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

Sensuki

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Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
Sensuki vs The Beatles Episode 3

to cancel actions you have to press x ;)
or the right button next to attack in the command menu in the centre.

Right mouse should cancel actions as well, it did in the last patch. In the IE games right mouse click cancelled actions and it was working exactly as intended in the last patch, I'll go test it.

What the fuck? They got rid of it
 

Shadenuat

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*shrug* Might as well say that about any low-damage high-rate weapon.
Except stilettos that are fast as fuck and ignore 5 dr making them better than warhammers

Obsi should bring back arrows, let bow users equip armor ignoring arrows, broadpoint arrows for extra damage against unarmored or animals, and so on.
 

Semper

Cipher
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MCA Project: Eternity
@rmb to cancel: dunno, never tested this in the previous build. in v278 it doesn't work anymore.
 

Blaine

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Nice effort sensuki. I dont actually remember why are you making these videos but thats the first combat video Ive watched holy shit what an annoying micromanagement clusterfuck.

Yep. It's the standard split-second of action, spacebar to pause and reissue orders, unpause for a split-second, the characters mill about, pause, issue more orders, unpause for a split-second, enemies finish rapidly blowing across the grid and crash into your "frontline" as your wizards finally finish masturbating their wands, pause, unpause for a split-second, initiate confusing SFX-clouded clusterfuck, pause, unpause for a little longer to let things resolve (but get ready to heal!), pause, unpause, pause, unpause... eventually, end combat. Compliment self on successfully herding a bunch of high-on-drugs cats yet again, and taste that satisfaction.

But hey, it goes faster than TB combat. As we all know, we have jobs and stuff, and a wife and kids, and we don't have time to waste on turn-based combat. We just want to relax after work.

http://youtubedoubler.com/dltA
 

ZagorTeNej

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How viable is a melee rogue? Does he have any advantage over ranged ones to offset the fact that he's in more danger (in the thick of battle)?
 

Blaine

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I didn't have to pause that much in any of the IE games except BG2 intense fights.

Keep in mind that trash fights in PoE are supposedly being mostly eliminated, so the majority of battles will likely end up being confused rushmess pauseblasters.

RTwP enthusiasts just now are probably thinking how much I must have sucked at the old IE games. Quite the contrary, it's just an obnoxious and unsatisfying way to handle combat, according to my tastes anyway.
 

Infinitron

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Here's something you should try later on, Sensuki - the "no-pause challenge". Play through the beta with no pausing and see how it goes.
 

tuluse

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How viable is a melee rogue? Does he have any advantage over ranged ones to offset the fact that he's in more danger (in the thick of battle)?
A melee rogue if used right should do lots of damage from flanking bonus. You're going to have to put some heavy armor on him/her though.
 

Nihiliste

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jpg

Jesus christ, I know people have been calling it a clusterfuck but maybe that's putting it mildly.
 
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Sensuki vs The Beatles Episode 2

720p and 1080p should be up in a few mins



Note the PC name :smug:


The game looks pretty good from a visual standpoint, I have to admit

Do you know if they are considering adjusting moving speeds of the characters and monsters? It seems a tad bit fast. I wish this could be adjusted in steps and not just slowed down via slow motion option. Do you ever use the slow motion option, or do you just get used to the speed after awhile and so it is not necessary? It seems like you have to pause so often and I think this is in part because of how fast everybody is moving. Every time I watch somebody play its amazing how often you need to pause, I am not sure why this is considered a better way to do thins than turn based, but its not changing so no need to go down that road.
 

Sensuki

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Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
Jesus christ, I know people have been calling it a clusterfuck but maybe that's putting it mildly.

That pause is taken in the middle of a spell effect going off (the purple shit). If I took a screeny amidst 3 buffs going off it would look the same. However PE does have unnecessary over the top Spell FX (not quite as bad as I thought it was going to be).

There's a reason the IE games and RTS games in general don't go for flashy FX (well, excluding shit like Nukes in Generals and stuff).

Do you know if they are considering adjusting moving speeds of the characters and monsters? It seems a tad bit fast.

It is too fast, been saying it all along. They should never have included run either.
 

Duraframe300

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Sensuki vs The Beatles Episode 3

to cancel actions you have to press x ;)
or the right button next to attack in the command menu in the centre.

Right mouse should cancel actions as well, it did in the last patch. In the IE games right mouse click cancelled actions and it was working exactly as intended in the last patch, I'll go test it.

What the fuck? They got rid of it

On a related note keybinding is borked because you can't assign the mouse.
 

MicoSelva

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initiate confusing SFX-clouded clusterfuck
PE does have unnecessary over the top Spell FX
This is a huge problem IMO. The game is too visually rich. Not only spells have FX, but every character has quasi-magical abilities that make something glow or add other visual effect, making an already confusing situation completely incomprehensible.
 
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Semper

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it only cancels the attack animation after playing the first few frames. it's mostly used for to cancel cast animations if something goes wrong and if you want to relocate the caster. like you tried with your priest in episode 3.
 

Hormalakh

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i've said this before and i'll say it again, if they want the clusterfuckery of rtwp but without actual hotkeys (like RTS type hotkeys) then yes, we'll be pausing every 1.34532 seconds. The hotkey bindings are for bullshit stuff like "options" and shit that isn't occuring during combat, the one place where quick movements matter most. They need to look at dota2 and lol and starcraft and the blizzard games, consider how to make their abilities fit within a hotkey frameset, and then build hotkeys and remappable hotkeys.

abilities should be mapped to q,w,e,r,z,x,c,v with attack being a, scouting or stop being s, d and f also being used.

then they should set up their classes with these sorts of things in mind. too many abilities to hotkey (like the mage)? Easy, you go multiple levels of hotkeys.

Q,W,E,R,Z,X,C,V on a wizard should select the spells from level 1,2,3,4,5,6,7,8 respectively. Then a second window should open with the four spells you are allowed to memorize in your grimoire mapping to q,w,e,r. Other abilities (grimoire bash, etc) can be mapped to other keys.

Same with other classes: fighter type classes can also have the same thing: divide your options again to per-rest, per-encounter, per-day and map those to q,w,e,r, then under the submenu, put your abilities again under q,w,e,r. So carnage which I think would be a per-encounter should be hotkeyed to Q,Q.
 
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tuluse

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i've said this before and i'll say it again, if they want the clusterfuckery of rtwp but without actual hotkeys (like RTS type hotkeys) then yes, we'll be pausing every 1.34532 seconds. The hotkey bindings are for bullshit stuff like "options" and shit that isn't occuring during combat, the one place where quick movements matter most. They need to look at dota2 and lol and starcraft and the blizzard games, consider how to make their abilities fit within a hotkey frameset, and then build hotkeys and remappable hotkeys.
This would be shit, you don't control 6 characters in Dota clones, and they don't have potentially dozens of abilities like say a priest does.
 

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