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

Unwanted

The Pillar of Eternity

Andhaira
Andhaira
Joined
Aug 21, 2014
Messages
5
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 will be character building/progression.

Your post was great, possibly the best in this thread. It amazes me how many people did not bother to read, or are completely ignoring, the numerous points Obsidian specifically said are still wonky or missing in the Beta, such as Pathfinding.

Anyhow, I have to disagree with you on the bolded part above. Your statement is so out of whack to be honest, that I am thinking you must be adding NWN 1 & 2 into the IE games by mistake.

With the exception of IWD 2, all the IE games used the AD&D ruleset. Even with the addition of kits, this meant that non casters had a fixed and bland progression. You could not choose abilities for them at level up, aside from weapon proficiencies and thief ability percentages. Spellcasters got spells you could memorize. And that was it.

PoE has a much more robust character generation and progression system. It remains to be seen however, if each new ability you can gain at level up and the Talents are distinct enough from one another to really matter.

Right now Wizards seem to be offensively the most powerful characters to me.
 

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
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?
I think talents are mostly supposed to be cross-class.

The paladin is supposed to be more of a support character however.
 

Frusciante

Cipher
Joined
Aug 24, 2012
Messages
716
Project: Eternity
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 will be character building/progression.

Your post was great, possibly the best in this thread. It amazes me how many people did not bother to read, or are completely ignoring, the numerous points Obsidian specifically said are still wonky or missing in the Beta, such as Pathfinding.

Anyhow, I have to disagree with you on the bolded part above. Your statement is so out of whack to be honest, that I am thinking you must be adding NWN 1 & 2 into the IE games by mistake.

With the exception of IWD 2, all the IE games used the AD&D ruleset. Even with the addition of kits, this meant that non casters had a fixed and bland progression. You could not choose abilities for them at level up, aside from weapon proficiencies and thief ability percentages. Spellcasters got spells you could memorize. And that was it.

PoE has a much more robust character generation and progression system. It remains to be seen however, if each new ability you can gain at level up and the Talents are distinct enough from one another to really matter.

Right now Wizards seem to be offensively the most powerful characters to me.

Yes you are right ofcourse. IE games didnt have good meaningful progression either. Was thinking about NWN. So then PoE may improve on almost every aspect of the IE games.
 

mastroego

Arcane
Joined
Apr 10, 2013
Messages
10,440
Location
Italy
Ok so I've read a bit through the thread to see what this all is about.
If it ain't broken....

It is broken because it means people taking non combat routes are not rewarded as highly as those who elect to kill everything in their way to get to the quest goal.

Whether or not this is a good fix is up for debate, I think it works fine, but people who love2grind or enjoy seeing "Your numbers went up" in the log after a tough fight (and I'll admit that I do miss that when playing the beta) would prefer a direct reward for killing shit.

So you defeat hordes of enemies and learn NOTHING from it? Yeah, this makes a lot of sense. Sounds funny, too. Just grind on pointlessly.

I mean the solution would be so easy: just grant XPs for killing monsters OR for cleverly avoiding them.
They're software developers, they should understand BOOLEAN.

Well, ok, too bad: I had this game on the radar, I was mildly hoping in something interesting (little hope for that, when you can't even count on simple logic).
 

a cut of domestic sheep prime

Guest
20 pages in a day :lol:

That's what happens when a closed beta becomes "public". At least there'll be no shortage of feedback now.
Actually, someone quoted me so I had thought this was another thread I had posted in. Since the first 10 or so pages were all the usual arguments about the retarded stats, I assumed that that's what this was about, as usual. My bad for just clicking the notification and not reading the thread title. :M
 

Scruffy

Ex-janitor
Patron
Joined
May 16, 2008
Messages
18,150
Codex 2012 Torment: Tides of Numenera Codex USB, 2014
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.
with all the time you waste creating alts and posting bullshit, you could certainly finish that LP, man.
 
Unwanted

The Pillar of Eternity

Andhaira
Andhaira
Joined
Aug 21, 2014
Messages
5
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?
I think talents are mostly supposed to be cross-class.

The paladin is supposed to be more of a support character however.

Talents are like Feats in D&D, both general Talents anyone or multiple classes can pick up (such as the weapon proficiencies) and class specific Talents (such as the improved divine flame, or whatever it's called, for the Paladin which improves their divine flame striking ability by increasing damage)

The Paladin was initially a support character, but after rightful butthurt on the Obsidian forums they added in abilities to make him more viable as a melee tank with single target damage abilities.
 
Self-Ejected

Bubbles

I'm forever blowing
Joined
Aug 7, 2013
Messages
7,817
"Might" really means "Soul Power" in this setting, they're just too scared to actually write that on the attribute screen.
 

Frusciante

Cipher
Joined
Aug 24, 2012
Messages
716
Project: Eternity
"Might" really means "Soul Power" in this setting, they're just too scared to actually write that on the attribute screen.

Yes I personally don't mind what they are trying to achieve but I think its a bit too unintuitive for most people. A slightly more traditional attribute system might be better.
 

Frusciante

Cipher
Joined
Aug 24, 2012
Messages
716
Project: Eternity

Maculo

Arcane
Patron
Joined
Jul 30, 2013
Messages
2,610
Strap Yourselves In Pathfinder: Wrath
I have been thinking about character builds, and I think there is not as much room as one would hope for under the current system. We start out with a lot of attribute points, and it feels that one can grab a high might, constitution, and dexterity (or intellect) without much sacrifice. Although that may be a result of perception and resolve being low priority at the moment. Furthermore, classes like priests seem to have a massive toolkit of spells, which can balance out several inadequacies.

It seems hard to be distinct when you can have it all (some classes excluded).
 

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,977
Location
Russia
Everything is unintuitive as hell. First thing I want is a normal spell book, or ability book instead of list.
Have to play it in a window cause I have 3:4 monitor.
I wish I could center the screen and it would scroll the map on the move like in PST.
Very laggy.
Godlies and many other races are ugly.
Portraits are kinda bad.
The percentages and hueg numbers (my mononokedruid has 152 health, more than BB-Fighter) makes my head spin.
Highest difficulty adds +50% to monster stats, but I only want bigger encounters?
Morrowind music too.
Writing seems good, and dialogue screen makes my heart ache with bittersweet nostalgia and sends butterflies fly in my belly.
With amount of abilities characters get, not surprising combat is messy.

With that amount of abilities, would make sense to just allow choosing them during levels up.

That's it for now. Need to go through beetle-challebnge

oh, right

81679241.jpg


854469218527548.jpg
 
Last edited:

bonescraper

Guest
"Might" really means "Soul Power" in this setting, they're just too scared to actually write that on the attribute screen.
Soul power also affects the caliber of your ammunition?

0d74efe341aa.jpg


Just face it. It's not supposed to make any sense.
 

set

Arcane
Joined
Oct 21, 2013
Messages
944
It hurts so much. I'm just going to replay SRR, the beta so far is a massive disappointment. I'd be deathly ill at this point, were it not for D:OS turning out to be so amazing.

Were you this butthurt on week 1 of the Divinity: Original Sin Early Access too? Or just short-term memory? (Crashing, glitching, clipping, imbalance, exploits, bugs, etc. etc.)

I didn't back DOS because I was so sure it would suck. So I only played the final product.
 

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