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Eternity Pillars of Eternity + The White March Expansion Thread

Volrath

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i couldn't enjoy playing PoE after a while which i guess is partly due to me having very high expectations
do expansions fix the game a bit? does it feel just more of same?
I'd say yes. I've written a huge post about TWM1 and the state of PoE, and I'm an optimist for TWM2. One thing is certain, this is as good as PoE is going to get. ;)

The localization tool seems interesting. Wouldn't it make it possible to finally rework the backer bullshit lines into something that adds to the atmosphere? If yes, then it's good news for me.

Someone hasn't made a mod to remove all the backer shit yet?
You think people still care about pillows? :lol:
 
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Pillars of Eternity 2: Deadfire
i couldn't enjoy playing PoE after a while which i guess is partly due to me having very high expectations
do expansions fix the game a bit? does it feel just more of same?
I'd say yes. I've written a huge post about TWM1 and the state of PoE, and I'm an optimist for TWM2. One thing is certain, this is as good as PoE is going to get. ;)

The localization tool seems interesting. Wouldn't it make it possible to finally rework the backer bullshit lines into something that adds to the atmosphere? If yes, then it's good news for me.

Someone hasn't made a mod to remove all the backer shit yet?
You think people still care about pillows? :lol:
Yes they do. :hmmm:
 

Roguey

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Josh said:
Storytime seems to have fewer enemies than I remember seeing on normal in the opening segment, but I could be mistaken.
We found that the areas leading up to Gilded Vale were still too difficult on Story Time, so those areas use Easy encounter compositions.

You know your game is badass when you patch in a new ultra-easy difficulty mode and still have to tone it down

More like there are some people out there who are extraordinarily bad at playing games, and now they'll finally be able to experience the award-nominated narrative of Pillars of Eternity without those frustrations getting in the way. :)
 

tdphys

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Just bought the expansion pack on GOG.com (man the canadian dollar sucks right now)

Should be through part 1 by the time part 2 comes out :)
 

Got bored and left

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So, is this going to be set after the story of the main game is completed, or will work like Part 1? Might be a stupid question, but I can't seem to find this info, and I haven't gotten around to playing Part 1 yet.
 
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Pillars of Eternity 2: Deadfire
So, is this going to be set after the story of the main game is completed, or will work like Part 1? Might be a stupid question, but I can't seem to find this info, and I haven't gotten around to playing Part 1 yet.
I'm not sure, but somehow I always guessed it would work just like Part I since I haven't heared otherwise.
 

ArchAngel

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Can someone with access to twitter who they answer to ask them if these mob reductions will also affect that Skaen temple dungeon? That place was terrible and I don't want to play it again.
 

Starwars

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You can get through that place pretty quickly if you take the right route. Besides, it's optional.

I don't disagree though. Think they've only stated Act 3 and Od Nua stuff though? Not sure.
 

Bleed the Man

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Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
I believe the changes start in Elmshore, so no, the temple of Skaen won't be affected unless they addressed it individually, which I doubt.
 

Roguey

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Josh is well aware about the complaints about the Skaen temple. If there's no change it's Working as Designed.
 

Bleed the Man

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Is there anything you wanted to do differently during the development of the game?

If we had found a way to free up some of the resources used in the design of the content, I would have liked a fortress much more interconnected the main story and richer in content from the start of the game.

Either the google translation is even more fucked up than usual, or Josh has drastically changed his mind about tying the stronghold to the critical path.

Personally I have no preference if it's appropiately fleshed out, but I'm rather curious about his change of mind.
 

AwesomeButton

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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
Is there anything you wanted to do differently during the development of the game?

If we had found a way to free up some of the resources used in the design of the content, I would have liked a fortress much more interconnected the main story and richer in content from the start of the game.

Either the google translation is even more fucked up than usual, or Josh has drastically changed his mind about tying the stronghold to the critical path.

Personally I have no preference if it's appropiately fleshed out, but I'm rather curious about his change of mind.
I guess he meant it in a sense "Once the Stronghold is in, I wish it was better connected to the rest of the game". I find it cool he says he wanted more reactivity.

Mostly nothing new, except his thoughts on the last question, which I also find interesting:
In my opinion it's no longer possible to tell an original story in those settings [post-apoc, caused by nuke wars, epidemics, etc.]. T he plot and the setting must connect perfectly with the themes you want to deal with. The nuclear apocalypse is more a fear of Tim Cain's generation (the lead designer of the first Fallout) than of my generation, and I think it's something distant for the younger generations. It's also an issue that's already been recently explored. I think there are both scary and engaging elements in the idea that societies in the 21st century will continue to degenerate slowly as they age, instead of collapsing quickly. It's a hypothesis that is less apocalyptic and more dystopian. Dysfunctions that we can see today on the news but magnified and accelerated by the passage of decades. I think these fears are closer to our thoughts today and more interesting to explore. But to be honest, I continue to be interested in future environments which are neither optimistic nor pessimistic: in a world where people have suffered numerous catastrophes but they made it through, and have adapted to the new conditions of life. For however fragile is our existence, we are masters of adaptation. We do not need a world plagued by war and darkness to explore the ways in which we can face the challenges of the future.
(Lightly touched-up google translate)

I share his view that a dystopian setting can be the backdrop of an interesting plot just as well as a post-apocalyptic setting, but I think it really comes down to the plot, more than the setting. I'm also looking forward to political intrigue in the stronghold quest line.
 

Sannom

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Either the google translation is even more fucked up than usual, or Josh has drastically changed his mind about tying the stronghold to the critical path.

Personally I have no preference if it's appropiately fleshed out, but I'm rather curious about his change of mind.
I don't think he's changed his mind. Whenever he talked about the stronghold, I got a sense that since the feature was kind of divisive, he made creating content for it a low priority.
 

Roguey

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Josh is well aware about the complaints about the Skaen temple. If there's no change it's Working as Designed.

I don't know which is worse.. They stopped giving a shit or it's working as it was always intended..

PoE 2 oh boy.. can't wait..

The combat content in the White Marches would be much closer to their vision for the sequel, especially since you'll be starting at level 12-16 presumably.
 

Mazisky

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Is there anything you wanted to do differently during the development of the game?

If we had found a way to free up some of the resources used in the design of the content, I would have liked a fortress much more interconnected the main story and richer in content from the start of the game.

Either the google translation is even more fucked up than usual, or Josh has drastically changed his mind about tying the stronghold to the critical path.

Personally I have no preference if it's appropiately fleshed out, but I'm rather curious about his change of mind.

Can confirm this (i'm italian).

His biggest regret is about the stronghold and the fact it is poor (in terms of contents) and "isolated" from the rest of the game
 

LESS T_T

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Codex 2014


Pillars of Eternity was a crowfunded game inspired by A/D&D classics like Baldur's Gate, Icewind Dale, and Planescape: Torment. To stay true to backers' expectations, one of their early constraints was a classic six attribute spread - a constraint that doesn't always play well with different classes and character concepts. In the classic games, it was easy to build a non-viable character - even if the player didn't realize it until they were 10 hours deep. Conversely, in Pillars of Eternity, the team often deviated too far from convention for player tastes. This talk will explore the specific RPG mechanic as it was in the classic games, as they developed it through the Pillars of Eternity beta, and how they continued to use player feedback to tune it post-launch. The talk will also take a look back across the project as a whole to see how the design of attributes influenced other game systems and the player experience in the long run.
 

Roguey

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Pillars of Eternity was a crowfunded game inspired by A/D&D classics like Baldur's Gate, Icewind Dale, and Planescape: Torment. To stay true to backers' expectations, one of their early constraints was a classic six attribute spread - a constraint that doesn't always play well with different classes and character concepts. In the classic games, it was easy to build a non-viable character - even if the player didn't realize it until they were 10 hours deep. Conversely, in Pillars of Eternity, the team often deviated too far from convention for player tastes. This talk will explore the specific RPG mechanic as it was in the classic games, as they developed it through the Pillars of Eternity beta, and how they continued to use player feedback to tune it post-launch. The talk will also take a look back across the project as a whole to see how the design of attributes influenced other game systems and the player experience in the long run.

BTW PoE now has two months to sell ~200,000 copies to match Divinity: Original Sin in success. With the sales boost from White March part 2 they could make it, though that's a bit optimistic.
 

Infinitron

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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


The second of a series of videos showing the East Connection Music Recording Company perform music from Pillars of Eternity. In this video the company performs the song, Ondra's Gift.
 

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