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Link to Pillars of Eternity 1 Release date: Q1 2018 https://www.youtube.com/watch?v=ln_plWALAoI Crowdfunding campaign for the sequel is finished (4.4 million). But PayPal backing is still open: https://eternity.obsidian.net/backer. Backer beta is currently live! We're on a boat! Obsidian has crowdfunded a sequel to Pillars of Eternity, a PC/Mac isometric RPG in the vein of Baldur's Gate, Icewind Date, and Planescape Torment. Real-time with pause combat, 2D painted backgrounds, puzzles and dungeons and a lot of dragons. A lot of reading. The works. The first game was kickstarted in 2012, released in 2015 to great reviews. It's now on XB1 and PS4. Get it if you haven't already. In Deadfire, you're playing/importing the same character from the first game, off to sail the southern seas and hunting a 700-foot tall pissed off god. Your stronghold is a boat! You can hire a crew and run around adventuring on the ocean! New to PoE2 is multi-classing, subclass kits, the death of Vancian casting, a companion influence system, and shorter load times. Multi-class combos! https://www.youtube.com/watch?v=_Es15qyjoJ8 https://www.youtube.com/watch?v=dk0wIKSWIWY Scorchy fucked around with this message at 20:03 on Nov 15, 2017 |
# ? Jan 26, 2017 08:50 |
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# ? Apr 27, 2024 08:11 |
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Pillars of Eternity 1 Reviews pretty unaminous - instant classic cRPG, 89% on Metacritic. Newbie Guide - Some tips for starting out https://www.youtube.com/watch?v=Irx2T6ZIYL0 Pillars of Eternity is an old-school cRPG from Obsidian Entertainment, makers of Fallout: New Vegas, Knights of the Old Republic 2, Neverwinter Nights 2, and South Park: Stick of Truth. 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 sparse, and there are lots of dungeons, puzzles, looting and crafting. It's an original setting and there's no D&D license attached. The story revolves around a fledgling colonial empire called Dyrwood. It's a place where souls are a scientifically observable phenomenon, underground experimentations on people is common, and gods openly interfere with mortal affairs. It explores themes like ethics, religion, technology, existentialism, and reincarnation. It's got elves and dwarves, big guns, drugs, wizards, small guns, incest, psychic detectives, shotguns, magic missiles cast into the darkness, trickster gods, and bombs that kill gods. It's built on the Unity 4 engine and available on PC, Mac, and Linux. It's also been ported to XBox One and Playstation 4. Since the backgrounds are 2D, the system requirements are very low, we've got people running it on old laptops. Is the expansion (The White March I/II) worth getting? Yes! It's even better than the base game, is of a decent length, has nice area design and adds neat items and companions. The expansion starts at around level 7-8 so you have a bit of time deciding if you like the base game before buying it. 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. With the way the attributes and stats work, it's really loving hard to make an unplayable character unless you're actively trying, so feel free to experiment. 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 stand in a doorway tanking 5 guys without breaking a sweat. 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.. Rogues - Murder specialists, 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 can rage and air-drop into the largest group of enemies they find, automatically 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 - Melee specialists with fun CC and self-buff abilities. The more attacks they suffer, the more abilities they can use. For: People who want to punch their enemies 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 to mind control enemies and set their 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-boar 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 ogre and ghosts while reciting poetry. 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 is fully written NPC companion per class to fill out your party. Fighter - Eder, in Gilded Vale - after resting 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 corner in town 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 You can hire custom NPCs instead; go to any inn and hire adventurers to customize yourself. They will not have written lines or personalities. 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 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 very hard to screw up, and you can always respec. 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, you have a wide array of options to customize your character. Some talents are class specific. Some you can use to specialize into a defensive role, or to up your weapon accuracy for more offense. 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 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 Accuracy is king. 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 Fireball (a spell that attacks Reflex), this is treated much like any other attack with a sword or bow - the attacker's accuracy is rolled against the defender's Reflex 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. Remember to mouse-over enemies to view their defenses and weaknesses on the tooltip. It's worth carrying around two different weapon sets with different damage types, so you can adjust on the fly if an enemy is strong against a certain defense type. Scouting and Stealing Hitting "Alt" will put you into Scouting Mode. This mode combines Stealth and Mechanics (checking for hidden objects), but you will move slower. When you're not in Scout mode, your mechanics detection will function at 50% capability. 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. 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. Scorchy fucked around with this message at 10:27 on Aug 29, 2017 |
# ? Jan 26, 2017 08:51 |
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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 everything except your class and race. Go to any inn to do it. - 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. - For traps, you want at least one party member that's maxing Mechanics at every opportunity. Starting Out - 'A' slows down the game and 'D' speeds it up. The game is set to slow down in combat by default. 'Alt' is stealth. - F5 is quicksave. Remember standard RPG rules and save in rotating different slots occasionally. - The first bear you see is probably going to kill you. Don't wander off the paths in the wilderness at first. - The hardest parts of the game is around level 3-8. If you're having difficulty it's perfectly normal. - Start picking up party members right away. Eder and Aloth in the first town, Durance is 1 zone south of it. Two more zones east is Kana. You can also hire NPCs at the inn. Within about 15 minutes of hitting the first town you could have a 6 man party. - For the Temple dungeon in the first town, the lower 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. Each level matters a lot. 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 - The Master Below - Level 12 - Cragholdt Bluffs - Level 14 - Alpine Dragon - Level 14 - Mowrghek Îen - Level 16 - For The Endless Paths, the idea is you start at around level 4, keep going until it gets too hard, then leave and come back later. Auto-Pause At first I suggest you set up your auto-pause options like this: --------------- --------------- --------------- --------------- 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/ The 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 Unfortunately Pillars is built on Unity 4 which isn't very mod-friendly. There are scattered mods like IEMod which add some fringe functionality but your options are fairly limited. 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 09:16 on Mar 16, 2017 |
# ? Jan 26, 2017 08:52 |
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Fig sucks bad and this is probably the only thing I'll ever back on it
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# ? Jan 26, 2017 09:20 |
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Just started a replay of PoE (and I never finished White March ) in honor of the news.
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# ? Jan 26, 2017 09:21 |
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Just for poo poo and giggles, Chris Avellone is now openly claiming on Twitter his cut stuff was more Torment-esque than the rest of PoE and "apologizing" for the state of the game. Honestly, this kind of behavior made me lose a lot of respect for the guy.
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# ? Jan 26, 2017 09:36 |
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Any news about combat changes in the sequel? PoE1 was a bit much for me. Way too much micromanaging. I liked it better in the old IE games where you didn't have to micromanage so much. Torment is looking amazing btw. Probably the only RPG I'll play this year.
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# ? Jan 26, 2017 09:47 |
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Fair Bear Maiden posted:Just for poo poo and giggles, Chris Avellone is now openly claiming on Twitter his cut stuff was more Torment-esque than the rest of PoE and "apologizing" for the state of the game. Oh good grief.
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# ? Jan 26, 2017 09:48 |
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Wasn't Torment complete awful garbage? Or did it get better somehow?
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# ? Jan 26, 2017 09:55 |
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Fair Bear Maiden posted:Just for poo poo and giggles, Chris Avellone is now openly claiming on Twitter his cut stuff was more Torment-esque than the rest of PoE and "apologizing" for the state of the game. I am not a blind Avellone fanboy - I love PS:T as much as everyone and like a lot of his other stuff, but I also didn't enjoy his writing in Lonesome Road and Pillars and he might have bought into his own hype a bit - but this is a very uncharitable reading. Someone specifically @mentioned him while saying they wanted Pillars to be more Torment-y. Avellone says "yeah there was some content like that, it was cut, sorry". Which, incidentally, is true: quote:At a specific level, in Eternity, the original premise of the companions I wrote (Durance and the Grieving Mother) was unpeeling the layers and discovering what they were at the core – unpeeling these layers involved slipping stealthily into their unconscious, a dungeon made out of their memories. There, the player could go through an adventure game-like series of interactions, exploring their memories using psychological items important to both your character and to them as emotional keys to thread your way through the memories – but carefully, without revealing your presence. The memory dungeon was to uncover their shared history, how it impacted you, and the core of who they were as people. He's not wrong, this is more Torment-like than the rest of the game. I am also okay with it being cut. netcat posted:Wasn't Torment complete awful garbage? Or did it get better somehow? o u
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# ? Jan 26, 2017 10:01 |
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Fair Bear Maiden posted:Just for poo poo and giggles, Chris Avellone is now openly claiming on Twitter his cut stuff was more Torment-esque than the rest of PoE and "apologizing" for the state of the game. That's just... uh. Wow. What's caused this, the Armored warfare layoffs? They didn't ask him to join the PoE2 campaign? I mean it sucks that your stuff got cut Chris, it really did, but that was a while ago
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# ? Jan 26, 2017 10:06 |
Durance was a tedious edgelord and if all his content was supposed to be PST/NWN 'fighting in a dungeon but the dungeon is your own remorse' bollocks, I'm glad it got cut lol
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# ? Jan 26, 2017 10:09 |
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Megazver posted:I am not a blind Avellone fanboy - I love PS:T as much as everyone and like a lot of his other stuff, but I also didn't enjoy his writing in Lonesome Road and Pillars and he might have bought into his own hype a bit - but this is a very uncharitable reading. Someone specifically @mentioned him while saying they wanted Pillars to be more Torment-y. Avellone says "yeah there was some content like that, it was cut, sorry". I read it as "I'm so sorry about the end result" which doesn't leave a whole lot of room for interpretation. Also Lonesome Road was pretty good I seem to recall
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# ? Jan 26, 2017 10:09 |
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I mean, I might be uncharitable, but if you jump into a random conversation to apologize to someone who wanted a more Torment-y game while pointing out *wink wink, nudge nudge* your own cut stuff was Torment-y, you're gonna end up sounding like a super passive-aggressive dude to me. EDIT: This has nothing to do with Numenera, btw, which I'm super-excited for, or any future Avellone or Obsidian project. I can be excited for those while still finding public behavior like that to be kind of petty and unprofessional. Fair Bear Maiden fucked around with this message at 10:12 on Jan 26, 2017 |
# ? Jan 26, 2017 10:09 |
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I liked his idea of a mind-dungeon but as I understand it required special code just for those sections and they couldn't do it because of budget constraints. I understand if he's bitter that his great idea had to be cut but if he doesn't understand that was for The Greater Good, and that the game turned out great anyway, then he's just being childish.
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# ? Jan 26, 2017 10:11 |
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So Deadfire's official, huh? Then I am excited for Pirates of Eternity 2: Half of our Enemy Types are Some Form of Squid Monster.
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# ? Jan 26, 2017 10:19 |
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I am sure they'll have some crab monsters as well, come on.
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# ? Jan 26, 2017 10:21 |
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Did you read the Deadfire book in the first game? There's a sea serpent, like three kinds of squid or half-squid, and something that might just be a giant mouth but also might be a giant mouth attached to a squid.
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# ? Jan 26, 2017 10:22 |
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I think you mean 90% of the enemies will be shark men. e: oh and we'll get to fight those things that are described as walking on tentacles and have no bones and can flow under doors so they're basically Terminators
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# ? Jan 26, 2017 10:24 |
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Terminator squids.
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# ? Jan 26, 2017 10:26 |
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So if Obsidian does a package for groups or forums or something like that, do we want to pool Goons money to make a Lowtax Bounty NPC or something?
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# ? Jan 26, 2017 10:29 |
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All aboard the hype train. So glad they went for Deadfire – which seems to be somewhere exotic – rather than the Vaillian republics which seems to be more Venice like. From the in-game book "Monsters of the Deadfire Archipelago: quote:The Archipelago winds its way between The Great Eastern Ocean and The Restless Ocean - hundreds of small islands in the midst of the water. Few dare brave its treacherous rapids, and fewer still have returned to tell tale of their adventures through it.
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# ? Jan 26, 2017 10:31 |
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Furism posted:So if Obsidian does a package for groups or forums or something like that, do we want to pool Goons money to make a Lowtax Bounty NPC or something? 100% definitely
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# ? Jan 26, 2017 10:32 |
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Furism posted:So if Obsidian does a package for groups or forums or something like that, do we want to pool Goons money to make a Lowtax Bounty NPC or something? I'm down for that.
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# ? Jan 26, 2017 10:42 |
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can i just mail rope kid an envelope of cash so none of it gets to hack scam artist tim schafer
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# ? Jan 26, 2017 11:23 |
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Furism posted:So if Obsidian does a package for groups or forums or something like that, do we want to pool Goons money to make a Lowtax Bounty NPC or something? I'm in. Obviously I'll back it individually too, but I'd throw $10 to a SA fundraiser. Also, gently caress Eothas for destroying my pretty tower. I hope we had insurance.
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# ? Jan 26, 2017 11:39 |
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I never made it past the tutorial for Pillars of Eternity and the voice acting was so bad my ears began to bleed as fantasy Welsh scrabble names were struggled to be pronounced by the voice actors. Glaaaaaaanfaaaaerythwyth I was also a huge Obsidian fanboy. Is there any chance of this being less aggressively generic with a tedious combat system?
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# ? Jan 26, 2017 11:42 |
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It looks like you're pirates chasing around a god in a 500ft statue by boat. Not the most generic of premises.
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# ? Jan 26, 2017 11:45 |
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Cinnamon Bear posted:I never made it past the tutorial for Pillars of Eternity and the voice acting was so bad my ears began to bleed as fantasy Welsh scrabble names were struggled to be pronounced by the voice actors. Glaaaaaaanfaaaaerythwyth You're probably not likely to find anyone here that really agrees with your opinion, but for what it's worth the game improved significantly as development went on with the additional content from the DLCs as well as a lot of tuning of how the game's mechanics function. Trash encounters were reduced pretty significantly too. But, if you were put off to the extent that you found the tutorial level tedious in the first game, chances are it's not for you.
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# ? Jan 26, 2017 11:55 |
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Cinnamon Bear posted:I never made it past the tutorial for Pillars of Eternity and the voice acting was so bad my ears began to bleed as fantasy Welsh scrabble names were struggled to be pronounced by the voice actors. Glaaaaaaanfaaaaerythwyth I'm hoping we'll get a more exciting story and setting but I don't think the base mechanics are going to change, unfortunately.
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# ? Jan 26, 2017 12:16 |
Caed Nua being totally destroyed as part of the premise for the sequel is kinda funny.
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# ? Jan 26, 2017 12:42 |
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It's fine to dislike a game, but I'm not sure why you'd expect a sequel to change so much that it wouldn't resemble the original anymore. It's a bizarre expectation, especially considering the game sold decently by all metrics.
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# ? Jan 26, 2017 12:48 |
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Yay Aloth and Eder are back and will never ever leave the party just like before
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# ? Jan 26, 2017 12:54 |
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I was under the impression combat was going to be undergoing significant overhauling tbh. I don't remember where I got that idea.
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# ? Jan 26, 2017 12:54 |
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I'm glad the Planescape-type stuff got cut, to be honest. It's not what I backed the project for to begin with. It seems like he had a different idea of what the game was going to be than the rest of the team. I liked Planescape well enough but Icewind Dale and Baldur's Gate were always my jam and rather have more games like those.
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# ? Jan 26, 2017 12:55 |
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Let's kill a god and put his soul on a baby
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# ? Jan 26, 2017 13:03 |
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Direct sequel is lame as gently caress but so long as nothing from Tyranny bleeds into it, day one but for sure.
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# ? Jan 26, 2017 13:13 |
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bongwizzard posted:Direct sequel is lame as gently caress but so long as nothing from Tyranny bleeds into it, day one but for sure. You are wrong. Direct sequels are actually both cool and good. I hope we get prestige classes. Make it so you're your original class to 20, then pick from 5 or 6 prestige classes that have extensive branching.
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# ? Jan 26, 2017 13:15 |
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Ratios and Tendency posted:Caed Nua being totally destroyed as part of the premise for the sequel is kinda funny. it's got some comedy to it, I guess also thats why they never developed the Scrooge McDuck style money vault for the keep - better to have that in the back pocket for when you go around pirating the Deadfire
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# ? Jan 26, 2017 13:18 |
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# ? Apr 27, 2024 08:11 |
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ayo rope kid, something new with the lighting engine? Screenshots look amazing.
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# ? Jan 26, 2017 13:20 |