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Eternity Pillars of Eternity 2: Deadfire + DLC Thread - now with turn-based combat!

AwesomeButton

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PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
2 things would improve TB combat immensely:

1. Everyone should have engagement
2. Allies in a character's line of fire should get hit.
 

IHaveHugeNick

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3. Allied summons and pets should be AI controlled. Once you pop a bunch of summons, you end up spending half a round controlling inconsequential characters that don't really do anything other than be a meatshield.
 

2house2fly

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2 things would improve TB combat immensely:

1. Everyone should have engagement
2. Allies in a character's line of fire should get hit.
the second one i agree with. Maybe have ammo for weapons as well, though that might be outside of what two programmers can implement in the next month. But right now it sounds like (haven't messed around much with tb mode yet) there's no downside to just blasting away with an arquebus
 

AwesomeButton

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PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
It should be possible, for the near future to make much more min-maxed builds. Not that the game's overall difficulty calls for that.

Is anyone playing on "PotD/scale all/only upwards"? How is the drake fight compared to RtwP? I'd wager it's easier.
 
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Safav Hamon

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2 things would improve TB combat immensely:

1. Everyone should have engagement
2. Allies in a character's line of fire should get hit.

I agree with both of these.

3. Allied summons and pets should be AI controlled. Once you pop a bunch of summons, you end up spending half a round controlling inconsequential characters that don't really do anything other than be a meatshield.

Only if it were optional. Many solo/duo builds rely on micromanaging summons.
 

IHaveHugeNick

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Only if it were optional. Many solo/duo builds rely on micromanaging summons.

So what? Game isn't designed for solo builds, nor it should. I've only just started and having to manage a ranger pet and skeleton summons from Chanter is a complete snoozefest. They do nothing useful other than tanking few hits and I have to micro it all. It's pointless busywork. Add another pet when I get Maia, Concelhaut pet, SSS pet and occasional summon from a container, and you're left spending two minutes microing a fuckton of chars that don't do anything.
 

Immortal

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All I get from this weak wristed attempt at shoe horning TB in - was that Feargus was too spineless to make a Turn Based game until Larian proved it was viable and outsold their game under the table.

I'm sure this is a beta dry run before they port deadfire to Console.. :roll: Feargus is so predictable in his cringe.
 
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Safav Hamon

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Only if it were optional. Many solo/duo builds rely on micromanaging summons.

So what? Game isn't designed for solo builds, nor it should. I've only just started and having to manage a ranger pet and skeleton summons from Chanter is a complete snoozefest. They do nothing useful other than tanking few hits and I have to micro it all. It's pointless busywork. Add another pet when I get Maia, Concelhaut pet, SSS pet and occasional summon from a container, and you're left spending two minutes microing a fuckton of chars that don't do anything.

Summons can be good damage dealers against the right enemies, and they're also good for flanking maneuvers. Fully upgraded Muatu is essentially a sixth party member.
 
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Safav Hamon

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I don't care why they implemented turn-based mode. Don't look a gift horse in the mouth.

According to Sawyer though, it began as a passion project between Nick Carver and Brian Macintosh. We have those two guys to thank for this.
 

Delterius

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With our Turn-Based mode beta going live, we wanted to assure those waiting for our console version that turn-based mode will also be included at launch for Deadfire's console release. Stay tuned for an exact date once we get one!

How is RTwP even playable on console?
you rebalance everything (ie make it easier) in order to encourage just controlling the PC 90% of the time
 

2house2fly

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All I get from this weak wristed attempt at shoe horning TB in - was that Feargus was too spineless to make a Turn Based game until Larian proved it was viable and outsold their game under the table.

I'm sure this is a beta dry run before they port deadfire to Console.. :roll: Feargus is so predictable in his cringe.
there was no reason to believe either a turn-based or rtwp game would be viable. In fact they were surprised the kickstarter got funded as fast as it did, hence them scrambling for stretch goals which ended up fucking them over. Console ports are a negligible source of sales even for crpgs that sell well like Pillars 1, so I'm unsure that they'd implement a whole new game mode just for consoles
 

Sentinel

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This UI is kinda bad

QWWir0F.png

Why is this icon, that represents a "Cast" action type, the exact same icon as the "Action Point" (
IcoHsId.png
) symbol, but blank? That should indicate that it's an action that doesn't consume an action point. Instead, it uses an action point anyway, just like the other abilities on the row.

wvWNRLf.png


Another one. This also does not use an action point, but for whatever reason has a different icon. At least this icon kind of makes sense, although at first glance it looks more like a chain than anything.

Is grouping the symbols on the abilities by "Ability Type" instead of "Action Point Usage" really that smart (especially when it fucking tells you the ability type anyway when you hover over the icon)?

Also the UI doesn't seem to support PCs making more than 1 attack per round (which is shit if true, I loved how characters in D&D got more attacks per round as they grew), but enemies seem to be able to do it. Very nice.
 
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Shadorwun: Hong Kong
???

Which is it, guys? Decline of Codex comes from its love of RTWP, or turn-based? (In a barely moving thread in where the highest praise of the last few pages amounts to, "Eh, seems like it plays better.")

I swear you people are factory-bred.

More on topic of Deadfire; I had forgotten how much Pillars' writing bores me to tears. I'm dreading the major city hub. Are there enough encounters to skip bothering with it? Or is visiting it early somewhat mandatory? I really don't care about any of the text in this game.
 

IHaveHugeNick

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Doesn't matter if it is RTwP or TB as long as it is good game.
It can only be a good game if its TB.


The haters are desperately trying to downplay this massive incline

Oh take Feargus' cock out of your mouth for 2 minutes, will you? It's a nice addition but the systems are incredibly primitive, and I don't expect them to get much better given it's basically a passion project from two devs.

I also have my doubts whether TB will remain enjoyable into late game. Early levels it's quite fun, but late game encounters have you spamming gazillion of attacks and abilities against enemies with 50 trillion HP. Combined with one action-per-turn system it's guaranteed to be massive snoozefest unless they've done massive rework and rebalancing of all the encounters.
 

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