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

Infinitron

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Communism appeared in agricultural Russia way before industrialization. Don't start with me.

...as a concious abberation of an ideology that was originally conceived for the benefit of industrial workers.

"Primitive communism" is an post-hoc retroactive invention of Marxists. There's no real reason to use the term or take it in regard. Tribals are just tribal, they're not communists.
 
Vatnik
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>an ideology that was originally conceived for the benefit of industrial workers

An ideology that was originally conceived for the benefit of humankind, forbidding all forms of exploitation of a human being by a human being. Sectarian pls go.

>"Primitive communism" is a LIE, YOU LIE!!!

Lol. Hard to understand what you're talking about with a capitalist dick in your mouth.
 
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Pillars of Eternity 2: Deadfire
No problem man. You probably don't believe in Sumerian theocratic socialism either, and in dinosaurs. That's the only way to deal with you people.
:notsureifserious:

ae701da4ab78b6762d8a7f9b72723123838467c23f77cd6d115615457b4f2367.jpg
 

Grotesque

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Plato was the first communist.

When Sensuki takes a break for holidays, this kind of grotesque thread derailing happens...
 

Copper

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Someone should shop the :australia to have Sensuki's scowling mug.

My nitpick is that most rulers throughout history have not been big enough dumb-fucks to allow nobility to expand into their colonies, especially overseas, prefering to keep things a bit closer to thier own power by promoting new people as fixed-term governors/viceroys/satap rather than letting their rivals seize even more power.
 

Sensuki

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Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
Fucking normalfags.

rope kid said:
Individual creatures are tuned for Normal difficulty since only PotD modifies their stats. The encounter sizes/compositions are tuned for the individual difficulty levels. I do not believe that the Hard encounters have a substantive enough increase in a) population and b) positioning. It's one of the things I've been focusing on over break.

:decline:
 

Copper

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Isn't that better than adding 2000% health? (Although it does slightly go against the grain of the stated design philosophy of designing encounters on Hard first, then trimming away the gnarly bits.)
 

Athelas

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Having more monsters and stronger monsters on higher difficulties is much better than HP bloat, yes. Though currently it might not be such a good thing, since on Hard you can attack a tiny spider in Korgrak's cave and be immediately swarmed with 20+ more and deadlier spiders.
 

LizardWizard

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Having more monsters and stronger monsters on higher difficulties is much better than HP bloat, yes. Though currently it might not be such a good thing, since on Hard you can attack a tiny spider in Korgrak's cave and be immediately swarmed with 20+ more and deadlier spiders.

You can absolutely pull those little patroling spiders solo on hard
 

Roguey

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Josh elaborated

Josh Sawyer said:
I'm not sure what you're expecting. Individual creatures are tuned around the idea that their level is "worth" an equivalent PC level for a challenging Normal encounter. E.g., a party of five 5th level characters should be reasonably challenged (but ultimately win out) against a party of five 5th level monsters. That's one of the most straightforward ways we can establish a baseline of equivalency for what a creature's level means. On Hard difficulty, the party should be facing superior numbers in terms of overall levels in one of three ways a) more creatures of the same level b) the same number of creatures but some are higher level or c) fewer creatures who are mostly/all higher level. Whether a) b) or c) are used depends a great deal on the individual level and creatures that make sense there. We can't flood a map with creatures if it's cramped. We can't use a higher level companion creature if the jump in levels is too severe (e.g. Wood, Stone, and Adra Beetles all span several levels).

I can personally test things on Hard, as can Bobby and a few other folks, but most of the other devs cannot. Or rather, they wouldn't really get anywhere. If I listened to them for tuning advice, Hard wouldn't be hard at all.

The areas in the Backer Beta are now being tuned for the final game, so the content across the areas is targeted at different levels. You will likely enter Dyrford around 4th level (though you will probably have six characters, so I should add another BB character). Some of the content is tuned for 4th level, but a good amount is tuned for 5th and higher (e.g. the ogre cave). That means if you dive into certain areas with 4th level characters, things are probably going to be tough for you whether you're on Normal or Hard. Easy really is pretty darn easy almost everywhere IME.

I'm pretty sure I predicted that Josh would have to balance hard mode almost entirely by himself on account of Obsidian being filled with scrubs. :) Of course I fully intend to play this the way Josh Intended.
 

Sensuki

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Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
Boredom curing demonstration of Bester's PE mod, although I forgot to demonstrate a few of the features, such as TAB implementation with ability tooltips and stuff.

 

Athelas

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Sensuki They added Invisibility as a talent for rogues, you might want to make it a class ability and get rid of Escape, since the ability to take two steps back is useless without engagement.

Defender could be tweaked into something that lowers the attack rate/accuracy of enemies that melee attack the Fighter.

Am I the only one who played the IE games with selection circles turned off? Muh immersion.
 

Sensuki

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Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
It's not possible to edit what abilities classes get YET I don't think, but it might be in the full game.

I played with them on because of baby duck syndrome. BG1 had them on, so I turn them on.

But yeah I'll definitely be altering Defender and the other modal talents (most of which, are just awful).
 
Last edited:

Arkeus

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Boredom curing demonstration of Bester's PE mod, although I forgot to demonstrate a few of the features, such as TAB implementation with ability tooltips and stuff.


You made a Obsidian forum post about that?
 

Shannow

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You mean besides that part of history where socialism/communism was seen as a remedy for the poor conditions of workers during the industrial revolution?
The rest of the derailing aside.
http://en.wikipedia.org/wiki/German_Peasants'_War
http://en.wikipedia.org/wiki/French_Revolution
Just as two examples of movements that clearly had aspects of socialism/communism and could have moved towards those concepts even without a manifest. (Of course they didn't, though Authoritarian France under Napoleon shows a similar progression to what happened with communist revolutions.)
Pretty much any movement that attacks extreme differences in power and wealth within a society and aims to redistribute in more fairly has a core of socialism/communism. And there have been many of those accross history. So I disagree with the gist of your statement. (Even if the thought-through and put to paper concepts originated in that time.)

Anyway, completely irrelevant to computer games. :M
 

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