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

Crooked Bee

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Why does the Monk's Stunning Blow require a melee weapon? It doesn't make much sense to me.

Also, it feels like there are too few Monk-specific abilities in total, and even fewer if you're fighting unarmed. Also some of those are banal shit boring, like Clarity of Agony (halves the duration of negative status effects, wow). Like I said, I like the wounds mechanic, at least in theory, but the ability variety is somewhat underwhelming.

I think both Stunning Blow and Torment's Reach (2x melee reach with some hit penalty) should apply in unarmed combat, too. Otherwise I'm left with what, 2 abilities? (And according to the wiki, just one more at higher levels.) Lollerskatez.
 

Infinitron

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Why does the Monk's Stunning Blow require a melee weapon? It doesn't make much sense to me.

Also, it feels like there are too few Monk-specific abilities in total, and even fewer if you're fighting unarmed. Also some of those are banal shit boring, like Clarity of Agony (halves the duration of negative status effects, wow). Like I said, I like the wounds mechanic, at least in theory, but the ability variety is somewhat underwhelming.

I think both Stunning Blow and Torment's Reach (2x melee reach with some hit penalty) should apply in unarmed combat, too. Otherwise I'm left with what, 2 abilities? (And according to the wiki, just one more at higher levels.) Lollerskatez.

https://www.kickstarter.com/projects/obsidian/project-eternity/posts/390987

  • Monks absorb a portion of incoming damage and convert it into a Wounds resource they can use to power their soul-based abilities (such as Stunning Blows) through any weapons they use, including unarmed strikes.

Bug?
 
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RPG Wokedex Strap Yourselves In
Meh I'd still prefer stats having positive values starting at 10 and negative values under it. Penalize player for dumping a stat.
This, so much. The new, 'no child left behind', you always get a bonus no matter how low your stat mentality is bullshit and needs to die. This is a moot point for PoE though, since stats are p. much meaningless anyway, except for maybe Might lol

I'm sorry but what's the difference. If you take one system where you go from -5 penalty to +5 bonus and other where you go from +0 to +10 bonuses, the difference in strength of two characters on the far ends of the scale should be the same.
 
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Also, I killed that Trygil chap and he didn't even drop the key to his back room! I mean, come on.
:decline:

I am enjoying the wounds mechanic so far, though. I just worry the combat might be fast enough (not in real-time I mean, but relative to the attack and damage speed) that you just wouldn't have enough time to reliably use the more powerful abilities requiring several wounds at once.

Can PCs still be told to attack themselves? Does the monk accrue wounds by punching herself in the face?
 

Crooked Bee

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https://www.kickstarter.com/projects/obsidian/project-eternity/posts/390987

  • Monks absorb a portion of incoming damage and convert it into a Wounds resource they can use to power their soul-based abilities (such as Stunning Blows) through any weapons they use, including unarmed strikes.

Bug?

Well, unfortunately Stunning Blow's description says "Requires a melee weapon". Could be an oversight, of course.

Can PCs still be told to attack themselves? Does the monk accrue wounds by punching herself in the face?

Haha, dunno, haven't tried that yet. Good idea though. I forgot about that bug.
 
Unwanted

The Pillar of Eternity

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It's probably too late to implement this, but no xp for monster killing needs to go. Other wise there is no incentive to fight critters, and that just doesn't feel right for a CRPG.
 

Crooked Bee

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Another weird thing about Stunning Blow is that it says "Stunned (25.5 secs)" for me. If that's duration, then it should be enough to disable an enemy for the entire encounter. I'll see if I can test that out.

Also villagers go down in one hit and no one gives a damn, so I can just take them out individually for some (if meager) loot. :M
 

tuluse

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Meh I'd still prefer stats having positive values starting at 10 and negative values under it. Penalize player for dumping a stat.
This, so much. The new, 'no child left behind', you always get a bonus no matter how low your stat mentality is bullshit and needs to die. This is a moot point for PoE though, since stats are p. much meaningless anyway, except for maybe Might lol

I'm sorry but what's the difference. If you take one system where you go from -5 penalty to +5 bonus and other where you go from +0 to +10 bonuses, the difference in strength of two characters on the far ends of the scale should be the same.
Yeah the baseline would be increased, so the math would end up being the same.
 

Harold

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I'm sorry but what's the difference. If you take one system where you go from -5 penalty to +5 bonus and other where you go from +0 to +10 bonuses, the difference in strength of two characters on the far ends of the scale should be the same.

It depends on how those bonuses/penalties apply to the whole system, of course. If, for instance, your design dictates that with a default +0 to hit you still miss 1/4th of the time against common enemies (and even more against bosses) than suddenly adding a penalty to that becomes less enticing. Long story short, it all depends on the significance of those ratios of progression within your stat system, which is why I said it's a moot point for PoE, where a point adds a 2% to a derived stat or something similar; it's just a modern design philosophy 'your characters start out ok and only become more awesome' that I greatly dislike.

It's probably too late to implement this, but no xp for monster killing needs to go. Other wise there is no incentive to fight critters, and that just doesn't feel right for a CRPG.
The nerve on this motherfucker, unbelievable.
 

tuluse

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Another weird thing about Stunning Blow is that it says "Stunned (25.5 secs)" for me. If that's duration, then it should be enough to disable an enemy for the entire encounter. I'll see if I can test that out.

Also villagers go down in one hit and no one gives a damn, so I can just take them out individually for some (if meager) loot. :M
Duration should be INT based. Are you playing a genius monk?
 

Frusciante

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Project: Eternity
Excuse me for this long post but I will now post my detailed impressions from playing the Beta for about 6 hours. In general I find the Codex extremely entertaining and sometimes informative but compared to most people here I am much less cynical, less sarcastic, more nuanced etc. So please bare with my balanced and nuanced view on PoE.

I will start with the easy part: The graphics and art are absolutely amazing. I have been craving for a gorgeous 2d world to explore for a long time and I’m glad that I can finally do this again. There is lots of detail, great atmosphere and a great feeling of exploration.

The music is great in my opinion, fits the overall atmosphere nicely. Reminds me of both BG2 at times and morrowind which is a very good thing. Sound still has a lot of bugs so hard to judge for now. At least is seems promising.

The tone and quality of the dialogue so far is excellent. Since I like the world of PoE and the story will be very personal (as opposed to an epic you’re the chosen one story) I think this bodes well for the final game. Also nice are the many skills/attribute checks, the reputation/faction system and the scripted interactions.

So far this is pretty boring because I think most people will agree with me so far. So here I would just like to reflect on the art, dialogue, story concept and scripted interactions. It has been far too long since I have played a game with these qualities. There have been a lot of people here acting like PoE has no redeeming qualities at all at this point which is something I strongly disagree with.

Now on to combat. In general while reading the comments I feel that people dont like the combat for one or more of the following reasons:

A) They hate RTWP IE like combat
B) They are misguided/uninformed by the many bugs and missing features in combat
C) They honestly just happen to have a very specific taste that makes them hate some of the deliberate choices made by OE.
D) Some things are just not working out very well at this point

To judge PoE’s combat I will take BG2 combat as the standard of comparison. Let’s assume that this is actual good and enjoyable combat because we need to compare PoE to a fair standard (as opposed to some theoretical perfect game).

I believe PoE still has the potential to (greatly) improve on BG2’s combat. The main improvements in my opinion are:

1. Melee engagement: this forum used to be full of people complaining about the lack of control your fighters had in IE to keep your enemies from reaching your backline. Having a system in place to keep enemies pinned down greatly increases the usefulness of positioning and tactics. One thing this system does need however is good enemy AI and encounter design. You need enemies trying to reach your backline anyway. For example using teleportation or abilities like wild sprint.

2. Per encounter abilities: if it was up to me there would only be per encounter abilities in this game. Per rest abilities generate startegical considerations. Limited per encounter abilities generate tactical considerations. In moment to moment gameplay tactical considerations are much more interesting then strategic ones in an IE like game (I can elaborate on this if anyone is interested).

3. Resting + health + stamina: I like the interplay between resting and health. Basically you cannot rest after each encounter so you need to manage your long term resource: health. In combat encounters you thus need always be on your best because otherwise you will get into trouble later on in the dungeon/area. Also I like that you dont have to load your priest full of healing spells anymore to survive an encounter.

4. Stealth system: is much more clear and useful. Is great and fun to set up ambushes with your rogue and then teleport to safety.

5. No rounds: my rogue can now teleport away instantly without having to wait untill he finishes his previous round. This is better suited for RTWP combat.

Now on to what is getting in the way of enjoyable combat at the moment:

1. No auto-attack (this is a bug, will be fixed)
2. Selection circles overlapping (main reason for clusterfuck, is a bug, will be fixed)
3. No targeting feedback (confirmed that this will be implemented, will greatly improve clarity)
4. Responsiveness (party members dont activate abilities etc, is a bug, will be fixed)
5. No hit animations (will likeley be added later, some blood spatter etc would be nice when hitting the enemy)
6. Bugged sound effects (makes the combat sometimes feel unconnected, is bug so will be fixed)
7. Low quality of animations (is a big potential negative that will probably not be fixed entirely)
8. No melee engagement UI (will be added later)
9. Movement speed too fast in combat (makes positioning feel less important, needs tob e tweaked slightly, unsure if this will happen)
10. Spell effects sometimes obstructing vision (hopefully they will tweak this a bit but not certain)
11. Balance (typical beta issue, OP blunderbusses etc, not worth discussing)

If they can fix all of these 11 points I am confident that PoE’s combat will be on par with that of the IE games. I’m no oracle so no idea if it will actually be better.

So far I havent talked at all about the attributes, feats and character progression. This is because from what I have played in the beta, the end result of character progression in this game is a party composition and abilities/spell composition that is very similar to that of the IE games. In other words it doesnt for me directly affect the fun of combat.

It does however affect ofcourse the fun of character building and progression. There is significant possibilites for improvement but I am pretty certain that it will never be nearly as good as in DnD 3.5 for example. I like NWN’s system the best honestly. Some things I expect:

1. Many more feats will be added which improve customization options
2. Attribute system will be slightly changed to accomodate the huge butthurt
3. Attributes will remain much less relevant then in the IE games which is very unfortunate

Random remarks about no combat XP:

- People saying xp is needed because combat is bad: this is bullshit MMO addict logic. Improve combat or go home.

- By definition incentive/reward for combat will be lower. Trade-off is that other options (stealth, conversation, puzzle etc) are now equally rewarding. This is a matter of preferences, no absolute good or bad.

Conclusion: PoE still promises to be a very good but not perfect crpg. It has great 2d art, music and dialogue so far. Good innovations like the health system, rest system, scripted interactions, faction/reputation system are great additions to the IE formula. I believe combat will be at least on par with the IE games. Major flaw compared to IE games NWN will be character building/progression.
 
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Crooked Bee

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Duration should be INT based. Are you playing a genius monk?

I posted my build earlier ITT - I only have 14 INT. I guess it's just wildly unbalanced at this point.

Makes me wonder what their systems designer(s) have been doing all this time :P Nothing they can't fix, of course.
 

Volourn

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"What OE have done here sounds promising to me. However, if you feel you should be rewarded XP more often to satisfy your autistic tendencies then they could reward XP for exploration (discovering new locations) and boss battles as well, though the latter probably already does reward XP for this because it ties into quests."

No. Taking out the so called spider queen gives you shit except disseapparing loot. L0L




"I feel so good that I'm a storyfag and probably won't notice half of the mentioned issues in the final game even if they are not cleared."

Combat is forced on you. You will ntocie it though I assume the actual bugs will be fixed.
 

Jaesun

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All I can do right now is go WOW! This game is so pretty <3 <3 Dialogue is good so far. Pathfinding seems fine.

Have not made it into a combat yet...
 

Crooked Bee

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So I did the beetle encounter and I'm kinda butthurt that both Priests and Wizards get so many different abilities whereas Monks don't get shit, and what they do get is so unimaginative. I mean, come on, you've got SOUL MAGIC in your setting, couldn't you have thought up some more exciting and varied Monk abilities?

FIX MONKS NAO. Kthx.
 

Maculo

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Strap Yourselves In Pathfinder: Wrath
Also, I killed that Trygil chap and he didn't even drop the key to his back room! I mean, come on.
He doesn't drop it, enter scouting mode (ALT key by default) and look around the dye containers. A purple highlight will appear, loot that for the key.

I...never tried that. I always went to the dungeon via the statue. Nice catch.

I kind of wish Obsidian included more content, because I feel that they picked the village specifically because it was so sparse (plot and quest-wise).

Also, did anyone PM Sensuki about reducing the white of the character's eyes to make them look less weird?
 

Raggg

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All I can do right now is go WOW! This game is so pretty <3 <3 Dialogue is good so far. Pathfinding seems fine.

Have not made it into a combat yet...
The pathfinding is great, the problem is with avoidance of other characters. The two use different systems because recalculating the navmesh whenever someone moves is far too expensive. This is one downside of navmeshes compared to grid based solutions.
 

ZagorTeNej

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I'm sorry but what's the difference. If you take one system where you go from -5 penalty to +5 bonus and other where you go from +0 to +10 bonuses, the difference in strength of two characters on the far ends of the scale should be the same.

It's different in this case, as Infinitron reminds us constantly, this system was done, ready and playable without attributes which were added at the very end (it was built from the ground up without them). That's why your character is averagely good without stats even being in play and they only serve to increase his effectiveness even at their bare minimum (3).

If on the other hand stats dragged the char below average (depending on which stat he dumps) with penalties you'd get a char who has genuinely weak damage output, who is fragile, has trouble hitting things etc.

Atleast that's the way I see it.
 
Unwanted

The Pillar of Eternity

Andhaira
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The Paladin is really weak. Even the Fighter is better. They said there are plenty of talents missing in the Beta, anyone have any idea how many of them are Paladin talents?
 

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