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fuck off Batman
Oct 14, 2013

Yeah Yeah Yeah Yeah!


pun pundit posted:

Disco Infiva, you better edit that comment quick or all your cred in this thread will be gone, as it makes it obvious to everyone that you haven't played BG2. Your internet rep is on the line here!

Oh no, not my internet rep! :ohdear:

EDIT: New page so reposted for ontopic:

Furism posted:

J.E. Sawyer posted:


A few comments to various questions and concerns:

* Treasure/unique item distribution will be IWD1/BG2-ish overall.
* Treasure is sometimes randomly selected from a list, but no items are created randomly.
* Weapons/shields/armor have a general bonus value generated by their quality (Standard/Fine/Exceptional/Superb) and by magical properties they may have. This value roughly correlates to where we place them in the game relative to the expected level for characters in that area. There is no other "player-facing" stratification of items like you might find in Diablo II/III or World of Warcraft.
* The crit path is not the most difficult content in the game, so the most powerful items of any given type are generally not on the crit path.
* We have a few "quest-made" items.
* We have class-specific items. However, class-specific items are not weapons because, in my experience, players tend to have very strong feelings on what weapons they want their specific character to use most of the time. If the "best" class-specific item for them is a weapon that goes against that concept, it can generate Bad Feels™. A minor concern, but worth considering.
* Several companions have unique items that come with them (e.g. Pallegina's breastplate). The player is not prevented from taking those items and/or enchanting/modifying them.
* You can add enchantments to unique items that you find.
The part I highlighted is a very good point, I think. I always hate being forced a 1H Sword when my Dwarf is more of an Axe-wielding guy.

fuck off Batman fucked around with this message at 18:26 on Jun 21, 2014

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Basic Chunnel
Sep 21, 2010

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

Starting a "Rope Kid Take the Egg" petition, wherein we compel Rope Kid to record his character taking the egg and showing what happens when he does. Live accompaniment by Third Eye Blind

The Chad Jihad
Feb 24, 2007


Since Rope Kid has not taken the egg, there have been over 6,000 deaths in the United States alone.

Gyshall
Feb 24, 2009

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

Furism posted:

The part I highlighted is a very good point, I think. I always hate being forced a 1H Sword when my Dwarf is more of an Axe-wielding guy.

Being able to take a party members unique gear and then kill them off is my favorite thing to do in games that allow it.

Jackard
Oct 28, 2007

We Have A Bow And We Wish To Use It

quote:

There is no other "player-facing" stratification of items like you might find in Diablo II/III or World of Warcraft.
What does this mean? No scaling rewards like from Skyrim?

Basic Chunnel
Sep 21, 2010

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

I think he means scaling of item types. So like in Diablo 2 you start with a handaxe, then graduate to using a battle axe, then military pick, then war axe, etc. in those games there is generally no reason why you would stick with a battle axe when a war axe is available - save for really rare uniques, a higher tier is always better than a lower tier. Even D&D did this, mechanically - in 3.5 a Falchion is gonna be better than most anything else, from a mechanical standpoint, and in 2E you'd be an idiot to specialize in daggers when there were other edged weapons to be trained in.

What they're doing with POE is distinguishing between different types of weapons while avoiding a hierarchy. A club is not just a lovely mace, etc. this allows a broader range of mechanically acceptable character builds. They did a similar thing with New Vegas as well, with things like the cowboy perk making revolvers and lever-actions viable even as "better" weapons became more available.

If you're a Game of Thrones fan you can think of it this way: the Mountain / Viper duel would make a lot more sense in PoE than in traditional D&D. The min/max damage potential of their weapons don't matter nearly as much as the skill and strategy they're used with. In D&D that fight would be a no contest.

Basic Chunnel fucked around with this message at 19:34 on Jun 21, 2014

Captain Oblivious
Oct 12, 2007

I'm not like other posters
That's what I took it to mean yeah. Nothing annoying like in Dragon Age Origins where if you get Warden Commander Armor when you're level 9 it's not as good as if you'd looted it when you're level 18.

Aggravating poo poo like that.

Kibayasu
Mar 28, 2010

Basic Chunnel posted:

What they're doing with POE is distinguishing between different types of weapons while avoiding a hierarchy. A club is not just a lovely mace, etc. this allows a broader range of mechanically acceptable character builds. They did a similar thing with New Vegas as well, with things like the cowboy perk making revolvers and lever-actions viable even as "better" weapons became more available.

Which was the best thing ever because even if I was wearing BoS power armor (even though I eventually put on Ranger armor because that was way more thematic) like hell was I going to equip laser rifles and miniguns on my Wasteland Cowboy. Though I did have an anti-material rifle because Deathclaws exist and I'm not an idiot.

Wolfsheim
Dec 23, 2003

"Ah," Ratz had said, at last, "the artiste."
I like that you'll be able to add enchantments and such to unique items. If you bothered at all with smithing or enchanting in Skyrim any items you crafted yourself were ridiculously superior to almost anything else the game gave you, meaning the ultimate sword of god-slaying got tossed into a pile in favor of the generic elven sword you just whipped up and threw a 1pt stamina absorb/sec enchantment on.

Basic Chunnel
Sep 21, 2010

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

Captain Oblivious posted:

That's what I took it to mean yeah. Nothing annoying like in Dragon Age Origins where if you get Warden Commander Armor when you're level 9 it's not as good as if you'd looted it when you're level 18.

Aggravating poo poo like that.
That's not quite the same thing. It's more an issue of full plate (like the commander armor) being superior not only to leathers but to field plate or half plate, which share its mechanical drawbacks (speed and stamina loss) but is otherwise superior in every way. It's getting the poo poo end of the stick when deciding your character wears scale instead of splint.

(I know there aren't those armor types in DAO, but I'm illustrating a point here)

Chickpea Roar
Jan 11, 2006

Merdre!

Wezlar posted:

Yeah, or I want to make my Mage wield Crom Fayer but I need to multiclass for that poo poo?!

I'm sure you mean dual-class.
:goonsay:

Jackard
Oct 28, 2007

We Have A Bow And We Wish To Use It

Basic Chunnel posted:

I think he means scaling of item types. So like in Diablo 2 you start with a handaxe, then graduate to using a battle axe, then military pick, then war axe, etc. in those games there is generally no reason why you would stick with a battle axe when a war axe is available - save for really rare uniques, a higher tier is always better than a lower tier. Even D&D did this, mechanically - in 3.5 a Falchion is gonna be better than most anything else, from a mechanical standpoint, and in 2E you'd be an idiot to specialize in daggers when there were other edged weapons to be trained in.
What is wrong with this, conceptually it remains an axe? If you have a Dagger class of weapons, with a higher level Dirk your thief would still be dualwielding 'daggers'

3E this was only an issue because wildly different weapons belonged to the same Slashing/Crushing/Piercing classes?

Jackard fucked around with this message at 20:31 on Jun 21, 2014

AXE COP
Apr 16, 2010

i always feel like

somebody's watching me
Because sometimes you like the idea of a character running around with a hatchet hacking people up but if hatchets are lovely garbage at level 20 because ultra-axes have replaced them then your cool idea becomes something crappy.

Your example is kind of disingenuous because there are plenty of weapons in the same "class" that are far more different than a dirk and a dagger.

Basic Chunnel
Sep 21, 2010

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

Combat build is a valid arena of player choice and there's no imminent justification for why a dude weilding a morningstar sans enchantment should have the better of a dude wielding a mace sans enchantment, all other things being equal. If I want my ranger character to be a woodsman who uses a short bow and a handaxe, that should be a distinct and viable character built. He might not have the pure damage potential of a guy wielding a long bow and a weighted battleaxe, but he'll Hit more often and might rack up damage more quickly in smaller increments against lightly armored enemies.

Basic Chunnel fucked around with this message at 20:58 on Jun 21, 2014

Fungah!
Apr 30, 2011

Nightblade posted:

I'm sure you mean dual-class.
:goonsay:

What if he's a half-elf, huh?

Chickpea Roar
Jan 11, 2006

Merdre!

Fungah! posted:

What if he's a half-elf, huh?

If he's already a mage then he can't multi-class, can he? :colbert:

Eddain
May 6, 2007

UrbicaMortis posted:

I'm disappointed there's no 'poke with stick' option.

Everything should have a "poke with stick" option. Mostly for comedic effect, but if it works just once it'd be worth it.

Male Man
Aug 16, 2008

Im, too sexy for your teatime
Too sexy for your teatime
That tea that you're just driiinkiing

Eddain posted:

Everything should have a "poke with stick" option. Mostly for comedic effect, but if it works just once it'd be worth it.

If D&D has taught me anything it's that "poke it with a (ten foot) stick" is almost always the smartest option.

Eddain
May 6, 2007
Now I want a personality trait "Overly Cautious" that makes it so "poke it with a stick" is an option for every action you can take.

FRINGE
May 23, 2003
title stolen for lf posting

Eddain posted:

Now I want a personality trait "Overly Cautious" that makes it so "poke it with a stick" is an option for every action you can take.
"Use hand to carefully waft air to detect scent" just like adventurer chem class taught you.

Drifter
Oct 22, 2000

Belated Bear Witness
Soiled Meat
Bioware:
"You wanna poke what?"
"A ten foot dick? Stick? Why do we want a stick?"
"Can we get some concept artists in here?"
"Guys, marketing's come back and reported from the field. We're gonna need a character with a big dick. It's what the fans are clamoring for. Gaider's just gonna pull up some of his old material and tweak it, but it's mostly plot and dialog complete at this time."

Drifter fucked around with this message at 01:45 on Jun 22, 2014

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

"A beautiful woman approaches, a come-hither look in her eye."

--Buy her a drink.
--Tip hat.
--Poke with a stick.
--"Poke" with a "stick." :pervert:

f1av0r
Jan 13, 2008
I was following this a year ago, but haven't kept up lately. Is there any chance this could end being ported to tablets. I realize the game isn't near release, but still curios

FRINGE
May 23, 2003
title stolen for lf posting

Drifter posted:

Gaider's just gonna pull up some of his old material and tweak it

:pedo:

:suicide:

Air Skwirl
May 13, 2007

Neither snow nor rain nor heat nor gloom of night stays these couriers from the swift completion of their appointed shitposting.

f1av0r posted:

I was following this a year ago, but haven't kept up lately. Is there any chance this could end being ported to tablets. I realize the game isn't near release, but still curios

Nothing has ever been stated that makes that sound likely at all, except that the Unity engine is sometimes used in mobile games.

Mr.Pibbleton
Feb 3, 2006

Aleuts rock, chummer.

f1av0r posted:

I was following this a year ago, but haven't kept up lately. Is there any chance this could end being ported to tablets. I realize the game isn't near release, but still curios

You know, I somehow got the impression that this was going to be designed to work with tablets, maybe I got it confused with shadowrun?

Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.
The enhanced BG1/BG2 editions had tablet versions. I think early on ropekid mentioned they tried running PE on a Win8 tablet and it ran ok.

AXE COP
Apr 16, 2010

i always feel like

somebody's watching me

Eddain posted:

Everything should have a "poke with stick" option. Mostly for comedic effect, but if it works just once it'd be worth it.

Soon the "poke with stick" run will take its rightful place amongside the "low intelligence" and "evil" runs.

Skippy McPants
Mar 19, 2009

I wish there was a .gif form of those text screens that showed off the animation.

chiefnewo
May 21, 2007

Mr.Pibbleton posted:

You know, I somehow got the impression that this was going to be designed to work with tablets, maybe I got it confused with shadowrun?

Shadowrun was the one designed to work with tablets.

Basic Chunnel
Sep 21, 2010

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

I think I remember that at some point they tested a build on a tablet for shits and giggles and found that it actually worked pretty well. But a tablet port was never in place for the KS, and KS promises always come first. If demand is high enough I imagine they might mull a port over after everything else is done. The tablet market is pretty massive.

Sea Otter
Oct 9, 2012
I've gotten a more or less similar impression with BC. Personally, I'd like Obsidian to go for something like BGEE than MMO or something else if they really need to increase the denominator of their possible customers. I saw InXile's Bard Tale port for tablet quite successful, but seem to have underestimated the possible issues to realize the port. Some people explained to me, "It's not as easy as you may imagine, noob."

Gyshall
Feb 24, 2009

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

chiefnewo posted:

Shadowrun was the one designed to work with tablets.

Me too, only html5. Paging rope kid.

Also one of the options on the egg cutscene should be to make an omelet

CottonWolf
Jul 20, 2012

Good ideas generator

Gyshall posted:

Also one of the options on the egg cutscene should be to make an omelet

Providing the 'Hearty Breakfast' perk, giving Constitution +10.

Rookersh
Aug 19, 2010

Eddain posted:

Everything should have a "poke with stick" option. Mostly for comedic effect, but if it works just once it'd be worth it.

"You have encountered a sleeping Ur-Bezalor. The demonic lord of the pits of hell, he who conquers all life, and the architect of all evil."

1. Give a rousing speech to your allies in preparation for a fight.
2. Sell your soul to Ur-Bezalor in exchange for power. +2 Evil
3. Sell a party members soul to Ur-Bezalor for more power +10 Evil
4. Convince Ur-Bezalor evil isn't really all it's cracked out to be, and he'd be much happier as an investment banker. [18 Charisma]
5. Poke him with a stick.

Eddain
May 6, 2007

Rookersh posted:

"You have encountered a sleeping Ur-Bezalor. The demonic lord of the pits of hell, he who conquers all life, and the architect of all evil."

1. Give a rousing speech to your allies in preparation for a fight.
2. Sell your soul to Ur-Bezalor in exchange for power. +2 Evil
3. Sell a party members soul to Ur-Bezalor for more power +10 Evil
4. Convince Ur-Bezalor evil isn't really all it's cracked out to be, and he'd be much happier as an investment banker. [18 Charisma]
5. Poke him with a stick.

>Poke him with a stick.

"Ur-Berzalor, who wasn't truly asleep, lets out a loud purr, thanking you for scratching that unreachable itch of his." +5 Good, 1000 gold.

User0015
Nov 24, 2007

Please don't talk about your sexuality unless it serves the ~narrative~!

coffeetable posted:




with minor animations and sound effects

I probably didn't make my question clear.

I was wondering if those particular slides continue on for a few 'pages' with multiple decisions building into a final result, or if they were simple one-shot 'You choose this and this happens The End'.

rope kid
Feb 3, 2001

Warte nur! Balde
Ruhest du auch.

They're usually multi-stage interactions.

And yeah we ran it on a Win 8 tablet a long while ago but haven't tried anything like that since. The default UI/button mappings are all one button-friendly but can be remapped in options.

Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.

quote:

Update by Josh Sawyer, Project Director

In this, our final class update, we will be discussing fighters and barbarians. Along with the wily, pain-powered monks (covered in Update 52), these three classes form the front line. The front line defines the heart of any battle, where two sides tangle face-to-face. The responsibility of the front line is more than simply dealing damage. It means holding the line no matter what tries to break through. If the party rogue needs a breather, the characters in the front line need to be able to cover her retreat. If a swarm of xaurips descends on the group after the wizard hurls his fireball, the front line needs to be able to neutralize them en masse or absorb their attacks before they overwhelm the entire party. Designed to take punishment and tackle hordes, the front line are the first in and, more often than not, the last standing in any battle. Next update will focus on some brand new creatures that we haven't shown yet, so be on the lookout.

Each class holds the line in its own way. As covered in Update 52, the monk absorbs damage to fuel special attacks through the use of accumulated Wounds. These attacks can stun, push, or weaken individuals or small groups around them. While monks have to be monitored to ensure their Wounds do not overwhelm them, they can absorb a large amount of punishment and hamper enemy movement on the battlefield. In contrast, the fighter holds the line the traditional way: by standing her ground, blocking opponents, and being infuriatingly difficult to knock out. Barbarians are designed to jump into the fray swinging wildly. Lacking the accuracy and strong Deflection of the fighter, the barbarian makes up for his lack of discipline through sheer speed, savagery, and abilities tailored for fighting groups of enemies. We've already covered the monk's Wounds and how they play into their use, but the other two front line classes differ in how they stem the enemy tide and how players monitor and use them over the course of combat. To show you how they differ, let's look at the details.



If one of Pillars of Eternity's eleven classes is the rock (we'll skip the obvious "pillar" joke), it's the fighter. All across Eora, fighters are known for their discipline, skill, and durability. In the Eastern Reach, they are often employed as caravan guards, soldiers, and personal bodyguards. Accustomed as they are to long marches, strange places, and life on the road, all fighters gain a minor skill bonus to Athletics, Lore, and Survival.

In combat, fighters are steadfast and stalwart. Even novice fighters enjoy the highest base Deflection defense of any class and the ability to passively recover a small amount of Stamina every second. As the levels rise, fighters gain access to weapon specialization, modestly increasing their overall damage for all weapons in a specific category. These categories are broader than they were in the Infinity Engine games. E.g. the Knight category covers battle axes, swords, morning stars, crossbows, and war bows. The Peasant category includes hatchets, spears, quarterstaves, hunting bows, and blunderbusses. The selections are designed to cover a variety of damage types, to include one- and two-handed options, and to always feature at least one ranged weapon. At even higher levels, fighters gain abilities to recover Stamina immediately after being wounded, to protect nearby allies from incoming attacks, to knock down groups of enemies, and even to yank enemy passersby into the fray. Overall, fighters are designed to be low-maintenance, reliable, and long-lived even in marathon battles. Here are more detailed descriptions of some of the fighters' abilities:

Defender (Modal) - Allows the fighter to trigger Melee Engagement on up to three enemies and increases the fighter's Deflection. While active, the fighter's attack rate is reduced.
Vigorous Defense (Active) - Dramatically increases all defenses for the fighter for a short period of time. 1/encounter.
Unbending (Active) - For a moderate time, the fighter will recover 50% of lost Stamina from an attack over the 5 seconds following it. This has no effect on the amount of Health lost and does not prevent the fighter from being knocked unconscious from a temporary dip in Stamina from a strong attack. 3/rest.
Confident Aim - 20% of a fighter's Grazes are converted to Hits. Additionally, the minimum damage for any melee weapon they use is increased by 25% of the range between the minimum and maximum.
Critical Defense - 20% of all incoming Crits against a fighter are converted to Hits.
Crippling Guard - When a fighter Hits or Crits with a Disengagement Attack, the target is automatically Hobbled for a brief duration.
Unbroken (Active) - This ability can only be activated when the fighter is at 0 Stamina. When used, the fighter will stand back up with 50% of her Stamina. For a short while, her defenses and Damage Threshold are both increased. 1/rest.

A QA (Quality Assurance) favorite at Obsidian, barbarians are the wild, unconventional counterparts to fighters. Barbarians need not be from the "hinterlands" of Eora, though the vast majority are. In the Eastern Reach, barbarians most often come from Eir Glanfath, though some can be found in rural Dyrwoodan communities or drifting in from abroad through port cities like Defiance Bay and New Heomar. Barbarians are often used as shock troops for dealing with mobs or simply to intimidate the easily-cowed with their ferocity. As the Dyrwood has settled down over time, the regular employment of foreign barbarians has slowed significantly, but they still make up the majority of Glanfathan front-line forces. Barbarians all have a strong skill focus in Athletics and lesser focus in Survival.



While fighters rely on disciplined adherence to proven combat techniques to weather difficult battles, barbarians charge furiously into melee and wreak enormous damage to everyone around them. Barbarians are relatively inaccurate, but every melee attack they make gives them an opportunity to strike out at bystanders. Barbarians have the highest Health and Stamina of all classes, which they need given their low Deflection -- a defense that suffers additional penalties when the barbarian frenzies. A barbarian's Frenzy is one of his most valuable tools, allowing him to dramatically increase his damage output and Stamina for a short period of time. However, in addition to suffering penalties to Deflection, the barbarian's Stamina and Health meters are obscured for the duration. It's not uncommon for barbarians to suddenly drop unconscious -- or dead -- when their frenzies come to an end. Many of the barbarians' higher-level powers shine when they are surrounded by a throng of enemies, outnumbered and often badly-wounded. Even so, they are designed to burn brightly and expire brilliantly in the unfortunate event that a battle drags on. Due to the nature of their abilities, barbarians are a higher-maintenance class than fighters.

Carnage - When barbarians hit with melee attacks, they automatically make reduced-damage attacks at all additional enemies within a short distance of the target.
Wild Sprint (Active) - The barbarian gains a large movement bonus that lasts a few seconds. While active, it allows the barbarian to ignore the stop effect from Engagement as well as the hit reaction from an Engagement Hit. Additionally, his Deflection is reduced during the sprint. 3/rest.
Blooded - When a barbarian falls below 50% Stamina, he gains a bonus to damage for as long as his Stamina is below 50%.
Thick-Skinned - Allows the barbarian to take only 1 Health damage per 8 Stamina damage received, instead of the normal 1 per 4 ratio.
Brute Force - When finesse fails, barbarians rely on brute force. On any attack that normally targets Deflection, the barbarian will automatically target the enemy's Fortitude if it is the lower defense.
One Stands Alone - When barbarians are Engaged by two or more enemies, they gains a bonus to melee damage. They cannot be Flanked unless they are Engaged by more than three enemies.
Vengeful Defeat - When barbarians are reduced to 0 Stamina and have melee weapons equipped, they immediately make instant Carnage attacks at every enemy around them. 1/encounter.
Heart of Fury (Active) - In a blur of movement, the barbarian performs a melee attack with each equipped weapon at every enemy within 2m. Each attack does increased damage and Carnage applies. 1/rest.

Our take on the traditional front line classes attempts to capture the spirit of their Infinity Engine predecessors while introducing some interesting and fun differences for players to experiment with. We hope that you've enjoyed this and all of our other class updates. More importantly, we hope that you enjoy making all the parties you can imagine when the game comes out. As always, let us know what you think in our forums. Thanks for reading.

Update #52 - Monk
Update #56 - Paladins
Update #62 - Ciphers
Update #71 - The Heavy Hitters: Rogues and Rangers
Update #74 - The Mob Rulers: Wizards and Druids
Update #78 - The Leaders of the Band: Chanters and Priests


Eternity at E3

Hey, everyone. This is Brandon Adler. I just wanted to give you a quick update about our E3 presentation.

Everything went really well and the game was well received by the gaming press. We gave short ten to fifteen minute demos in which we showed off the first few areas and explained the basic concepts of the game. After the demo we had a quick question and answer session and gave any interviews that we could fit in before the next batch of journalists. All in all, it was a grueling, yet rewarding, experience.



There have been some questions about why we chose to do a closed door demo for the press and have not released footage from the demo. While the demo looked great, there are still parts of the game that need more polish before we release videos to the public. In addition, a lot of the demo footage was filled with spoilers and we would like to show off portions that are less critical to the story. Look for a video that shows some non-spoiler, polished gameplay sometime in the next couple of months.

If you would like to learn more about the demo and what was shown, take a read through some of these great articles:

GameCrate
Joystiq
Kotaku
PC World
Polygon
The Escapist


Kicking it Forward: Harbour



Our friends at Tasty Minstrel Games have a new Kickstarter that needs your support. Harbour is a light-hearted fantasy board game where you and your friends play as ambitious entrepreneurs in a bustling port city. Play as one of the many colorful characters as you buy property, sell goods, manipulate market prices - and at times break the rules.

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Eddain
May 6, 2007
I like how in Frenzy mode the Barbarian's meters all disappear. I wouldn't really feel that reckless if I saw my character drop low in health, but if I don't know how low he is I'll just keep him fighting.

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