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

oldmanpaco

Master of Siestas
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Nov 8, 2008
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Winter
So much trouble with a generic trash mob.
 

oldmanpaco

Master of Siestas
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Messages
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Winter
I haven't been paying to much attention over at their forums so what is all that 'Obsidian Order' crap? It screams of fanboy larpers.

It was basically started as a way to get people to up their pledges by 8$ (very early on). It's basically a kind of fund drive.

And Obsidian was nice enough to oblige by giving forum tags. That's basically it.

Just imagine if every singe one of the 60,525 KS pledges raised their pledge by 8$.. that would be kick ass.

4M stretch goal we we come... (CATS!).


Fabulous Paladin of the Obsidian Order

I'm not sure if what you do to other men would fall under a Lawful Good alignment.
 

Jaesun

Fabulous Ex-Moderator
Patron
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MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
:lol:

Still, I'd give him a BRO fist for doing this. Josh should have played it. He would have SLAYED everything.
 

Zed

Codex Staff
Patron
Staff Member
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Codex USB, 2014
:lol:

Still, I'd give him a BRO fist for doing this. Josh should have played it. He would have SLAYED everything.
not to mention josh being able to give some developer commentary.
 

LeStryfe79

President Spartacus
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Codex 2012 Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Codex USB, 2014 Shadorwun: Hong Kong
One of the things I don't like in IE games is the constant pausing with trash mobs solely to conserve healing resources. I don't like auto regeneration in most games, but another solution to this must exist somewhere. It's probably my fault since I like to play with fewer than six characters but still...
 

Captain Shrek

Guest
Regarding the Obsidian order thing. I don't care what they do, but if it means more money into the project I'm glad they're doing it.


Exactly. I am not against idiots fleecing THEMSELVES in the name of a great cause.
 

Murk

Arcane
Joined
Jan 17, 2008
Messages
13,459
2 weeks ago I got bored during my office hours at work (3 hour block + 2 hours later at home) and decided to play IWD 2. I solo'd with a monk all through Targos doing EVERYTHING through where you fight the first were-badgers. The Malarite priests however were proving to be actually somewhat difficult and so I didn't go past that.

It... is confusing as to why dear sir Adam cannot into the type of game he loves so much that it apparently inspires multi-million dollar foray into new game.

This is like Bill Gates not knowing how to edit Headers in MS Word. It makes sense why he wouldn't, but is damn embarrassing either way.
 

oldmanpaco

Master of Siestas
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Messages
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Winter
You think the other guys at obsidian are giving him crap about how bad he was at this? I hope sawyer or MCA slap him around a bit.
 

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
Eh, they probably suck at it too.

It's like when you find out that your favorite musician listens to some retarded pop-shit (or that Tim Cain likes Fallout 3). Shocking at first, but hey, you get used to it. :balance:

Also he was okay-ish after character creation. Although I didn't watch that much.
 

Phelot

Arcane
Joined
Mar 28, 2009
Messages
17,908
:salute: Phelot and others that will have to moderate the posts of all the newcomers.

Speed is also not that bad. But then again I'll give it an hour.

If they venture into GD, I will force them to be my best friend. Otherwise, I have no power within the upper tiers of the Codex and can do nothing about them.
 

Dexter

Arcane
Joined
Mar 31, 2011
Messages
15,655
Tim Cain's new video up! and he mentioned RPGCodex! SQUEEEE! :bounce:
Codex mentioned among :obviously: publications, such as Facebook comments, Reddit and KickStarter comments.
I won't celebrate until they pass 3.5m. :M

I'd say they'll probably pass $3.7 Million at the end at this point.

That Endless Paths dungeon is getting pretty fucking serious. 8 levels is a bit much.

It cannot be enough. A MEGA dungeon has been the subject of much conversation on the Codex in the past. 8. 10. 16. As low as it goes. You shouldn't have to romp through the entire thing in one session. Rather, it could be an advanced complex with many many residents which would send you to different places within the mega dungeon in addition to the mega dungeon itself having an overall theme or its own secrets.
I imagined it from the start with sort of its own "level plan" side-view-ish map that pops up another part after clearing every few levels and there being a sort of mechanical lift mechanism you can unlock to be able to get back to the surface or quicker to where you left off, unlocking more and more "levels" displaying on said map as you get deeper and deeper.

ravenloftmap1.jpg


So them drawing that map that they've been updating has been a welcome surprise xD
 

Raygun_elf

Educated
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Oct 8, 2012
Messages
51
Location
Ulthwé Craftworld
Tim Cain's new video up! and he mentioned RPGCodex! SQUEEEE! :bounce:
Codex mentioned among :obviously: publications, such as Facebook comments, Reddit and KickStarter comments.
I won't celebrate until they pass 3.5m. :M

I'd say they'll probably pass $3.7 Million at the end at this point.

That Endless Paths dungeon is getting pretty fucking serious. 8 levels is a bit much.

It cannot be enough. A MEGA dungeon has been the subject of much conversation on the Codex in the past. 8. 10. 16. As low as it goes. You shouldn't have to romp through the entire thing in one session. Rather, it could be an advanced complex with many many residents which would send you to different places within the mega dungeon in addition to the mega dungeon itself having an overall theme or its own secrets.
I imagined it from the start with sort of its own "level plan" side-view-ish map that pops up another part after clearing every few levels and there being a sort of mechanical lift mechanism you can unlock to be able to get back to the surface or quicker to where you left off, unlocking more and more "levels" displaying on said map as you get deeper and deeper.

ravenloftmap1.jpg


So them drawing that map that they've been updating has been a welcome surprise xD
I think it depends how big each level is, if games like Doom or Ultima Underworld proved anything, it's that it's possible to make relatively small environments appear like gigantic labyrinths through the power of good level design.
 

Gondolin

Arcane
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Purveyor of fine art
Myeah. I was thinking about pretty large maps, but if each level is about the size of the De Arnise keep or Watcher's Keep, then it shouldn't be a problem.
 

Dexter

Arcane
Joined
Mar 31, 2011
Messages
15,655
I'm imagining Durlag's Tower/Watcher's Keep type of levels since that is obviously what they are trying to go for or imply, but I was talking about having it visualized in the game as they did on the Kickstarter page somehow if it really becomes this huge complex, always loved that in games even if they offered some sort of minimal map, where you could visualize where you are, where you were and where you may want to go. It's obviously going to be a game-spanning dungeon at this point where you can even return to during the course of the game, do some more stuff and head back out etc. They could even expand on it with the expansion xD

Rickenbaker_Map.png

Loading_screen_01.jpg


It always gives this sense of place, of being in some sort of huge complex and trying to navigate it, as opposed to "oh, I just reached another dungeon level/level map".

I also remember that other games like NWN or Drakensang tried this sort of "mega dungeon" stuff and added to this in their own way although my memory is extremely fuzzy by now. I think there was some sort of NWN expansion/mod or whatever? with a mad mage below Waterdeep trying to do Undermountain and in Drakensang there was also a big dungeon you had to return to during the game and there was some sort of dwarf NPC advancing with you between the levels and waiting at "safe spots" to talk to you or sell you some supplies. They might not have been that well designed overall, but had cool bits and pieces.
 

Raygun_elf

Educated
Joined
Oct 8, 2012
Messages
51
Location
Ulthwé Craftworld
I think it would be cool if the expansion (or one of, if they plan more than one) was based in the megadungeon. Instead of just a dungeon, they could add a whole underground civilization with huge caverns and multiple species, like the Underdark/Menzo.
 

Raygun_elf

Educated
Joined
Oct 8, 2012
Messages
51
Location
Ulthwé Craftworld
I think they would of had more last minute momentum if instead of the the one 500,000 dollar city, they had a base goal of a growing new quest hub, a "camp" at 3.1, a "village" at 3.2, a "town" at 3.3, a "city" at 3.4, and a "big Baldur's Gate sized city" at 3.5. But I'm just being picky.
 

IDtenT

Menace to sobriety!
Patron
Joined
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Messages
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South Africa; My pronouns are: Banal/Shit/Boring
Divinity: Original Sin
It being real-time has no function whatsoever, which is clear because he has to pause all the time regularly and fast.

But see, he doesn't actually have to pause that much. That's what I've kept saying and saying in my defense of RTwP. Poor/unexperienced RTwP players routinely "over-pause", ruining the experience for themselves.

Good strategy is worth a hundred pauses.
You're honestly defending shoe-horning D&D (or any other turn-based mechanics system) into RTwP gameplay? :M
 
Joined
Apr 2, 2010
Messages
7,428
Location
Villainville
MCA
Fucking Derp Roads. It was no MEGA dungeon. It was just a typical railroaded dungeon with extremely shitty design to look bigger.
 

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