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

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
Instead of trying to split oncoming damage, just use crowd control attacks and debuffs. Wizard/rogue type squishies really go down quick if enemy focuses on them which lefts you with only tankers.

This. Like I said on the Obsidian forums, standard practice for me in low-level D&D combat is to run with as many as four out of six characters in the party who can hack it on the front lines. If you want to use just two, you'll need to be more creative with your spells instead of just going for straight damage.
 

mutonizer

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Instead of trying to split oncoming damage, just use crowd control attacks and debuffs. Wizard/rogue type squishies really go down quick if enemy focuses on them which lefts you with only tankers.

That's what I'm doing, it's very rare that anyone but my main tanks take much stamina damage (they got so high DT now and class based stamina regen) but they still do take some damage to Health, which makes them die from thousands paper cuts at the end of the day (well that and crazy poisons/petrify/whatever).
And I got some nice damage dealing potential, but you gotta realize, most spells are affected by DT and can very easily miss since they use the exact same system as attacking in melee or range (ACC vs DEFs/DT/etc).

edit:
But wtf am I saying!
The problem is not the difficulty of fights, it's me having to zone/load/zone/load back to the inn to rest, then zone/load/zone/load all the way back :)
 

Sensuki

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720p and 1080p should be done in 5-10 mins

Keep forgetting to use the Fighter and Rogue modals, laf.
 
Last edited:

Rivmusique

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As a side note, my current "testing party", after having survived some crazy shitspitting insta-kill crazyness with armor equivalent to modern tanks, now finds itself without any camping supplies left and none whatsoever anywhere in the world/merchants/etc.
There is one camping supplies for sale at one of the vendors in town (he's in a building, not the inn and not the tanner, name starts with a W). There is another under the tower just before you come to the beetles down there. Don't know if it is fixed now, but I found that picking up/buying camp supplies while you are maxed (3 on hard) would just take one from you :lol:

I thought supplies would just fill back up on town visit, or a rest at an inn. Can't imagine them sticking with a finite number available considering, as you say, inns are always there. Just makes for tedious map hopping.
 

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edit:
But wtf am I saying!
The problem is not the difficulty of fights, it's me having to zone/load/zone/load back to the inn to rest, then zone/load/zone/load all the way back :)

Welcome to the future of gaming

This can be easly solved by giving some inns supplying you more, or characters with survival skill seldom finds supplys while you rest. (depends on the map ofc)
Or by town portal/ beacon type spells :)
 

Sensuki

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I thought supplies would just fill back up on town visit, or a rest at an inn. Can't imagine them sticking with a finite number available considering, as you say, inns are always there. Just makes for tedious map hopping.

TBH I was looking forward to Rest Locations rather than a resource. KotC style. Shame they changed it.
 

Maculo

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Aside from changing the stamina-health ratio as Sensuki suggested, I think it would help there was some middle ground between resting and spamming healing potions. For the moment, the best I can think of is some type of bandage with a......cooldown. Outside of that, maybe put limited rest locations back in.
 
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Aside from changing the stamina-health ratio as Sensuki suggested, I think it would help there was some middle ground between resting and spamming healing potions. For the moment, the best I can think of is some type of bandage with a......cooldown. Outside of that, maybe put limited rest locations back in.

Or you can just ask they to rip off learn from 4E and use healing surges and the mechanics dealing with it which I going to totally do for my game.
It still make healing potions viable and help increase the amount of encounters you can do before every rest.
 

Cyberarmy

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They just need to put some "free" resting locations in wilderness, like campfires or cabins. Maybe make them usable once per day/week to avoid people spamming rest. (why? balace of course)
Edit: Or healing potions that are really rare?? Dunno if this is against lore.
 

SymbolicFrank

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JE always talks about IE games being too difficult for new/casual users, because there are a lot of exceptions in the mechanics. But from what I have seen from PoE so far, it's outright newbie-unfriendly.

In BG you could just click on an enemy and only interfere (pause) when something went wrong. PoE plays like a turn-based game, in that you, the player, has to initiate each and every action. Spam that space bar!
 

mutonizer

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This can be easly solved by giving some inns supplying you more, or characters with survival skill seldom finds supplys while you rest. (depends on the map ofc)
Or by town portal/ beacon type spells :)

Oh, it's gonna be easily solved: an easy to use batch file that automatically edits the campaign supplies in my quicksave file to the max value.
 

SymbolicFrank

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JE always talks about IE games being too difficult for new/casual users!

He thinks character creation and development was too difficult. In the gameplay itself, he thinks players can actually handle more difficulty: http://www.rpgcodex.net/forums/inde...w-with-josh-sawyer-at-just-press-start.91370/
Thanks.

It's often hard to understand the reasoning behind a lot of stuff, because it's so very gamey. There is hardly a link between the system in Josh's head and what we see on the screen.

The only thing that seems consistent is the DPS.
 

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
http://jesawyer.tumblr.com/post/96704971431/why-did-you-guys-decide-to-keep-keep-the-term-godlike

ghoulishvisage said: Why did you guys decide to keep keep the term "Godlike" for the race instead of coming up for an in-universe term for them like Tiefling, or Genasi? When it was initially announced I thought it was just a descriptive way you were speaking of them, then as the time went on I thought that it was just a working-title for them. I didn't think until recently that you were going to stick with the term.

The in-universe term is Godlike. They appear among all races all over the world and little is common between them except for their odd supernatural appearance and sterility. Vailian dwarves and Ymyran elves would have Vailian and Aedyran terms for them, but in most cultures and languages those terms simply translate back to the equivalent of “Godlike”.
 

Athelas

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Some impressions from briefly playing the updated beta:

Character and creature models stand out much better from the environment, though there's still room for improvement. Models being obscured by the environment or SFX is still an issue, however. Combat in general seems a bit weightier/slower.

Pathfinding is hugely improved. I played around with it at the narrowest passages I could find and was surprised at how intelligently the characters navigated.

Not sure if footstep sounds were in the previous build, but I am noticing them now - there are different sounds for different surfaces, as well. They don't factor in the stealth system obviously - perhaps an idea for PoE 2?
 

Shadenuat

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New Episode of Sensuki vs The Beatles



720p and 1080p should be done in 5-10 mins

Keep forgetting to use the Fighter and Rogue modals, laf.

You also use spells too sparingly, probably an IE habit. And your spell choices are not optimal (minoleta spam). PoE spell levels are all more effective, level 1 heal isn't that worse than level 3 heal. You know beetles are tougher than, say, wolves or drakes or adventuring party near egg (if you intimidate 2 of them), so might as well cast +armor, circle of protection, healing circle, and so on. Fighter's knockdown too.

When I clean beetles I pull next group of mobs before my buffs from first fight run out, saves me some spells.

You also would have much better equipment if you killed a few idiots in village, like party you spawn near, there's an arquebus on one of them I think.
 

Athelas

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Pathfinding is hugely improved. I played around with it at the narrowest passages I could find and was surprised at how intelligently the characters navigated.

Pathfinding does an even worse job taking units into account though


The important thing is that those characters corrected their pathing by themselves...eventually. :smug:

Seriously though, I can't say I've run into any pathing issues that extreme.
 

Sensuki

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Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
You also use spells too sparingly, probably an IE habit.

Yep.

You know beetles are tougher than, say, wolves or drakes or adventuring party near egg, so might as well cast +armor, circle of protection, healing circle, and so on. Fighter's knockdown too.

They are? :lol:

When I clean beetles I pull next group of mobs before my buffs from first fight run out, saves me some spells.

Yep, although a lot of the time I wait to heal the stamina damage though, rather than stay wounded for the next fight.

You also would have much better equipment if you killed a few idiots in village, like party you spawn near, there's an arquebus on one of them I think.

Nah I'm just doing these vids as a comparison video. I'm just going to do them all with the starting gear and stuff.
 
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You know beetles are tougher than, say, wolves or drakes or adventuring party near egg, so might as well cast +armor, circle of protection, healing circle, and so on. Fighter's knockdown too.

They are? :lol:
Makes sense doesn't it? If a beetle was that big it would be unstoppable, tough exoskeleton, pure strength, rhino beetle can lift 850 times it's weight, etc.
 

tuluse

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
You know beetles are tougher than, say, wolves or drakes or adventuring party near egg, so might as well cast +armor, circle of protection, healing circle, and so on. Fighter's knockdown too.

They are? :lol:
Makes sense doesn't it? If a beetle was that big it would be unstoppable, tough exoskeleton, pure strength, rhino beetle can lift 850 times it's weight, etc.
Bro we're talking about a beetle being a tougher enemy than a dragon
 

Starwars

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I don't think there are any dragons in the beta though (I might've missed them)?. The little wurms are a far cry from a dragon if you ask me, but eh...
 

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