (perfect diamonds). And then, when you did get resurrected you suffered permanent stat penalties. And some chars (elves) couldn't be resurrected at all. So yeah, it makes sense that random mooks aren't getting raised all the time.
 

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
and the fact that adventurers all have the unique ability to "wake up" after being killed in most post-2000s RPGs

Are you serious about this? Since when are post-2000s RPGs something to judge RPGs by?
This "waking up" is part of the same shit that Sawyer is pushing, to protect sensitive egos from reloading.

And like always Sawyer is making mountains out of molehills to push his design (copied from every other RPG-wannabe today). He's trying to make it sound like every fight in an RPG is against a basilisk and you always end up turned to stone and have to reload. It's simply bullshit.
There's nothing wrong with having dangerous enemies like that. In fact, that's their charm, and there should be more types of enemies that have special and dangerous abilities. THAT is one of the things that most RPGs fail at.
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,843
Location
Copenhagen
FeelTheRads said:
There's nothing wrong with having dangerous enemies like that. In fact, that's their charm.

Yeah, farming XP in Baldur's Gate with gaze reflection certainly tested my skills to their limit.

FeelTheRads said:
there should be more types of enemies that have special and dangerous abilities.

What's wrong with having dangerous abilities that aren't save or die? Or do you have a quote from Sawyer saying "our monsters will have no special and dangerous abilities"?
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,208
Enjoy the Revolution! Another revolution around the sun that is. 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 Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
don't expect to see many 'stun' effects in the game (That actually incapacitate a character for a period of time).

I don't see how that follows.

Have you seen anything out of all the class abilities and spells at present that takes away the control of your character / stops an enemy?

I haven't. There are status effects sure, but usually they just drop an attribute or defense. I haven't seen anything that stuns, holds or charms or anything similar. Might be taking a cue from League of Legends there as well as the qqers.
Ugh.

http://pillarsofeternity.gamepedia.com/Arkemyr's_Capricious_Hex
Description: Targets are randomly subjected to one of several afflictions, each with an equal chance of appearing, although at different durations: Dazed, Sickened, or Paralyzed.[1]

http://pillarsofeternity.gamepedia.com/Dimensional_Shift
Description: The caster and one ally are able to immediately switch locations, leaving a shockwave between them. Anyone caught in-between may be briefly Stunned.[1]

http://pillarsofeternity.gamepedia.com/Overwhelming_Wave
Description: Creates a rolling wave of water that smashes everything in its path, causing Crush damage and a Stun. [1]

http://pillarsofeternity.gamepedia.com/Mind_Wave
Description: The cipher violently intrudes into an enemy's mind, Stunning the target and generating a cone of concussive force behind the target that can knock down anyone in its path
 
Last edited:

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
straw-man.jpg
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,843
Location
Copenhagen
Funny, you accusing me of a strawman one post after you yourself attack a posited lack of enemies with "special and dangerous abilities" in Sawyer's design, even though no such enemy design has been put forth.
 

ZagorTeNej

Arcane
Joined
Dec 10, 2012
Messages
1,980
Are you serious about this? Since when are post-2000s RPGs something to judge RPGs by?
This "waking up" is part of the same shit that Sawyer is pushing, to protect sensitive egos from reloading.

And like always Sawyer is making mountains out of molehills to push his design (copied from every other RPG-wannabe today). He's trying to make it sound like every fight in an RPG is against a basilisk and you always end up turned to stone and have to reload. It's simply bullshit.
There's nothing wrong with having dangerous enemies like that. In fact, that's their charm, and there should be more types of enemies that have special and dangerous abilities. THAT is one of the things that most RPGs fail at.

Problem is, basilisk is only dangerous until you figure out a certain low level spell which protects you from his gaze entirely and reduces him to an enemy that poses as much threat as your random xvart. Basilisk is a one trick pony, I'd prefer if dangerous monsters that yield ton of XP remain dangerous no matter how well I prepare for them.
 

Duraframe300

Arcane
Joined
Dec 21, 2010
Messages
6,395
New Job Posting
Nav/Mesh Intern
We are searching for an enthusiastic nav/mesh intern to layout navigation meshes and do level design for Pillars of Eternity, a PC role-playing game.

This process entails terrain sculpting and painting, placement of Nav/Mesh in the environment, and placement of game objects on the world map. When not performing these duties, the intern will be expected to play the game, provide quality-assurance level feedback, and help fix bugs in the design.


Applicants must have an Excel-level-mentality to track their own tasks and making sure every corner of the fake world is properly set up.

Desired Attributes:
•Level design experience: Unity preferred
•Exceptionally detail-oriented (most important quality for this position)
•Creativity
•Basic 3D modeling ability (Maya preferred)
•Love of computer and console role-playing games
•Team player
•Excellent communication skills
•Able to adhere to tight schedules
•Skilled with Microsoft Office, bug tracking software, source control software, and 3D game development toolsets

Submission Requirements:
•Must be currently enrolled in a College or Trade school that will give you school credit for your internship
•Must live locally. PLEASE NO OUT OF STATE CANDIDATES

Simply apply via e-mail: jobs@obsidian.net

Please put the job you are applying to in the subject line please.
Please no phone calls or drop ins. We only accept emailed applications.
 

Sensuki

Arcane
Joined
Oct 26, 2012
Messages
9,878
Location
New North Korea
Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
Sensuki has betrayed the Sawyerist movement, I see! :o

I like some things, others I don't. I did know about two abilities that had a stun or a paralyze effect. It is however, not much at all. We also have not heard of any creatures that can incapacitate a character either. I think stuff like this is interesting and can exist in Sawyer's world, particularly with his defense system and the attack resolution system.
 

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
Problem is, basilisk is only dangerous until you figure out a certain low level spell which protects you from his gaze entirely and reduces him to an enemy that poses as much threat as your random xvart. Basilisk is a one trick pony, I'd prefer if dangerous monsters that yield ton of XP remain dangerous no matter how well I prepare for them.

Sure, I agree with that. Complete protections from these monsters should be very difficult to get, if at all.
 

Liston

Augur
Joined
Mar 28, 2013
Messages
200
Sensuki has betrayed the Sawyerist movement, I see! :o

I like some things, others I don't. I did know about two abilities that had a stun or a paralyze effect. It is however, not much at all. We also have not heard of any creatures that can incapacitate a character either. I think stuff like this is interesting and can exist in Sawyer's world, particularly with his defense system and the attack resolution system.
https://www.youtube.com/watch?feature=player_detailpage&v=HKoDTzea79Y#t=74
https://www.youtube.com/watch?feature=player_detailpage&v=HKoDTzea79Y#t=74
 

Abelian

Somebody's Alt
Joined
Nov 17, 2013
Messages
2,289
New Job Posting
Nav/Mesh Intern
We are searching for an enthusiastic nav/mesh intern to layout navigation meshes and do level design for Pillars of Eternity, a PC role-playing game.

Desired Attributes:
Level design experience: Unity preferred
•Exceptionally detail-oriented (most important quality for this position)
•Creativity
Basic 3D modeling ability (Maya preferred)
•Love of computer and console role-playing games
•Team player
•Excellent communication skills
•Able to adhere to tight schedules
•Skilled with Microsoft Office, bug tracking software, source control software, and 3D game development toolsets
Seems like they are asking for an awful lot of skills for an intern position. I get that it's a pie-in-the-sky list, and that the detail-oriented, creativity, team player, love of CRPG's, communication skills, and time management are more important overall, but it seems unrealistic to ask for an intern with so many 3D skills and game engine/development skills.
 

Ninjerk

Arcane
Joined
Jul 10, 2013
Messages
14,323
don't expect to see many 'stun' effects in the game (That actually incapacitate a character for a period of time).

I don't see how that follows.

Have you seen anything out of all the class abilities and spells at present that takes away the control of your character / stops an enemy?

I haven't. There are status effects sure, but usually they just drop an attribute or defense. I haven't seen anything that stuns, holds or charms or anything similar. Might be taking a cue from League of Legends there as well as the qqers.
Ugh.

http://pillarsofeternity.gamepedia.com/Arkemyr's_Capricious_Hex
Description: Targets are randomly subjected to one of several afflictions, each with an equal chance of appearing, although at different durations: Dazed, Sickened, or Paralyzed.[1]

http://pillarsofeternity.gamepedia.com/Dimensional_Shift
Description: The caster and one ally are able to immediately switch locations, leaving a shockwave between them. Anyone caught in-between may be briefly Stunned.[1]

http://pillarsofeternity.gamepedia.com/Overwhelming_Wave
Description: Creates a rolling wave of water that smashes everything in its path, causing Crush damage and a Stun. [1]

http://pillarsofeternity.gamepedia.com/Mind_Wave
Description: The cipher violently intrudes into an enemy's mind, Stunning the target and generating a cone of concussive force behind the target that can knock down anyone in its path
:hero:
 

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