Played a bunch more now since I got a key. The game has problems, but the butthurt in this thread is way too strong. I suspect most of the problems that aren't just people complaining that the game isn't catering specifically to them will be marginalized or solved on release. My biggest worry remains that the micromanagement levels seem off the charts so far, just as me and Sensuki discussed like a year ago. IE-games had six characters but far, far less micromanagement of them. The level of micromanagement here is more than in most turn-based RPGs, which would be awesome if the game
was turnbased. It's not however. Also, slow-motion does little to alliveate the issue. The problem stems from the fact that, like in the IE-games, you have to manage position, but here you also manage each character's abilities (and you have nearly no characters on constant autoattack duty). It feels fine in large fights, but when encountering random fights in the wilderness, it's jarring. In other words, all fights demand the same levels of complete management. The way different levels of management are handled in other games (like the IE-games) is that stuff that requires manage are expendable resources. Meaning you
could micro every fight, but you don't, because you want to save the resource for another fight. That leads to a natural flow of fights demanding less attention and fights demanding more. Combat in Pillars of Eternity currently feels like reading through a book with a constant climax-arc.
Couple this with the fact that each character provokes (incredibly unclear) AoO's and you have a micro-nightmare. IT'S ALMOST LIKE THAT THING GRUNKER WAS TALKING ABOUT WITH NWN2, HUH. Unless you find joy in split-moving marines to avoid banelings, I don't think you'll have much fun with that. Things like managing your ranger's flanking with his animal companion, getting everyone to their places while thinking about whether or not that provokes 15 attacks of opportunity... all that is every bit as obnoxious, tedious and boring to play with as many of us predicted it would be. I have no idea how someone could look at those mechanics - purely designed for turnbased play - and say "wow, they sure fucked up with that in NWN2, I'm sure it just needs a bit of tinkering and then it'll be fine!"
Most other problems are either strongly overstated here or look solvable so far. I'm even starting to backpedal a bit on my criticism of both leveling and attributes. While certainly not sparkling with mass options and depth, both contain far more than the IE-systems ever did. While maxing STR and CON meant more for the melee classes of the IE-games, everything else easily means more for PoE-classes. In the end, we get more here than we did back then. On this point, I agree with
Infinitron: the biggest problem here is actually lack of talents. Though I wish - really, really wish - that you got one talent per level and that the game was balanced around that.
The abilities are fun and satisfying to use as well, except for the utility stuff like "+3 speed" for the Wizard, which feels more like chores because of the micromanagement problem. However, with some more clarity in the combat, if they manage to solve the issue with micro, I believe even those will provise useful and cool once you get a hang of everything and start having each ability memorized so as to easily use them. However, like I said, this remains my biggest worry. I am quite fearful concerning how they will get themselves out of the rut they've stuck themselves in with the insistance on using AoOs, engagement, and positional mechanics. Positioning was extremely important and sometimes troublesome to handle in the IE-games already, but here, it's been cranked up to 9999.
Also, I'm not saying it's everything, but some of the criticism here seems like it stems from people being very bad at the game or trying to analyze how the game feels like in their hands without actually having had it in their hands for that long. I was certainly guilty of that. Which is only natural, but being bad and unfamiliar with how the game handles in your hands will automatically colour your view of stuff like clarity, impact of certain abilities and attributes etc. Certainly this is a thread of knee-jerk reactions if I ever saw one. I imagine people would be quite baffled if they - without any prior experience - were granted a party of a cleric/fighter, a druid/fighter, a fighter/mage, a bard, a wizard and a cleric in the IE-games and asked to go play.