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

Lhynn

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Hope there are more hybrid classes, id love some sort of fighter/rouge focused on high survivability/damage on par with fighters and rouges but without on useless stuff like stealth/tin-bucket-hats/autoattacking/agrograbbing(lol).
Sawyer's pretty set on avoiding utility characters. Every class is supposed to be equally able to tear it up in a fight, though some might suit certain party compositions better than others. So you're probably not going to get a class which is both very high damage and very high survivability.

Case in point, stealth isn't specific to the rogue. All they get is an additive bonus to their score.
Sadly, i believe you are right, which is why i understand the name of this thread. Because he has gone full retard and made everything about the combat, so a combat focused character and a lazy drunk that served in the military and just wants to sleep are just as capable a warrior. Warrior now not being a class, but simply a combat role.
 

tuluse

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
Class including innate abilities is a thing in DnD since forever. There used to be attribute requirements for classes. It's not just "background or training".
 

tuluse

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
Sadly, i believe you are right, which is why i understand the name of this thread. Because he has gone full retard and made everything about the combat, so a combat focused character and a lazy drunk that served in the military and just wants to sleep are just as capable a warrior. Warrior now not being a class, but simply a combat role.
That's not true. The only thing is that the player can't choose to be a lazy drunk. I'm pretty sure there will still be lazy drunks you can easily kill.
 

Rake

Arcane
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Oct 11, 2012
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2,969
Warrior now not being a class, but simply a combat role.
Prety much this. In PE adventurers are killing machines either way. The drunk in your example isn't a choice for PC. When you choose class you simply choose how your character fights, not if he is able to.
 

Mantic

Educated
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Sep 20, 2013
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Hope there are more hybrid classes, id love some sort of fighter/rouge focused on high survivability/damage on par with fighters and rouges but without on useless stuff like stealth/tin-bucket-hats/autoattacking/agrograbbing(lol).
Sawyer's pretty set on avoiding utility characters. Every class is supposed to be equally able to tear it up in a fight, though some might suit certain party compositions better than others. So you're probably not going to get a class which is both very high damage and very high survivability.

Case in point, stealth isn't specific to the rogue. All they get is an additive bonus to their score.
If that's his design philosophy, then PE may well become a pretty bland game. Balance character builds around combat only and you're basically back to Diablo school of design, as opposed to making some builds/classes underpowered in combat, but able to make up the difference in usefulness to the party outside of combat, such as dialogue skills, lock-picking, identifying traps, secret doors ad passages, utility stuff, etc.

To give a recent design example, in Underrail making a character that's a monster in combat basically means you will be cutting out a lot of stuff that's very useful, all the good loot might be gated behind mechanically and electronically locked doors or in the pockets of NPC's if you don't have high INT for Hacking, DEX for picking locks and pockets. Or using Persuasion to avoid a combat encounter.

Sorry but the stuff outside of combat is the best part about cRPGs, this game will be shit if it's just a dungeon crawler with arcade challenge difficulties.
 

Xeon

Augur
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I thought they will add Skill sets and Talents or something. Similar to IWD2 and NWN1&2. Where if you level up you can make your fighter to be able to find traps or open chests for example.

Lhynn, Is Gantz still going? I loved Gantz when it first came out but damn it became retarded later on at least for me, Last thing I remember is the protagonist getting copied by a girl who has a crush on him or something.

Edit:
Mantic said:
Sorry but the stuff outside of combat is the best part about cRPGs, this game will be shit if it's just a dungeon crawler with arcade challenge difficulties.
I kinda agree with this, I enjoy combat but I really love the outside of combat activities.
 

Mantic

Educated
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I thought they will add Skill sets and Talents or something. Similar to IWD2 and NWN1&2. Where if you level up you can make your fighter to be able to find traps or open chests for example.
If they separate point pools between combat and non-combat, it will be shit by definition.
 

Lhynn

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You know what, after thinking about it, this is starting to sound more and more like a jrpg, if turn based it will be final fantasy tactics, only with perks to either be better at your role or less crap at something else. I could get behind that if the story is good, i dont hate jrpgs.

Xeon Gantz finished, you already read the best part, let it end there, with Kurono getting both girls without cheating, free of gantz and the world slowly going to shit (better the world than the manga, right?). If you go back to it, yet gonna regret it.
 

Xeon

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Sorry, Don't understand, Do you mean similar to Arcanum?

Where you get 1 point each level and use it for combat or noncombat skills?
 

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
There'll be plenty of non-combat stuff in PE. There's just no "combat or non-combat, pick one" tradeoff.

Why should there be? There's no hard rule that all RPGs must do that.
 
Last edited:

tuluse

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
There'll be plenty of non-combat stuff in PE. There's just no "combat or non-combat, pick one" tradeoff.

Why should there be? Because Fallout did it? There's no hard rule that all RPGs must do that.
Because it's how The Hobbit and LotR worked, and no one wants things to be different from how JRR did it.
 

Duraframe300

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Joined
Dec 21, 2010
Messages
6,395
Pretty much all of the status effects that are applied per-hit have scaling impact based on the base speed of the weapon.
No Attribute affects multiple defenses. Deflection (used to block direct melee and ranged attacks) and Reflexes (used to dodge unblockable attacks, typically AoEs) are affected by different Attributes.
 

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
Pretty much all of the status effects that are applied per-hit have scaling impact based on the base speed of the weapon.
No Attribute affects multiple defenses. Deflection (used to block direct melee and ranged attacks) and Reflexes (used to dodge unblockable attacks, typically AoEs) are affected by different Attributes.

What does he mean by "scaling impact"? (inb4 level scaling accusations by people who didn't read the whole sentence)

I assume "Reflexes" will be affected by the Dexterity/Agility-like attribute. I wonder what stat will affect Deflection.
 

Arkeus

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Because it's how The Hobbit and LotR worked, and no one wants things to be different from how JRR did it.
Ah yes, the good old Gandalf being so heavily specced into Greatsword-wielding that he couldn't make any social or lore or trap rolls.

Or i guess how Aragorn was just too much of a social healer and he just needed to run away from fights.
 

Lhynn

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No, thats not even the issue people, the issue i have is that i dont want my warrior to be the tank, my rogue to be the dps and my mage to be the jack of all trades/AoE direct damage especialist. I dont want them to tell me how to play my toon or how much it will suck if i dare play it as something that isnt his predefined combat role.
 

Mantic

Educated
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Sep 20, 2013
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There'll be plenty of non-combat stuff in PE. There's just no "combat or non-combat, pick one" tradeoff.

Why should there be? Because Fallout did it? There's no hard rule that all RPGs must do that.
Who said anything about FO? It's because challenge in an RPG shouldn't be tuned completely around combat, splitting point pools between combat and utility creates an arbitrary division that separates the two parts of the game instead of making them interdependent, as I said if having a character that can lockpick/charm NPC/pickpocket/disarm & see traps means them suffering in combat stats and abilities, it bridges the gap between the two "games", ie playing with a character/party that is monstrous in combat but bad outside it, meaning they won't be able to open that one room with some sweet magical gear in it, or using dialogue skills to get out of that one particularly nasty encounter. Instead you've just got characters that can be as good out of combat as in combat, with MMO-style "safe" and "hostile" portions of the game.

Not to mention that difficulty in such a system would just based inflation of hitpoints, attack and defense values.
 

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
No, thats not even the issue people, the issue i have is that i dont want my warrior to be the tank, my rogue to be the dps and my mage to be the jack of all trades/AoE direct damage especialist. I dont want them to tell me how to play my toon or how much it will suck if i dare play it as something that isnt his predefined combat role.

You don't have to play a class according to its optimal role. The other classes just won't be as good at that role.

I mean, what do you expect, the class selection to be completely cosmetic? It has to mean something.

Who said anything about FO? It's because challenge in an RPG shouldn't be tuned completely around combat, splitting point pools between combat and utility creates an arbitrary division that separates the two parts of the game instead of making them interdependent

PE doesn't have a split. All stats and all skills have both combat and non-combat applications. So your tradeoff is between one combat/non-combat bonus and other combat/non-combat bonuses.

Not to mention that difficulty in such a system would just based inflation of hitpoints, attack and defense values.

I don't see why.
 

Mantic

Educated
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Sep 20, 2013
Messages
87
Because it's how The Hobbit and LotR worked, and no one wants things to be different from how JRR did it.
Ah yes, the good old Gandalf being so heavily specced into Greatsword-wielding that he couldn't make any social or lore or trap rolls.

Or i guess how Aragorn was just too much of a social healer and he just needed to run away from fights.
Gandy also didn't wear Heavy Armor and would of been a lvl 1 Wizard in D&D anyway, did you ever see him casting magic missile or anything beyond using magic as a light source?
 

tuluse

Arcane
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Messages
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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
No, thats not even the issue people, the issue i have is that i dont want my warrior to be the tank, my rogue to be the dps and my mage to be the jack of all trades/AoE direct damage especialist. I dont want them to tell me how to play my toon or how much it will suck if i dare play it as something that isnt his predefined combat role.
Yeah man, that's totally different from IE games. Oh, wait. Classes still had roles.
 

tuluse

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
Ah yes, the good old Gandalf being so heavily specced into Greatsword-wielding that he couldn't make any social or lore or trap rolls.

Or i guess how Aragorn was just too much of a social healer and he just needed to run away from fights.
I really just meant differing combat ability, not a dichomoty between combat and non-combat. Which Fallout didn't have either, you could be a better combatant than any NPC in the game and be the best speech giver.
 

S2ensuki

Learned
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Oct 1, 2013
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100
More from SA

Pretty much all of the status effects that are applied per-hit have scaling impact based on the base speed of the weapon.

I assume that means faster weapons apply a smaller duration.

No Attribute affects multiple defenses. Deflection (used to block direct melee and ranged attacks) and Reflexes (used to dodge unblockable attacks, typically AoEs) are affected by different Attributes.

That means there is at least 5 stats, but probably 6 or 7.

Strength (+damage, +stamina regen)
? (+deflection)
? (+reflex)
? (+fortitude)
? (+psyche)

and Accuracy in there somewhere.
 

Xeon

Augur
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Apr 9, 2013
Messages
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Lhynn said:
No, thats not even the issue people, the issue i have is that i dont want my warrior to be the tank, my rogue to be the dps and my mage to be the jack of all trades/AoE direct damage especialist. I dont want them to tell me how to play my toon or how much it will suck if i dare play it as something that isnt his predefined combat role.
I think someone quoted Josh a few weeks ago saying that you can make a strength based Mage if you want to and it will still be viable or something so you might be able to build you class however you want if you stick to normal difficulty I think. Thanks about Gantz.

--
Did Josh say what the differences will be like between Normal and Harder Difficulties? I think I remember him saying he'll design the difficulty from Hard to easy and at harder difficulties you might encounter a stronger version of a monster that you might encounter on normal or more enemies might show up.
 

Lhynn

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Yeah man, that's totally different from IE games. Oh, wait. Classes still had roles.
They didnt have just the one role to role them all.
My warriors werent "tanks", sometimes my mage with stoneskin was the tank, sometimes his summons were. My rogues werent dps, they did pretty good damage and were all about either positioning or ranged shit like arrows of fireball, potions of invisibility, etc., they also made for awesome scouts. My warriors could either deal damage or take it depending on the weapons/armor they were using and they felt different depending on the kit. My clerics either buffed the party, buffed themselves or buffed/healed the party, or simply went to the frontlines themselves and fucked shit up.
Not saying IE games did it right, just saying sawyer went in the wrong direction, he should have spread the roles, give more freedom to chose yours even in the same class, not cut out that very freedom in the name of balance!!!

Xeon Yes, he did say that, but he also said that warriors tank, rogues dps, no one will ever outdo them at what they are good at, and that if you chose to give them another role it will mean that youll be pretty much using them the wrong way.

PS: i just realized that no matter how much i say hes wrong, it does not matter, he wont read it/care, and i still havent seen all hes got planned, so ima drop it for now, who knows how it will end up being. His analysis and critics of old/current systems seem pretty accurate and true (even if a bit tired, everything he points out has been talked over a thousand times in D&D forums), even if his design philosophy sounds like bullshit, i cant be sure it will turn out being shit.
 

tuluse

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
You didn't have rogues, you had thieves and they sucked is what they did. Either you did hide in shadows and got a backstab (spike damage!), or you hid them and hoped for a lucky arrow now and then.

Do you really think fighters can't "deal damage"? If so you're either a troll or retarded.
 

S2ensuki

Learned
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Messages
100
Lhynn said:
No, thats not even the issue people, the issue i have is that i dont want my warrior to be the tank, my rogue to be the dps and my mage to be the jack of all trades/AoE direct damage especialist. I dont want them to tell me how to play my toon or how much it will suck if i dare play it as something that isnt his predefined combat role.
I think someone quoted Josh a few weeks ago saying that you can make a strength based Mage if you want to and it will still be viable or something so you might be able to build you class however you want if you stick to normal difficulty I think. Thanks about Gantz.

Did Josh say what the differences will be like between Normal and Harder Difficulties? I think I remember him saying he'll design the difficulty from Hard to easy and at harder difficulties you might encounter a stronger version of a monster that you might encounter on normal or more enemies might show up.

A Strength-based Mage just means that your Mage does more damage.
 

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