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]

Athelas

Arcane
Joined
Jun 24, 2013
Messages
4,502
If Eternity is a success, they would be in a better position to hire him full-time.

So abilities will have a 'casting time' of the same length as spells? I'm not sure I like that idea; I've always thought that casting times were one of the things that makes mages stand out - and one of the better tools to balance them against other classes.
 
Joined
May 1, 2013
Messages
4,505
Location
The border of the imaginary
If Eternity is a success, they would be in a better position to hire him full-time.

So abilities will have a 'casting time' of the same length as spells? I'm not sure I like that idea; I've always thought that casting times were one of the things that makes mages stand out - and one of the better tools to balance them against other classes.
Sawyerism at work. Fighters and other classes with spell like abilities. And casting time for those abilities. Really new levels of undomesticated snowmen inclusiveness design.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,628
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
If Eternity is a success, they would be in a better position to hire him full-time.

So abilities will have a 'casting time' of the same length as spells? I'm not sure I like that idea; I've always thought that casting times were one of the things that makes mages stand out - and one of the better tools to balance them against other classes.

It's effect duration, not "casting time".

"Casting time" is the time it takes to ACTIVATE the ability, not the time its effect lasts. We don't know anything about casting times in PE.


Derp
 
Last edited:

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,719
Ahem
We will probably have three casting/ability use durations: immediate, short, and long.

Furthermore this was a response to someone asking a question about whether or not spells would have different casting times.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,628
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
It's effect duration, not "casting time".
E.g. a fighter's "short" ability use is the same as a wizard's "short" casting time, etc.

Ahem
We will probably have three casting/ability use durations: immediate, short, and long.

Furthermore this was a response to someone asking a question about whether or not spells would have different casting times.

Hmm, whoops, you're right. I got confused with what we were talking about earlier.

Anyway, just because casting times are divided into three universal categories doesn't mean fighters will have many (or even any) abilities with the "long" casting time.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,719
DA:O had a couple of warrior and rogue talents that had a conjuration time of 3 seconds, which was ridiculous since even the most powerful mage spells would have a 2 second conj time at most and were undeniably better than a mere shield bash or slaying arrow. Frustration with this led to what I mentioned a few posts earlier.
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,958
what was the casting time to get the piratey type character to drop her pants?
She dropped her pants before you could activate the ability.
Ahh that dark skinned slut in that brothel... that was the most realistic romance in dao. A few drinks, a card game and wham bam thank you mam.
I agree, and stupid alerts never told me this thread continued.
So it was burst damage like i said. thats sad, spike damage would have fit the role better, big, accurate attacks that go for a quick kill giving the victim no time to react. But burst isnt bad i guess.
 

coffeetable

Savant
Joined
Dec 18, 2012
Messages
446
rope kid said:
We will probably have three casting/ability use durations: immediate, short, and long. Those will be set to specific intervals and will be consistent between characters. E.g. a fighter's "short" ability use is the same as a wizard's "short" casting time, etc.

And still no P:E in sight for George :(

It goes well (so far). Right now I’m spending the majority of my time on Torment, but I’ve also been involved with some pen-and-paper stuff (e.g., Numenera Editorial Board, Kickstarter campaign for Accursed), and there are some other things that may be coming along as well. Can’t talk about them yet though. :)
I hope there is a full time job at Obsidian

Wasteland 2 was originally scheduled for October (lol) and inXile had to boot up the Torment kickstarter seven months before then to give their writing team something to flip over to.

Eternity was originally scheduled for April (lol), so if OEI are on the same schedule we should see a new kickstarter show up... well, round about now.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,628
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
Eternity was originally scheduled for April (lol), so if OEI are on the same schedule we should see a new kickstarter show up... well, round about now.

Remember what inXile did before launching the Torment Kickstarter?

http://www.rpgcodex.net/article.php?id=8788

Yeah. If Obsidian want to do another Kickstarter, they're gonna have to release some kickass PE gameplay footage first.

It doesn't seem to me that they want to do another KS, though.
 

Duraframe300

Arcane
Joined
Dec 21, 2010
Messages
6,395
Eternity was originally scheduled for April (lol), so if OEI are on the same schedule we should see a new kickstarter show up... well, round about now.

Eh, Obsidian has the positive that they have other sources for steady income and keeping people (now more than ever). So they still can focus 100% on Eternity.
 

Rake

Arcane
Joined
Oct 11, 2012
Messages
2,969
Eternity was originally scheduled for April (lol), so if OEI are on the same schedule we should see a new kickstarter show up... well, round about now.
i don't think Obsidian is in so desperate state that it cannot function without a kickstarter. My quess is that they have other projects to roll their writers. Their next kickstarter propably will be after PE ships. That way they can kickstart a new IP(or even PE2 if somehow PE don't genatate enough millions) while working at PE expansion.
 

Duraframe300

Arcane
Joined
Dec 21, 2010
Messages
6,395
Eternity was originally scheduled for April (lol), so if OEI are on the same schedule we should see a new kickstarter show up... well, round about now.
i don't think Obsidian is in so desperate state that it cannot function without a kickstarter. My quess is that they have other projects to roll their writers. Their next kickstarter propably will be after PE ships. That way they can kickstart a new IP(or even PE2 if somehow PE don't genatate enough millions) while working at PE expansion.

If PE is successful enough they won't go back to Kickstarter. (That's an earlier stated goal)
 

Rake

Arcane
Joined
Oct 11, 2012
Messages
2,969
Eternity was originally scheduled for April (lol), so if OEI are on the same schedule we should see a new kickstarter show up... well, round about now.
i don't think Obsidian is in so desperate state that it cannot function without a kickstarter. My quess is that they have other projects to roll their writers. Their next kickstarter propably will be after PE ships. That way they can kickstart a new IP(or even PE2 if somehow PE don't genatate enough millions) while working at PE expansion.

If PE is successful enough they won't go back to Kickstarter. (That's an earlier stated goal)
Are you sure? All i remember is Avellone saying that they won't meke the sequel via kickstarter.
Have they said anything about new IPs? Why wouldn't want to go back to kickstarter? Is great market research, great marketing and free money.
 

GarfunkeL

Racism Expert
Joined
Nov 7, 2008
Messages
15,463
Location
Insert clever insult here
But it's also a lot of extra work. They've bitched about the amount of work that a successful KS pitch requires often enough. Also, why would they need a new IP when they have PE? They most likely are already making something for a publisher (in addition to PE and South Park) - I'm pretty sure both Avellone and Feargus have stated that they want to maintain that side of business as well, because Obsidian is too big to survive on KS alone.
 

Rake

Arcane
Joined
Oct 11, 2012
Messages
2,969
But it's also a lot of extra work. They've bitched about the amount of work that a successful KS pitch requires often enough. Also, why would they need a new IP when they have PE? They most likely are already making something for a publisher (in addition to PE and South Park) - I'm pretty sure both Avellone and Feargus have stated that they want to maintain that side of business as well, because Obsidian is too big to survive on KS alone.
Why wouldn't they want new IPs? They will not abandon the publiser model, but Avellone also said that their goal is to have 3-4 games the size of PE in development at the same time like in the Black Isle days.
They can't be PE sequels all of them.
 

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
But it's also a lot of extra work. They've bitched about the amount of work that a successful KS pitch requires often enough. Also, why would they need a new IP when they have PE? They most likely are already making something for a publisher (in addition to PE and South Park) - I'm pretty sure both Avellone and Feargus have stated that they want to maintain that side of business as well, because Obsidian is too big to survive on KS alone.
I think they said they plan to self-fund a PE sequel and use kickstarter for something else.
 

coffeetable

Savant
Joined
Dec 18, 2012
Messages
446
But it's also a lot of extra work. They've bitched about the amount of work that a successful KS pitch requires often enough. Also, why would they need a new IP when they have PE? They most likely are already making something for a publisher (in addition to PE and South Park) - I'm pretty sure both Avellone and Feargus have stated that they want to maintain that side of business as well, because Obsidian is too big to survive on KS alone.

I know they can't rely entirely on Kickstarter, but they'd be daft not to develop as many IPs as they can. I could easily consume two or three Obsidian RPGs a year.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,628
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
But it's also a lot of extra work. They've bitched about the amount of work that a successful KS pitch requires often enough. Also, why would they need a new IP when they have PE? They most likely are already making something for a publisher (in addition to PE and South Park) - I'm pretty sure both Avellone and Feargus have stated that they want to maintain that side of business as well, because Obsidian is too big to survive on KS alone.
Why wouldn't they want new IPs? They will not abandon the publiser model, but Avellone also said that their goal is to have 3-4 games the size of PE in development at the same time like in the Black Isle days.
They can't be PE sequels all of them.

I don't know if that's Obsidian's "goal" or just MCA's personal dream.
 

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