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

Hormalakh

Magister
Joined
Nov 27, 2012
Messages
1,503
It's work in progress dude. You gotta start somewhere. The whole thing is WIP.

Step 1: Get appointed lead designer.
Step 2: Declare you want to axe a core gameplay element without thinking it through.
Step 3: Ignore all criticism.
Step 4: Notice even your own personal stalker is disgruntled.
Step 5: Pull a 180.
Back to step 1

Game development 101 :troll:

:lol: it's called "iteration" in game design. your definition is not exactly accurate, but it's close enough.
 

Grunker

RPG Codex Ghost
Patron
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it's called "iteration" in game design.

You know what you also have in game design? Vision statements and overall coherent goals that you use as a framework for specific designs. You know what we haven't seen? Coherent vision statements and project goals for PE's system.
 

Hormalakh

Magister
Joined
Nov 27, 2012
Messages
1,503
it's called "iteration" in game design.

You know what you also have in game design? Vision statements and overall coherent goals that you use as a framework for specific designs. You know what we haven't seen? Coherent vision statements and project goals for PE's system.

Heh I still believe this isn't the IE games of old as I see it. But...I'm not too disappointed in that aspect. Can't argue with what you said though. Of course, this isn't usually how games have been made in the past.
 
Joined
Aug 28, 2012
Messages
997
Location
Dreams, where I'm a viking.
Project: Eternity Torment: Tides of Numenera
For fuck's sake Sawyer ! Stop feeding the rogueys.

The latest version of the miss-hit thing is actually :incline: over the original. Now why couldn't he do it that way from the beginning instead of axing game elements left and right ?

Classic negotiating technique, exploits the framing cognitive error. Take a position at one extreme to frame the range of possible agreements, then compromise by moving your position to what you were going to do anyway. :incline: of game dev kickstarter investor management fan communication techniques. :troll:


Psyched to see the full miss is back. Although I don't think the "glancing blow" concept is terrible. Its just not a great replacement for missing entirely. If it were used to introduce another point in the critical failure->failure->[quasi-success]->success->critical success continuum it can easily add nuance. For example, if it took the place of some successes as well as some failures, it would be the opposite of casual. Maybe a fighter would have a THC of 40% instead of 80%.

While it kind of sucks to miss all the time at 1st level, I find the relative incompetence of low level characters in D&D really adds to the sense of growth. Once your fighters start landing hits and your wizards start getting enough spells to engage in some actual tactics it really feels like you are an ex-novice, finally getting the hang of this adventurer gig. So the suckage is part of the fun.
 

almondblight

Arcane
Joined
Aug 10, 2004
Messages
2,649
Step 2: Declare you want to axe a core gameplay element without thinking it through.

Core in the sense that most RPG's use it, not that it is needed. Units in Advance Wars don't miss, and melee units in Myth didn't miss (though archers did sometimes), and both games had combat that was more interesting than most RPG's.
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,359
Not only is Josh Sawyer a left-wing hack, he's a FLIP FLOPPER! BURN!

The Codex is like a woman: the only way to please her is to do everything right the first time, before she asks, and then pretend you are meekly obeying her wishes.
 

Grunker

RPG Codex Ghost
Patron
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Messages
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Not only is Josh Sawyer a left-wing hack, he's a FLIP FLOPPER! BURN!

The Codex is like a woman: the only way to please her is to do everything right the first time, before she asks, and then pretend you are meekly obeying her wishes.

All these strawman attacks on the sceptic bunch are very telling. The only one who consistently attempts to reply to people's concerns is Roguey and Hormeomroafokfosdflahk.
 

DSW

Novice
Joined
Nov 13, 2006
Messages
34
BTW, here's a JoshPost which I don't think was pasted here: http://forums.obsidian.net/topic/63091-josh-sawyer-on-miss-and-hit/page__st__80#entry1296177

Josh Sawyer said:


Another example is kiting, which has been brought up a number of times and is a pernicious problem in a lot of games. The steps we take to solve kiting issues will not be made to slap the hands of gamers we think are doing something "bad". If we allow and effectively reward kiting, then kiting becomes the low-bar for overcoming combat challenges, but it will be our fault for letting it happen.



Josh just made a fine rationalization to make straight forward attack spamming easier than kiting, so player will go a lower-bar for overcoming combat challenges. Obviously he assumes that masses don't acknowledge that reloading is a consequence of challenge. No retrying means no challenge. Fighting with retrying means fighting with challenge. What kind of click feast we'll get in result? :hmmm:
 

Kem0sabe

Arcane
Joined
Mar 7, 2011
Messages
13,244
Location
Azores Islands
I dunno what kind of encounters you all are expecting from this game. BG1 easy, BG2 slightly less easy for the most part or the insanity that is ToB? Infinity engine games never had "good" combat, it was just plain crap. People played them because they enjoyed the story, the D&D setting, at least i did.

I expect, or hope, that PE is much of the same. Unless they wen´t for a turned based system with all the advantages that bring, combat will always end up being either too action oriented or not enough... problem with real time and all that.
 

Infinitron

I post news
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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
Infinity engine games never had "good" combat, it was just plain crap. People played them because they enjoyed the story, the D&D setting, at least i did.

:roll:

Josh Sawyer said:
"It's just about managing a lot of competing expectations, and sometimes it can be overwhelming because you see so many divergent opinions," says Sawyer of the communications challenge. Some players will chime in and say they adore everything about the old Infinity Engine games -- except those core design tenets that identified them.
 

Infinitron

I post news
Patron
Staff Member
Joined
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Messages
100,212
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
It's fine to not like IE combat, but it's funny how some people think it wasn't a highlight of those games (excluding Torment)
 
Joined
Aug 28, 2012
Messages
997
Location
Dreams, where I'm a viking.
Project: Eternity Torment: Tides of Numenera
It seems like most people who like RTwP liked it. People who hate RTwP seem to still have managed to enjoy the games though.

Personally, I would prefer TB, but I found IE combat to be more fun than other real-time combat systems I've played. [ETA: which means I found it to be fun, not less unfun]
 

Kem0sabe

Arcane
Joined
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Messages
13,244
Location
Azores Islands
It's fine to not like IE combat, but it's funny how some people think it wasn't a highlight of those games (excluding Torment)

If by highlight you mean that you spent most of your time doing it or preparing for it, then yes, it is in fact the mainstay of the "IE experience", excluding Torment.

But "highlight", as in what maintained my interest in the games throughout, i always valued the universe itself more. Remember that segment in ToB when you were killing room after room of mobs on your way to Sendai (i think?). More than the increasing difficulty of the encounters, i loved the fact that Sendai was slowly realizing that you were a force of nature working its way through her mobs on your way to kill her, the inevitability of it all.
 

Lancehead

Liturgist
Joined
Dec 6, 2012
Messages
1,550
It seems like most people who like RTwP liked it. People who hate RTwP seem to still have managed to enjoy the games though.

Personally, I would prefer TB, but I found IE combat to be more fun than other real-time combat systems I've played. [ETA: which means I found it to be fun, not less unfun]
Which is interesting because IE games tried to keep as much of the turn based P&P combat as possible whereas Sawyer is taking inspiration from other real time games. But the ruleset is different so the results could be interesting.
 

Rake

Arcane
Joined
Oct 11, 2012
Messages
2,969
It seems like most people who like RTwP liked it. People who hate RTwP seem to still have managed to enjoy the games though.

Personally, I would prefer TB, but I found IE combat to be more fun than other real-time combat systems I've played. [ETA: which means I found it to be fun, not less unfun]
Which is interesting because IE games tried to keep as much of the turn based P&P combat as possible whereas Sawyer is taking inspiration from other real time games. But the ruleset is different so the results could be interesting.
Well, Tim Cain had said that they will throw away the turn based aspects and build a system from scrach based around RTwP. It seems many of us just didn't realized how many changes that would mean.
Now the question is if they can pull it off or not
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,359
Not only is Josh Sawyer a left-wing hack, he's a FLIP FLOPPER! BURN!

The Codex is like a woman: the only way to please her is to do everything right the first time, before she asks, and then pretend you are meekly obeying her wishes.

All these strawman attacks on the sceptic bunch are very telling. The only one who consistently attempts to reply to people's concerns is Roguey and Hormeomroafokfosdflahk.


Not all 'concerns' are worth responding to, because responding simply muddies the waters. My thoughts on the no-miss design change I made quite clear, and I responded to people with different opinions that actually had an opinion. I think, for instance, that the miss/glancing/hit sliding scale Sawyer proposed is potentially good, and it's a question I had at the very beginning (i.e. why a flat 50% damage on miss? why not a sliding scale with a lower minimum?). Meanwhile, I was obviously unhappy with the original proposition, and thought it had no real benefit.

Of course, something I thought was inevitable from the very start was that sooner or later, P:E discussion will turn into the same discussion that NMA/DAC/etc had during Van Buren / FO3; what constitutes the feel, or magic, or style, or 'core principles' of a 'Fallout game' / 'IE game' / 'IE combat'? Some FO fans felt FO is not FO if it's not turn-based; so would P:E no longer have been true to its spirit if it had become turn-based? Does P:E have to be D&D inspired and, as Lancehead just said, keep as much to P&P as possible, or was that a situational thing due to BG's creation story that is not necessarily beneficial now?

My thoughts are that (1) you can't really create a definitive list of hard, substantial rules about what constitutes an IE game, or a P:E that stays 'true to IE' - it's about as useful as the Codex trying to define an RPG; (2) but there can be general stylistic principles. In my mind that includes party-based combat that allows full control of all characters and sufficient tactical variation and complexity to encourage/require micromanaging of party members and their abilities; some use of terrain, geometry and space; the presence of active and passive magical abilities; combat activity largely hinging on tactical planning and use of resources rather than twitch; and as Sawyer said, a roughly similar feel in the overall pacing of the combat. Which means that to me, something like miss/glance/hit, health/stamina, or, say, partially destructible environments, or DA:O style spell synergies, would be judged to fit within the spirit of the IE games (whether they are 'good' is another matter); if you get rid of missing altogether, or if you were to go for a full Diablo-style mana system, then I would start having problems.

I just think if people are going cry foul and say Sawyer/Obsidian is betraying its backers or whatever then there should be a reasonably consistent and rationalised basis upon which to make that judgment, though that basis would be different for everyone - otherwise anything that changes anything from the IE games will be up for grabs, and we're no different from saying "no romance = no buy" or "guns in my game = no buy".
 

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