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

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PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Serpent in the Staglands Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
If you think about it, Josh E. Sawyer's reputation is on the line here. This is HIS Game. He's the man, the guy. If this fails, fans will never let him down or trust him again. I think he knows this and will make a good product.

They're ready to deploy Tim Cain as a decoy so that Avellone and Sawyer can make their escape with the remaining KickStarter cash.
 

Ninjerk

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Someone is going to find a really simple way to completely wreck this game.

I can't wait until RPG fans start studying frame data like fighting game players.

The time is not far for DotA if it's not here already.
 

Dreaad

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They already have been doing it for DotA haven't they? I doubt it will really take off for a single player RPG, simply because there is no competition involved. Sure you might get the one crazy loon on gamefaqs who will go out of his way to create graphs and tables but that shit has happened before.
 

agris

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Lazy ingrates, all of you.




Interesting mechanics, but Josh doesn't answer the question at the end. What happens if you interrupt a recovery period with a movement followed by an attack- is the movement time put towards the recovery time, or once the character reaches it's target, does the recovery continue to count down until an attack is executed?

Also, this makes it sound like a valid method of damaging a lot of melee fighters with a single fighter is via fear affects. Have a 'sticky' fighter engage a few NPCs, give them a fear affect and reap all the +ATK attacks as they flee.
 

Sensuki

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Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
Technically, though not in frames, as the WC3 engine (and DotA 2 engine) uses seconds for unit attack times which are split between a frontswing, base attack time and backswing. Backswing can be cancelled with a move or stop action. Here they've taken this kind of abuse into account and simply made the "recovery time" paused when moved (or cancelled too I guess? maybe?).

I actually brought this up in my 2012 interview and they said they probably weren't going to allow action cancels in the game. Good to see that they do - allowing you to move straight away and cancel an action, but not being able to abuse doing so for faster attacks.

Interesting mechanics, but Josh doesn't answer the question at the end. What happens if you interrupt a recovery period with a movement followed by an attack- is the movement time put towards the recovery time, or once the character reaches it's target, does the recovery continue to count down until an attack is executed?

He did answer the question. The recovery time is paused while moving, so when you click to attack a new target it will play the rest of the recovery time, then the attack animation and recovery time from that animation.
 

Ninjerk

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They already have been doing it for DotA haven't they? I doubt it will really take off for a single player RPG, simply because there is no competition involved. Sure you might get the one crazy loon on gamefaqs who will go out of his way to create graphs and tables but that shit has happened before.

They typically don't use the word frames, but maybe there's some advanced concepts floating around that are frame-related that I didn't know about. BAT would seem like it could relate to frames.
 

agris

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Interesting mechanics, but Josh doesn't answer the question at the end. What happens if you interrupt a recovery period with a movement followed by an attack- is the movement time put towards the recovery time, or once the character reaches it's target, does the recovery continue to count down until an attack is executed?

He did answer the question. The recovery time is paused while moving, so when you click to attack a new target it will play the rest of the recovery time, then the attack animation and recovery time from that animation.
Did he? I don't see it. That last answer addresses (1) what happens when the recovery period elapses, (2) melee and magic attack/recovery times and (3) wands/staves/rods interrupt chance.

Unless you interpret "If your recovery time has elapsed" as 'time spent doing other things, i.e. moving, counts towards your recovery time'. Maybe I'm reading it too closely, but without defining what constitutes recovery time (which is the very question he's being asked), it's an ambiguous fucking answer.
 

Abelian

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Congratulations, Delterius. Josh decided to follow the tradition of Agannazar’s Scorcher, Bigby's Clenched Fist, and Mordenkainen’s Sword, so he named a spell after you:

Josh Sawyer said:
Casters can make their Recovery Time shorter by wearing lighter armor and through the use of Deleterious Alacrity of Motion, which is their personal "attack faster, suffer continuous Stamina damage for the duration" spell (3rd level).
 

Answermancer

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Maybe I'm reading it too closely, but without defining what constitutes recovery time (which is the very question he's being asked), it's an ambiguous fucking answer.

He answered it on a previous page. When you are moving your recovery time is paused and resumes once you stop moving.

So if you have a 4 second recovery time and move after 2 seconds, you will have another 2 seconds left after you stop moving before your action goes off.
 

Delterius

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Congratulations, Delterius. Josh decided to follow the tradition of Agannazar’s Scorcher, Bigby's Clenched Fist, and Mordenkainen’s Sword, so he named a spell after you:

Josh Sawyer said:
Casters can make their Recovery Time shorter by wearing lighter armor and through the use of Deleterious Alacrity of Motion, which is their personal "attack faster, suffer continuous Stamina damage for the duration" spell (3rd level).

Officially the best game of all time. I expect each and every one of you to use this spell and remember of which glorious member of the RPG codex inspired that which saved The Josh E. Sawyer's magnum opus merely by existing.

Its not like people spell my name any differently.:negative:
 

Sensuki

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Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
Points to the first person who can KO their character using this spell. Wait, Chris Avellone already did :smug:.

I have a question for anyone with a good memory: Can anyone (Infinitron, Duraframe300 etc) remember where this rough quote about Chapter progression came from? Josh said something about "Completing a certain number of quests in an area allows you to progress to the next chapter of the game".
 
Last edited:

deuxhero

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Sounds like the "honeycomb" thing Obsidian mentioned in regards to previous games.

To clarify, "honeycomb" mission design is something one of our System Designers, Matt MacLean, suggested for Alpha Protocol. If it had been early enough in pre-production, we would have used it (and hopefully still can). It applies to a mission design where the player is giving an overarching objective (say, "force the Montaine troops to evacuate the border garrison") and then give the player about 5-6 "satellite quests" orbiting the main quest, all of which can affect the set-up or success of the central mission. The player can choose which of those 5-6 missions he wants to undertake, and they all react to each other and cause a reaction in the central objective as well.

We did this to an extent in AP (optional missions, missions affecting other missions for each hub), but there was much more we could have done with this system, and all other things being equal, it's my goal that it be a focus for at least one of our titles in the future, as it's a really interesting idea.

The disadvantage is it can get extremely complex if done improperly (special casing events), the advantage is that it's a better means of giving the player reactivity without a linear quest progression... and more importantly, it gives the player choices in how they want to complete the objective. They wouldn't need to do all 5-6 missions at all, and they could accomplish these satellite missions in any order they wanted. A speech character may simply target 3 missions that cater to diplomacy (say, sowing gossip or convincing soldiers or officers that the main capital is going to be attacked), and suddenly the garrison gets a high-level order to move its troops to the capital to defend the monarch.
 

deuxhero

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I meant that it sounded like he was refering to PoE using the honeycomb design, not that it was that quote in particular.
 

Infinitron

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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
I meant that it sounded like he was refering to PoE using the honeycomb design, not that it was that quote in particular.

Yeah, and I'm saying there's nothing in the concept of "completing a certain number of quests to finish a chapter" that necessarily indicates "honeycomb design".

Sensuki I can't find the quote, but perhaps Roguey can be of assistance.
 

Sensuki

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Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
No, the animation speed is 30 fps.

The actual game will probably not have a frame limit.

And regarding Honeycomb design:

The (apparent) design reminds me a little bit of progression in Knights of the Old Republic 2. I never left a planet in KotOR2 without completing all the quests that I could, but it didn't matter what order you did planets in after Telos. After "completing" a planet, the game would progress and you'd get a cutscene, or an event would happen - such as the arrival of Visas Marr on your ship.

The same general philosophy seems to apply here: Certain quests will probably be flagged as "crit path" and you can do any of them in any order. Completion of the minimum number of quests required to advance the story probably triggers an in-game event (whether immediate, such as an unavoidable encounter upon exiting the current area or something like unlocking a location on the worldmap (BG1 style) or progression through dialogue.

Progression in PE is probably going to be more guided than the Baldur's Gates. Meaning that access to areas is probably chapter gated. I am fairly positive that instead of being able to choose whether you go to Twin Elms or Defiance Bay after the Dyrford, you'll probably do them in a certain order because of the static nature of the encounter design and rewards.

The reason I think this is likely is the fact that Josh dislike's BG2's "Chapter 2" - and subsequently probably Baldur's Gate's openness as well and his IE games were more linear.

Probably a good topic for an Obsidian board discussion actually.
 

Infinitron

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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
The reason I think this is likely is the fact that Josh dislike's BG2's "Chapter 2" - and subsequently probably Baldur's Gate's openness as well and his IE games were more linear.

If the game is really heavily plot gated, the real reason is probably budget and time constraints.

But I think you may be assuming assumptions again. You can't even find the quote, so hold your horses
 

Sensuki

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Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
That's why I had the word (apparent) in brackets. I remember it being mentioned somewhere, but I can't remember where.

The discussion is IF that is the case. I make assumptions, so what?
 

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