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

SwiftCrack

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Oct 3, 2012
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That I can agree with, ToB in general was not of the same quality as the other BG games.

The curse of high level ADnD I guess.
 

Tigranes

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Jan 8, 2009
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Watcher's Keep's problems had nothing to do with high levels, it just wasn't a very well designed dungeon. The very first level and the final encounter with Demogorgon was well done, but most of it occupied with boring crap like the chromatic demon.
 

~RAGING BONER~

Learned
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ToB would have benefited from more "storyfag-ness" and less "let's just rush toward the finish"...

there should have been a BG/BG2 sized content filled chapter before facing each of the 5, it also would have been a great opportunity to pad out a rather unfamiliar Tethyr region (for those of us who don't read FR books).

Finally, it needed a darker tone...for some reason SoA felt darker and more urgent when it was ToB that supposedly had shit hitting the fan.
 

Infinitron

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Codex Year of the Donut 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
Watcher's Keep was weird, but you can't say that it was unfun. The game-within-a-game roguelike? Come on, people!
 

Crispy

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Throne of Bhaal wasn't even D&D any longer (none of that herpaderp high level shit is -- characters should be forced to retire at level 20 or earlier). But it was a fun romp in the world of Powergamers Gone Wild and anyone who didn't like it for what it was or who claims it was unplayable missed its entire point.

Also, I remember when the entire point of D&D in general was simply to find a (the) dungeon and to explore it. Gone are those days. Long gone is my youth.
 

Renegen

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Bunch of dipshit storyfags in that thread. Watcher's Keep was the ONLY good thing in an otherwise mediocre expansion. I had more fun clearing it out than I had with any of the other areas combined.
Watcher's Keep sucked balls and everyone knows it. It was just a mish mash of different enemies in there. Nothing interesting. If I want to just fight a bunch of enemies then I'd go do a couple of random encounters. The only thing worthwhile in the whole dungeon was Demogorgon because he was a challenge. Everything else, especially at that late in the game was just boring. Yeah I got a bunch of cool loot I wouldn't have otherwise found, but potion bags and +3 arrows doesn't a 7 level dungeon make. Durlog's Tower was much better implemented.
Watcher's Keep was probably the best part of BG2. For dungeon-crawl fags it's great.
 

derpherp

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Apr 26, 2009
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I'm seriously beginning to think the Obsidian forums might be more cancerous than BSN. The BSN can be written off pretty easily as Twilighters and romance schlock connoisseurs, even by a casual observer, but someone might take those Obsidrones seriously as some type of "hardcore gamer."
 

Infinitron

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Codex Year of the Donut 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
More Josh: http://forums.obsidian.net/topic/62...-iron-tower-studio/page__st__120#entry1288677


Josh Sawyer said:
Above a certain (fairly low) level, potions were not going to get your front-line characters back up to peak condition unless you were dumping gallons of potions down their throats. Whether it was due to loss of hit points or loss of per-rest/daily abilities, parties eventually had to rest in IE games. Pre-3E, clerics (or druids) had to devote a lot of their spell slots to healing. Some of those healing spells were used in combat, but often they were used between combat -- in essence trading the loss of one resource for another, but still accelerating the diminution of party resources. It also practically demanded the presence of a dedicated healer for extended exploration.

In 3E, the system ameliorated the necessity of loading up on healing spells by allowing good (and some neutral) clerics to spontaneously convert prepared spells into cure wounds spells of similar level. 4E took this a step further and implemented healing surges, which gave ALL characters much greater flexibility in healing themselves between combats, but gave them limited ability to do so within combat -- unless assisted by another character (e.g. a cleric casting healing word as a minor action). A party without a healer has a certain disadvantage within combat, but is nowhere near as disadvantaged between combats (compared to 2nd Ed. or 3E/3.5).

The Stamina/Health system is intended to accomplish a similar goal, but Health is still intended to be a resource that progressively dwindles down and encourages the player to rest. In PE, my belief is that this system will make that progression less chaotic and dependent on the presence of certain items/classes than it is in pre-4E D&D.

Josh Sawyer said:
It's actually already implemented and it works similarly to the classic MicroProse game Darklands. The major differences (IIRC) are that Darklands used armor to adjust the ratio of Endurance/Strength lost (i.e., heavier armor reduced the amount of Strength lost on a hit compared to Endurance) and that there were items to regain Strength, but they were rare/expensive.


Josh Sawyer said:
Quadrone, on 06 December 2012 - 11:25 PM, said:

Ditto!
I thought this was an "old school CRPG"? So, why are we stepping away from skill and attribute checks in dialogues and instead are making it "E for Everybody"?

Just a reminder: Icewind Dale II was the only Infinity Engine game to have a dialogue skill (three, in fact). BG, BG2, IWD, and PS:T and related expansions all used ability scores and other more-or-less fixed character attributes like class and race. IMO, if you're going to have stat-based unlocks, I'd rather do that type of unlocking because it's often easier/more sensible to spread the checks out more evenly.

Josh Sawyer said:
I completelly agree. What i don't understand is why can't we have the unlocked options without the game saying to us what stat unlocked that option. I explained my opinion better in my previous post:
There sould be no indicators that you use a stat. Just dialog choices. That some of them are available because you had the right combination of stats/knowlege/reputation its not something the player should know about. Its more natural and makes you follow the dialog without metagaming it. Also it helps with replayability if you make a diffirent character and have completelly diffirent dialog choices
They'll be turned off in Expert mode and if you select an option in other modes. Personally, I think it stinks to high heaven and obfuscates what's going on, but it's no skin off my nose.
 

Crispy

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I know I was talking some shit about this game earlier but that right there sounds like some pretty non-retarded goodness.

Hope springs eternal?
 

Rake

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Messages
2,969
ToB would have benefited from more "storyfag-ness" and less "let's just rush toward the finish"...

there should have been a BG/BG2 sized content filled chapter before facing each of the 5, it also would have been a great opportunity to pad out a rather unfamiliar Tethyr region (for those of us who don't read FR books).

Finally, it needed a darker tone...for some reason SoA felt darker and more urgent when it was ToB that supposedly had shit hitting the fan.
I think that the game initially was going to be BG3,before they decided to make it an expancion. All the problems in the game were because of that. examble: the encounter in the oasis with the Tethyrian general was out of the blue.But if the game gave you the chance to explore Tethyr,has the capital of the region as a BigCity like BG2 and you could witness the political fanctions and the tensions because of the Bhaalspawn, it could be a very good game, maybe on par with BG3.
 

tuluse

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
I don't think there is any way a game with Cain and Avellone as main contributors can be bad.

I also don't think there is any way it won't be hugely flawed :M
 

Infinitron

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Codex Year of the Donut 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
http://forums.obsidian.net/topic/62929-proyect-eternity/

Hi all,

I can see all the great desing and work from Baldurst Gate and Icewindale I love those games but Im a big time fan of Temple of the elemental evil, is this proyect will take the game esence of TOE?.

For example as user just use 1 character of any kind of class the fight its by turns (if the problem its the respawn, well you can make an instanse of that battle and open an chess).

In TOE we have all the clasics classes of D&D and it have all the desings for your character: Helmet, cape/cloack, armor, rings, sword, shiled, boots etc. So can some please tell me if you are working in something like this in this proyect?, If not please try to make something like this (or add something like this to this Proyect Eternity)


Thank you and Regards.

Ok, thank you for the information. I think I must wait more in order to see a game like TOEE in MMO version (with or without D&D license).

Well as the U2 song "I Still Haven't Found What I'm Looking For". For the Beyond Divinity its a nice game, I played Divine Divinity... but oh well... DDO I dont like it because I cant see the capes and the desing of the armor its... really.... bad....

Anyway there is nothing impossible some day I will see a good game like TOEE in MMO version.
: x
 

Hormalakh

Magister
Joined
Nov 27, 2012
Messages
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I've just got to hand it to VD - awesome interview. Finally had something worthwhile told to us through these interviews.
 
Self-Ejected

Kosmonaut

Lost in Space
Joined
Jul 11, 2008
Messages
4,741
Location
CCCP
Arcanum is one thing, Planescape is a whole other. A.WHOLE.OTHER.

biBki.gif
Yeah. Completely different, yet both awesome.
 

IronicNeurotic

Arbiter
Joined
Dec 2, 2010
Messages
1,110
http://forums.obsidian.net/topic/62937-criticism-of-the-concept-art-shown-so-far/

The racial design of the Aumaua is also problematic, mainly because they don't look distinctive and unique enough. I originally
thought the wizard was an ugly human because he looks too human; in an Uncanny Valley sort of way it makes me notice all the
subtle differences and chalk it up to the character getting beaten with an ugly stick. It may just be me, but I've always found
most Star Trek aliens to be gross looking because they're clearly humans with disfiguring makeup plastered on their faces.
Whereas, say, Jabba the Hutt from Star Wars is deliberately supposed to come across as disgusting, but he's so removed from humans
that it's less unsettling. For all we know he's a gorgeous specimen of a Hutt and there's no need to apply human standards of
beauty to him.
 

Grunker

RPG Codex Ghost
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Why did I miss this? Watcher's Keep is fantastic, fuck you guys. ToB was generally horrible, but Watcher's Keep was one of the best dungeons in any RPG ever - tons of cool ideas, brilliant loot, fine puzzles, great encounters and every level felt like its own plane with its own secrets.
 

Grunker

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http://forums.obsidian.net/topic/62929-proyect-eternity/

Hi all,

I can see all the great desing and work from Baldurst Gate and Icewindale I love those games but Im a big time fan of Temple of the elemental evil, is this proyect will take the game esence of TOE?.

For example as user just use 1 character of any kind of class the fight its by turns (if the problem its the respawn, well you can make an instanse of that battle and open an chess).

In TOE we have all the clasics classes of D&D and it have all the desings for your character: Helmet, cape/cloack, armor, rings, sword, shiled, boots etc. So can some please tell me if you are working in something like this in this proyect?, If not please try to make something like this (or add something like this to this Proyect Eternity)


Thank you and Regards.

Ok, thank you for the information. I think I must wait more in order to see a game like TOEE in MMO version (with or without D&D license).

Well as the U2 song "I Still Haven't Found What I'm Looking For". For the Beyond Divinity its a nice game, I played Divine Divinity... but oh well... DDO I dont like it because I cant see the capes and the desing of the armor its... really.... bad....

Anyway there is nothing impossible some day I will see a good game like TOEE in MMO version.
: x

Actually, a turn-based open world, faithful D&D3.5/Pathfinder MMO filled with dungeons, open world PVP and dungeon PVP, as well as each new patch adding new dungeons, is about the only kind of MMO I can think about that I would consider awesome to play.
 

Surf Solar

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Messages
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The only thing I hated in Watchers keep was the level with those different elements/the chromatic daemon. I also remember some map where you had to fight of waves of enemies in some kind of minigame style ( ? ) that I didn't like and for that reason didn't finish and didn't approach the last boss there. :(
 

Jasede

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Insert Title Here RPG Wokedex Codex Year of the Donut I'm very into cock and ball torture
I thought it was like ToB: a boring slog from combat to combat. Tedious when the dungeon feels like a theme park, not something someone once built for a purpose. Durlag's Tower had lots of difficult trials, puzzles and lore to hold it all together. This one didn't give me that feeling.
 

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