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Pillars of Eternity Beta Discussion [GAME RELEASED, GO TO NEW THREAD]

Athelas

Arcane
Joined
Jun 24, 2013
Messages
4,502
Sensuki, why'd you let your melee chars run right into the Webbed area? I wouldn't expect such a noob mistake from you. :P

By the way, does anyone know if faction disguises are a thing in this game? You can find Skaen cultist robes in the current beta.
 

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,977
Location
Russia
The final level of Dragon's Eye has like 15 rooms of Yuan Ti Archers, Warriors and Mages, and then you have to face off against Xzunomei at the end, who has even more. You can do all that without resting once.

What's more - sometimes you HAVE to do it all without resting once.
You always have to do it without resting unless you backtrack a lot, because resting was forbidden on last map of Dragon Eye (and one before it I believe, unless you accept the invitation from snake priest).

I became more familiar with PoE last time I played, so on hard on my last run I managed to finish 1.5 maps without resting once - all encounters on ogre map, fully cleaned ogre cave and path to doors after going into temple through statue. I rested before party who holds key to temple doors.
I played a Skayen cleric though, to see new interactions. Double clerics, double adventuring day.

Also Sensuki you dork, give bb roguey arbalest from fighter and learn your spells, "what attacking spells cleric has i dunno" :hero:
Iconic Projection both heals your bros and damages enemies on it's path so it's better than healing spell often, and there's Pillar of faith, does some good damag. And start combat with consecrated ground - cheapest stamina regen. don't forget about circle of protection too.
 
Last edited:

Sensuki

Arcane
Joined
Oct 26, 2012
Messages
9,833
Location
New North Korea
Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
Sensuki, why'd you let your melee chars run right into the Webbed area? I wouldn't expect such a noob mistake from you. :P

It doesn't do that much AFAIK, slows your ms down or something.

I wouldn't do that in the IE games :smug:

In my next video I played a lot better. Uploading now.
 

sea

inXile Entertainment
Developer
Joined
May 3, 2011
Messages
5,698
It's not a problem with the bugs... I can live with them, I'm used to programming and testing stuff since I was a kid.

It's the way this game turned out to be, it doesn't look close to what I envisioned as a "spiritual successor to IE games".
Hell, it doesn't look fun to play at all.
Perhaps because "fun" is one of those things which depends a great deal on iteration and improvement. You have to be able to see how well something is working to be able to know to correct it and how. Getting the game in the hands of real players with expectations on what shape that fun takes, and are able to express the how and why in detail, is a very important step.

The changes in the latest update are really significant and do a much better job at giving a sense of how the final game will play. I'm sure it'll continue to improve from here on out.
 

mutonizer

Arcane
Patron
Joined
Sep 4, 2014
Messages
1,041
Perhaps because "fun" is one of those things which depends a great deal on iteration and improvement. You have to be able to see how well something is working to be able to know to correct it and how.
The changes in the latest update are really significant and do a much better job at giving a sense of how the game will play. I'm sure it'll only get better from here on out.

And personal opinion. I mean, some people have "fun" doing very, let's say, nasty things, while others have fun watching "my little poney". To each his own very of fun and there's about 7 billions of "funs" out there. So based on that, I'd stay away from trying to design something "fun" and instead go with just designing something the way I want to and that works, then see how that goes (or, if you just want to sell products, use statistics to evaluate trends and design around that for a broader audience).

That said, if they really solved the save issues and made changes to combat, that's indeed going to help testers a lot in giving proper feedback and bug reports. From what I've seen they "tweaked" tooltips a bit but I'm really surprised they didn't go full nuclear on this, putting crazily detailed tooltips on everything, everywhere, to help folks check how mechanics and balance.

Sensuki vs The Beatles Episode 2
720p and 1080p should be up in a few mins
https://www.youtube.com/watch?v=l_8Hr-CaMIg

Awesome. Tried dwarf innate poison resistance for main char? Seemed would help a lot.
 

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
Jesus Christ, a thousand Space hits for a pointless fight that won't do anything except drain your resources. Fun game.
I wish people could ask Obsidian to pay for the wear on their keyboards.
 

Rivmusique

Arcane
Patron
Joined
Mar 14, 2011
Messages
3,489
Location
Kangarooland
Divinity: Original Sin Project: Eternity Pillars of Eternity 2: Deadfire
Good to see shift-clicking to create waypoints is now working, but shift and drag is no longer adding units to selected group :x.

Combat is feeling a bit better now, I actually switch weapons without having to worry about it breaking the character for the rest of the fight/session. Enemy AI will sometimes decide doing nothing is a good idea and DoTs blowing up health is annoying, but still, significant improvement. Are enemies only occasionally 'seeking' scouting characters now? A heap of them just sit there until I touch the purple circle, no reaction from touching the yellow. Could be intended, as it stops the potential abuse of baiting one mob out of a packing and crushing it 5 on one.

In the one session I had I saved and loaded at a point and all the enemies on the map were back. Loading on to a group of spiders, the horror. That needs to go, or people will abuse it for infinite xp
:troll:
 

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
Luckily I have an IBM Model M

And did anyone tell them to remove that "Game Paused" message? It's guaranteed to get in the way when fighting at the edge of the map and you don't need to be told the game is paused in a RTwP game especially not in one where you press space 10 times a second.
 

mutonizer

Arcane
Patron
Joined
Sep 4, 2014
Messages
1,041
In the one session I had I saved and loaded at a point and all the enemies on the map were back. Loading on to a group of spiders, the horror. That needs to go, or people will abuse it for infinite xp

Needs to go because it's a bug.
Who cares if anyone exploits it in a single player cRPG. I mean, there is already a save game editor allowing you to put tons of XP so....
 

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,977
Location
Russia
I'm probably just gonna do a random race each time rather than build for the encounter.
Next time also activate modals for fighter and rogue. There is no reason not to activate modal for rogue if he is armed with ranged weapon - +thac0, -defences, you don't care for that.
And fighter's modal gives him even more defense and +regen I believe.
Wizard should go for fan of flames or spell that has vampiric touch as an icon. Btw you can right click grimoire and change spells, I'd change one of 3d level spells for Slow spell.

I don't think cleric has prayer against poison, I believe it's druid spell, but cleric has spell called Interdiction.. or arrh, it looks like all white dude casting white light. What it does is it cancels all enemy negative effects on your party for a while, so I think it wipes at least one poison stack.

It's actually a

HARD COUNTER

although it lasts only 15 seconds.
 

Arkeus

Arcane
Joined
Oct 9, 2012
Messages
1,406
From both of Sensuki's video i am really getting the impression that while the health/stamina ratio is a bit wonky (it probably should have twice the health) it's also a matter of Sensuki playing on hard in a mid-level map while he really doesn't know the game at all.

Pretty sure his adventuring day would at least be 5/6 encounters once he gets a better grip on the gameplay.
 

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