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]

Tytus

Arcane
Joined
Jul 9, 2011
Messages
3,644
Location
Mazovia
Fucking hell bros can I just say that they have gonna full retard over at the Obsidian forums. People are saying shit like "I want the game to do this" etc., for fucks sake,
Yeah, it's almost like we are at the Codex. :roll:

But we are discussing it between ourselves, not writing directly to the devs on their official forums and expect results.
 

norolim

Arcane
Joined
Nov 21, 2012
Messages
1,012
Location
Pawland

Tytus

Arcane
Joined
Jul 9, 2011
Messages
3,644
Location
Mazovia
Praise the gods you didn't read Pool of Radiance book - that was such a pile of shit, that even when I was young and stupid, had problems finishing it.
This one?: http://isa.pl/p494-Sadzawka-Blasku-przeceniona-00100037.html

Sadzawka Blasku ja pierdolę :)
:D Killer title. I kept laughing for 20 minutes. Is the book as good?

Still better than "Basen Lśnienia". So it coud've been worse.
 

t

Arcane
Patron
Joined
Aug 24, 2008
Messages
1,303
Codex 2014 PC RPG Website of the Year, 2015 Serpent in the Staglands Divinity: Original Sin Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
But "sadzawka"... feels like
pool.jpg
 

Sensuki

Arcane
Joined
Oct 26, 2012
Messages
9,831
Location
New North Korea
Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
Sawyer answered a few of my Q's on the Obsidian forums.

J.E. Sawyer said:
Sensuki said:
Awesome news guys, glad to hear everything is running along smoothly (y)

I would like to know more about the structure of class level advancement. I recall asking in an interview with Josh I did last year whether the advancement system would be homogeneous like 4E or staggered like 2E/3E/3.5E etc, it would be cool to see an example of that.

Some other stuff I'm interested in would be the quest/experience system, whether the armor system was changed again or not and combat animations, whether there will be frontswing/backswing animations, if they are cancellable by microing and how ranged weapon animations are being handled (aim, fire, reload etc)

The advancement system is not as homogeneous as 4E, but classes do gain a class-specific ability (passive, modal, or active-use) every level.

We're implementing the quest system right now. We're going to use a visual flowchart for our quest implementation which should help with seeing the potential complications of branching or skipping objectives. The armor system hasn't changed since the last revision a while back. The system currently uses a single DT for a suit of armor with additional modifiers applied for things it is better or worse at. E.g. ordinary mail has 12 DT but it is 40% worse against crushing attacks. We're still implementing some aspects of the reloading system. Aim and fire are part of the same animation. Reloading is separate and moving interrupts it. Reloading a bow is relatively fast. Reloading a crossbow or arbalest is more time-consuming, and reloading a firearm is the most time-consuming (though not as long as it would be in real life). Most attack animations will probably not have early cancels, but we will probably have them for longer events like casting spells or special attacks.

J.E. Sawyer said:
Sensuki said:
Are you still adhering to the weight classifications (Light, Medium, Heavy)?

They are organized like that conceptually, but currently those classifications don't have any direct correlation to specific game effects.

That should hopefully answer some of Hormalakh's frantic questions about the armor system haha.
 

Sensuki

Arcane
Joined
Oct 26, 2012
Messages
9,831
Location
New North Korea
Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
J.E. Sawyer said:
With weaknesses and strengths against different damage types, it's also a lot easier to communicate that through the UI. Additionally, once you've learned the strengths and weaknesses of a given armor or creature type, it stays consistent. If you see someone in crummy Oromi steel mail (the worst steel in the Dyrwood), it has a lower base DT, but it still has -40% DT against crushing attacks. When you go up against guys in March or Ymyran steel mail much later, it still has -40% DT against crushing even though the base DT is significantly higher.

He seems to be in an answerable mood atm, I'll see what else I can squeeze out.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,623
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
J.E. Sawyer said:
Sensuki said:
Are you still adhering to the weight classifications (Light, Medium, Heavy)?

They are organized like that conceptually, but currently those classifications don't have any direct correlation to specific game effects.

That should hopefully answer some of Hormalakh's frantic questions about the armor system haha.


http://forums.obsidian.net/topic/63696-update-51-prototype-2-update/?p=1326433

J.E. Sawyer said:
Every type of armor has a specific speed penalty that correlates with (but is not specifically calculated by) "weight" (higher DT).
 

Sensuki

Arcane
Joined
Oct 26, 2012
Messages
9,831
Location
New North Korea
Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
Hahah I asked George *exactly* the same question earlier. Looks like someone beat me to the punch :P

He deflected that one pretty well though.
 

garren

Arcane
Patron
Joined
Nov 1, 2007
Messages
2,045
Location
Grue-Infested Darkness
How fast can you switch weapon sets? Since reloading firearms is the slowest action among ranged weapons, it would be cool tactic if you could, say, unload your rifle to an enclosing enemy, then switch to your pistol and unload that too, then switch to melee. Nice amount of damage before the enemy reaches you, doable only once per fight.
 

Tytus

Arcane
Joined
Jul 9, 2011
Messages
3,644
Location
Mazovia
How fast can you switch weapon sets? Since reloading firearms is the slowest action among ranged weapons, it would be cool tactic if you could, say, unload your rifle to an enclosing enemy, then switch to your pistol and unload that too, then switch to melee. Nice amount of damage before the enemy reaches you, doable only once per fight.

It would immedietely become an opening move to every fight. So every fight would become more like an mmo encounter when everytime you start with using the same skillset.
 

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
I think guns are going to have significantly lower accuracy than bows and crossbows. Remember, wheellocks.
 

garren

Arcane
Patron
Joined
Nov 1, 2007
Messages
2,045
Location
Grue-Infested Darkness
It would immedietely become an opening move to every fight. So every fight would become more like an mmo encounter when everytime you start with using the same skillset.
I disagree. Obviously the character of my example would need to have good melee and firearms skills to use that tactic successfully, and we don't know much about what other things melee characters can do while the enemy approaches. Prepare some sort of special attack? Set a trap? Do some other special long range action? Charge the enemy so your ranged fighters have more breathing room? Enemy design is also a factor, some could be so fast that you simply don't have time to do all that stuff.

However I agree that if weapon switching is faster than reloading then every firearms character would carry a couple of firearms with them and unload them all before using the default one for the rest of the fight, which could be unbalanced. So uh.. yeah.
 

April

Educated
Joined
Apr 9, 2013
Messages
53
There will be modal abilities right? What if switching weapons disrupted the modal abilities for a short period while the wielder got used to the new weapon or something like that?
 

t

Arcane
Patron
Joined
Aug 24, 2008
Messages
1,303
Codex 2014 PC RPG Website of the Year, 2015 Serpent in the Staglands Divinity: Original Sin Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
At least translation is more or less correct. According to filmweb they translated "The Desolation of Smaug" into "Samotna Góra"

Don't even start me on that... "Die Hard" -> "Szklana pułapka" ("Glass Trap" for our nonpolish fellows)
 

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