Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

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

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,753
Location
Copenhagen
Also, I'm always a fighter and I never choose power attack.

In that case, you're a dumbass.

the ones he did were either A: Heavily based on GURPS.

LUL

Which ones were those exactly? Yes, Fallout was supposed to have been based on GURPS, but the system they ended up with was NOTHING like GURPS.
 
Self-Ejected

Brayko

Self-Ejected
Joined
Feb 11, 2012
Messages
5,540
Location
United States of America
Well then again, I'm playing the NWN 2 version of 3rd edition and I do not need it. So hats off to Obsidian if they came up with their own feats.

Expert Tactician and Disarm work wonders at low levels, while my dwarven friend has power attack and cleave. It works great because I can easily dispatch ranged opponents and spell casters which gives me plenty of attacks of opportunity, with Expert tactician that gives all your allies a hit bonus.
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,753
Location
Copenhagen
Thought you were talking 'bout pen & paper. There are few games beyond ToEE where Power Attack is that worthwhile.
 
Self-Ejected

Brayko

Self-Ejected
Joined
Feb 11, 2012
Messages
5,540
Location
United States of America
Yeah well DnDers were always put off by my smartassedness so I never bothered, my Irish buddies are thick-headed and loyal so I can count on them to play real life DnD with me as party leader at the pubs. :smug:

But let's not turn this into a chat room Jaesun might get whooshy with his modular powpow.
 

Kem0sabe

Arcane
Joined
Mar 7, 2011
Messages
13,193
Location
Azores Islands
Considering pure crpg gameplay, NWN2's 3.5 implementation of the rule set was much more fun than Baldur's Gate AD&D. Skill checks, feats, prestige classes, etc, all of that was a hell of a lot more interesting than simply putting some points in stats and weapon proficiencies. I hope PE goes for a more reactive approach, with more player input instead of just equipping the best gear and clicking away.
 

Duraframe300

Arcane
Joined
Dec 21, 2010
Messages
6,395
LUL

Which ones were those exactly? Yes, Fallout was supposed to have been based on GURPS, but the system they ended up with was NOTHING like GURPS.

Eh, I wouldn't say nothing (for example skill concept / point distribution). And it still is. A lot of SPECIAL was just coming up with replacements for the GURPS systems (a lot of the stuff was done as fast as possible according to Cain himself). So, there wasn't really any room to experiment for the best options which was my point.
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,753
Location
Copenhagen
Considering pure crpg gameplay, NWN2's 3.5 implementation of the rule set was much more fun than Baldur's Gate AD&D. Skill checks, feats, prestige classes, etc, all of that was a hell of a lot more interesting than simply putting some points in stats and weapon proficiencies. I hope PE goes for a more reactive approach, with more player input instead of just equipping the best gear and clicking away.

I've always been the first to salute NWN2 for its D&D implementation. It rivals AND goes beyond ToEE's easily. A shame the gameplay was so horrid, really :/

LUL

Which ones were those exactly? Yes, Fallout was supposed to have been based on GURPS, but the system they ended up with was NOTHING like GURPS.

Eh, I wouldn't say nothing (for example skill concept / point distribution). And it still is. A lot of SPECIAL was just coming up with replacements for the GURPS systems (a lot of the stuff was done as fast as possible according to Cain himself). So, there wasn't really any room to experiment for the best options which was my point.
Skill concept / point distribution had nothing to do with GURPS. Literally nothing. Beyond being a classless system of course, but I hope you won't insinuate that any classless system is = GURPS?
SPECIAL has one or two very superficial similarities with GURPS, but they really share next to no mechanics. The only reason people continuously (and falsely) compare them is because Fallout was supposed to use GURPS originally.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,623
If NWN2 had a good system it'd be possible to make a good game with it. However, no one has ever done this or ever will. :M
 

Kem0sabe

Arcane
Joined
Mar 7, 2011
Messages
13,193
Location
Azores Islands
If NWN2 had a good system it'd be possible to make a good game with it. However, no one has ever done this or ever will. :M

I enjoyed both MotB and SoZ, only part of the game that was lacking was the original campaign. I'm still to see an rpg with a custom party conversation system and skill checks of SoZ.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,623
If NWN2 had a good system it'd be possible to make a good game with it. However, no one has ever done this or ever will. :M

I enjoyed both MotB and SoZ, only part of the game that was lacking was the original campaign. I'm still to see an rpg with a custom party conversation system and skill checks of SoZ.
Both those titles had really boring gameplay. MotB was only worthwhile because of the writing and its story could have been told with much better systems.
 

Kem0sabe

Arcane
Joined
Mar 7, 2011
Messages
13,193
Location
Azores Islands
Both those titles had really boring gameplay. MotB was only worthwhile because of the writing and its story could have been told with much better systems.

My problem with the actual gameplay was down to Obsidian's own ineptitude in building their engine, it was sluggish and the camera was unwieldy, but the rules themselves were ok. It might not have had the most "epic" or "fluid" fights but that was down more to encounter design than anything else.

The D&D ruleset is not bad, far from it, for crafting crpg's, you can build very different combat build's within the same class while still allowing for a wide range of non combat skill checks. The designers are the problem, they still focus on combat and even then they fail to implement interesting encounters and enemy AI.

Concerning PE, i couldn't care less what system they use, as long as it allows 1. Variety of combat builds 2. Shit load of skill checks. Those are the 2 things i enjoy the most in RPG's.
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,781
Location
Roanoke, VA
Grab the Codex by the pussy
I'd donate $200 (negotiable) to the Codex if DU revoked Roguey's posting privileges in all the major cRPG Kickstarter threads for six months. Sadly, I don't think XenForo allows for such fine control of one user's posting privileges.
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,753
Location
Copenhagen
If NWN2 had a good system it'd be possible to make a good game with it. However, no one has ever done this or ever will. :M

No one has used in a non-simplified, streamlined fashion without broken gameplay beyond the system, except for ToEE, KotC and IWD2... and lo and behold, all those games are great (even if IWD2's implementation is horrible).

SUCK IT
 

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
Sawyer can't into implementing system -> system is bad.
Sawyer always fails to implement his systems (because they're shitty to begin with) -> not his fault, no time, please don't hate him
All systems suck -> Sawyer's will be only one that won't

:thumbsup:
 

Frusciante

Cipher
Joined
Aug 24, 2012
Messages
716
Project: Eternity
So does anyone have a good overview of who's on the team so far?

I know of Adam Brennecke, Josh Sawyer, MCA, Ziets, Tim Cain, Rob Nesler and the japanese concept artist.

I was wondering how many writers there will be on the team. I guess MCA is the lead writer? And Ziets is second writer. Any more writers that you guys are aware of? How many writers would you need for a project like this?
 

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
Sawyer thanked Hector Espinoza (artist) and Michael Edwards (programmer) for the work on the tech demo.
 

Duraframe300

Arcane
Joined
Dec 21, 2010
Messages
6,395
So does anyone have a good overview of who's on the team so far?

I know of Adam Brennecke, Josh Sawyer, MCA, Ziets, Tim Cain, Rob Nesler and the japanese concept artist.

I was wondering how many writers there will be on the team. I guess MCA is the lead writer? And Ziets is second writer. Any more writers that you guys are aware of? How many writers would you need for a project like this?

Project Eternity is a small team with no publisher interference, so excpect everyone to have somewhat of an input which makes the roles a bit hard to define

Short overview of people we know so far (May be missing some)

Producers

Darren Monahan (In some form)

Leads

Josh Sawyer (Project Lead)
Adam Brennecke (Executive Producer? and Lead Programmer)
Carther Thomas (Executive Producer)
Tim Cain (Don't know his role exactly, but he's doing Systems with Josh. So System Designer/possible Programmer)
Chris Avellone (Narrative Designer/possible Creative Lead)
Justin Bell (Lead Sound Designer/Possible Composer)
Rob Nesler (Art Director)
Mark Bremerkamp (Lead Animator)

Designers & Writers

George Ziets (External Writer)
Bobby Null (Designer)

Artists

Hector Espinoza (Lead Enviroment Artist, worked on IWD2)
Polina Hristova (Concept Artist)
Kazunori Aruga (Concept Artist, until recently worked at Lucasfilm)
Dimitri Bergman (Lead Charachter Artist)
James Chea (Charachter Artist)
Kien Tran (Artist)
Sean Dunny (Enviroment Artist)

Animator

Antonio Gonvela (Technical Animator)


Audio

Austin Shannon (Sound Designer)

Programmers

Steve Weatherly (Game Programmer)
Michael Edwards (Senior Technology Programmer)

Possibles

Eric Fenstermaker (We know he helped out with ideas and may contribute more after South Park wraps up)
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,623
It might not have had the most "epic" or "fluid" fights but that was down more to encounter design than anything else.
It is literally impossible to design a good encounter with 3.5 thanks to the ridiculous discrepancy between casters and noncasters and the huge gulf between good, optimized builds and bad. Even Mysteries of Westgate was boring, except for a few fights, and you could only ever have a rogue, fighter, and cleric for companions.

No one has used in a non-simplified, streamlined fashion without broken gameplay beyond the system, except for ToEE, KotC and IWD2... and lo and behold, all those games are great (even if IWD2's implementation is horrible).

SUCK IT
Boring fights: the game, magecrafting: the game, and obnoxious dungeons: the game.
 

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
It is literally impossible to design a good encounter with 3.5 thanks to the ridiculous discrepancy between casters and noncasters and the huge gulf between good, optimized builds and bad. Even Mysteries of Westgate was boring, except for a few fights, and you could only ever have a rogue, fighter, and cleric for companions.
The difference is smaller than any previous version of DnD, Bioware somehow made BG2 fun.
 
Self-Ejected

Excidium

P. banal
Joined
Aug 14, 2009
Messages
13,696
Location
Third World
It is literally impossible to design a good encounter with 3.5 thanks to the ridiculous discrepancy between casters and noncasters and the huge gulf between good, optimized builds and bad. Even Mysteries of Westgate was boring, except for a few fights, and you could only ever have a rogue, fighter, and cleric for companions.
The difference is smaller than any previous version of DnD
Hahaha...what?
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom