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

Sensuki

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Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
That guy is probably 20 years old.
 

Rostere

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PC RPG Website of the Year, 2015 RPG Wokedex Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire
Man, does this bring me back memories.

Memories from the DA:I boards? That's sad, I thought only the worst kind of troglodytes hang out there.

LOL

I'm currently replaying the Krynn games fucktard.

So why are you here complaining about graphics? Maybe if the PE devs would listen to every graphics fag like you, there would be no development time for anything else but constant fine tweaks to lighting and other unimportant details. There are too many people like you out there and that's why newer games are generally just polished pieces of shit.

HURRR LIGHTING EFFECTS DURRRR
 

Rake

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Comments are always a nice source of amusement.



Ehh..an isometric fantasy RPG, so far so generic "Remember when the 90's were full of these?".

People here bitch at shooters for being stale, but when it comes to Iso CRPG's it seems that everyone loves the idea of reviving something that got stale 20 years ago as if that makes it any fresher. I mean Jesus Christ even their pitch basically just says "We're going to ignore 20 years of game development and just make it "Classic", "Old school", "Exactly-the-fucking-same-as-baldurs gate 2"". And we're praising this? Shouldn't we be asking them to IMPROVE on it? Not just cater to early-30's gamers' sense of nostalgia?

I look forward to a generation of game developers that make "Old style FPS's like COD or Battlefield"
:lol: From where is it?
 

Delterius

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As if doors are the ultimate issue. In BG enemies wouldn't follow you through fog of war.
IWD with HoW and IWD2 both used call-for-help scripts. Josh isn't dumb like Bioware.
I can't comment on the call for help scripts since I never played IWD, though it sounds like the sort of improvement you'd expect.

However, my issue isn't just with kiting individual enemies. But how lone enemies wouldn't engage your characters if you ran far enough. Even killed some beholders like this.
 

Duraframe300

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Comments are always a nice source of amusement.



Ehh..an isometric fantasy RPG, so far so generic "Remember when the 90's were full of these?".

People here bitch at shooters for being stale, but when it comes to Iso CRPG's it seems that everyone loves the idea of reviving something that got stale 20 years ago as if that makes it any fresher. I mean Jesus Christ even their pitch basically just says "We're going to ignore 20 years of game development and just make it "Classic", "Old school", "Exactly-the-fucking-same-as-baldurs gate 2"". And we're praising this? Shouldn't we be asking them to IMPROVE on it? Not just cater to early-30's gamers' sense of nostalgia?

I look forward to a generation of game developers that make "Old style FPS's like COD or Battlefield"
:lol: From where is it?

I give a hint. It ends with taku.
 

imweasel

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The game looks pretty good, other than the fact that they fucked up the shadows.

Hopefully the narrative will be able to carry the game, seeing that the gameplay will be pretty shitty for the most part, thanks to Sawyer's sperging.
 

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/64...e-was-on-the-horizon-during-the-ks/?p=1359289

Josh Sawyer on missing and defense:

Josh Sawyer said:
Level is a big factor in your total defenses, but the character's class determines the starting point of each defense stat (which can be further modified by attributes, spells, abilities, talents, and equipment). For example, fighters start with the highest Deflection score and they maintain that advantage as they level up. If a fighter really wants to focus on holding a line in melee over doing damage, he or she can equip a shield and gain an even larger Deflection bonus. Unless you're higher level than the fighter, it's very unlikely that your Deflection-based attacks will come close to his or her Deflection defense, meaning you'll wind up missing a lot more than 5% of the time -- and it will probably be impossible to crit them. If you want to hurt fighters, use attacks that target Reflexes or Psyche, which are their weakest base defenses.

Most classes have at least one ability or spell that shifts the defense they are targeting with standard attacks. E.g. barbarians have a Brute Force ability that allows them to temporarily switch over to targeting Fortitude. Against our sample fighter, that would have the two advantages of ignoring the target's high base Deflection and ignoring the bonus provided by the shield. As another example, druids have a spell called Firebrand that creates a weapon made out of pure fire. In addition to doing only fire damage, it targets the Reflexes defense.

So, while it's true that an equal defense and accuracy will result in a 5% chance to miss, it's rare that defense and accuracy will actually be equal on any given attack.
 

NotTale

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It sounds pretty much exactly like 4e, though I wish that didn't sound like slander. 4e's biggest problem was how it handled classes, not defenses.
 

Athelas

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It sounds like he's describing some sort of PvP mode. I imagine most creatures you fight won't carry a shield...

I'm not a fan of needlessly convoluted gameplay and stat mechanics, so I'm somewhat skeptical about how it will turn out now.
 

tuluse

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
4 different defenses is quite a few. How will players be able to figure out which defenses an enemy has are strong and weak? Just trial and error? Being told straight out in game (I see you're an adventurer, let me tell you troll's skin is thick as tree bark. Weapons bounce right off it, but they're slow footed creatures and can't avoid attacks).

Also, how will information about what defense an enemy is attacking be presented? Are all buffs and bebuffs going to be boring +4 deflection , -2 reflex type spells?
 

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
4 different defenses is quite a few. How will players be able to figure out which defenses an enemy has are strong and weak? Just trial and error? Being told straight out in game (I see you're an adventurer, let me tell you troll's skin is thick as tree bark. Weapons bounce right off it, but they're slow footed creatures and can't avoid attacks).

Also, how will information about what defense an enemy is attacking be presented? Are all buffs and bebuffs going to be boring +4 deflection , -2 reflex type spells?

No different from having 3-5 different saving throws in D&D. Just try and see what works?
 

Sensuki

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Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
The attack and defense system is completely unified (a bit like 4th edition, yes). However it is pretty much exactly the same as 3E/3.5, Pathfinder and 4E - they all have 4 defenses, except in 3E/3.5 (and Pathfinder) the Defender rolls their Fortitude, Reflex and Will defense vs an attack or spell. This was something I liked about 3E/3.5 because it made casting spells feel different. However it seems Josh prefers 4E's way, as perhaps it's easier to understand for newcomers or something (and more intuitive).

We aren't sure how information is going to be displayed in the Combat log, that is a good question to ask actually. One could assume that it would be: Skaen Cultist rolls to hit Merryweather (Defense): 56+8 = 64: Miss

8CZdCnj.png


New animator called Seth, apparently. Among other things.

edit:

Production also underway or almost underway

BAdler said:
The team is shifting close to 100% of their efforts into creating the content for the game, so we have to space the updates out a bit more.
 
Last edited:

Roguey

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4 different defenses is quite a few. How will players be able to figure out which defenses an enemy has are strong and weak? Just trial and error? Being told straight out in game (I see you're an adventurer, let me tell you troll's skin is thick as tree bark. Weapons bounce right off it, but they're slow footed creatures and can't avoid attacks)
I imagine you'll be able to figure it out through visuals since that's his goal with light/medium/heavy armors and weapons.
 

Hormalakh

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Is the point lighting system that Josh describs as "computationally expensive" really that big of a problem even with new gen computers? Can't this be an optional toggle for those with better GPUs? In regards to the overall so-called "graphics-whorism" I am conflicted between getting the small details right and just spending that time creating more content. But if the solutions to the shadow problems are as simple as some people make it sound like it is, then by all means they should try those proposed solutions.
 

Sensuki

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Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
I think they want the game to run well on most computers. Keeping such things out of the game is one way of doing that. Games that are easy to run but still look pretty good sell quite well.

Personally I don't mind. $4M budget. I expected high quality art, not necessarily high quality graphics.

edit: They're also using Unity, not necessarily a great engine performance wise.
 

Hormalakh

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I think they want the game to run well on most computers. Keeping such things out of the game is one way of doing that. Games that are easy to run but still look pretty good sell quite well.

Personally I don't mind. $4M budget. I expected high quality art, not necessarily high quality graphics.

Yeah, but optional toggles always worked for older cRPGs and quite well too. I still remember playing many older games that always came with "3D accel" options that I always toggled off because I'd never owned a decent graphics card. Making the game look good for most computers and excellent for the top-end computers doesn't seem too tough. Although, again I'm not sure how much time such implementation would take. I'd imagine it's a pain in the ass to add point-light to each enemy as it now stands.
 

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