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]

Joined
Nov 19, 2009
Messages
3,144
If that's the representation of Obsidian's audience, now I fear for the game. :(

Not all. He is sertainly one of the worst. He genuinly likes modern RPGs more than the old ones. I just don't understand why did he bothered with P:E in the first place and didn't wait for DA:I.

Seems like they're now busy discussing whether or not this game is the paragon of rpg-design.
 

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
Is there any evidence that he actually contributed to the game or is he just trying to force his desires on others?
 

Duraframe300

Arcane
Joined
Dec 21, 2010
Messages
6,395
If that's the representation of Obsidian's audience, now I fear for the game. :(

Not all. He is sertainly one of the worst. He genuinly likes modern RPGs more than the old ones. I just don't understand why did he bothered with P:E in the first place and didn't wait for DA:I.

Seems like they're now busy discussing whether or not this game is the paragon of rpg-design.

That discussion reassured my hatred of ExtraCredits.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,128
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
http://www.formspring.me/JESawyer/q/468894358070905795

9XWuKyD.png


Blaine Sound good?
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,926
He gave that same answer months ago. Though doing it from the top-down is nice to hear.
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,795
Location
Roanoke, VA
Grab the Codex by the pussy
Infinitron
Heard it months ago, doesn't jibe with "we don't want traps to be frustrating."

Still, that's only one talking point. It's good that they're designing normal difficulty first, then subsequently ramping it down to casual difficulty for the babbies and BioDrones.
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,843
Location
Copenhagen
Heard it months ago, doesn't jibe with "we don't want traps to be frustrating."

Dude, I think you're putting way too much into this because you've heard AAA developers using 'frustrating' in a way that means "kiddie difficulty." What he means judging by what he's said on the issue is that the difficulty, also regarding traps, must be harsh but fair.

Incidentally, that's how I like my difficulty levels. Brutal, but never unfair. That way I know I only have myself to blame when I get assraped.

It's like the word "streamlining." Streamlining is actually a very good concept for video game systems - it basically means focusing the system on their end goals, making sure they're documented and that they don't have superflous elements or artifacts of older iterations. The only reason it is used as a negative on the Codex is that we're so used to hearing developers use it as an excuse for removing central elements of depth from systems, and that's not streamlining, that's dumbing down.
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,795
Location
Roanoke, VA
Grab the Codex by the pussy
Dude, I think you're putting way too much into this because you've heard AAA developers using 'frustrating' in a way that means "kiddie difficulty." What he means judging by what he's said on the issue is that the difficulty, also regarding traps, must be harsh but fair.

"Hard but fair" is certainly my gold standard for game difficulty, but just because the consequences are fair doesn't mean they won't be frustrating.

What do you think would be both a harsh and fair penalty for blundering into a trap? Categorically, "killed or maimed" would be a reasonable response. It's a trap, they aren't set to tickle their victims. All I'm saying is that I'll be somewhat miffed if the average trap in P:E ends up being a slight inconvenience when blundered into, shaving a bit off of Health and taking a fairly easily-recovered chunk off of Stamina. That'd be less punishing than the pushover traps in the old IE games. I'd like to at least see a nice chunk off the health bar.
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,843
Location
Copenhagen
That'd be less punishing than the pushover traps in the old IE games.

Now I KNOW you've misunderstood something. In old IE games I just pressed my rest button after tanking any traps in my way. Fuck thieves man. Taking an actual chunk of an difficult-to-recover-resource that I can't just rest out of seems a much more impactful concept.
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,795
Location
Roanoke, VA
Grab the Codex by the pussy
Well, I viewed the rest option as a crutch and preferred to use it infrequently as possible, in the same manner one might avoid save-scumming. I'm starting to discover that a lot of people did use it as a crutch, judging by all the "you could just rest" responses.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,128
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
Well, I viewed the rest option as a crutch and preferred to use it infrequently as possible, in the same manner one might avoid save-scumming. I'm starting to discover that a lot of people did use it as a crutch, judging by all the "you could just rest" responses.


But see, even if you did use it as infrequently as possible, you were still always able to use it to save your ass.

Stuck in the middle of a dungeon with no spells left and slivers of HP on all your characters? Phew, thank god for resting!

Just because you don't abuse a feature by using it all the time, doesn't mean that feature doesn't consistently save you from "frustration" during the most critical moments in the game. And those are the moments that really matter.
 

Rake

Arcane
Joined
Oct 11, 2012
Messages
2,969
^ That. I used rest rarely, but even with this approach when it matters you use it. You always hear people say " i rested only when i had too". It's exactly not being able to rest when you "had to" that will push you to try a different tactic.
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,795
Location
Roanoke, VA
Grab the Codex by the pussy
Infinitron
That's completely beside the point here. Trap difficulty is the context. My point is that I wouldn't just plow through traps and then rest up, nor rest constantly in lieu of using up spells and consumables in order to stay topped up for every single fight (or in case I ran into traps, etc.).
 

~RAGING BONER~

Learned
Joined
May 1, 2009
Messages
420
i recall swarms of monsters attacking me anytime i rested in a dungeon.

i don't know what IE games you guys are playing...
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,795
Location
Roanoke, VA
Grab the Codex by the pussy
i recall swarms of monsters attacking me anytime i rested in a dungeon.

i don't know what IE games you guys are playing...

I don't either. I seem to recall that I tried not to rest at all in dungeons, and that I preferred to hoof it back to town instead if things were getting really hairy.

I GUESS I should install something and play through it again. It's been a long while....
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,128
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
Infinitron
That's completely beside the point here. Trap difficulty is the context. My point is that I wouldn't just plow through traps and then rest up, nor rest constantly in lieu of using up spells and consumables in order to stay topped up for every single fight (or in case I ran into traps, etc.).


As far as traps go I don't think it really matters since like I said they were such a trivial filler obstacle anyway.

I'm just saying, resting-at-will was a feature calculated to remove "frustration" - in this case, the frustration of being stuck halfway through a dungeon without enough health and resources to progress.

It looks like PE at least will force you to retreat to a rest area when this happens. I'm hoping they implement limited "rest resources" so you can't even do that as much as you want.

i recall swarms of monsters attacking me anytime i rested in a dungeon.

i don't know what IE games you guys are playing...


It would be great if that was 100% guaranteed to happen every single time you rested, but unfortunately it wasn't.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,926
i recall swarms of monsters attacking me anytime i rested in a dungeon.

i don't know what IE games you guys are playing...


It would be great if that was 100% guaranteed to happen every single time you rested, but unfortunately it wasn't.
It doesn't matter because you can always just backtrack to a safe area to rest.

Throne of Bhaal gave you a convenient pocket plane dimension for you to do so.
 

DraQ

Arcane
Joined
Oct 24, 2007
Messages
32,828
Location
Chrząszczyżewoszyce, powiat Łękołody
That'd be less punishing than the pushover traps in the old IE games.

Now I KNOW you've misunderstood something. In old IE games I just pressed my rest button after tanking any traps in my way.
That's just bullshit.

I distinctly recall dualing Imoen somewhere around Candlekeep dungeons and discovering that my second thief isn't sufficiently good at trap removal and it ended up a nasty clusterfuck - you can't really tank resetting lightning bolt traps in narrow corridor. Sure you can globe your caster but most of your party will still end up as charred corpses.
And then HD failure nom'd my save :( .
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,926
It doesn't matter because you can always just backtrack to a safe area to rest.

Sure, but how is PE addressing this?
Beats me. Josh said he isn't going to lock you in because of the negative reaction he saw when Knights of the Chalice did it in several places.
 

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