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Game News Pillars of Eternity Released

Joined
Jul 21, 2009
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Once and Future Wasteland
Serpent in the Staglands Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Compared to what I've seen in Pillars so far, you just described three drastically different combat encounters.

But yes, BG1 ranged weapons were OP. Fortunately I didn't know that when I first played so I had to get more tactical in each of those situations.
 

Roguey

Codex Staff
Staff Member
Sawyerite
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Messages
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Compared to what I've seen in Pillars so far, you just described three drastically different combat encounters.

But yes, BG1 ranged weapons were OP. Fortunately I didn't know that when I first played so I had to get more tactical in each of those situations.
I doubt it would have made much difference had I attacked the wizard and the cleric with melee weapons.

As for the ogre, why wouldn't you attack it with ranged? No chance of getting hit>likelihood of getting hit
 

HiddenX

The Elder Spy
Patron
Joined
May 20, 2006
Messages
1,655
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Germany
Divinity: Original Sin Shadorwun: Hong Kong
A big complaint I have so far is the utter lack of character motivation. I became a W a t c h e r, got a keep, and for some stupid reason I now must go after the people who did this to me! WHY?! Is like Peter Parker decided to find and sue the company that made the radioactive spider that bit him instead of using his new powers for something useful...

hear, hear ...
 

Roguey

Codex Staff
Staff Member
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Motivation is something to ignore in all games.

In BG, I promised what'shername I wouldn't kill Sarevok. The guy ran off and some wizard guy was like "Hey I can cast a spell to tell you where to find him!!!!!!!!!" and I chose the "Nah, no thanks, I'm good" option generously provided by Bioware. Unfortunately, the guy told me where he was anyway "just in case" I changed my mind, and I had no choice but to go kill him to see the ending cinematic, even though I promised I wouldn't.

In BG2, what do Imoen or revenge matter to certain character concepts? Complete all chapter 2 side-content, game over.
 

jdinatale

Cipher
Joined
Sep 28, 2013
Messages
422
I own this game, D:OS, and W2. I have yet to play any of them because we know there will be a GOTY edition for the latter two, and Pillars will also have a GOTY super edition by the end of the year.
 

zero29

Arbiter
Joined
Apr 30, 2007
Messages
136
Only criticism so far is that I fucked up my chanter build. I left Might at 10 because I thought chanters just sat back and, well, chanted. I didn't know they were melee focused. So I put most of my points in the other attributes and I'm regretting it now. My main PC does bugger all damage.

Respecs are a symbol of the decline so I'm not asking for them, but a "Hey, you've been playing for a few hours, want to change a few things?" would have been nice.

here you can find all Console Commands for Pillars of Eternity (some enabled by iemod), today's special is the respec party member option :troll:
 

Deleted member 7219

Guest
I own this game, D:OS, and W2. I have yet to play any of them because we know there will be a GOTY edition for the latter two, and Pillars will also have a GOTY super edition by the end of the year.

I've played all three and yes, definitely wait for W2 and DOS, but Pillars is so fully featured and polished I'd say jump right in. I think Obsidian are working on expansions instead of feature patches for the OC.
 

Duraframe300

Arcane
Joined
Dec 21, 2010
Messages
6,395
I own this game, D:OS, and W2. I have yet to play any of them because we know there will be a GOTY edition for the latter two, and Pillars will also have a GOTY super edition by the end of the year.

I've played all three and yes, definitely wait for W2 and DOS, but Pillars is so fully featured and polished I'd say jump right in. I think Obsidian are working on expansions instead of feature patches for the OC.

They will most likely do both.
 

Malpercio

Arcane
Joined
Dec 8, 2011
Messages
1,534
When we can expect the prestigious Codex Magazine to review the game, anyway?
 

Quatlo

Arcane
Joined
Nov 15, 2013
Messages
956
Compared to what I've seen in Pillars so far, you just described three drastically different combat encounters.

But yes, BG1 ranged weapons were OP. Fortunately I didn't know that when I first played so I had to get more tactical in each of those situations.
I doubt it would have made much difference had I attacked the wizard and the cleric with melee weapons.

As for the ogre, why wouldn't you attack it with ranged? No chance of getting hit>likelihood of getting hit

If you mean the pillars ogre, he was 10 times easier than the spudro spidres before him.
Instagib first bear, dominate other one, ogre fights the bear, kill the ogre, kill the bear.
Way too easy compared to the trash mob spam.

triggered.jpg

DEtp6J7.png
 

Junmarko

† Cristo è Re †
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Jun 20, 2011
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Schläfertempel
I chuckle every time I hear a character say "Eir Glanfath", such a silly name - sounds like something South Park would use in a fantasy parody episode.

Other than that, incredible game!
 

Roguey

Codex Staff
Staff Member
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Messages
36,693
This one is covered. Irenicus has stolen your soul, so you must hunt him down and grok your essence back.

This only happens after you go to Spellhold.

There's no reason for a lawful anything to want to go after him. A lawful person would recognize the authority of the cowled wizards, and believe that ignorance of the law is no excuse for breaking it, letting Imoen serve her time. Likewise, once Irenicus is arrested by these same wizards there's no reason to go after him. His take-over of the asylum is metaknowledge you're given through a cutscene.

I've played all three and yes, definitely wait for W2 and DOS, but Pillars is so fully featured and polished I'd say jump right in. I think Obsidian are working on expansions instead of feature patches for the OC.

Josh will definitely be doing some rebalancing and said the new features they'll be rolling out for the expansion will be available in a patch for the OC.

If you mean the pillars ogre, he was 10 times easier than the spudro spidres before him.

I mean the first ogre you meet in BG, the one with the belt that adds +5 AC to missile damage.

DA:O's ogre was truly one of the best solo ogres you could fight in a RPG though many will refuse to admit it. :smug:
 

MasPingon

Arcane
Joined
May 13, 2007
Messages
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Location
Castle Rock
Shadowrun Returns felt like a mobile game, D:OS felt like a Peter Molyneux game, Wasteland 2 felt like a console game. After 20 hours in Pillars of Eternity I can say it feels like a proper 1995-2000 crpg. Jesus has come.
 

MasPingon

Arcane
Joined
May 13, 2007
Messages
1,919
Location
Castle Rock
I don't know what alpha build did you play Roxor, but you should play a full product. You thought Gunslinger was shit at first, remember?:troll:
 

hiver

Guest
Been playing it for some hours, got to that first town and started clearing the wilderness areas around it.

Lots of great stuff in the game when it comes to world building, atmosphere, art quality and style, writing, dialogues and all...

But the combat is just meh and eh and whatever.
The engagement system doesnt make any sense as it is implemented right now. All that ultimately does in a fight is lock down your and enemy characters into a single spot from which nobody wants to move away. So you will either cause a disengagement attack on yourself, which is practically a suicide - or the enemy will refuse to move away from any character that they are engaged with - which then makes engagement pointless, since it does nothing.

And all that keeps resulting in mutual group gangbanging fights where you or enemies just bunch up together and move individual fighters around as anyone falls out of combat, grouping onto the next opponent.

The only tactical considerations in any given fight is choosing which spells/equipment to use and keeping your ranged characters out of reach of any enemy units so they can dish their buffs and other spells.

The real time movement of characters and enemies is done in a some sort of strange way where everyone seem to move and fight at some strange unatural hastened way which just creates a visual mess combined with the mechanics that force bunching up and group gangbang fighting.


My previous expectations about how this will work seem to be proving true completely.

Engagement should be redesigned as i suggested, giving it only to fighters fully and a very basic version of it for a few select creatures where it would fit, and adding more skills based on it which would be fighter only skills.

That would make fighters actually worthy classes and improve the whole game combat.
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
I'm sympathetic to complaints against it because it does encourage a very different organisation of space than IE games. In IE games you were working with spaces you can see, the environment, while that kind of space management is almost impossible in POE's engagement (and stealth / combat initiation). I do think POE system as it stands makes some interesting space management impossible, though I think "gangbang vs. tactical use of space" is an exaggeration, since POE has its own space management.

I do think some of the grumbling is overrated. I've disengaged from people when I've needed to on Hard and it hasn't been suicidal. It is sometimes suicidal, which is the point. If I built a character with talents for disengaging etc. I expect it will be even easier. Enemies too move out of your engagement sometimes, and not to their death. After all, in that particular aspect, it is similar to NWN2 / 3rd edition and its attacks of opportunity, which were a factor but never suicidal.

hiver, I haven't read what you've suggested about engagement elsewhere so you may have covered it, but you mean giving it to literally only the fighter class? I mean, if we were to give it to all melee oriented classes it wouldn't make much of a difference in how the game plays, and if really only the fighter had it it would make them pretty powerful, no? Similarly, would bandits, zombies, and other "melee basher" creatures be expected to have engagement, in which case again, it wouldn't work so much different from how it is now? Because in most cases, players choose to utilise engagement with their front-line characters, and enemies as well. If you have a weak mage 'engaging' you it's not that big a deal to disengage.
 

almondblight

Arcane
Joined
Aug 10, 2004
Messages
2,625
Attacks of opportunity are good. Being able to turn your back and walk away from the guy stabbing you with zero consequence was stupid in the IE games.
 

Morkar Left

Guest
Attacks of opportunity are good. Being able to turn your back and walk away from the guy stabbing you with zero consequence was stupid in the IE games.

The point is that you would never turn on the spot showing the enemy your back and then start moving. You would jump back by keeping your weapon in a threat position and then with a big enough mensur disengange by running away.

I would prefer a mechanic where you have to make a check to overcome an enemie's check to disengage at all.
Let's say:
fumbling: you get automatically hit by the enemy and you can't move away (timebased/timer)
grace: you can't move away (timebased/timer), maybe getting a deflection penalty for the next enemy attack
successful: you can move safely away
Critical success: you get a free attack and you can safely move away

Should be an acrobatics or Reflex test imo.
 

Gentle Player

Arcane
Joined
Jul 1, 2011
Messages
2,352
Location
Britain
It seems that the Quest for Balance has necessitated all logic being thrown out of the window. The grease spell seems to work on floating enemies and blinding effects work on the shadow creatures.
 

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