The difference between food is p. steep. Also poor lad having fucking oil for dinner.
Josh Sawyer said:it’s not properly off-tanky, but i can’t resist the sword and stiletto combo on pallegina
Taking narrative inspiration from Bioware now?JS: I will say that in Pillars 1, I handed Eric Fenstermaker a difficult problem for him to solve. We have an illness that is driving you crazy, and portraying madness from an isometric camera is really difficult to do, especially in a supernatural world. Is that a ghost? Sure, there are ghosts in the world, but is it a real ghost, or one that I just imagined? That’s a difficult thing to communicate. Regarding Thaos as a villain, which I think Eric developed a very cool villain, one of the problems is that Thaos is part of a secret organization that no one knows about and everything he does is very covert. When he pops up, no one has any idea what he is or what he’s doing, and if you contrast that with Jon Irenicus, he pops up and just starts popping people, and people know who he is and he’s a big deal as an antagonist. People can go “John Irenicus, that dude is psycho” and talk about him. For Pillars 2, one of the things I said right away is that Eothas is coming back, and he’s in this big statue. He’s as tall as skyscrapers in Chicago. We did the measurements. There’s not a big chance that people aren’t going to notice that he’s walking around, and he can leave physical marks in the environment. We wanted to make sure that it felt like he had a real presence in the world so that players didn’t feel like they were pursuing this thing alone and the world was not responding to it.
The problem with the afflictions in PoE wasn't that they were too complex, it's that they had minor effects that you could easily shrug off. In D&D the 'frightened' effect made you run away in panic, in PoE it's just a minor penalty to accuracy. From the way he describes Deadfire's 'solution', it sounds like they added even more pointles bloat rather than making afflictions have meaningful and distinctive effects.We also changed esoteric rules, like our stacking rules, which is a very D&D, noodley thing; we made those much clearer and simpler. We also looked at our status effect system. I think there were 30 afflictions in Pillars of Eternity and they were all unique and their relationship to each other was very unclear. You had to memorize which priest’s spells countered which afflictions and all this other nonsense. We brought that down into a set of afflictions that’s easier to understand based around the different attributes. For example, “weakened” is the first tier of strength affliction and there are multiple levels up from weakened that are basically all the effects below plus the effect above, and if you counter it with any strength inspiration, such as “strong,” that gets rid of them all automatically. It doesn’t matter if it’s a low-level or high-level affliction; it’ll get rid of any of them and make you immune to any subsequent applications of them. If you learn that for strength, you’ll also learn it for intellect and dexterity and others. They all follow a similar convention.
Has anyone actually legitimately played the console port? How on earth do they make it work
Let’s devote our efforts toward making the ship something that’s really engaging and cool and something that there’s a reward for managing, but there’s also a scaling level of involvement. So, if you don’t want to be a super involved captain, you can stick with the Defiant and a relatively small crew with relatively low impact. Or, you can get the high-end ships, you can upgrade everything, you can hunt guys down all over the Deadfire and murder pirates everywhere. It can be a really big and engaging system.
The problem with the afflictions in PoE wasn't that they were too complex, it's that they had minor effects that you could easily shrug off. In D&D the 'frightened' effect made you run away in panic, in PoE it's just a minor penalty to accuracy. From the way he describes Deadfire's 'solution', it sounds like they added even more pointles bloat rather than making afflictions have meaningful and distinctive effects.
ok, i read entire inerview. summation:
1 tyranny rep and comp systems refined
2 combat clarity cues taken from tyranny incl. speed
3 tyranny way of magic (abilitty always per enc.) adopted
4 apparently tyranny = poe2 testing ground
What was the rep system in Tyranny?
With this talk of Jon Irenicus, have Obsidian said anything about the possibility of bringing David Warner to voice a character?
Well, I hope they do it, 'cause that man isn't getting any younger.With this talk of Jon Irenicus, have Obsidian said anything about the possibility of bringing David Warner to voice a character?
There have been quite a few people at Obsidian who would like to get David Warner to VO a main character, or heck, ANYTHING. This actually has nothing to do with PoE2 (as far as I know), just that there are a lot of people at Obsidian who are fans of David Warner.
People have been complaining about the lack of AI customisation literally since before the first game was released. Now they add AI customisation and it's evidence of a nefarious planWith the reveal of a console release and the prospect of using a gamepad to play a mouse-driven RTwP RPG, suddenly the emphasis on sophisticated party AI scripts that lets the game play itself makes a lot more sense.
turns out they had to make the villain a giant green statue for the console portTaking narrative inspiration from Bioware now?
'People complained that Thaos lacked presence, so we made the antagonist of Deadfire a skyscraper-sized walking statue possessed by a god. Try ignoring that! He's going to be the new Irenicus!'
This is such a boneheaded, unimaginative way of addressing a narrative flaw. Some of the best antagonists, including those of several Black Isle games, don't show up until the final stretch of their games. Ever heard of things called pacing and buildup, Josh?