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

Vatnik
Joined
Sep 28, 2014
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A reviewer playing the game full time for two weeks
>gayjournalist
>playing a game for 2 weeks to review it
Right.

This looks like a backer portrait:
paivrt2q.r4v.png

Looks like a photograph that was painted over.

What really looks like a paint over job is this, and it's horrible:
546057ce347e52a8f7a4855a45516b6e.png


And generally speaking most human white male portraits are utter shit (they look so gay, and I just don't want to roleplay a gay character, simple as that). Is it because they're all based on some backers' pictures? Ugh, so bad...


Seriously though, is there any chance of engagement being removed in the big expansion patch? If there is a negative fan/reviewer reaction to it?
With unit collision removed, there's literally no chance of engagement ever going away.
 

Athelas

Arcane
Joined
Jun 24, 2013
Messages
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And generally speaking most human white male portraits are utter shit (they look so gay, and I just don't want to roleplay a gay character, simple as that). Is it because they're all based on some backers' pictures? Ugh, so bad...
You're just jelly of their boyish good looks.

With unit collision removed, there's literally no chance of engagement ever going away.
Could you clarify what you mean by this?
 
Weasel
Joined
Dec 14, 2012
Messages
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Simple offensive damage spells aren't usually the ideal use of a spellcaster in AD&D, so people trying to use their mage companion as a bug zapper probably don't really understand the spirit of the game anyway.

Not sure if you're referring to the spirit of AD&D or PoE here? I always interpreted the "spirit" (not always the execution) of AD&D as having various ways to play a wizard. But although I've had illusionists and summoners in various games, I've probably used necromancers and evokers more often. From what I've seen of other people playing, damage-dealing wizards seem to be the most common focus.

If you're talking about the spirit of PoE though, I guess that's different.
 

Infinitron

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Enjoy the Revolution! Another revolution around the sun that is. 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
Simple offensive damage spells aren't usually the ideal use of a spellcaster in AD&D, so people trying to use their mage companion as a bug zapper probably don't really understand the spirit of the game anyway.

Not sure if you're referring to the spirit of AD&D or PoE here? I always interpreted the "spirit" (not always the execution) of AD&D as having various ways to play a wizard. But although I've had illusionists and summoners in various games, I've probably used necromancers and evokers more often. From what I've seen of other people playing, damage-dealing wizards seem to be the most common focus.

If you're talking about the spirit of PoE though, I guess that's different.

Spirit of the IE games. At the levels we're talking about, crowd control spells were usually a better option.

LOLz, so no might wizard is not viable at all?
What happened with Josh's ideal of "you can't fuck up your build"?

Josh and Sensuki apparently have different definitions of "viable": http://jesawyer.tumblr.com/
http://forums.obsidian.net/topic/70...-testing-the-fenses-for-weaknesses/?p=1582230
http://forums.obsidian.net/topic/70...-testing-the-fenses-for-weaknesses/?p=1582230
 
Last edited:

tuluse

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
I like muscle wizards, I played one in P&P (custom system where it was viable). I would however love to have an option to create a powerful (as in high damage) wizard that has low might, and that is something PoE will not provide, AFAIK. Not a big problem - I can always LARP that magic in PoE is like ki in Dragon Ball - you increase your potential by physical training.

This clashes a bit with the soul-powered magic lore, though.
It might not be exactly what you want, but you can make a high intellect, high dex wizard who specializes in large AoE spells and spells that do damage over time.
 

polo

Magister
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So i've just read the whole thread at obsidian forums.
I don't know maybe JES thinks getting 5 companions killed in a fight but winning the fight is good enough result.
 

Havoc

Cheerful Magician
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Grab the Codex by the pussy Insert Title Here RPG Wokedex Dead State Divinity: Original Sin Project: Eternity Wasteland 2 Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker Pathfinder: Wrath
So i've just read the whole thread at obsidian forums.
I don't know maybe JES thinks getting 5 companions killed in a fight but winning the fight is good enough result.

I call it a good GMed encounter! :smug:
 

tuluse

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
So i've just read the whole thread at obsidian forums.
I don't know maybe JES thinks getting 5 companions killed in a fight but winning the fight is good enough result.
It's pretty rare to get killed in PoE, usually just knocked out.
 

polo

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So i've just read the whole thread at obsidian forums.
I don't know maybe JES thinks getting 5 companions killed in a fight but winning the fight is good enough result.
It's pretty rare to get killed in PoE, usually just knocked out.
But your endurance gets lower and lower each time a PC gets knocked down doesn't it? Until you rest i guess. Anyways, if getting killed its rare, thats why JES thinks everything works fine right, its just a matter of not getting the whole party KO'd.
 

Athelas

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With unit collision removed, there's literally no chance of engagement ever going away.
Could you clarify what you mean by this?
Nevermind. I mistakingly thought the no collision applied to everyone.
Well, there is collision for the player characters, it's just the 3d model instead of the selection circle.

So when can we expect the new IE mod to go with this build?
 

tuluse

Arcane
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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
But your endurance gets lower and lower each time a PC gets knocked down doesn't it? Until you rest i guess. Anyways, if getting killed its rare, thats why JES thinks everything works fine right, its just a matter of not getting the whole party KO'd.
No endurance regens to max after every fight. Health gets lower and that determines along with per day abilities when you rest.
 
Vatnik
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With unit collision removed, there's literally no chance of engagement ever going away.
Could you clarify what you mean by this?
Nevermind. I mistakingly thought the no collision applied to everyone.
Well, there is collision for the player characters, it's just the 3d model instead of the selection circle.

So when can we expect the new IE mod to go with this build?
I'm working on it right now and taking short breaks every 5 other minutes to read the forum or do whatever I can come up with just not to do the mod. So at this pace, I'd say in 10 hours.
 

polo

Magister
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Ah ok, its what i thought, i just constantly switch between health and endurance in my mind.
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Why is my PoE beta patching now? Isn't it a bit late to push out a new beta version of game is getting released in 2 weeks?
 
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11046963_10152755383076593_6564467140725305089_n.jpg


Pillars of Eternity: The Engwthian Empire (part 1)

Little is known about the long-lost Engwithan empire or its culture. Called the "Builders" by the tribes of Eir Glanfath, the Engwithans are believed to have created strange, elaborate structures over decades using shaped pillars of living adra to support the stone. Their language is barely understood by even the most well-read scholars, leaving many details of their society lost to the ages and hopelessly mired in rumor, folklore, and blatant lies.‪#‎PoELaunchMarch26‬
 

Maculo

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Strap Yourselves In Pathfinder: Wrath
PoE's difficulty is weird to gauge at times though. Once you find a winning formula, the game is not that difficult, except for occasional surprises. That being said, if you do not have a tank-like character or a way to chain stun/interrupt, the game can feel rough.
 

Grotesque

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Divinity: Original Sin Divinity: Original Sin 2
2 weeks is probably the sweet spot for buggy game/good review length, given the bugsidian rep. A reviewer playing the game full time for two weeks should be able to get through the vast majority of the game.
I'd rather they not have any day-1 reviews at all. I believe it will only hurt them. All the hype comes from day-1 streamers these days.


I can see Angry Joe with my mind's eye, voraciously browsing the Codex and taking notes of exploits and unorthodox tactics so he can stream playing PoE like the cool kids do, with maximum efficiency and finesse, to carve an image for himself as a cRPG grandmaster.
 

Infinitron

I post news
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Enjoy the Revolution! Another revolution around the sun that is. 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
several-talking-corpses asked: Just how different is designing and balancing for real time with pause combat versus turn based combat? In many games it seems to boil down to an aesthetic difference. This is somewhat of a given for any D&D based CRPGs sense D&D itself is round based, and the only exception I can think of in semi-traditional WRPGs is Dragon Age: Origins which utilizes MMO style "Move out of this telegraphed attack's range or bad things will happen to you," and "Get out of the fire," type-stuff. Where does POE?

Unfortunately, the only turn-based combat I have experience designing for is tabletop, but there are a huge number of issues for real-time party-based games. Pathing is easily the biggest, and most frustrating, obstacle. Out of combat pathing concerns are not the same as the issues that come up during a fight. Timing, hit reactions, interrupts, cancels, and how those all take priority are also big, big issues that don’t exist in turn-based games and cause a lot of problems in real-time.

GUI elements/visual cues are also much trickier in a real-time party-based game. Many things can happen concurrently and the player has a lot to keep track of. There’s a fine line between not giving enough information and giving too much.

In a turn-based game, individual characters’ actions (including pathing) can be isolated and treated as stand-alone events with only prepped reactions getting into the mix.

RTwP - the new niche.
 

Vault Dweller

Commissar, Red Star Studio
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11046963_10152755383076593_6564467140725305089_n.jpg


Pillars of Eternity: The Engwthian Empire (part 1)

Little is known about the long-lost Engwithan empire or its culture. Called the "Builders" by the tribes of Eir Glanfath, the Engwithans are believed to have created strange, elaborate structures over decades using shaped pillars of living adra to support the stone. Their language is barely understood by even the most well-read scholars, leaving many details of their society lost to the ages and hopelessly mired in rumor, folklore, and blatant lies.‪#‎PoELaunchMarch26‬
Can't wait.

:bounce:
 

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