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

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://spring.me/GZiets/q/476505267123552195

George Ziets said:
Personally, I’ve always thought that the Baldur’s Gate series (especially BG2) had the best balance of text, combat, and exploration among the IE games, resulting in the strongest experience overall. That’s the target that PE is trying to hit, as far as I can tell.

I don't know where people got the idea that PE will be an Icewind Dale clone. Is it because Sawyer talks about combat all the time? Or because of the megadungeon? Because let me remind you, the idea of a megadungeon comes from the Baldur's Gate series (Durlag's Tower, Watcher's Keep)
 

Dorateen

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I'd go with a Temple of Elemental Evil reference personally, which was essentially one big mega dungeon, but PE isn't turn-based.

Nevertheless, I read between the lines. We don't know what state of development (in terms of story/character) the game will arrive at. The companions could easily have the depth of the broader cast of BG, or the cohorts of SoZ. How much pressure will the writers be under as deadlines draw nigh? As soon as they announced the inclusion of the Adventurer's Hall, there opened the potential to play this game more like an Icewind Dale experience. Not enough details have been given on that yet, and I suspect there really won't be. But the industrious player ought to be able to set things up to gather a party of their choosing and go dungeon crawling.
 

Grunker

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As soon as they announced the inclusion of the Adventurer's Hall, there opened the potential to play this game more like an Icewind Dale experience.

Yeah, I know, the possibility of creating your own party would have turned Baldur's Gate into Icewind Dale, right?

...wait.
 

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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
Sure, it's not like Icewind Dale needs to be replicated exactly. The game was completely linear after all. I guess the ultimate Dorateen game would be Storm of Zehir, but with bigger, more meaningful dungeons. (well, and turn-based)
 

Sensuki

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Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
A bit behind, but when it comes to fighter/defensive build design, what play styles are you shooting for?

To me, a lot of players usually min/max a sword and board character to be a defensive powerhouse. Little more than fire and forget threat holders who act as a massive steel wall while their 'real' characters do the actual work of engaging in combat. Combine that with the idea that certain characters are more 'hands off' compared to the wizard makes me wonder what you guys plan to do that will interest players looking for sword + shield?

You're playing an entire party, not a single character. In 4E, class design (with understandable motives) moved toward unified progressions where every player sitting at the table, regardless of class, had about the same number of actions to choose from on a round-by-round basis.

In PE, all classes start out with the same number of active-use or modal Abilities (2) vs. passive Abilities (1) (N.B.: spell sets are counted as "one" Ability for casters, so the casters technically have more, but they come from the same resource pool). As levels rise, some classes push more toward modal/passive and others more toward active. Fighters continue to gain modal/active abilities as levels rise, but the balance with passive abilities is about 1:1. Wizards gain active abilities (more spells) every level, but fighters (who are the most passive characters overall) still have a lot of active-use/modals to manage. If you just click Defender and plant a fighter without ever using his or her other modals and active-use abilities (like Knockback, which is really valuable), he or she might be able to hold a line reasonably well, but you're not using them to their potential. And if you really want to manage your fighter even more, you can buy active-use Talents to do so.
 

Zed

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Codex USB, 2014
gamebox.jpg
 

Lhynn

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A bit behind, but when it comes to fighter/defensive build design, what play styles are you shooting for?

To me, a lot of players usually min/max a sword and board character to be a defensive powerhouse. Little more than fire and forget threat holders who act as a massive steel wall while their 'real' characters do the actual work of engaging in combat. Combine that with the idea that certain characters are more 'hands off' compared to the wizard makes me wonder what you guys plan to do that will interest players looking for sword + shield?

You're playing an entire party, not a single character. In 4E, class design (with understandable motives) moved toward unified progressions where every player sitting at the table, regardless of class, had about the same number of actions to choose from on a round-by-round basis.

In PE, all classes start out with the same number of active-use or modal Abilities (2) vs. passive Abilities (1) (N.B.: spell sets are counted as "one" Ability for casters, so the casters technically have more, but they come from the same resource pool). As levels rise, some classes push more toward modal/passive and others more toward active. Fighters continue to gain modal/active abilities as levels rise, but the balance with passive abilities is about 1:1. Wizards gain active abilities (more spells) every level, but fighters (who are the most passive characters overall) still have a lot of active-use/modals to manage. If you just click Defender and plant a fighter without ever using his or her other modals and active-use abilities (like Knockback, which is really valuable), he or she might be able to hold a line reasonably well, but you're not using them to their potential. And if you really want to manage your fighter even more, you can buy active-use Talents to do so.

Sounds so sensible, your fighter will do its job if you dont play it, hell do marginally better if you do
 

Hormalakh

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they've got all of the forums as sounding boards, why get a focus group? I do like "The Eternity Chronicles" though. TEC for short.

I hate "darkness over shadows" or whatever derpy name it was. TEC: Dyrwood would be just fine for me.
 

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