Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Eternity Pillars of Eternity + The White March Expansion Thread

Dorateen

Arcane
Joined
Aug 30, 2012
Messages
4,435
Location
The Crystal Mist Mountains
Just about. I need to settle a score with the Alpine Dragon, and then I'll finish up to see what the deal is with this Thaos character.
 

Darth Roxor

Rattus Iratus
Staff Member
Joined
May 29, 2008
Messages
1,879,216
Location
Djibouti
adra dergon was the only good part of pillars

i bet they've nerfed it since then because it wasnt balanced
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,124
Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
http://forums.somethingawful.com/sh...=17931&perpage=40&pagenumber=11#post454984878

8nyz6ZK.png

8H6Z5Hp.png
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
Patron
Joined
Nov 23, 2014
Messages
17,347
Location
At large
PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Weird that you say this when AwesomeButton is talking about something that definitely isn't from the Infinity Engine nor tabletop.

Fact: If the original IE games had used the same action-duration system that PoE uses and Josh Sawyer had decided to streamline it down to constant duration for everything like AwesomeButton is asking for, every grognard in the universe would have been screaming bloody murder.

I agree with tdphys, and my impression also is that Sawyer really does his best to gather impressions from players and QA, I just wish I knew things would go this way in advance, so I could start playing the game when it's actually playable. Instead, I played the alpha, which they called beta, and then the beta, which they called a release, for one year and spoiled much of the fun. But on the other hand there is no other way to give the input Sawyer uses to improve the game, unless you spoil the game for yourself. I still keep my hopes that 3.0 will be enjoyable with the IE mod.
 

tdphys

Learned
Joined
Jan 30, 2015
Messages
168
Location
the event horizon
Weird that you say this when AwesomeButton is talking about something that definitely isn't from the Infinity Engine nor tabletop.

Fact: If the original IE games had used the same action-duration system that PoE uses and Josh Sawyer had decided to streamline it down to constant duration for everything like AwesomeButton is asking for, every grognard in the universe would have been screaming bloody murder.

I agree with tdphys, and my impression also is that Sawyer really does his best to gather impressions from players and QA, I just wish I knew things would go this way in advance, so I could start playing the game when it's actually playable. Instead, I played the alpha, which they called beta, and then the beta, which they called a release, for one year and spoiled much of the fun. But on the other hand there is no other way to give the input Sawyer uses to improve the game, unless you spoil the game for yourself. I still keep my hopes that 3.0 will be enjoyable with the IE mod.

I'm actually looking forward to playing 3.0 and the expansions, it's almost like a new game :)

If anything.. this all hopefully bodes well for Pillars 2.0... I just really hope that pathfinding and engagement get fixed/changed for 2.0.... anybody want to engage in a JES lobby campaign to see this happen? I figure all it would take is a simple mockup engine with good pathfinding -- and some kind of examples of RTWP game play that we'd like to see instead -- then we can get sensuki to spam SA and we can all bomb Josh's twitter account till he plays the stuff and is converted. we just have to start now so it gets in before the end of POE 2.0 v. 3.0.

I know there's a bunch of decent open 2d rts engines out there... something has to have better stuff then POE does.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,124
Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
anybody want to engage in a JES lobby campaign to see this happen?...we can all bomb Josh's twitter account

lol, what kind of forum do you think you're on

I've done plenty of campaigning personally, however, with some results. But, my position on engagement is that it needs to have its defensive tactical role clarified and focused, rather than the arbitrary "muh RTS tactical movement - trying to solve a turn-based problem" arguments commonly seen among anti-engagers
 
Last edited:

prodigydancer

Arcane
In My Safe Space
Joined
Feb 16, 2015
Messages
1,399
my attitude towards engagement is that it needs to have its defensive tactical role clarified and focused, rather than the arbitrary and unpersuasive "muh RTS tactical movement - trying to solve a turn-based problem"
I'll never accept engagement the way it's currently implemented. If it were just a +hit/+damage bonus for the next regular attack, it'd be perfectly OK with me. But magical instant attack that just happens for absolutely no reason? NO. WAY.
 

Sensuki

Arcane
Joined
Oct 26, 2012
Messages
9,878
Location
New North Korea
Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
If anything.. this all hopefully bodes well for Pillars 2.0... I just really hope that pathfinding and engagement get fixed/changed for 2.0.... anybody want to engage in a JES lobby campaign to see this happen?

It was recently discussed on Something Awful that they might change how it works for the sequel, I'm sure the discussion will come up again. Josh was still a bit iffy about the idea removing it because there are people who like it, but you never know.

No chance of removal for PE1 tho
 
Last edited:

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,592
my attitude towards engagement is that it needs to have its defensive tactical role clarified and focused, rather than the arbitrary and unpersuasive "muh RTS tactical movement - trying to solve a turn-based problem"
I'll never accept engagement the way it's currently implemented. If it were just a +hit/+damage bonus for the next regular attack, it'd be perfectly OK with me. But magical instant attack that just happens for absolutely no reason? NO. WAY.
I would prefer if it only slowed down the movement. So it still has a role, just it is not a murder for non defense-focused characters and not a penalty when you do just little movement when fighting pathfinding.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,926
Josh said:
we're probably going to be launching the beta for 3.0 this week. we didn't get much feedback during our last patch beta so hopefully this one will go a little better. there are a lot of changes in it so if you'd like to check it out that would be cool.

Josh reeling from the "you went too far with immunities" feedback.

But magical instant attack that just happens for absolutely no reason?

There's a reason, you started moving and gave 'em an opening. The lack of animation is due to budget. Combat visuals are abstract.
 

tdphys

Learned
Joined
Jan 30, 2015
Messages
168
Location
the event horizon
Josh said:
we're probably going to be launching the beta for 3.0 this week. we didn't get much feedback during our last patch beta so hopefully this one will go a little better. there are a lot of changes in it so if you'd like to check it out that would be cool.

Josh reeling from the "you went too far with immunities" feedback.

But magical instant attack that just happens for absolutely no reason?

There's a reason, you started moving and gave 'em an opening. The lack of animation is due to budget. Combat visuals are abstract.

No, there was no "lack" of animation, it was a horrible immersion breaking piece of animation garbage. You can't animate an instantaneous attack, only put an ugly swooping place holder to indicate something bad *instantaneously* happened. It breaks the action economy... it's not good for any kind of understandable real-time tactics. I dare anybody here to try and play with the auto-stop on engage off and see if they can predict when and how their players will proc engagement auto attacks. You can't expect humans to analyze exact distances in real-time. That's what the *quantized* grid is for, and why engagement/opportunity attacks work in table-top. They don't translate.

#1 Rule for RTWP:

1. every character action (spells, attacks ) should have a lead up animation states/lead ins that are clear and indicative. ( I don't think things like DOTA 2's AXE's counter helix have any place in a more tactical sim)

2. Character Instant Reactions should only be passive changes of state (prone, stunned, slowed, etc).

3. You shouldn't mix 1 and 2 because you'll end up with horrible things like POE's engagement.

-- I think instant reactions could be used with effects like a counter spell shield bouncing spells back, or a reactive shield that blasts your foes when they hit.... but character actions/animations should never ever be instant..
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,926
You can't animate an instantaneous attack, only put an ugly swooping place holder to indicate something bad *instantaneously* happened.

Sure you can, Josh said the attacks would have been ghosted.
 

tdphys

Learned
Joined
Jan 30, 2015
Messages
168
Location
the event horizon
You can't animate an instantaneous attack, only put an ugly swooping place holder to indicate something bad *instantaneously* happened.

Sure you can, Josh said the attacks would have been ghosted.

What the heck is that supposed to mean? You have a semi-transparent model overlay the charecter and have it attack animation after the proc? I'd prefer what's there already.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,926
What the heck is that supposed to mean? You have a semi-transparent model overlay the charecter and have it attack animation after the proc? I'd prefer what's there already.

More expensive to do = better than
 

Sannom

Augur
Joined
Apr 11, 2010
Messages
951
New descriptions for the companions' early gear :





Alright Obsidian, you see the Massuk Bow? This is why you need to bring back arrows and bolts and bullets!
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,926
Eld Aedyran is based on Old English with elements of Danish and Icelandic. Vailian is based on a mixture of Italian, French, and Occitan. The ancient Engwythan language (used by the previous residents of Eír Glanfath) is based on Cornish. Glanfathan (used by the current Glanfathan tribes) is based on Old Irish and contemporary Irish.

Who, between Sawyer and Fenstermaker, was responsible for this???

I can now definitively state Josh Sawyer with a source.

Josh said:
not even writing, it seems like even the guys designing combat interactions and gameplay systems were off the mark a lot of the time. its gotta be really hard to keep a unified vision for a team project!
it's more difficult with a new IP because there isn't an existing common volume of work that everyone can play through to have a shared understanding of how things are handled. even with rule systems, sometimes things get interpreted in strange ways between a document being authored/ideas being discussed and the rules actually being implemented.

Josh said:
this is the inevitable result of liberal, wishy washy "consensus building". every group needs a leader to make decisions and arbitrate disputes. the nation must work in concert under its fuehrer.
i developed the setting and systems and it wasn't done through consensus.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom