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How much to get a Bane-posting meme reference NPC in the next expansion? Or did I miss my chance to spend money on a dead meme?
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# ? Nov 19, 2015 02:55 |
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# ? Apr 27, 2024 14:12 |
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rope kid posted:Also in the next patch, immunities and resistances will be displayed on critter tooltips.
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# ? Nov 19, 2015 07:58 |
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Unearthing forgotten techniques
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# ? Nov 19, 2015 08:23 |
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Furism posted:In the second part of the expansion we are introducing a larger slice of vithrack culture. Players will encounter brutes and luminaries, two distinct classes of vithrack. While brutes build and feed the colony, luminaries are its scholars and historians. Both varieties can be formidable foes for adventurers who encroach upon their territory. Man, I hope we can talk to the vithrack instead of having them be cannon (arquebus?) fodder- hell, I'm hoping for the Barbarian to be an 11th hour vithrack reveal.
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# ? Nov 19, 2015 10:25 |
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CommissarMega posted:Man, I hope we can talk to the vithrack You already can, though? Actually, most Vithrack encounters in the game feature some talking time, IIRC.
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# ? Nov 19, 2015 10:50 |
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That's what I get for posting on less than 4 hours of sleep; I meant I want to explore vithrack society and stuff. I want to walk around a vithrack town, buy vithrack weapons and armour, sleep in a vithrack inn,
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# ? Nov 19, 2015 11:01 |
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rope kid posted:BTW, there's a missing Weapon Specialization bonus in the damage breakdown, but Brian's fixed it since I took that screenshot. Also in the next patch, immunities and resistances will be displayed on critter tooltips. this is really awesome! Would it be possible to also get a small text saying what type of creature it is? e.g. kith, vessel, spirit and so on. I know it can be looked up in the cyclopedia, but it would be nice to have it easily available, since some abilities are very specific about the type they target.
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# ? Nov 19, 2015 11:25 |
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What's a decent race/statline for a Monk? I've read some super min-max guides that imply Moon Godlike are really good Monks on account of the endurance regen, and to basically nuke Int to get 18 Might/Con/Dex, but that sounds maybe a little excessive for Normal mode.
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# ? Nov 19, 2015 13:25 |
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Moon Godlike is good, yeah. But anything goes, really, only Wood Elves are obviously pointless. The Monk's fists have high base damage for how fast they are, so I'd invest in Might pretty heavily. I'd put a few points into Con, but going up to 18 seems like overkill. During my first PotD playthrough, I had a Moon Godlike Monk with 10 Con, and that wasn't always enough. I probably would have wanted 12 for him. You can also simply give your Monk a Second Chance item (Edit: which revives a character that gets knocked out the first time), of course. Some people have posted calculations regarding attack/action speed that makes it seem like Dex has diminishing returns, basically. And you can already get extra speed via Swift Strikes and Two-Weapon Style. Dex is still a good stat, but probably not worth maxing out. Perception isn't bad for a Monk because you get a lot of abilities that can trigger secondary effects (Stun, Prone) on attacks, and extra accuracy helps both the attack and the secondary effect to connect. I don't know why you'd dump Int on a Monk, they deal out a lot of status effects and have a lot of timed abilities as well. I'd probably leave it at 10 or put a few leftover points into it. I'd leave Resolve as it is or even lower it by a few points. Lowering Deflection and Will at the same time can hurt, but on the other hand the Monk gets more out of Con due to the Wound mechanic and can use Int, class abilities and items to raise the Will defense. rope kid posted:Also in the next patch, immunities and resistances will be displayed on critter tooltips. Wizard Styles fucked around with this message at 14:06 on Nov 19, 2015 |
# ? Nov 19, 2015 14:02 |
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rope kid posted:Also in the next patch, immunities and resistances will be displayed on critter tooltips. Oh gently caress yes! I mean that really should have been something included from the get go but better late than never!
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# ? Nov 19, 2015 14:06 |
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Yeah, Normal should be pretty easy regardless, but as a good guideline for non min/maxed dps/tank something like ~16 might, ~16 con, rest on either Per or Dex, with the other one, Int, and Resolve at around 10. Per is probably beter than Dex for a first time main character because most conversation options are either Int, Per or Res. You can just go for whatever race you want, but Moon and Fire Godlikes are probably the best for a typical monk. Moon because of the extra survivability, Fire because Turning Wheel and Lightning Strikes increase Battle-Forged damage. Hearth Orlans are the best for crit based builds, as usual. Monks need basically every stat, and Int is usually dropped only because it's the least painful to give up on a typical dps/tank monk, and even then it's still kind of annoying because you need to constantly reactivate Swift Strikes. Snicker-Snack fucked around with this message at 14:12 on Nov 19, 2015 |
# ? Nov 19, 2015 14:10 |
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Frankosity posted:What's a decent race/statline for a Monk? I've read some super min-max guides that imply Moon Godlike are really good Monks on account of the endurance regen, and to basically nuke Int to get 18 Might/Con/Dex, but that sounds maybe a little excessive for Normal mode. Moon godlike is almost certainly best. I don't find Con super important, especially for moon godlike, though you definitely don't want to dump it. 10-12 is okay. Might is your most important stat. Monks are a rare case in that a lot of their damage multipliers stack with might, weapon modifiers, savage attack, etc. And might is very helpful for the moon godlike heal anyway. You want as much as you can get. For the other stats, it's to taste. Dex is important if you want to focus on damage through turning wheel and torment's reach. Int and perception are important if you want to focus on utility with stunning blows and force of anguish. Resolve is important for any frontliner, especially early on before you get tons of recovery time reduction. My most powerful monk was a sword and board torment's reach spammer with a bashing shield. He was pretty weak early, but at late levels he was almost completely indestructible and put out absurd amounts of damage. My stat spread was max str/dex 10 everything else.
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# ? Nov 19, 2015 15:05 |
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My Monk build when WM Part 2 comes around will be: Moon Godlike 18 Might 16 Con 10 Dex 16 Perception 09 Intellect 09 Resolve Gwisk Glas (second chance armour), Durgan Purgatory Sabre/Durgan Resolution Sabre (Superb/Superb) Two Weapon Fighting Vulnerable Attack Savage Attack Apprentice Sneak Weapon Focus Lightning Strikes Bull’s Will Torment’s Reach Turning Wheel Swift Strikes Duality of Mortal Presence Crucible of Suffering Dichotomous Soul Iron Wheel Basically just a Torment's Reach spammer but very effective. Not sure if they've fixed the bug where Iron Wheel/Turning Wheel don't stack. Before getting Durgan Sabres it's probably best to go dual fists with Saint's war armour.
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# ? Nov 19, 2015 15:30 |
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Turning and iron wheel stacked fine on my character. Maybe that issue was only affecting specific players? Also, I went with resolution on my monk, but bittercut is seriously worth considering. Monks have a lot of trouble overcoming DR and being able to deal corrode damage helps with that a lot. Double dipping spirit of decay with corrosive lash is pretty nice also.
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# ? Nov 19, 2015 16:13 |
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frajaq posted:I mean that really should have been something included from the get go but better late than never!
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# ? Nov 19, 2015 16:31 |
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rope kid is the best. I've enjoyed this game quite a bit!
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# ? Nov 19, 2015 17:58 |
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Snicker-Snack posted:Per is probably beter than Dex for a first time main character because most conversation options are either Int, Per or Res. I can see shaving a few points off of Int when you're just after damage and tanking, but especially for a main character I'd personally want to make good use of stuff like Force of Anguish, because pushing a button to make a Xaurip fly across the room is fun. If I'd build a DPS/disabling Monk now, it'd probably look more or less like this: 18 Might 12 Con 13 Dex 15 Perception 12 Intellect 08 Resolve
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# ? Nov 19, 2015 18:15 |
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ratchild13 posted:rope kid is the best. I've enjoyed this game quite a bit! It's a very good RPG. I just wish the market existed for a project like this large enough to employ the whole company. Plus imagine a game like PoE with a $40 million budget...
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# ? Nov 19, 2015 18:25 |
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I think if we can increase the quality of the gameplay, primarily through better encounter design, feedback, and pacing in combat; better choice and consequence in stories/quests; and better/more open exploration, future installments can reach a bigger market.
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# ? Nov 19, 2015 18:37 |
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The Sharmat posted:It's a very good RPG. I just wish the market existed for a project like this large enough to employ the whole company. Plus imagine a game like PoE with a $40 million budget... The same thing, but with full voice acting? Considering what they accomplished with $5-ish million, I'm not sure how they'd even spend $40 million on a 2D isometric game. Pillars could have used an extra couple of million to flesh out the final act and make the stronghold interesting. Other than that, I don't know what you'd dump cash on.
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# ? Nov 19, 2015 18:38 |
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We always need more programming resources, especially now that we're looking at re-engineering so much.
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# ? Nov 19, 2015 18:40 |
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Airfoil posted:The same thing, but with full voice acting? I was thinking significantly more branching myself. Like crazy, TW2 style branching, but more so. But that's even more niche. Also just a lot more of everything. There's really not that much content wise to the story and companions. Also I see people complain about encounter density a lot. If they had more money they could make more areas, spread things out more. EDIT: rope kid posted:I think if we can increase the quality of the gameplay, primarily through better encounter design, feedback, and pacing in combat; better choice and consequence in stories/quests; and better/more open exploration, future installments can reach a bigger market. Maybe adding more companion and main story content, combined with the "Story Mode" thing, could bring in that audience while financing development for the more dungeon crawley crowd? The Sharmat fucked around with this message at 19:30 on Nov 19, 2015 |
# ? Nov 19, 2015 19:18 |
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For patch 3.0, the area designers have been assigned a list of areas (mostly late game and lower Od Nua) to remove redundant encounters and improve the ones that remain.
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# ? Nov 19, 2015 19:32 |
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The Sharmat posted:Maybe adding more companion and main story content, combined with the "Story Mode" thing, could bring in that audience while financing development for the more dungeon crawley crowd?
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# ? Nov 19, 2015 19:35 |
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Having "companion" content separate from "story" content has always seemed like a waste of resources to me, when merging those things together would produce the better overall narrative.
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# ? Nov 19, 2015 19:47 |
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rope kid posted:For patch 3.0, the area designers have been assigned a list of areas (mostly late game and lower Od Nua) to remove redundant encounters and improve the ones that remain. This sounds pretty great. I don't really like how the higher difficulties were balanced largely by having TONS OF DUDES in encounters, that plus the high density of fights in some of those later areas made them a bit of a slog. Now that you have affliction immunities and are changing per-encounter spells, it seems pretty reasonable to trim some monsters.
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# ? Nov 19, 2015 19:49 |
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sassassin posted:Having "companion" content separate from "story" content has always seemed like a waste of resources to me, when merging those things together would produce the better overall narrative. rope kid posted:I think we can also continue increasing the difficulty/complexity of combat as long as things are communicated and paced well. Reaching more people shouldn't mean, IMO, abandoning the people who really want increased challenge. Out of curiosity Rope Kid, how does adding more dialogue and story consequence and such compare to combat tuning and implementing abilities etc in terms of man hours and money? Or is that question too complex to be answerable without an essay?
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# ? Nov 19, 2015 19:50 |
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rope kid posted:For patch 3.0, the area designers have been assigned a list of areas (mostly late game and lower Od Nua) to remove redundant encounters and improve the ones that remain. Probably you already talked about that, but will this patch be compatible with current saves? Ive just started a game
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# ? Nov 19, 2015 19:51 |
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rope kid posted:For patch 3.0, the area designers have been assigned a list of areas (mostly late game and lower Od Nua) to remove redundant encounters and improve the ones that remain. This is amazing, holy poo poo. Are you taking suggestions? I'd like to nominate Galvino's Workshop.
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# ? Nov 19, 2015 19:59 |
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While not as exotic as in Torment I really liked the game setting, hoping PoE 2 gets more story/plot heavy. Not a big fan of the blank stale protagonist though, maybe we could get a somewhat more defined character.
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# ? Nov 19, 2015 20:30 |
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The kind of "predefined" character that would fit this game's mechanics would be about as predefined as Commander Shepard, which is to say a personality-less lump. Why even bother?
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# ? Nov 19, 2015 20:34 |
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Is 3.0 going to be it for major patches? I'm assuming that, after WM2, it's going to be hard to justify programmer time on significant Pillars 1 tweaks.
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# ? Nov 19, 2015 20:39 |
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Well presumably a PoE 2 unofficially exists (I mean they talked about it loosely at GDC I think?) so it's going to re-use the engine and all of the improvements.
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# ? Nov 19, 2015 21:45 |
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Rascyc posted:Well presumably a PoE 2 unofficially exists (I mean they talked about it loosely at GDC I think?) so it's going to re-use the engine and all of the improvements. I wonder. I mean, it's probably safe to assume they'll just move to Unity 5 for PoE 2, but I get the feeling no one on the team is especially happy with it.
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# ? Nov 19, 2015 22:16 |
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Unity 5 has a 64-bit editor, which would help immensely due to the large size of our scenes. It also has a lot of other nice features. All engines have their trade-offs, but Unity 5 has a lot of improvements.
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# ? Nov 19, 2015 22:17 |
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The Sharmat posted:Out of curiosity Rope Kid, how does adding more dialogue and story consequence and such compare to combat tuning and implementing abilities etc in terms of man hours and money? Or is that question too complex to be answerable without an essay? With dialogue and story consequences, that usually involves more up-front work and coordinated planning between designers. It's much more difficult to implement quest/story freedom and C&C into a bunch quests that have already been finished. Establishing ground rules and requirements for how quests have to work (or not work) goes a long way toward making this happen. In F:NV, I mandated that all quests had to be designed as though the characters in them only had one opportunity to speak, after which the designer must assume they would be killed (by the player). This even applies to Yes Man, who can be killed and later appears in a new Securitron body. But having that rule in place meant that we didn't have any "essential" NPCs in the game. If you decided to do that 12 months into development, after people have already made a ton of content, it would be a nightmare.
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# ? Nov 19, 2015 22:26 |
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Incidentally is there any idea for how much more support PoE will get post-White March 2?
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# ? Nov 19, 2015 22:27 |
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Airfoil posted:Is 3.0 going to be it for major patches? Well there'll probably be a patch or two to correct issues caused by the new expansion and 3.0 patch, but other than that that'll be it.
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# ? Nov 19, 2015 22:28 |
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rope kid posted:Unity 5 has a 64-bit editor, which would help immensely due to the large size of our scenes. It also has a lot of other nice features. All engines have their trade-offs, but Unity 5 has a lot of improvements. Speaking of scenes will you stick with that beautiful hand painted look for any future PoE work?
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# ? Nov 19, 2015 22:35 |
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# ? Apr 27, 2024 14:12 |
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I believe that's an essential part of what our game is about.
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# ? Nov 19, 2015 22:36 |