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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. mindx2 Codex Roaming East Coast Reporter Patron

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    Codex 2012 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pathfinder: Kingmaker
    I haven't been following the development as religiously as some around here (*cough* Roguey *cough*) but has anything been said about the implementation of the Mega Dungeon? I really enjoyed Durlag's Tower in BG and was wondering who was taking on this huge task. A 13 level mega dungeon has to account for a huge part of production since they have also promised 2 big cities and a stronghold, correct? Have they discussed this part or hinted at what's inside? Hopefully they don't pull a Larian and change the mega dungeon as I'm looking forward to that part quite a bit.
     
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  2. Mangoose Arcane Patron

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    Sounds good and I agree with the rest of what you said, too. My principle has always been that party-based real-time games need to focus less on micromanagement and more on macromanagement. Cooldowns - and mainly short cooldowns - add too much micromanagement. What PoE is intending is similar to what my thoughts have been on possible RTWP solutions - modal aka toggleable abilities, situational on-activation abilities like Wild Sprint, engagement 'stickiness.' Of course it always stands to see if implementation will actually be beneficial.

    To add to this I'd like to be able to toggle modal abilities, or even activate stuff like Wild Sprint, without needing to click on individual portraits. Being able to see and toggle abilities of your entire party all at once cuts down on the necessity to pause.

    As an aside, though, I think engagement should literally stop movement, and then the player can decide whether to disengage. Auto-pause on engagement is, yes, a similar method, but I think literally stopping movement is better just in terms of ease and fluidity of play. Again, not a gameplay mechanics issue, I just think combat and the engagement mechanic will 'feel' better like this.

    I still haven't played much of DOS so I can't say if the cooldown system works.
     
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  3. Mangoose Arcane Patron

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    Divinity: Original Sin Project: Eternity
    'K.
     
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  4. 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
    BG1 did not have much C&C/reactivity, but it wasn't zero.
     
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  5. Delterius Prestigious Gentleman Arcane

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    It appears to depend on the class. As a part of progression, wizard's lower circle spells go from being under a per encounter or even per day cooldown into a lower tier. This may not be the case across the board.
     
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  6. Grunker RPG Codex Ghost Patron

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    They haven't, but unlike Larian I feel pretty confidant that they will deliver. Won't speak to the quality of said delivery, though.
     
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  7. Sensuki Arcane Cuck

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    Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
    From my 2012 interview:

    http://au.cybergamer.com/article/3083/page-2/Interview-with-Josh-Sawyer-of-Obsidian-Entertainment/

     
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  8. Jaesun Fabulous Moderator

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    Torment: Tides of Numenera Divinity: Original Sin 2 BattleTech
    Was the Soul thing part of The Black Hound?
     
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  9. Sensuki Arcane Cuck

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    Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
    It's 15 levels. The archaeology is linked from one level to another. There is content in the above ground levels (like Durlag's Tower). The player will visit the Megadungeon on the Critical Path of the game but is only required to enter the first level. The rest of the dungeon is entirely optional and has an overarching quest for the player to solve as well as a bunch of side quests.

    The challenge level of each floor dramatically ramps up so that the player will most likely have to leave and then revisit the dungeon once they are more powerful. The devs have said it *might* be possible to finish all in one go with some very smart play/avoidance of unnecessary combat encounters, but they have not tried. The game's Producer Brandon Adler designed one of the levels. They worked on it all in one go as one big milestone in late 2013. Not all of the levels are huge in size. Some are larger, some are smaller.
     
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  10. Rake Arcane

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    As long as all levels have something interesting in them (no filler levels), the size isn't an issue.
     
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  11. tuluse Prestigious Gentleman Arcane

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    Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
    This is a gross misrepresentation of cooldowns, at least how it the term is used around here.

    It means that particular ability cools down while you can use other ones. If you can't do anything (ie the animation is still playing), it's not a cool down, it's just attack speed.

    I suppose the real IE way where you could run around for 5 seconds between attacks is kind of a gray area.
     
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  12. Mangoose Arcane Patron

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    Divinity: Original Sin Project: Eternity
    Whoosh.
     
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  13. Sensuki Arcane Cuck

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    Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
    It is a cooldown. The attack speed system uses a combination of attack cooldowns (recovery) before moving into faster animation frames. The IE games had "number of attacks", but the space between attacks is still a cooldown.

    No cooldowns is where once your attack animation is finished, a new attack animation begins.
     
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  14. 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
    Actually, what Codexers really mean when they say "cooldowns" is a hotbar full of abilities with timers counting down the seconds until you can click them again.
     
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  15. Athelas Arcane

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    Pretty sure Roguey is trolling you guys, since she knows how much everyone hates cooldowns.

    While I wouldn't describe the IE games' round-related quirks as cooldowns, it was something that was very easy to exploit.
     
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  16. Mangoose Arcane Patron

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    Divinity: Original Sin Project: Eternity
    Really?
     
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  17. tuluse Prestigious Gentleman Arcane

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    Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
    It's not a cooldown unless you can do something else.
     
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  18. Sensuki Arcane Cuck

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    Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
    It's still a cooldown, but it's a cooldown for every action you can take, rather than a specific action.
     
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  19. tuluse Prestigious Gentleman Arcane

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    Something no one has complained about ever, so shoehorning it into the same definition is pointless and confusing.
     
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  20. Sensuki Arcane Cuck

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    Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
    I'm just saying that mechanically it is a cooldown and so is swapping weapons or swapping grimoires in PE. But because they're not ability/spell related - people are fine with them, and they even make sense.

    I'm not wholly against ability cooldowns myself, but there's many more interesting strategical mechanical alternatives to use in RPGs such as Mana and Resting among other things.

    The monk and Cipher design sound quite fun in particular.
     
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  21. Mangoose Arcane Patron

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    I'm so confused lah
     
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  22. tuluse Prestigious Gentleman Arcane

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    Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
    No people are fine with them because it's not locking out one thing while letting you do others. That's where the shittiness of cooldowns lie.
     
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  23. Sensuki Arcane Cuck

    Sensuki
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    Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
    That's what I was referring to.

    I really like how Starcraft handled unit abilities. Each "caster" unit had a resource and their abilities cost different amounts of points from that resource (*kind of* like a Mana pool), however there was no way to make that resource come back any faster, so you had to be wise in how to spend it.
     
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  24. tuluse Prestigious Gentleman Arcane

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    Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
    It has nothing to be with being spell or ability related. That's just arbitrary naming.
     
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  25. Mangoose Arcane Patron

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    That and abilities that are on short cooldowns are annoying in real time party games because I don't want to go tab-click-tab-click-tab-click-tab-click umpteen times in one combat.
     
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