Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.
Reviews pretty unaminous - instant classic cRPG.

Newbie Guide - Some tips for starting out

https://www.youtube.com/watch?v=Irx2T6ZIYL0

Pillars of Eternity (formerly Project Eternity) is an old-school cRPG from Obsidian Entertainment, makers of KOTOR2, NWN2, South Park: Stick of Truth, and Fallout: New Vegas. The goal was to create an experience reminiscent of classic Infinity Engine franchises, such as Icewind Dale, Planescape: Torment, and Baldur's Gate. That means a 6 player party, with adjustable formations, and interesting companions to talk to. It's got an isometric view, Real-time-with-Pause combat, and hand-painted 2D backgrounds. Voice-acting is somewhat limited to important characters, and only the first few lines. There are lots of dungeons, puzzles, looting and crafting. There's no D&D license attached.

The story revolves around a fledgling colonial empire where scientific experimentation on human souls is undergoing a renaissance, and bad poo poo is happening as a result. It explores themes like ethics, religion, technology and reincarnation. There are elves and dwarves, drugs, incest, psychic detectives, big guns, small guns, magic missiles cast into darkness, trickster gods and god-killing bombs. The word "f**k" appears in dialogue.

It's built on the Unity engine and available on PC, Mac, and Linux. Since the backgrounds are 2D, the system requirements are very low, we've got people running it on 3 year old laptops. It's on Steam and GOG.com and even in physical outlets. There are no plans to port it to consoles. Playing this kind of game without a mouse would be a pain in the butt.

If you're wondering how a game this niche can get made in 2015, the answer is Kickstarter.

Is the expansion (The White March I/II) worth getting?

Yes! It's even better than the base game, has great areas and adds some neat items and companions.





There are 11 classes to choose from. There are the stereotypical 'standard' builds, but you can twist almost any class around into damage dealers, support, frontliners, or ranged if you want.

Fighters - Frontline stalwarts. High accuracy, high endurance, lots of knockdowns, lots of passives and an ability to lock enemies down around them.
For: People who want to face-tank 4 enemies at once and knock them all down with one sweep.

Wizards - Extremely flexible casters with Vancian magic casting. They memorize a mix of nukes, CCs, AoEs, and weapon fighting spells.
For: People who can't go without five different types of magic missiles to cast.

Priests - Group support casters, they have massive AoE support spells and some martial abilities. They keep your group fighting for way longer than they should.
For: People who want to make their allies more or less invincible without really trying.

Rogues - Murder specialists, probably highest single-target DPS, but fragile. Lots of ways to apply conditions and make sneak attacks, and also able to move in and out of battlefield positions and break engagements.
For: People who want to gib the enemy backlines before disappearing in a puff of smoke.

Barbarians - Melee AoE kings. They roid-rage and plow into the largest group of enemies they find, dealing AoE damage with every swing.
For: People who enjoyed the Hulk in Avengers.

Rangers - Ranged single-target murder machines, also has an animal companion to tank and run interference.
For: People who want to shoot arrows like a machine gun and perma-stun an enemy from across the room.

Monks - Barefist melee specialists with fun CC and self-buff abilities. The more wounds they suffer, the more abilities they can use.
For: People who want to punch their enemies clean across the map.

Ciphers - Martial casters with a litany of mental-themed spells. They are slightly more tactically dependent than other casters and need to physically attack people to restore their mana.
For: People who want set their enemies' souls on fire.

Paladins - A defensive support and command class, they provide allies with auras and beneficial effects, and they can also holding their own on the frontlines.
For: People who want to buff their friends to the gills while swinging a flaming axe.

Druids - The masters of the AoE nuke and CC. Can also shapeshift into animal forms and smash things.
For: People who want to turn into a giant were-stag and then call lightning from the sky.

Chanters - Bard equivalents, can chain together small continual buffs, while fighting normally. Also one of the only two summoning classes, somewhat like necromancers.
For: People who want to flood a battlefield with skeletons and ghosts while reciting poetry.

quote:

If you want to create a wizard who wears plate armor and hacks away with a broadsword from behind a heavily-enhanced arcane veil, we want to let you do that. If your idea of the perfect fighter is one who wears light armor and uses a variety of dazzling rapier attacks in rapid succession, we want to help you make that character. So it's good to think of Project Eternity's classes as being purpose-ready but not purpose-limited.

Newbie Recommendations: Fighter, Paladin, Druid or Cipher



There are 6 main races (further divided into selectable cultures and backgrounds):

Humans - Boring old humans. Might +1, Resolve +1
Elves - Long ears and very fancy. Dexterity +1, Perception +1
Dwarves - Short and stumpy and beardy. Might +2, Dexterity -1, Constitution +1
Godlike - Crazy-looking descendents of the gods in the world. You can have flames for hair. Dexterity +1, Intellect +1
Orlans - Tiny, furry people who mostly live in the woods. Kinda like halflings or gnomes. Might -1, Perception +2, Resolve +1
Aumaua - Towering semi-aquatic race. Might +2

Each class is also divided into subraces, each with their own unique bonuses.





There's a 6 character party limit - your player, plus 5 NPCs. There will be around 8 fully written NPC companions to fill out your party; if you want more you can hire your own NPCs, and you can make them from scratch, ala Icewind Dale, but they will be personality-free.

Fighter - Eder, in Gilded Vale - rest at the Inn
Mage - Aloth, Gilded Vale - in front of Inn
Paladin - Pallegina, Defiance Bay - Ondra's Gift in front of Trading Company
Chanter - Kana Rua, in Caed Nua - across the west bridge
Cipher - Grieving Mother, Dyrford Village - Southeast
Priest - Durance, Magran's Fork - at the crossroads statue
Ranger - Sagani, Woodend Plains - at the crossroads
Druid - Hiravias, Stormwall Gorge - look for where the road forks south

White March Part I:
Rogue - Devil of Caroc - Durgan's Battery, under Galvino's cabin
Monk - Zahua - Stalwart, next to the Fishery after the initial attack

White March Part II:
Barbarian - Meneha - Stalwart, near Fishery after initial attack - exit map and come back





The ruleset is a brand new system designed in-house by Obsidian. Endurance is the tactical resource, expended during fights and recovered quickly. If a character loses all Endurance during a fight, they get knocked out for the duration of combat. Health is the long term strategic resource, it gets drained over time. If you lose all that you get maimed or even permanently die. Forever. Kaput. Heal effects or spells are rare or non-existent, health is recoverable only by Resting, so you have be careful with your health over many fights. The 6 character attributes are currently as follows:

Attributes



The game is designed so that all attributes can be useful to every class. If you want to play a high Intelligence Rogue or Barbarian, or a high Dexterity Wizard, that's a legit choice and there are (good) ways to play that style.

Each point in attribute gives a linear bonus, there are no trap thresholds you really need to pay attention to. Just make the character you want. Also bear in mind that all stats have some use in conversation checks as well.

Might - +3% Damage/Healing, +2 Fortitude
Constitution - +5% Endurance and Health, +2 Fortitude
Dexterity - +3% action speed, +2 Reflex
Perception - +3 Interrupt, +1 Accuracy, +2 Reflex
Intellect - +5% Ability Duration, +6% Area of Effect, +1 Will
Resolve - +3 Concentration, +1 Deflection, +2 Will

It's all very old-school RPG as hell. There's an in-game glossary explaining what this all is, and the game gives you recommendations for each class. Don't be intimidated, it's hard to screw up.

Abilities and Talents

You get new class abilities on odd levels, and a myriad of selectable talents on every even level-up, equivalent to D&D feats. It's where you can specialize your character into a particular role. There are like 100+ talents, I'm not going to list them all here, but the in-game descriptions are fairly clear, so it's not complicated to choose between them.

Some talents are class specific. Some you can use to specialize into a defensive role, or to up your weapon accuracy. Some allow you to gain extra healing abilities. Some let affect your speed and mobility in the battlefield. Pick the ones that cater to your playstyle.

Skills

There are non-combat skills; they level up separately from combat abilities. These skills govern dialogue interaction, world travel, and learning new things. Most encounters have alternate skill-checked solutions that let you avoid combat, without losing on experience gains.

Stealth - Sneaking past enemies
Athletics - Grants a small heal in combat
Lore - Learn about enemy stats faster, cast spells from scrolls
Mechanics - Disarms traps and open locks, spots hidden objects
Survival - Grants special resting bonuses

Classes can will get different bonuses to these, but none are locked out. You can totally make a stealthy, lockpicking Mage if you want.



This is not a turn-based game, rather it's 'Real-Time with Pause'. It's like an overhead strategy game like Starcraft, but at any time you can hit Spacebar and pause the game to issue commands. You will pause a lot. There are also like 18 different auto-pause options in the menu depending on different conditions.

If you want more real-time, there's also a slow mode - the game moves at 2/3rd speed so you have more reaction time. Conversely there's a fast mode - game moves at double speed, so you can use it to zoom around previously-traversed areas. You no longer need Boots of Speed for all your characters.

Engagement

The biggest change from Infinity Engine games is a new 'engagement' mechanic. When two combatants are next to each other, they'll 'engage' - if one combatant tries to back off or leave, their opponent gets a free attack at high accuracy. If the attack connects it'll bring the victim to a halt. It encourages positional stickiness and prevents units from running around the battlefield unhindered. For example your fighter can 'snag' enemies, to stop them from rushing your glass cannon mage in the back. You use engagement against enemies, and enemies use it against you. There's no aggro mechanic, so this is the main way to tank.

If you ignore this mechanic you will die very very quickly.

Weapon Style

Each type of weapon wielding you use has its own advantages and disadvantages:

One-handed Weapon - Increased Accuracy
Dual-wielding - Increased Attack Speed
One-handed Weapon and Shield - Increased Deflection, lowered Accuracy
Two-handed Weapon - Increased damage
Ranged - No engagement

grrarg has kindly created a table of all the different weapon types and their abilities:



Damage

Physical damage is dependent on what weapon is used:

Pierce - Ranged, spears, stilettos, etc.
Crush - Maces, staves, flails, etc.
Slash - Swords, axes, daggers, etc.
Raw - A special, rare damage type that bypasses armor and DR

Elemental Spell damage is divided into four types:

Shock - Lightning spells
Burn - Fire spells
Freeze - Ice and wind spells
Corrode - Acid and nature spells

The armour you find and the creatures you fight will have varying strengths and weaknesses to all of them - check the in-game cyclopedia for details.

Attacking

All attacks and spells are subject to an Accuracy check. Whether you hit the opponent is a calculation of the attacker's Accuracy versus the opponent's Defense. The difference is added to a random roll of 1-100 to see if the hit lands. See below chart for an example:



Miss - 0% damage
Graze - 50% damage/duration
Hit - 100% damage/duration
Crit - 150% damage/duration

How hard you hit (Damage) depends on the weapon/spell, the Might bonus, and any additional effects you have minus the opponent's Damage Reduction (DR).

Defense

Attacker accuracy is pitted against 4 different types of defense:

Deflection - Used against most physical attacks (most common)
Fortitude - Used as defense against stun/knockdown, poison, disease attacks
Reflex - Used against area of effect attacks like fireballs or traps
Will - Used as defense against mental, psychic attacks

So if an attacker casts Charm (a spell that attacks Will), this is treated much like any other attack with a sword or bow - the attacker's accuracy is rolled against the defender's Will score (instead of Deflection), and this will determine whether the spell is a miss/graze/hit/crit.

There is also a separate stat called Damage Reduction (DR) which subtracts a flat amount from incoming damage. DR is usually granted by the armour or clothing worn. A minimum of 20% damage will get through regardless, even if your DR blocks the entire attack.

Scouting and Stealing

Hitting Alt will put you into Scouting Mode. This mode combines Stealth and checking for hidden objects, but you will move slower.

When stealthed, enemies can see if you get too close. A yellow circle underneath your character means enemies are getting suspicious, a red circle means enemies will move towards you to investigate. When the red circle fills up, you are detected, and will probably start combat.

Traps show up in red (they hurt). You need points in the Mechanics skill to disarm them, or you can try to walk around them. Hidden objects show up in purple; they usually contain some bonus loot.

Stealing stuff from people's houses won't put neutral NPCs into combat, but it will incur a reputation penalty. Make sure you aren't detected if you try.

Resting

Resting replenishes all health and fatigue, and removes negative effects. It also restores spells for casters and resets per-rest abilities on other classes. You want to carefully manage how often you rest versus how often you get hurt.

You rest by either going to an inn, your stronghold, or by using up camping supplies. Resting at nicer places can get you significant combat bonuses.





The setting is a new fantasy world called Eora, where the technology is roughly at 16th renaissance era levels. Except with magic. The game takes place in a specific region called the Dyrwood. It's an area with a colonial history, where an empire overextended their reach and came to a stalemate with the native populace, and an uneasy peace has settled in.

There's two big cities in the game: Defiance Bay and Twin Elms. They're like Baldur's Gate or Athkatla - major quest hubs areas. You also get access to a player-owned stronghold about 1/3rd of the way through the game. You can rest there, there are timed fights and quests, and mild castle management elements.

Underneath the stronghold is a massive mega-dungeon in the game called the Endless Paths of Od Nua. Expect monsters and traps and puzzles. It's been designed to ramp up in difficulty faster than it hands out experience, so expect to leave and come back to it several times. The size and scope was determined by the number of backers of the Kickstarter campaign, and in the end it came out to 15 levels deep.





There's three separate game modes that can be turned on for increased difficulty:

Expert Mode - Turns off ease-of-use features like showing reputation gains, skill checks, and gameplay elements.
Trial of Iron - Ironman/Hardcore mode. You get one save. Once you die, the save gets deleted.
Path of the Damned - Spawns all enemies from across all difficulties, and combat difficulty is amplified.

There's an achievement called Triple Crown for completing the game with all three modes turned on. Also,





Obsidian Entertainment's an independent studio who specialize in RPGs. They sprang up from the ashes of Black Isle studios in the early 2000's, and they've been steadily putting out a lot of the deepest and most well-written RPGs in the last decade.

The developers who worked on this game is an all-star cast of old school CRPGs types, and they are nothing but the classiest people:

Josh Sawyer, Project Lead - led Fallout: New Vegas, Icewind Dale 1 & 2, Baldur's Gate 3 (cancelled), Fallout 3 (cancelled), Aliens: Crucible (cancelled)
Adam Brennecke, Executive Producer, Lead Programmer - Worked on almost every Obsidian game
Eric Fenstermaker, Creative Lead - wrote the best parts of Fallout: New Vegas, creative lead on South Park: Stick of Truth
Tim Cain, Senior Programmer - Father of Fallout, Arcanum, and Temple of Elemental Evil
Chris Avellone, Creative Director - wrote Planescape: Torment, Knights of the Old Republic 2, Alpha Protocol

Scorchy fucked around with this message at 09:53 on Nov 27, 2016

Adbot
ADBOT LOVES YOU

Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.
Official Sources
Updates and Store: http://eternity.obsidian.net/
Posts by Project Lead Josh Sawyer the previous SA thread: Thread 2 | Thread 1
Josh Sawyer's Tumblr: http://jesawyer.tumblr.com

Obsidian forums Dev Post parser: Project Eternity Dev Tracker

Bugs and Fixes

Common technical questions - http://forums.obsidian.net/topic/72049-workarounds-for-several-known-issues-3-26-15/



Newbie's Guide

Character Creation

- First thing to know is stop worrying, it's very hard to screw up making a character in this game. A slightly suboptimal stat here and there isn't going to matter.
- You can respec later as well! You can change most stuff except your class and race.
- Don't do Path of the Damned, Expert Mode, or especially Ironman Mode on your first run. Save it for the 2nd run.
- For beginners, Fighters and Paladins are easy to manage melee characters. Ciphers are the easiest spellcasters to play if you're not comfortable with Vancian magic (which means spells are limited and replenish only on rest). Fighters are more passive tanks, Paladins are mixed support, and Ciphers very powerful DPS.
- Attributes do not gate any skills or items in the game, you don't have to worry about putting 14 into Intelligence so you can wear that cool hat later, etc.
- Dialogue checks are spread across all attributes and skills, but the most frequent are for Resolve and Perception. A class that can focus on those two attributes is the Paladin.
- If you're not sure what Skills to take, Athletics, Lore and Survival are very useful for every class. I advise at least 4 Survival for every non-support class.

Starting Out

- F5 is quicksave. Remember save in different slots now and then.
- 'A' slows down the game and 'D' speeds it up. 'Alt' is stealth.
- The first bear you see is probably going to kill you.
- Start picking up party members right away. There's 2 in the first town, 1 more just south of it. You can also hire NPCs at the inn. Within about 15 minutes of hitting the first town you could have a 5 man party.
- For the Temple dungeon in the first town, the 2nd level is disproportionately difficult. Hint: Ghosts are vulnerable to fire.
- Ditto for the Defiance Bay lighthouse.
- Never be afraid to leave and come back if it's too hard.

Suggested Levels
- Temple of Eothas - Level 4
- Caed Nua - Level 5
- Raedric's Keep - Level 5
- Defiance Bay - Level 6
- Dyrford Village - Level 7
- The White March DLC - Level 8
- Cragholdt Bluffs - Level 14

Auto-Pause

At first I suggest you set up your auto-pause options like this:



--------------- --------------- --------------- ---------------

Sensuki's Character Creation: https://www.youtube.com/watch?v=JVhbWTDAbR4
Sensuki's UI and Mechanics: https://www.youtube.com/watch?v=GaCeUrG7Bc0

PC Gamer has a very good beginner's article on the combat system: http://www.pcgamer.com//pillars-of-eternity-a-beginners-guide-to-combat/

Master Below fight, aka the Endless Paths - My guide on beating it easily: http://forums.somethingawful.com/showthread.php?threadid=3706905&pagenumber=502&perpage=40#post445141295



IE Mod

http://www.nexusmods.com/pillarsofeternity/mods/1/

This has various game options, including adjusting the autosave frequency and respeccing.

Portrait Packs

Custom portraits are 72ppi JPG/PNGs placed in: [Installation Folder]\PillarsOfEternity_Data\data\art\gui\portraits\player\(male or female)\

Large portraits: 210x330px (append '_lg' to filename)
Small portraits: 76x96px (append '_sm' to filename)

Here's a good site to resize the images to an appropriate size: http://www.notra.fr/portrait.php

Several original paintings for PoE - http://www.jasonseow.com/poeportraits
Colour-shifted portraits from the real game - http://www.nexusmods.com/pillarsofeternity/mods/94/
304 varying fantasy style portraits - https://drive.google.com/folderview?id=0B7QQ6Sdap3aGZDlnSmpvcHZjdmM&usp=sharing
423 more portraits - https://drive.google.com/folderview?id=0B1LxW6pKr9omfmlzYjR5ZDFFYzZCcmxRQ2l2aUJHanpwTl9Pb1Z6U1Nlak1UWFZ3b0ZjTm8&usp=sharing
59 variety, mostly female portraits - http://imgur.com/a/1bQAJ
32 male portraits - https://www.dropbox.com/s/v9kvxr557bqjr1n/male%20batch%20v2.rar?dl=0
157 female portraits - https://www.dropbox.com/s/kkcxt9r7bvliacp/Female%20Batch%20v2.rar?dl=0

Scorchy fucked around with this message at 20:52 on Dec 4, 2016

Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.
They announced the game just went gold.

Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.
Make a melee wizard with high Might/Con and heavy armor, they have at least 3-4 self-buffs at every spell level and you can swap out spellbooks to be more versatile.

Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.
Stealth is a big part of soloing but you can take it on all classes so you're not limited to Rogues. Solo rogues I don't enjoy since they're so flimsy, and excel best when a group is apply debuff effects. Solo chanters I don't like because they can't do much until like 9 seconds into a fight, and on Path of the Damned you're probably dead at the 5 second mark. A solo stealthy monk is what I had the most success with, though I didn't try Fighter, Wizard or Druid.

Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.

Hieronymous Alloy posted:

Ehh, from what I've seen and the analyses people post, return on invested points is minimal, and more importantly if a wizard wants to interrupt he has hard cc which automatically interrupts if it hits. Same reason per isn't too useful for ciphers. If they want to interrupt they just paralyze.

I mean, interrupt isn't like in BG, it's not just to stop enemy casting, it pushes their yellow recovery bar back. If you have characters with high natural interrupt they're constantly slowing enemy attacks down and mitigating damage overall.

Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.

Sensuki posted:

Health-healing mechanics were never supposed to be a part of the game. They were only added in because people were complaining about the split health mechanic. I don't mind that as long as they are optional. On top of that, they get progressively more useless as the game goes along and they're absolutely awful without a high Might.

Well yeah god forbid they put in something cause people were complaining about stuff, oh wait

Those heals are the sort of specialist stuff I'd want to see more of in the talents, weird offshoot abilities you can build into a character concept. Whether they're balanced or not is a separate issue from including them at all really.

Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.

Spikeguy posted:

I want to run a chanter and recreate my undead army from Diablo 2. What race would be best for this class?

Death Godlike.

Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.

Furism posted:

One thing that annoys me a little in the BB right now is that non-aggressive critters trigger the red circle when you're scouting. Is there a good reason for that feature that I'm missing?



I always kill that deer for this reason.

Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.

Corin Tucker's Stalker posted:

Unless there's a long list and I'm at the bottom, it looks like all the review codes went out last night. We rarely get review copies since this isn't a traditional gaming site but I was hoping to get lucky with an early start before writing my idiot garbage.

Yeah saw the codes go out yesterday morning, was hoping you'd get one. Seemed like the PR guy was dealing with a bunch of fake youtubers trying to swindle free codes all day so I don't envy that.

Looked like the game install size was 5.7 gigs (or maybe that was just the steam update size).

Scorchy fucked around with this message at 18:40 on Mar 18, 2015

Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.

Hieronymous Alloy posted:

D:OS combat always seemed fun I just sorta lost interest in the story about 3/4ths of the way in. It got predictable.

Yeah I did the exact same thing, sounds like I wasn't alone. Sad because Ultima 7 is my favourite game ever.

Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.
PoE has a journal page where you can write your own dated entries which is pretty cool. The only annoying part is when you press enter it makes a new entry instead of a new paragraph.

~*my immersion formatting*~

Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.
So it sounds like LP/stream embargo is lifting on Monday 6AM PDT, review embargo is till next Thursday 6AM PDT. I ain't watching it but be sure to use spoiler tags in here if you do!

Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.

prometheus12345 posted:

Maybe it helps, but they play very different. Druid is a standard caster with the ability to transform into a melee form once every fight. The chanter has a cycling list of buffs/debuffs and can cast every 12 or more seconds a big "spell". Druid is the more active class as the chanter. Chanters have the cooler summons as the druid (one with a charming passive ability, one with a sneak attack and drakes and ogres for the highest levels). Druids have better healing spells, the chanter has only one passive ability that heals. Chanter have better non healing support abilities.

I like the chanter more as a ranged non healing supporter and summoner and I play the druid more of a melee/reach damage dealer that is specialized in one element likely either shock or freeze.

Chanters are also quirky in that they have to cast all their active spells in an AoE cone shape.

Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.

VDay posted:

Yeah I'm the kind of player that started over a dozen times in Skyrim, Divinity:OS, and most recently DA:I because I just keep thinking "I bet this other class/party/whatever will be more fun". Having all these options in a game-type that I'm not super familiar with (player NWN, BG2 and Planescape: Torment but only years and years ago) is just pushing that into overdrive. It's not even an optimal/min-max thing, I'm just genuinely not sure which playstyle I'd enjoy more.

I have similar problems and this is my solution for PoE: I'm just going to play Ironman mode immediately. I won't have to worry about starting over since the game will do it for me when I die 2 hours in.

Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.
I wonder if Paradox would be willing to just directly fund the development of a new Obsidian game on the PoE engine and forgo kickstarter. It'd be fairly cheap since the workflow and the ruleset stuff is already there, Paradox would probably get ownership if it was a new setting/IP, and these low budget hardcore niche games fit right in with their portfolio.

Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.

Fintilgin posted:

Why would Obsidian want to do that though, instead of kickstarting it again/funding with PoE profit, owning it themselves, and just having Paradox do some physical reward fulfillment like they're doing? What's in it for Obsidian?


(Nothing. Nothing is)

I meant another IP on the same engine, not PoE 2. What's in it for Obsidian is they get to keep their employees employed. 4 million is a lot on Kickstarter but not a lot in the real world, and they'd run into KS exhaustion if they keep going back to the well too often. The PoE team was what, 15-25 people? And not all of them full time on the project. Obsidian has like ~140 on staff.

Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.
Sawyer was on a Skype interview a couple of hours ago on Twitch: http://www.twitch.tv/arvaneleron/b/638981725

Starts at ~14 minutes.

Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.

Scorchy posted:

Sawyer was on a Skype interview a couple of hours ago on Twitch: http://www.twitch.tv/arvaneleron/b/638981725

Starts at ~14 minutes.

This is a good watch btw. Thanks for staying so long to answer questions rope kid.

There's 2 quests in the game to put together epic weapons ala Flail of Ages. :0

Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.
Seems to be buggy with hotkeying chants where they all get selected at once.

Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.

Sensuki posted:

Hotkeys should be stored on the main action bar. I reported it as a bug/issue a week or so ago - and that's one of the reasons why.

Why should they be stored on the main action bar?

Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.

Sensuki posted:

Overlapping the Chant UI ??

Plus it's needless that there be a separate bar ABOVE the action bar showing what hotkeys you have, and it gets overlapped by expanding UI elements. It would be much more practical to store them horizontally across the action bar with everything else like they were originally IMO.

No cause then you'd get doubled spells across the same row, and it's confusing to users because it looks like they'd have multiple casts of the spell, it's poor ux, as is a row of icons that goes on forever. Right now there's a nice separate row for all the hotkey spells where they're lined up properly. That way I can think of that row as the keyboard row, and the bottom row as the mouse row.

Anyway I wasn't talking about overlapping the Chanter UI, that's a separate thing that could be fixed by just moving it up, I was pointing out that hotkeying 1 chant would put the hotkey (Pause) graphic on all 4 chants.

Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.
Sup UI chat.

Sensuki posted:

No they would be on the same bar as the spell levels. Hotkeyed spells kind of act like quick spells, and it makes perfect sense to store them on the main action bar. I do see an issue with hotkeys and item-based spells being on the same bar but the different casts/day plus separate sections would easily alleviate that. I think it's bad to stack several things up on top of each other in the left corner.

The longer that bottom row goes on, the longer it takes for users to process what to click. It's bad for decision making and for trying to remember where everything is. The sections aren't especially well chunked up (just a bit of extra lateral padding), so the row is actually already dangerously long as it is, and that's not adding the extra quickslots and wearable item spells being in there as well.



Discounting that doubled ability issue, if you put them both on the same row and use a lot of hotkeys you'd run into that DA1/2 (and BG1/2) problem for casters where the spell row goes on for a mile and you can't find crap.

Anyway right now if you use the F1-F12 keys for hotkeying then it's excellent mental mapping since their location on a keyboard corresponds to their location in the UI.

Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.

Drifter posted:

I'm sorry, MOVE my hand around on the keyboard when I play? :smuggo:

Personally, I think having that many hotkeys is kinda silly, and would rather F1-F6 and then shift + F1-F6 instead of a solid F1-F12.

I probably wouldn't actually remember all the keyboard hotkeys if I used that many, but even then it's useful to custom group them visually so I can click on them.

Like when I'm controlling a wizard my decision-making for an action is - 'Do I want a single target or AoE spell?' - but the current menu presents the option of - 'Do you want a level 1 spell? Do you want a level 2 spell?' which is entirely incongruous. With the hotkeys I can group all the AoE spells next to each other on that separate bar, and then all the single target spells together, etc.

Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.

Don Mega posted:

How difficult is Hard mode? I didn't play the beta much but I had no real difficulty with normal. I'm not trying to min/max either.

I'm not that great at these games, but I didn't feel like I had to min/max on hard mode, just had to play with a bit more precision on each encounter. It felt like what IE vets should be playing on.

Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.
I got a cheap sous vide machine off Kickstarter and I cook amazing chicken with it hth

Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.
This is maybe a small thing, but when you die in Trial of Iron mode it dims the screen and does a 'You died' screen with nothing on it.

I'd want to keep the UI on screen at least so you can read the combat log to see how you died. That always annoyed me in IE games. Also it'd be nice to see the stats in party records screen right now, like total hours played, enemies defeated, etc.

Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.

CharlieFoxtrot posted:

"Tavern in the Beta", huh? If I had spent that much money I would have tried to be more original, but v:shobon:v

It's the Dracogen Inn, he's also the barkeeper there. Also people won't notice but Felicia Day and Wil Wheaton are in the beta as well in a painting on the wall of the inn.

Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.

VDay posted:

I vaguely remember rope kid saying that all the godlike bonuses apart from Moon ended up being buffed. Did he ever say what the buff was?

Death Godlike damage bonus threshold was bumped from 15% to 25% iirc.

Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.

Furism posted:

For the release I'll make a small diner party with only dishes from the the game's cookbook. People who dress up will be allowed a second serving. I really hope the recipes don't suck and the quantities are translated to the international standard (that is, not ounces and poo poo).

I could be wrong but I thought the recipes were more like baking and pastry items and not so much dinner dishes?

e: I'm just looking out for your dinner planning man

Scorchy fucked around with this message at 18:12 on Mar 22, 2015

Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.

CottonWolf posted:

For mechanics, it almost seems like you want at least one character who focuses on nothing else, there are some pretty difficult unlocking/disarming challenges in the beta.

Yeah this. There are also difficult stealth checks.

Based only on beta I'd recommend a lead scout who specializes in stealth with some leftover in mechanics. Then a second character that maxes mechanics. I wouldn't try to split them on the same character unless there's a good reason, like dialogue checks.

Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.
Stupid phone double post

Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.

Jackard posted:

Oh my god, polearm paladins

Pikes are also great on melee Chanters cause all their active spells are in an AoE cone shape (since they do magic with their voice I guess). If you're right in the middle of the fray you usually don't catch all the enemies with your full arc:



But if you're a step or two back from the frontlines, or if you can position your chanter on the flank, you can get more out of your AoE:

Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.

Soothing Vapors posted:

You do know that you're not required to watch LPs, right

Either way, apparently major poo poo goes down at the end of the beginner dungeon which is like 20 minutes in, so maybe skip over that even if you're watching.

Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.
You can assign a female portrait and voice even if you pick male and vice versa so that's something.

Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.
Up to #7 now on Steam sales :)

I don't understand CS:GO always at the top, who are all these people that want to play Counter-strike and don't already have a copy

Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.
Wizards with higher defenses would be alright. Their AoEs wouldn't be as wide but they have a lot of good short range nukes and touch spells, including their per-encounter one. Not everything is about Might and Int.

Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.

Jackard posted:

Really hope this "barbarian dualwielding knives" turns out to be a practical character. Daggers were never really worthwhile in earlier games but this might be different!

Might and Dex look like primary attributes, and Con is obviously a secondary, but maybe I should also boost Int for the AoE?

Int and Might are actually the recommended stats on the builder screen for barbies. Int not only increases the passive Carnage AoE but the duration of Frenzy, which you cast at the beginning of every fight. I've done the double stiletto barbie in beta with Might/Int and high interrupts and it's fun. You chew through big groups like nothing.

Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.

devilmaydry posted:

So I'm thinking of making a Cipher that uses one handed melee weapons(mostly swords unless I find something super good). Lots of people in here seem to have hands on experience and stuff so I was wondering, how viable is this character idea?

You can do whatever you want. There's a 2nd level Cipher spell called Psychovampiric Shield that drains enemy Int and adds it to your own armour, sounds like that would work with your build. I guess another tip would be that Charm/Dominate have a long cast time so avoid using it when you're on the frontlines.

Adbot
ADBOT LOVES YOU

Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.

Captain Oblivious posted:

Currently my plan is to use the bear form because, even when it stops being particularly useful for damage, it still has built in CC.

You should use the stag form because, even when it stops being useful you're still a werestag.

  • Locked thread