Adam Brennecke said:I would like to push an update tomorrow if everything goes looks ok in QA today.
Yeah, it's not going to happen this week folks. We keep running into a recurring save/load issue, which means the current build won't be productive for Backer testing. I apologize for getting your hopes up - I'll be working on getting it resolved, and hopefully early next week we can look at putting a new build up.
Naturally, I was right. It happens every single time that they announce that a new build will be released the next day and then some unexpected bug creeps in and they have to delay it for a week - almost to the point of hilarity.Going by past history, it'll probably be delayed to next week.
But how is this possible? Games like the IE games saved EVERY piece of item and character throughout the maps, and they functioned perfectly. And it was almost 2 decades ago. It's like the art of programming complex RPGs was lost after the great cataclysm of decline.Yeah, it's not going to happen this week folks. We keep running into a recurring save/load issue, which means the current build won't be productive for Backer testing. I apologize for getting your hopes up - I'll be working on getting it resolved, and hopefully early next week we can look at putting a new build up.
they've been having recurring save/load issues from the beginning of the beta. I wonder what it is exactly that keeps happening - maybe having to clear all the variables or store them one by one and missing them.
I don't know the code, so I can't say.
But how is this possible? Games like the IE games saved EVERY piece of item and character throughout the maps, and they functioned perfectly. And it was almost 2 decades ago. It's like the art of programming complex RPGs was lost after the great cataclysm of decline.
melnorme asked: How often during the development of Pillars of Eternity have you been surprised to discover that your backers played the Infinity Engine games in a way that you weren't familiar with and hadn't anticipated, and thus hadn't designed PoE to support very well? For example, players who do stuff like NOT hoarding potions and NOT resting after every battle, etc, which in PoE means they expect more health and longer times between rests than other players.
Not very often. I’ve seen a lot of people play the IE games, both the ones I’ve worked on and the ones I didn’t work on. Player tendencies run a wide gamut from conservative play to loose and reckless.
I think there is a tendency for people to dismiss the way other people play as being severe aberrations among a tiny minority of players. I personally use consumables frequently and rest infrequently in these games. My design decisions were not oriented around how I play, nor were they even oriented around how other people say they play, but what I watched people doing — not all players, not all the time, but a good chunk of players a lot of the time, both then and now.
Anyway, the rest rate for PoE was primarily limited early on by total Health values on front-line characters. In the BB, it’s usually been BB Fighter. Those values were easy to tune. During our play week, people did not have a problem with the frequency of resting.
enverxis asked: In your last post on here you said "I think all classes should start with one ability that has per-encounter uses". I think some classes are fine with two passives and the choice between two actives at the start - for instance I would move Carnage on the Barb to a default ability and rather be forced to choose between Frenzy and Barbaric Yell - because I'd prefer to use yell over Frenzy, but not over Carnage.
I think I discussed this with you on one of the forums, but that’s the way it works now. Carnage is the default barbarian ability and you pick between Frenzy and Barbaric Yell at 1st, with both being 1/Encounter use. All classes have a 1/Encounter of some sort.
Barbarian: Barbaric Yell or Frenzy
Chanter: Phrases/Invocations (can be used in every encounter)
Cipher: Powers (Focus resets and can be built in any encounter)
Druid: Spiritshift (now 1/Encounter)
Fighter: Knockdown or Vigorous Defense
Monk: Swift Strikes or Torment’s Reach (both are Wound-based)
Paladin: Flames of Devotion or Lay on Hands (now both 1/Encounter)
Priest: Holy Radiance
Ranger: Wounding Shot or Marked Prey
Rogue: Crippling Strike or Blinding Strike (Crippling Strike is 2/Encounter)
Wizard: Arcane Assault (new ability)
Even if you build the rest of the character entirely with passives, modals, or per rest actives, you’ll always have something active per encounter to use.
One person changes what things are saved.But how is this possible? Games like the IE games saved EVERY piece of item and character throughout the maps, and they functioned perfectly. And it was almost 2 decades ago. It's like the art of programming complex RPGs was lost after the great cataclysm of decline.Yeah, it's not going to happen this week folks. We keep running into a recurring save/load issue, which means the current build won't be productive for Backer testing. I apologize for getting your hopes up - I'll be working on getting it resolved, and hopefully early next week we can look at putting a new build up.
they've been having recurring save/load issues from the beginning of the beta. I wonder what it is exactly that keeps happening - maybe having to clear all the variables or store them one by one and missing them.
I don't know the code, so I can't say.
Holding out on us, eh, root?
One person changes what things are saved.But how is this possible? Games like the IE games saved EVERY piece of item and character throughout the maps, and they functioned perfectly. And it was almost 2 decades ago. It's like the art of programming complex RPGs was lost after the great cataclysm of decline.
A completely different person is responsible for the save/load mechanism, but those two guys don't talk.
Then a week later the QA is given a build and they find out something doesn't work right. And then they start looking for the source of the bug, which may be difficult, considering that a week has passed by now.
I don't know what is the proper way to work on big projects, but at Obsidian one guy codes something and never checks himself even for a few minutes how his changes affect the rest of the game, at least that's the impression I get.
I guess it's effective, cause QA guys are paid less, so it's logical that it should be up to them to test things, but maybe the testing should occur as soon as the changes are committed, so they can deal immediately with any bugs. Or not? They probably know better than some random dudes from the internet how to set up an effective pipeline, after all.
I was going to be all but then he had to keep talkingit's funny but after playing shit like wasteland 2 and dead state recently, playing the backer beta for this was very pleasant. i know i mentioned that the realtime combat was a little too fast for me before, but i'm just really tired of fuckin turn based games in which the combats are all random trash bullshit and not unique, well-thought-out encounters
Nooooooooooogame designers just suck shit at game design. good example of a turn-based game in which the combat isn't tedious because the combat encounters are meaningful and challenging and usually interesting, and the underlying combat mechanics have some interesting options: Temple of Elemental Evil