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Sindai posted:Wait, does "Winter 2014" mean in two months or in a year? A year. We're in Winter 2013 right now. (By "we", I of course mean "the northern hemisphere". The one that matters)
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# ? Dec 11, 2013 19:53 |
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# ? Apr 18, 2024 06:19 |
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Sindai posted:Wait, does "Winter 2014" mean in two months or in a year? What do you think? In a year of course. In the RPS interview rope kid said they are exactly at 50% of production. They finished the Mega Dungeon yesterday. And this got me wondering. They say they finished the Mega Dungeon, but then the combat and classes are not finalized. Does this mean they have to do a whole new pass on every single area of the game once the combat and classes will be finalized? Why not finalize this first, and then the areas so you do just one pass? Are the classes finalized enough that a second pass won't be necessary? Or is it just part of the QA? coffeetable posted:By "we", I of course mean "the northern hemisphere". The one that matters) The northern, west hemisphere then, if we gonna do that.
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# ? Dec 11, 2013 19:54 |
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Combat tuning is literally never finished.
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# ? Dec 11, 2013 19:57 |
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Kind of forgot I dropped $250 on this. Kind of happy I did. Hey Rope Jerk, can I get my map signed instead of a box? How the hell are you supposed to display a BOX? Answer me that. EDIT: Can I play as Ribsmasher 2.0 and just punch everything to death? Comrade Flynn fucked around with this message at 20:03 on Dec 11, 2013 |
# ? Dec 11, 2013 20:00 |
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Are the character models actual 3D models in game, or just sprites?
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# ? Dec 11, 2013 20:01 |
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Upmarket Mango posted:Are the character models actual 3D models in game, or just sprites? Actual models on 2D backgrounds.
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# ? Dec 11, 2013 20:04 |
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Fucker posted:I didnt say it looked repulsive. I said it looked subpar. It looks serviceable but in the age of DOTA, Diablo 3 and even the generic Diablo clone, its not up to standard. Might just be a case of having to be careful with the kickstart funding. Or maybe its just a question of fidelity over the good old games. Project Eternity's background art looks better to me than all of those games. Especially Diablo 3
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# ? Dec 11, 2013 20:11 |
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Pringles_School posted:Project Eternity's background art looks better to me than all of those games. It's way less fussy. Diablo 3 felt like someone had a real thing for particle effects and tossed that poo poo onto everything. Sure the animation is technically better but there's something about things being limited. When things are limited the crazy poo poo like skulls exploding onto the battlefield in some crazy high level spell really stand out and make the player feel awesome. Or walking around and seeing some wicked cool statue in a sea of desert. 'Holy poo poo dude!!! On the other hand Diablo3 has so much poo poo going on from level 1 onward that it all gets visually boring. Exploding frogs, a million arrows flying about, and a barbarian spinning around like a Tazmanian devil are awesome...For the first few views of it and its so constant. After a while it becomes kinda eh. If everything is nuts then nothing is.
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# ? Dec 11, 2013 20:17 |
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I appreciate that Project Eternity is going for a more "realistic" look than have exaggerated proportions and rounded, fluffy angles and other things like that. Atmosphere is pretty important to me and Diablo 3 really lacked that due to, among other things, the general art direction.
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# ? Dec 11, 2013 20:20 |
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Buckwheat Sings posted:On the other hand Diablo3 has so much poo poo going on from level 1 onward that it all gets visually boring. Exploding frogs, a million arrows flying about, and a barbarian spinning around like a Tazmanian devil are awesome...For the first few views of it and its so constant. After a while it becomes kinda eh. If everything is nuts then nothing is. Yeah this was something you also got in Diablo 1. Level 1 was a rather bland Cathedral and as you got deeper in your march towards Hell the monsters got more deranged and more magic was being thrown around. Blizzard has seemed to forget how great the snowball effect on power is, plus they totally abandoned the art direction the series had in favor of a bland World of Warcraft cartoony look. Everquest also knew this. At level 1 your buffs would just be a green particle effect during casting. Level 35 you get some orange balls coming out of it and by 50 you had blue mixed in as well. It was a good means of making your guy feel like he was progressing aside from numbers on a page. Also a year before before release DOTA2 was in rather poo poo shape and rather unoptimized. Valve has already updated many of the models many times over. Storm Spirit literally looks nothing like he did 3 months ago. YouTuber fucked around with this message at 20:25 on Dec 11, 2013 |
# ? Dec 11, 2013 20:23 |
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Still can't successfully manage my pledge on the backer site. I wonder if it is still just overloaded or if something is simply broken. Logged a job with support anyway.
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# ? Dec 11, 2013 20:26 |
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Try a different browser.
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# ? Dec 11, 2013 20:31 |
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Sensuki posted:Try a different browser. Yeah I already tried that. Also different computers.
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# ? Dec 11, 2013 20:32 |
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I am also having the same issue. Generic errors that tell you nothing are the worst E: And now it worked, proving once again that whining is the most effective way to get things done. Kanfy fucked around with this message at 20:46 on Dec 11, 2013 |
# ? Dec 11, 2013 20:33 |
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On the topic of D3, I mean, come on. This game had procedurally generated dungeons, while PoE has art that is literally hand-crafted.
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# ? Dec 11, 2013 20:50 |
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Kanfy posted:I am also having the same issue. Same here. Just overloaded I guess.
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# ? Dec 11, 2013 20:52 |
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I like the procedurally "teh hards" megadogeon design mentioned in the RPS article.
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# ? Dec 11, 2013 21:10 |
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I can kinda see the complaint with the animations, but I can understand that people used to thinking in terms of Infinity Engine not really noticing it. It's really a matter of just tuning it and, while I don't want to make anyone panic, it's at least fairly easy to fix over a period of time, but it is not an intuitive process, since it may mean every skeleton may need to be looked at to have their animations jaunted. I did notice that there is no "bounce", but frankly I wonder if a bounce to their animation would actually make them too distracting and if that was a visual choice to actually mediate more information quickly. I didn't get to see fighting too well, since it shifts, but the one slice I saw was basically the fighter stretching his arm out. Which, honestly, isn't gonna cut it. He needs to swing that thing, preferably in fewer frames. Spell effects are tougher to judge, because half of them looked really good and the other half looked confusing.
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# ? Dec 11, 2013 21:16 |
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Comrade Flynn posted:Kind of forgot I dropped $250 on this. Kind of happy I did. In a larger shadow-box to create an Inception of boxes
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# ? Dec 11, 2013 21:19 |
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Rope Kid, could you imagine where the project would be right now and what it would look like if you had only hit your minimum goal for the Kickstarter?
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# ? Dec 11, 2013 21:26 |
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Maybe it's because every Unity game is made cheaply, but I feel like the bounce / floaty-ness might just be a feature of the engine, the way terrible hair and weightless models were in every UE3 game. These last few pages are a great reminder why we get so little in-game media from the devs, even when it's stamped clearly as WIP. The impulse to be a backseat driver / get upset at the possibility that what you're seeing may somehow end up being final is too great.
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# ? Dec 11, 2013 21:26 |
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Mozi posted:Rope Kid, could you imagine where the project would be right now and what it would look like if you had only hit your minimum goal for the Kickstarter? This is a great question, please answer it, I want to know.
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# ? Dec 11, 2013 21:42 |
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rope kid posted:Fighters' basic Defender mode increases their number of Melee Engagement targets by two (to a total of three). It makes a big difference. One fighter in Defender can stop forward enemy motion as well as three other melee characters. For really chopping into groups of enemies, that's what barbarians (and their Carnage ability) are for. I forget, do Fighters have a 'taunt' or something to make enemies engage them instead of your squishier allies (assuming I'm playing a stereotypical D&D party)? It could seriously put a crimp in things if enemies are coming at the from all directions, or if there's an ambush. I remember Avengers (or Paladins, can't recall) from 4E being able to Mark enemies, so that the longer the enemy didn't face them, the more damage they suffered. Considering the abundance of soul powers and/or knowledge in the setting, I think it's reasonable for the fighty sort to be able to 'pull' enemies towards them, either by direct taunt or by disabling the foe as long as the foe doesn't engage them.
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# ? Dec 11, 2013 21:46 |
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They're doing a real-time take on Opportunity attacks. Fighters (all melee characters?) project a zone of control as long as the reach of their weapon and anyone moving through is subject to a free attack which roots if it hits. At least that's what I remember. It's all very 4E, which is great.
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# ? Dec 11, 2013 21:52 |
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The backer portal is saying my email address is already in use so I don't know what's true anymore. When I try to reset my password (because I've never been on the site before) it tells me that my email address isn't in the system. My life is a lie. I am so confused. Should I just wait another few days to see what's going on?
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# ? Dec 11, 2013 21:52 |
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The animations do look pretty stiff, I don't think that's an invalid criticism.Drifter posted:The backer portal is saying my email address is already in use so I don't know what's true anymore. When I try to reset my password (because I've never been on the site before) it tells me that my email address isn't in the system. My life is a lie. Did you write a support ticket? Kind of glad they didn't launch this on Thanksgiving week with everyone out of the office.
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# ? Dec 11, 2013 22:01 |
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Drifter posted:The backer portal is saying my email address is already in use so I don't know what's true anymore. When I try to reset my password (because I've never been on the site before) it tells me that my email address isn't in the system. My life is a lie. This happened to me, but I was able to fix it. I think it happened because I was already registered on Obsidian's forums, which seem to be using the same set of users. I went to the Obsidian forums and sent myself a password reset from there, and was then able to log in on the Pillars of Eternity website with my obsidian forums username/password.
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# ? Dec 11, 2013 22:02 |
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I am incredibly glad that the "Magic Missile" spell effect is not blue but instead gold. Incertus, Pulcher, Imperio.
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# ? Dec 11, 2013 22:11 |
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Scorchy, I didn't want to send a ticket just yet because I didn't want to waste anyone's time with something I may have been either able to solve on my own, or wait until the system was less slammed. Since it wasn't an emergency or anything, you know? DoktorVerderben posted:This happened to me, but I was able to fix it. I think it happened because I was already registered on Obsidian's forums, which seem to be using the same set of users. I went to the Obsidian forums and sent myself a password reset from there, and was then able to log in on the Pillars of Eternity website with my obsidian forums username/password. This was exactly it. I had forgotten I had signed up at Obsidian's 'normal' website, I wonder why I had done that. Oh well. A bit weird Eternity.obsidian only kept track of my username, but not my email address. I would've thought those fields would exist together. Thank you for that suggestion.
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# ? Dec 11, 2013 22:17 |
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DatonKallandor posted:They're doing a real-time take on Opportunity attacks. Fighters (all melee characters?) project a zone of control as long as the reach of their weapon and anyone moving through is subject to a free attack which roots if it hits. At least that's what I remember. Most characters can only engage one enemy at a time. If they don't have a target, it's the first enemy who enters the radius. If they do have a target, it's them. For fighters in Defender mode, it's the first three, one of which is typically someone they are attacking.
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# ? Dec 11, 2013 22:22 |
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I personally only notice the floaty-ness of the animation during the combat shots shown in the trailer. Well it's not a huge deal and certainly one I could get used to, I do hope it gets tightened up a bit since the rest of the game looks so great. Except for that big fireball explosion + gibs. Those look pretty janky to be honest. It's cool that there are gibs, I had no idea, but from what it looks like it's just three chunks with some blood particle effects. Seems kinda underwhelming. It'd be super awesome if the fireball explosion looked like an actual explosion, though. Can't wait to play this. I'm so excited for it.
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# ? Dec 11, 2013 22:28 |
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rope kid posted:Close. All characters who are not moving and have melee weapons equipped project a small Melee Engagement radius around them. If an enemy enters that radius, they are instantly Engaged and stop moving. They can start moving again immediately, but they will be subject to a free Disengagement Attack. Disengagement Attacks hit hard and call a long hit reaction, so if you just try to walk away from someone, it can be costly. Will there be visual UI elements that depict this engagement radius?
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# ? Dec 11, 2013 22:33 |
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TooManyUzukis posted:Will there be visual UI elements that depict this engagement radius?
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# ? Dec 11, 2013 22:39 |
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Cession posted:Games like D3 employ a lot of tricks to give their game an extra oomph, and I don't think anyone expects that here. Turn rate deceleration, run->stop animations, ... We don't need any of that. Just loosen up the animations. Uh. My team literally did that in a 30-day game jam game last month. The blending/interpolation tools are part of Unity's animation toolset and hook directly into the code. Why wouldn't you use them?
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# ? Dec 11, 2013 23:04 |
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An RPS interview appears: http://www.rockpapershotgun.com/2013/12/11/obsidian-on-dungeoniest-dungeon-ever-eternitys-length/quote:Sawyer: Yeah. Edér is… I guess Edér is… We can talk a little bit about Edér? I think we can talk about Edér. If you looked at Edér, what would you guess his class is? The snarky blond guy. And uhm quote:Check back tomorrow for a chat with Obsidian CEO Feargus Urquhart about the developer’s enticingly ambitious plans for another Kickstarter. And no, it’s not Pillars of Eternity 2. my wallet it hurts
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# ? Dec 11, 2013 23:04 |
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I hope it's something sci-fi/modern day. Fantasy is cool and all, but there's a severe lack of on non-fantasy RPGs.
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# ? Dec 11, 2013 23:07 |
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Scorchy posted:my wallet it hurts I know how you feel bro. And by that, I mean it is a good pain
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# ? Dec 11, 2013 23:08 |
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There's been a lot of leaks in the last year coming out of Obsidian with details of their cancelled projects, like that sci-fi one, I have to figure some of it was to test the waters to see if the interest is there to support another kickstarter.
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# ? Dec 11, 2013 23:09 |
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Upmarket Mango posted:Except for that big fireball explosion + gibs. Those look pretty janky to be honest. It's cool that there are gibs, I had no idea, but from what it looks like it's just three chunks with some blood particle effects. Seems kinda underwhelming. It'd be super awesome if the fireball explosion looked like an actual explosion, though. I played all the Infinity Engine games in the german version, so I never knew they even had gibs until they showed up again on GoG in the international versions. Frankly they were better looking without them. Can we get a gibs toggle for Pillars of Eternity?
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# ? Dec 11, 2013 23:20 |
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# ? Apr 18, 2024 06:19 |
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I'd end up throwing more money on a sci-fi RPG Kickstarter than I did on Eternity.
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# ? Dec 11, 2013 23:22 |