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Hieronymous Alloy posted:They were a little too subtle with it I think, plus a lot of D&D campaigns and fantasy fiction veers into the late medieval at least, so having things like blunderbusses and arequebuses isn't a big deal by itself: stas for both of those weapons are in the 2nd edition AD&D players handbook.
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# ¿ Feb 9, 2017 02:55 |
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# ¿ Apr 25, 2024 13:44 |
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FreeKillB posted:e: rope kid when are you releasing the rules for the pen and paper edition of gently caress You: Suck My Dick: Josh Sawyer's Personal Dream RPG Experience????
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# ¿ Feb 9, 2017 03:21 |
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It's digital and it will be a new ruleset, not an adaptation into an existing ruleset.
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# ¿ Feb 9, 2017 05:17 |
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Ratios and Tendency posted:If you had to guess; what % of spells and talents are porting straight over vs new/significant reworks? The way our Penetration and Armor Rating system works allows us to make cleaner distinctions between high pen attacks and heavy damage attacks that shifts how we stat out some spells. Because of our new Concentration/Interrupt system and re-targeting mechanic, we're also experimenting with longer cast times for big effect attacks, e.g. Fireballs that are long-cast (and are vulnerable to being interrupted/lost) but do significantly more damage. There are other changes that are more subtle: changing Minoletta's Minor Missiles over to a no-roll (and thus, no Crit/Miss) attack with good pen and modest damage. Allowing some attacks to upgrade their Affliction on a Crit or downgrade to a lesser Affliction on a Graze (most attacks do not have a Graze range/effect anymore). Narrowing the focus of some attacks, e.g. making Whisper of Treason cause a Charm effect on kith but a Confusion effect on non-kith. Stuff like that. Things that change the mechanics but (hopefully) keep the spirit of the effect. Oh, and modals were heavily reworked. You no longer pick any weapon-based modal talents (like Rapid Shot) as talents. You automatically gain access a modals when you gain proficiency (a separate currency) in a weapon and have that weapon equipped. E.g. if you gain proficiency in hunting bows, you can activate Rapid Shot whenever you have one equipped. If you are proficient in estocs, you can activate Vulnerable Attack whenever you have one equipped. On the class side of things, most of the modal abilities are purchased as linked abilities. E.g. paladins gain all zealous auras as one package and you can switch between them as you need to. rope kid fucked around with this message at 08:02 on Feb 9, 2017 |
# ¿ Feb 9, 2017 05:43 |
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User0015 posted:This system sounds absolutely amazing. That kind of interaction where you counter/cancel spells is extremely fun and I look forward to it.
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# ¿ Feb 9, 2017 18:57 |
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Fair Bear Maiden posted:Considering it's an add-on for $7, I'm expecting something at the same level of depth (and with about as much/possibly less playtesting) as the J.E. Sawyer Fallout PnP RPG.
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# ¿ Feb 9, 2017 22:32 |
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I have zero interest in trying to replicate the mechanics of the CRPGs. I don't think it would be to anyone's benefit/make a good game.
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# ¿ Feb 9, 2017 22:42 |
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I like the idea of someone who always roleplays characters with crippling ennui. After character creation they just slowly walk around the starting area for 15 minutes, shut down the game, and never start it up again.
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# ¿ Feb 10, 2017 01:13 |
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2house2fly posted:A surprising number of people prefer to just buy games and own them rather than play them. Even among people who do fire a game up, a large number never make it past the first achievement.
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# ¿ Feb 10, 2017 16:56 |
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Under the vegetable posted:Pillars the ttrpg going to be oddly similar to a heavily houseruled ars magica
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# ¿ Feb 10, 2017 17:16 |
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Smiling Knight posted:While we're on God Chat and rope kid is around, I have a question. The pantheon of Eora lacks a god or goddess of fertility/love/lust. These figures are ubiquitous on Earth; why the difference? One option is that Obsidian didn't want to have a a Generic Sexy Love Goddess (although they would certainly do better than that). Or did the Engwithans not see a need for that sort of figure? Or want to discourage such behavior? Maybe they were a bunch of prudes?
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# ¿ Feb 10, 2017 19:13 |
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Zore posted:Something I'm a little unclear about metaphysically; when do souls actually enter the body? Maerwald confirms your soul can be reborn as your own child if you die soon enough but I'm wondering how this ties into the Hollowborn crisis.
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# ¿ Feb 10, 2017 19:18 |
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Basic Chunnel posted:Obviously, I was hopeful that Obsidian would scale back their exploration focus in PoE2, but they seem pretty adamant about sticking to it, and about leaving PoE1's pacing flaws unexamined.
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# ¿ Feb 11, 2017 17:44 |
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The controversial opinion that pacing may be better served by letting the player initiate most conversations on their own.
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# ¿ Feb 11, 2017 17:55 |
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Hieronymous Alloy posted:My *hope* is that "no trash mob fights" I don't think I've ever said "no trash mob fights". We will still have some small mobs and patrollers for a) pacing and b) chaos in other encounters. Power Bottom posted:rope kid, are there any plans to alter how Resting works, like choosing how long you want to Rest for? I'm already getting annoyed with waiting for things to happen (loot tables to roll over, keep things to finish building, ect), and given that PoE2 will have NPCs with specific schedules and such, I'm worried that a neat feature will turn into a frustrating one because we're locked in to resting for 8 hours at a time.
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# ¿ Feb 12, 2017 01:32 |
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I established a rule that quest NPCs either can't move from their location or moving from their location has to be part of the quest that is made clear to the player. E.g. a Vailian bureaucrat who visits the tavern every evening and his behavior is made clear when you talk to him.
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# ¿ Feb 12, 2017 02:05 |
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Not at all. Stormlands was very far away from Darklands in almost every way.
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# ¿ Feb 12, 2017 02:27 |
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marshmallow creep posted:Hell, right now I am having a hard time putting Battle Brothers down to finish Pillars and it is basically nothing but "trash" encounters.
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# ¿ Feb 12, 2017 04:18 |
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There are a few things to keep in mind regarding the Hollowborn crisis. First, not everyone was affected by it and it was regional and (seemingly) random to many. Proximity to the Engwithan machines the Leaden Key was using increased the likelihood that a child's soul would never reach the body. So a place like Gilded Vale was devastated. Defiance Bay was not affected as badly. Second, pre-Hollowborn infant mortality would have been similar to pre-19th century Earth. I.e., ~50% of children would have died before the age of 2. The Hollowborn crisis didn't help, but infant survivability was already bad, so childbirth did not go from 20th century Earth standards to Hell on Earth overnight. Third, people can and have left some of the most devastated areas when you get there. Gilded Vale is the worst off. Even so, there are people who will stick around an area even when it seems woefully unsafe/bad to do so. There can be many reasons for this: financial, sentimental, or just complications with friends and family in the area. While it was only over a 2 year period, a lot of people stayed in Venice between 1630 and 1631 during a time when a third of the population was dying of plague. Crisis/danger does motivate people to leave their homes, but even in modern times, people can and will remain in dangerous places.
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# ¿ Feb 13, 2017 23:12 |
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Samuel Clemens posted:If you didn't give him the dagger, you missed out on the best cruel option. One of my only writing contributions to PoE outside of Pallegina.
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# ¿ Feb 14, 2017 17:43 |
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Captain Oblivious posted:Think you'll be writing Pallegina again?
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# ¿ Feb 14, 2017 18:54 |
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I'm the narrative lead. Carrie Patel, Megan Starks, and Paul Kirsch are the full-time narrative designers. Olivia Veras is writing in addition to doing area design. Other area designers do some supplemental writing, as always. The major differences from Pillars are that Eric Fenstermaker is gone (to baby town) and Chris Avellone is no longer with Obsidian.
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# ¿ Feb 14, 2017 19:00 |
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Fair Bear Maiden posted:During an interview, Eric Fenstermaker mentioned that he's hoping to work as a freelance on PoE2 to write Edér. Is that still the plan? Samuel Clemens posted:That might be my favourite line in the game. It's just so needlessly mean-spirited.
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# ¿ Feb 14, 2017 19:13 |
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idonotlikepeas posted:Overall, the system sounds really interesting. Reminds me a bit of the KOTOR 2 system, but with some improvements, particularly with companions having relationships with each other instead of the main character always being the center of everything. Assuming we hit this goal, would we be able to influence the companions, as well? Like, might we be able to convince Eder to stop being casually racist about Orlans, if we get in good with him?
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# ¿ Feb 14, 2017 19:22 |
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Basic Chunnel posted:I have the same questions about this system that I had about PoE's reputation system, which is "can you have a reaction that is defined by more than one factor?" In PoE the answer was no. Basic Chunnel posted:It also sort of steers us toward the question of whether we're getting BG2-style dialogue interjects out of the system or whether it will be post-BG2 style, wherein triggered conversations only happen on the house boat. We won't carry over Pillars reps w/r/t companion relationships, but we will carry over their story states.
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# ¿ Feb 14, 2017 20:01 |
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The systemic elements aren't a replacement for major story beats. They exist specifically to cover situations where it would be bad/pointless (for pacing or other reasons) to have companions interjecting in quests even though they should/would be paying attention to the choices you're making.
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# ¿ Feb 14, 2017 20:44 |
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turboraton posted:Hey there guys Peruvian goon reporting in. The sadness of not being able to translate this beautiful game to Spanish is only towered by the sadness in reading some guys hating on my boy Ulyssess. That's all, carry on Obsidian I love you guys.
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# ¿ Feb 16, 2017 04:51 |
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All creatures/armors have a base armor rating and variant armor rating. When you attack them with damaging attacks, you'll see that rating displayed on their tooltip, e.g. a guy in plate armor maybe has 8 Armor Rating with 4 AR vs. Shock and 10 vs. Slash. This is pretty similar to Pillars. Weapons have a Penetration value that applies to the damage type it's doing. E.g. your spear has a Penetration of 9 and it does Pierce damage, so that will be compared to the Pierce AR of the opponent (9, in the above case). When you hover over an enemy with a damaging attack, you'll see the % to hit (as in Pillars) as well as your Penetration vs. the appropriate Armor Rating. If your Penetration is lower than the AR (displayed in red), you will do 30% damage and the character will play their weapon ineffective line. If your Penetration is equal to or higher than the AR (but less than double the AR), it will be displayed in white and you'll do 100% damage. If your Penetration is double the AR (displayed in blue), you'll do 130% damage. We will use the damage type symbols instead of text, but that's the basic idea. The important thing is always to use damaging attacks that have equal or greater Penetration vs. the target's Armor Rating.
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# ¿ Feb 16, 2017 06:49 |
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Samuel Clemens posted:That does bring up an interesting point. How do spells and abilities interact with the new Armor system? Will each one have its own Penetration value? Vermain posted:What differentiates this from New Vegas is that the decrease/increase in damage is percentile, rather than simply being a flat reduction. Crucially, this makes the system weapon speed agnostic, so fast weapons aren't automatically hosed compared to slow, heavy weapons. Hey Chief posted:Presumably, there'll still be weapons with "best of" damage types, spells and such that lower armor values, etc. idonotlikepeas posted:Grimoires are supposed to be swappable, I think. This would also be good motivation to memorize spells with a few different damage types. rope kid fucked around with this message at 17:24 on Feb 16, 2017 |
# ¿ Feb 16, 2017 17:21 |
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Aardark posted:I was trying to point out that translation might be the right word to use there, not localization.
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# ¿ Feb 16, 2017 18:31 |
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Weapons have other properties differentiating them than damage type.
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# ¿ Feb 16, 2017 21:31 |
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Basic Chunnel posted:So sidekicks are like... PoE1 companions, minus the quests? Is the only true difference that they don't participate in the relationship system?
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# ¿ Feb 17, 2017 21:13 |
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Fair Bear Maiden posted:Uh? This is a weird thing to mention. I assume you mean BG2's Minsc? Because Minsc in BG1 had one of the most notable companion quests in the game, with a full location dedicated to it (the Gnoll Fortress), unique dialogue and repercussions. Litany Unheard posted:Will there be any indicator for sidekicks to show that they're not a "main companion?"
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# ¿ Feb 17, 2017 21:20 |
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Adventurer portraits and voice sets cover a broad spectrum of basic appearances and broad archetypes. Sidekicks are specific characters with unique portraits, voice sets, and incorporation into the story that are intended to be more colorful than the general characters you can make as adventurers.
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# ¿ Feb 17, 2017 22:24 |
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Dolash posted:I still don't really get what problem they're fixing though, I don't know if there was a dire need for defined companions with lighter story elements. Another route we could have taken would be to bullshit everyone and say that we're going to have 16 companions but write 6 of them with full node counts and the other 10 with a fifth of the node count, but obviously I don't think that's acceptable.
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# ¿ Feb 18, 2017 01:10 |
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Captain Oblivious posted:If it would constitute spreading themselves thin I don't think they would have offered it. This way you can get some flavor characters who might only, say, have as many nodes as a Cernd (which isn't bad) while being upfront about the fact that Cernd is not Jaheira.
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# ¿ Feb 18, 2017 03:19 |
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idonotlikepeas posted:Will companions get ending slides? Yes.
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# ¿ Feb 18, 2017 03:49 |
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2house2fly posted:Sidekicks? Scorchy posted:What's the mechanism to manage in-game expectations of the differentiation between the two types? Is there some tool-tip or big label?
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# ¿ Feb 18, 2017 05:21 |
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DrNutt posted:I will say that their attempts to build a bridge between grognards and casuals fell flat wrt stuff like health/endurance, making things needlessly complex. And now people are upset because the Endurance/Health split is going away.
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# ¿ Feb 22, 2017 03:48 |
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# ¿ Apr 25, 2024 13:44 |
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Hieronymous Alloy posted:I'm really surprised they aren't letting us name our ship ourselves. You will be able to rename the ship. The Defiant is just its default name.
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# ¿ Feb 22, 2017 20:31 |