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Darkhold
Feb 19, 2011

No Heart❤️
No Soul👻
No Service🙅

Oasx posted:

I must admit I don't quite understand a need to even limit resting, but then again I used save game editors in all the IE games, having a game be a challenge is clearly not a priority for me.
Just to address the limited resources part (not touching savescumming/editing argument) but many people like to view dungeons as a careful balance of resource management and attrition instead of a string of standalone fights. Trying to figure out when to use up a limited ability and running low by the time you get to the final level is part of the thrill for them.

Personally I've gone back and forth on the issue myself. I find myself hording too much if I feel the resources are too limited which in turn usually turns most boss battles into just burning through all the crap I've stored up and end up with a million low level health potions/etc in my backpack by the end, but I also see the appeal of not being able to get to 100% and abilities between each fight too to make it into more of a delving into the depths type of experience.

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Basic Chunnel
Sep 21, 2010

Jesus! Jesus Christ! Say his name! Jesus! Jesus! Come down now!

It's a balancing issue. If you allow players to go into every single fight in succession with 100% health and per-rest resources, then you have to balance all those fights under the assumption that the party is at full strength. That in turns demand per-fight resting (which gets irritating with buffs and the like), and practically requires a reload when, say, a magically terrified CNPC flees to an area where he alerts the next batch of enemies in sequence. You balance those fights for parties at half-strength and it's too easy. You never get the feeling of fighting through attrition, you're always a wrecking ball, and you never squeak by in a way that creates tension - you can just barely win a fight, but whatever losses you take are unlikely to create problems or disadvantages afterward. In BG2 all you needed was a character capable of casting Raise Dead and Lesser Restoration, in the NWN games they directly remove all pretense of fight-to-fight continuity save through condition stat damage that usually required a rest to reverse, provided you had the right CNPC with you.

There are a couple of ways around this. One is to make resting difficult or expensive, and not just in the sense of making players roll for random encounters, or making certain areas rest-banned zones (that never stopped anyone in BG2 after all, you just reloaded or backtracked). Another is to go the Dragon Age route and incorporate combat failure penalties that can't be slept off and that players have to literally pay a cost to remove. It sounds like PoE is doing the former, in a sense. Really it's like a softer version of Hitman's save scarcity. You make the players consider when they want to give themselves a buffer, because once they do they lose something.

Basic Chunnel fucked around with this message at 09:06 on Apr 29, 2014

Woden
May 6, 2006
It'll make the game much less tedious for me, I used to rest all the time in BG even leaving and re entering dungeons to do it. If you get jumped by mobs that was awesome too as it meant more XP and you could just rest again after, and maybe get some more free XP.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

Darkhold posted:

Personally I've gone back and forth on the issue myself. I find myself hording too much if I feel the resources are too limited which in turn usually turns most boss battles into just burning through all the crap I've stored up and end up with a million low level health potions/etc in my backpack by the end, but I also see the appeal of not being able to get to 100% and abilities between each fight too to make it into more of a delving into the depths type of experience.

I used to be a consumable hoarder, but DnD Online cured me. It's just so much fun knowing you've got extremely limited amounts of resting (1/2 usually) at specific points and you can't backtrack without resetting the dungeon. Suddenly you love all your consumables. Even Spell Scrolls (aka, money drops for a Baldurs Gate player, since you never use those) became awesome (you mean I can detect secret doors and magic missile?!) and Use Magic Device became a genuinely good skill.

Hopefully Pillars can get the balance between rare resting and consumable drop/reward rates right the same way.

Blotto Skorzany
Nov 7, 2008

He's a PSoC, loose and runnin'
came the whisper from each lip
And he's here to do some business with
the bad ADC on his chip
bad ADC on his chiiiiip

Oasx posted:

And invent words like save scumming to really show how wrong it is to play a game to have fun.

Incidentally, this isn't how the term "save scumming" came to be - it originates from roguelikes (specifically nethack), where permadeath (ironman runs, more or less) and level randomization are core game mechanics and multiple users' scores are tracked on a single server, and a "wizard mode" where the user can resurrect at will (but scores don't count) is also a core game feature to allow people to learn the game. Save-scumming there in its original sense involves copying your game file to another directory and manually restoring it when you die, circumventing the permadeath mechanic and also revealing the location of a bunch of stuff in your current dungeon level (everything you found) and identifying any unidentified objects you were carrying. And if you ascend this way, you've cheated and screwed over other users of whatever server you're playing on.

The migration of this terminology from a context where it makes sense to other contexts (single-player games with quicksave and quickload buttons) is stupid - I dislike playing that way and haven't done so since I was a child, but if that floats someone's boat then more power to them.

Fredrik1
Jan 22, 2005

Gopherslayer
:rock:
Fallen Rib

DatonKallandor posted:

I used to be a consumable hoarder, but DnD Online cured me. It's just so much fun knowing you've got extremely limited amounts of resting (1/2 usually) at specific points and you can't backtrack without resetting the dungeon. Suddenly you love all your consumables. Even Spell Scrolls (aka, money drops for a Baldurs Gate player, since you never use those) became awesome (you mean I can detect secret doors and magic missile?!) and Use Magic Device became a genuinely good skill.

Hopefully Pillars can get the balance between rare resting and consumable drop/reward rates right the same way.

I'm also a rehabilitated consumable hoarder and I was surprised how much easier games became when you actually used the items it gave you.

SurrealityCheck
Sep 15, 2012
Rope Kid I hope you guys are deriving your NPC names from legitimate linguistic sources... such as this delightful website. http://jetfuel.metalbat.com/blah/badass.pl

Sample: GRAVEFIRE: SPAWN of the FLAMEGRAVE FIRESPAWN
DEMONSHROUD: SLAYER of the BONE#
FLAMEDRAGON
GUNSLAYER: THUNDER of the ICEGUN SLAYERTHUNDER

EDIT: THIS ONE IS PERFECT
THRASHMAGE: THE SOULENING

Sea Otter
Oct 9, 2012
Different from the spirit eater system of Mask of the Betrayer, in this case, the players have a choice to adjust it through the difficulty settings. So, if some people don't like tight resource management, they'd be better off not starting their games with Expert mode. For, IIRC, if you start a game with Expert mode, it cannot be changed during the course of the game. Judging from the fact that the current limit number varies from two to six, I presume the latter would be much looser.

Speaking of the spirit eater system, it somehow made my play-through of MotB much faster. I tend to refrain myself from rest-spamming and the system allowed me to rest much more often than my usual pace. The good content also kept me playing with fewer resting, too, which is not about the party but my own, though. Considering the genuine word count, I was quite surprised how quickly I ended up finishing the game. It was like reading a well-written long novel.

idonotlikepeas
May 29, 2010

This reasoning is possible for forums user idonotlikepeas!

Basic Chunnel posted:

There are a couple of ways around this. One is to make resting difficult or expensive, and not just in the sense of making players roll for random encounters, or making certain areas rest-banned zones (that never stopped anyone in BG2 after all, you just reloaded or backtracked). Another is to go the Dragon Age route and incorporate combat failure penalties that can't be slept off and that players have to literally pay a cost to remove. It sounds like PoE is doing the former, in a sense. Really it's like a softer version of Hitman's save scarcity. You make the players consider when they want to give themselves a buffer, because once they do they lose something.

The other way of balancing it, incidentally, is just to set everyone back to full health/mana/ability uses after every encounter. That way every fight is at 100% health without making anyone backtrack or rest for anything. The problem with doing things that way is that you're removing one of the elements that make it a game instead of a movie. It can be done, but you need to make sure you have some other compelling things in your gameplay so that the player has things to do and choices to make.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."
And some elements of that are already being done. Some abilities come back after every encounter, and I suspect Stamina also gets topped off after every encounter.

SunAndSpring
Dec 4, 2013
So how do the spells look visually? Do any of them go over-the-top like the Motherfucking Mechanus Cannon, or are they fairly low-key?

Masonity
Dec 31, 2007

What, I wonder, does this hidden face of madness reveal of the makers? These K'Chain Che'Malle?
4th edition at will / encounter / daily splits (as I believe we are getting) with dailies being regained after x encounters rather than at rest could also work well. Limiting rest and punishing in dungeon rest (well, technically rewarding Inn/Stronghold resting) works well too though.


I'm guessing there's no limiting factors / cost to resting in your stronghold and just a gold cost to inns?

Basic Chunnel
Sep 21, 2010

Jesus! Jesus Christ! Say his name! Jesus! Jesus! Come down now!

There are opportunity costs, you lock yourself in to only certain stronghold bonuses and at inns you choose from a list. So inns are useful again!*

* My BG2 play style changed a lot when I realized that rest interruptions on the street were wiped on a successful 8 hour rest. Pause, build up an army of annoyed city guards, succeed in resting and wipe them from existence.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.

SunAndSpring posted:

So how do the spells look visually? Do any of them go over-the-top like the Motherfucking Mechanus Cannon, or are they fairly low-key?

Remember the Guardian Force summons in Final Fantasy 8? Just like that.

Inspector Gesicht
Oct 26, 2012

500 Zeus a body.


I can see myself playing already:

WIZARD- casts GRAVE OF THE FIREFLIES on TARGET.

TARGET- cries and vomits uncontrollably for ninety minutes.

In regards to spell animations I hope there's little in the way of spells that pause the action for ten seconds or more.

Sea Otter
Oct 9, 2012

Masonity posted:

I'm guessing there's no limiting factors / cost to resting in your stronghold and just a gold cost to inns?
It sounds like so to my ears and, IIRC, they won't go for money-sink route, either. So, if they don't have any further restrictions, the players may simply go for backtrack spamming.

Masonity posted:

4th edition at will / encounter / daily splits (as I believe we are getting) with dailies being regained after x encounters rather than at rest could also work well. Limiting rest and punishing in dungeon rest (well, technically rewarding Inn/Stronghold resting) works well too though.
Currently, there appears to be an either a Per-rest, a per-encounter resource or can always be used. As for the latter, yeah, assigning fixed amount of rest supply per area could work. The players need to restart the whole area if they screw up their resource management. Of course, the amount should be adjustable through items in difficulty level settings and fixed for default difficulties. So, some players may not be able to reach to the deepest level of The Endless Paths of Od Nua by just backtrack spamming probably in tighter settings.

Maybe, except Trial of Iron, how about allowing the players to adjust difficulty setting even in the middle of the game…but, without relying on dirty tricks like save file editing, it will be permanently recorded to the play-through stats (a warning window would be nice).


SunAndSpring posted:

So how do the spells look visually?
I don't think there is any other source outside of their own teaser.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.


drat.

e: Rope kid, can you guys show this in motion at all? Goddamn.

FRINGE
May 23, 2003
title stolen for lf posting

Darkhold posted:

Just to address the limited resources part (not touching savescumming/editing argument) but many people like to view dungeons as a careful balance of resource management and attrition instead of a string of standalone fights.
Thats me. I feel like "in civilization" you can go wild with resources because youre a PC and usually money/power/influence are are your side. The exploration/dungeon stuff is where the other half of the play comes from.

Basic Chunnel posted:

irritating with buffs
Just isolating this - i really dislike the post-MMO/3e way of those being a staple. Its tedious to re-cast 18 layers of blinky lights to attain the "expected" level of performance. Let the mages hide behind the fighters where they belong. :black101:

Jokes aside, I think that immunities and reductions got out of hand and make the tactical play tedious rock-paper-scissors rather than on-the-fly engagement.

rope kid
Feb 3, 2001

Warte nur! Balde
Ruhest du auch.

Pretty much all casting buffs are combat-only spells, so there's always an opportunity cost to using them.

Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.
Whole update: http://forums.obsidian.net/topic/66146-update-77-art-in-alpha/#entry1444666

quote:

Update by Rose Gomez, Associate Producer

Greetings backers! In today's update, we've got some great new character, and area art for you to check out. Our artists have been hard at work creating beautiful new areas and lots of new armor for the game. Our next update will be the next chapter in the class series, all about chanters and priests, by Josh Sawyer.

Characters

Recently our character artists have been hard at work crafting as many armor types as possible. All of our armor types have a variety of quality levels: normal, fine, and exquisite. JD Cerince recently finished up the plate armor designs for the game, which you can see here.


Plate Armor.

James Chea worked on the scale armor for the game. Below you can see a few varieties for female player characters. Cloth pieces for our armor sets can be tinted as in Baldur's Gate and Icewind Dale.


Scale Armor.

Areas

It's not all dungeons and darkness in Pillars of Eternity. Sean Dunny finished up the beautiful beachy area of Anslog's Compass. Wave effects and details are courtesy of John Lewis. Named for a rocky stretch of land which theoretically resembles a sundial, this lagoon provides decent fishing for both brave Dyrwoodans and a local contingent of xaurips. More than one ship has met its end upon the nearby reef, and debris occasionally washes ashore from the wreckage.


Anslog's Compass.

Here you can see the Hall of Warriors done by April Giron. This large wooden structure is used as a meeting place for visiting warriors within Twin Elms. It is here that the Glanfathan hunters gather and tell stories of past deeds, discuss upcoming events and hunts, and conduct friendly contests of physical prowess (arm wrestling, tests of endurance, etc.). Sometimes, a visiting anamfath will take residence in the hall when visiting the city.


Hall of Warriors.

Here we have a section of a much larger dungeon by Sean Dunny. This is from Clîaban Rilag, an Engwithan ruin.


Clîaban Rilag Entrance.

That's it for this week. We hope you enjoyed this quick art update! Come back next week for a thorough update on chanters and priests by Josh Sawyer.

Basic Chunnel
Sep 21, 2010

Jesus! Jesus Christ! Say his name! Jesus! Jesus! Come down now!

It'll be interesting to see how dank (not in the nug sense) they'll make dungeons now that we have an IE-style game with real-time lighting. On the one hand it'll be cool, on the other hand it might add an unnecessary wrinkle to navigation.

xthetenth
Dec 30, 2012

Mario wasn't sure if this Jeb guy was a good influence on Yoshi.

Random question about Unity, I know it supports C♯, JavaScript and Boo natively. Which do you guys use or is it a mix or something else that gets translated/compiled to work with Mono?

FRINGE
May 23, 2003
title stolen for lf posting

Basic Chunnel posted:

It'll be interesting to see how dank (not in the nug sense) they'll make dungeons now that we have an IE-style game with real-time lighting. On the one hand it'll be cool, on the other hand it might add an unnecessary wrinkle to navigation.
Better be dripping with slime and/or mineral condensates everywhere! Green slime stalagtites falling to pin you onto ooze-filled puddles of cave water!

(Its not unnecessary! Part of the mega-dungeon was supposed to be underwater. No idea how they will do that but I am looking forward to some U-series nostalgia :D )

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

rope kid posted:

Pretty much all casting buffs are combat-only spells, so there's always an opportunity cost to using them.

I've been replaying Dragon Age Origins, and I don't remember what you've said about how something like "sustained" abilities work. In DA:O, most buffs are combat only too, but it also has abilities you toggle on and leave on, so characters are covered in shiny pixie dust during conversations, for example. Turning these on for each fight, depending on the ability, can actually cost you time in a fight that you need as the character goes through all his or her animations for activating the abilities, so you leave them on as much as possible to save time. (Also, they all impose a penalty of some sort, usually making activated abilities cost more by some percentage as well as reserving some stamina.) It can have a lot of little annoyances, too: Champions, for example, have an aura that applies to anyone with a range of the character, which is usually just a little shorter than the follow distance while running, so if you leave it on all the time you get the "bwoomf!" noise of the aura being applied to the people running behind/ahead of the champion over and over as they catch up and lag behind, catch up and lag behind.

So Paladins have "modal" buffs with their auras, right? Are those things you toggle on at the start of a fight and they drop when combat is off, or do you leave them on and they only apply their buffs when combat is on, or do they leave them on and they have their effects on all the time, but they are not the norm?

Agean90
Jun 28, 2008


Gyshall posted:

drat.

e: Rope kid, can you guys show this in motion at all? Goddamn.

Sweet. I've always wanted an RPG that simulates living in a shack on the beach getting drunk. Thanks ropekid!

SurrealityCheck
Sep 15, 2012

Basic Chunnel posted:

It'll be interesting to see how dank (not in the nug sense) they'll make dungeons now that we have an IE-style game with real-time lighting. On the one hand it'll be cool, on the other hand it might add an unnecessary wrinkle to navigation.

But now I'm interested in the obverse... just how dank is project eternity, on a scale of 1 to chronic?

flowinprose
Sep 11, 2001

Where were you? .... when they built that ladder to heaven...

SurrealityCheck posted:

But now I'm interested in the obverse... just how dank is project eternity, on a scale of 1 to chronic?

The stickiest of the icky

MinionOfCthulhu
Oct 28, 2005

I got this title for free due to my proximity to an idiot who wanted to save $5 on an avatar by having someone else spend $9.95 instead.

SurrealityCheck posted:

EDIT: THIS ONE IS PERFECT
THRASHMAGE: THE SOULENING

That's my favorite White Wolf RPG right there.

rope kid
Feb 3, 2001

Warte nur! Balde
Ruhest du auch.

Basic Chunnel posted:

It'll be interesting to see how dank (not in the nug sense) they'll make dungeons now that we have an IE-style game with real-time lighting. On the one hand it'll be cool, on the other hand it might add an unnecessary wrinkle to navigation.
They shouldn't ever be significantly darker than IE areas. The dynamic lighting elements are very cool, but we don't want to rely on them.

Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.
State of game development:

Brandon Adler posted:

We are in our Alpha phase right now.

We are currently going through all of our previously created areas and revising anything that we think needs more work - both art and design.

Programming is nearing feature complete. We are tracking to be feature complete in a couple of weeks. This means that we are feature locked and most of the programming team will be diverted into bug fixing, feature polish, demos, etc.

Narrative will have a full pass done in a few weeks, as well. We are almost completely finished with the first pass on our crit path narrative.

Audio and VFX are still a ways off and won't be finished until July or August. They come onto the project later than the other teams because they require that content exists in a locked down form before they can do their work.

Character Art is working on creature variants, armor variants, and other miscellaneous items. Soon they will be adding in unique armors and weapons. Also, they will be creating head and hair variants in the next few weeks.

Animation is finishing up the last remaining A priority tasks and is moving on to some of our B priority animations (special attacks and whatnot).

UI/Concept Art has most of the UI in at an Alpha level. Kaz is finishing up things like Scripted Interaction slides and special UI screens. Also, he has a ton of portraits and areas to paint in the near future.

Production is figuring out project finalization, localization, Kickstarter rewards, convention plans, expansion planning, and a ton of other small things.

Sensuki
Dec 29, 2012

ASK ME ABOUT BEING A MASSIVE ARTISTIC SHITLORD ABOUT VIDEO GAMES.

I AM A TREMENDOUS FIRETRUCK AND MY BURGERS ARE OUT OF CONTROL


:spergin::spergin::spergin::spergin::spergin::spergin::spergin::spergin::spergin:
Not quite feature complete probably means the fog of war revision (last I remember it wasn't quite right yet) and a few other tidbits. I wonder if dynamic cloth and hair ended up making it in.

edit: could also be Linux build.

Sensuki fucked around with this message at 09:27 on Apr 30, 2014

Mordaedil
Oct 25, 2007

Oh wow, cool. Good job.
So?
Grimey Drawer

Sensuki posted:

Not quite feature complete probably means the fog of war revision (last I remember it wasn't quite right yet) and a few other tidbits. I wonder if dynamic cloth and hair ended up making it in.

I'd love it even if it was simple as the dynamics in Temple of elemental evil.

Furism
Feb 21, 2006

Live long and headbang

xthetenth posted:

Random question about Unity, I know it supports C♯, JavaScript and Boo natively. Which do you guys use or is it a mix or something else that gets translated/compiled to work with Mono?

They use C#, like any sane person should do.

prometheus12345
Oct 4, 2013

Lotish posted:

So Paladins have "modal" buffs with their auras, right? Are those things you toggle on at the start of a fight and they drop when combat is off, or do you leave them on and they only apply their buffs when combat is on, or do they leave them on and they have their effects on all the time, but they are not the norm?
Most of the known modal abilities have also a penalty(only paladin's zealous auras and the chants of a chanter have no penalty). We know of a few other classes that have modal abilities fighter(Defender, Guardian), cipher(Soul Whip), Ranger(Swift Aim), Rogue(Reckless Assault).The chants of a chanter are also modal abilities and chants only apply their bonus if they are in combat.

SurrealityCheck
Sep 15, 2012

Furism posted:

They use C#, like any sane person should do.

Nah man, you gotta rep the boo.

... I have no idea what boo is :(

On the dynamic lighting front I think that, to be honest, relying on it is kind of what you need to do to make the backgrounds seem more alive. For all their beauty, there was a very static quality to those old ie games - and you chaps have enough technological sleight of hand to make 90% of that impression vanish behind a curtain made of dynamic lighting and cheeky integrated animations.

Of course, I haven't seen it in action - so pinch of salt and all that.

FutonForensic
Nov 11, 2012

SurrealityCheck posted:

... I have no idea what boo is :(

You should be proud.

Phlegmish
Jul 2, 2011



I wasn't following the conversation and thought you guys were talking about the hamster for a second.

Drifter
Oct 22, 2000

Belated Bear Witness
Soiled Meat

Phlegmish posted:

I wasn't following the conversation and thought you guys were talking about the hamster for a second.

They were. It stands to reason a space hamster would be able to program.

Mordaedil
Oct 25, 2007

Oh wow, cool. Good job.
So?
Grimey Drawer

FutonForensic posted:

You should be proud.

Looked it up on wikipedia and I still wonder why Python gets so many copycats.

Do they all serve some purpose or could we really get on fine with just one or two?

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MILF destroyer
Feb 6, 2014

Somebody explain why the industry (besides the guy at spiderweb) stopped making these types of games again?
Don't say button or awesome or lack thereof.

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