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rope kid
Feb 3, 2001

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Dick Burglar posted:

On that note: Ydwin ≠ Ydwen, right? We're not talking about Saint Ydwen, right? Because that'd be a really strange choice for a companion, not the least because she's dead and all.
From the sidekicks update:

Ydwin- A strange pale elf cipher from "a lot of different places". Fascinated by animancy, Ydwin spends her free time examining fresh and not-so-fresh corpses. Though she has a charming and pleasant demeanor, new acquaintances are often shocked at her intimate familiarity with death and her dispassionate affect in the face of even the most grisly scenes.

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rope kid
Feb 3, 2001

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Dick Burglar posted:

Sell me on how that's gonna be totally rad and how I'll get to roll dice as my favorite Pillars classes in my favorite Pillars locales.
I'm having a lot of fun designing it and most of the inspiration for it comes from Burning Wheel, Ars Magica, Gumshoe, the Stormbringer RPG, and Cadwallon. You may note that none of those games have classes. My first act as mayor is to kill the whole lot of you and burn your town to cinders. Cheers.

rope kid
Feb 3, 2001

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Dick Burglar posted:

Not to say I don't have faith that you can make a good system, I just don't understand what you're going for.
A good tabletop game.

rope kid
Feb 3, 2001

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Dick Burglar posted:

Touché.

Fine, I'll put my faith in you and upgrade my pledge. And I guess pre-buy the DLC because who am I kidding, I'm gonna want to buy it anyway.

I'm sure any number of people, including moderately ambitious DMs reading this right now, could make a 3.5/Pathfinder/5E game set in Eora that would be totally fitting and appropriate. Ditch sorcerers and warlocks, use psionic warriors as a core class. Replace gnomes and halflings with orlans, orcs with aumaua, genasi with godlike. You're more than halfway there. No one needs me or anyone else at Obsidian to design what are effectively house rules.

rope kid
Feb 3, 2001

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User0015 posted:

Having recently stepped into the 5e thread smelling of fresh newbie amongst veterans of the Edition Wars, all I can say is: Good Luck
People who give a poo poo about A/D&D edition wars probably don't care much about classless games like Ars, Burning Wheel, etc.

Also, I don't really give a poo poo. I've played Basic-4th and had fun campaigns in every system. I still enjoy classless more.

rope kid
Feb 3, 2001

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Dick Burglar posted:

I remember you saying in the old thread that your ideal RPG would be classless--are you using this as a testbed for some of those ideas?
I don't really a need a testbed for that in TTRPGs. I've had more fun running and playing in classless systems than with class-based systems. I've made two classless TTRPGs for personal campaigns and they went really well.

rope kid
Feb 3, 2001

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User0015 posted:

I have zero experience with classless systems, but does that mean there are no "roles" in those systems? I've always hated the power discrepancy in D&D classes, but I honestly enjoy filling a role as part of a group dynamic. I mean, that's just me and obviously nobody needs to give a poo poo about that, but I like the teamwork aspect of it, and working around inherit weaknesses that a class system brings. "Everybody can do everything" doesn't sound fun to me, versus "I can do this one thing really well, and together with my friends, we can be Big drat Heroes."

Mind you, I have no idea if "Everybody can do everything" is true, and likely isn't. My point is just that class systems (ideally) enforce weaknesses as well as strengths, which makes group player interesting imo.

A well-designed classless system allows specialists to feel cool and powerful and distinct while still letting generalists be valuable and useful. Though I wouldn't say this about most of the systems in Ars Magica, the triangular Arts progression and spontaneous casting systems make generalist magi feel great, IME.

rope kid
Feb 3, 2001

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GrumpyGoesWest posted:

Dammit this is going to be good. After watching the new update I'm even more excited. Looks like ropekid and Bobby Null have been working together for quite a while. Was he the dude that hosted the tabletop games at lunch during PoE development?
Yes. This is still my favorite moment from that campaign:

https://www.instagram.com/p/kFyR2sJxy4/

rope kid
Feb 3, 2001

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Welcome... to Fantasy Islands.

rope kid
Feb 3, 2001

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2house2fly posted:

For some bizarre reason.
Troubled???

Our boy Tekēhu will be discussed in time.

rope kid
Feb 3, 2001

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Pwnstar posted:

The Ixamitl Plains are northeast of Eir Glanfath amd north of the Penitential Regency of Readceras which is northeast of the Free Palatinate of Dyrwood.
Ixamitl is also not expansionist at all and Readceras is not very fertile.

rope kid
Feb 3, 2001

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Litany Unheard posted:

Making the ship crew interesting is more pricey. What did those hirelings do for you? Basically nothing, and they get gibbed immediately in a lot of the attacks on your keep.

What they're promising here sounds like it has a LOT more depth to it.
Yeah. People didn't really dig the Pillars stronghold hirelings. We want to do something more significant with crews.

rope kid
Feb 3, 2001

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Hieronymous Alloy posted:

All four of those are in a book you can find in WM2, like that text is from an in game book. I'd assumed they would be in game in the Deadfire with that level of foreshadowing, little disappoint they're a stretch.
:confused:

Literally none of that text is from the in-game book and only the polpovir is in that book.

rope kid
Feb 3, 2001

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Hieronymous Alloy posted:

The only real criticism I have of the companions and sidekicks listed so far is that both of the neatest-sounding new ones look like they're cipher multiclasses and I plan on carrying over my PC cipher. Maybe I can just steal the hand mortar and that half-cloak for myself.
You can advance them as barbarian (Serafen) and rogue (Ydwin) exclusively if you'd like.

rope kid
Feb 3, 2001

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2house2fly posted:

"off to relax in the eastern reach :shepface:"

:getin:

rope kid
Feb 3, 2001

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Hieronymous Alloy posted:

Ok, sounds like you've actually crunched the numbers and I'm just talking out my butt here so I'll defer.

Hrm. If assume a PoE "gold piece" is roughly a pound, at the end of my last run I had something like 100k spare gold lying around, which would be, like, 1/500th the value of that 50m number, or slightly less than double that 63k period number.

We probably could calculate the estimated value of a PoE gold piece by using the item prices -- compare the cost of a suit of "Exceptional" plate armor, etc. It would be grognardy hairsplitting though.

Good thing the base specie in the Dyrwood and all surrounding territories is copper. :smugdog:

rope kid
Feb 3, 2001

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Once you've decided not to wear a helmet, whether you're wearing glasses or not is pretty unimportant.

rope kid
Feb 3, 2001

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They shouldn't. Active effects shouldn't stack. I'm saying "shouldn't" because the code governing that is not always on top of things.

rope kid
Feb 3, 2001

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Ravenfood posted:

They could set it so that it's fire, fire, reload, reload for spikier damage (though I feel like everyone will just switch to melee after the two shots).
The modal ability for proficiency in pistol is to flip it over and use it as a club.

rope kid
Feb 3, 2001

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Walrus Pete posted:

Also, can you confirm that dual-wielded pistols will both fire before any reloading happens? It seems obvious (otherwise what's the point of dual-wielding them?) but confirmation would be nice :)
Yes. You can actually see someone do it our ship video. Watch the guy just below center at 0:44

https://www.youtube.com/watch?v=YzXD0apipV0&t=44s

rope kid
Feb 3, 2001

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X_Toad posted:

Who are the big guys by the way? Local ogres?

In the ship scene, those are all aumaua.

rope kid
Feb 3, 2001

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Furism posted:

Pretty sweet.

But next time rope kid please film horizontally not vertically. This drives me nuts more than it should but that's how you shoot a film.

It's the first time I had used Periscope and I thought it would crop to a square like Instagram and Vine. Periscope is live so, :rip:

rope kid
Feb 3, 2001

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I receive all of my knowledge through the recitation of sagas in mead halls.

rope kid
Feb 3, 2001

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Correct.

rope kid
Feb 3, 2001

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kujeger posted:

niiiiice

being able to retarget by draggin the fireball icon on the map around would be awesome as well
That's being implemented now.

rope kid
Feb 3, 2001

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Brian McIntosh (programmer) put a bunch of work into the Steam controller config for PoE and it works a lot better than I would have expected.

rope kid
Feb 3, 2001

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frajaq posted:

Pathfinding is still trash I see

They path about as well as can be expected when 10 characters simultaneously try to go into melee with one standard-size target. The spiritshifted bears on the left side run into a slog zone, which is why they start walking.

rope kid
Feb 3, 2001

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Yeah, I think those characters are all just druid/ranger multis.

rope kid
Feb 3, 2001

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Traps exist in PoE for two reasons: 1) pacing 2) feels. That said, I also don't think we did a great job with them. We're doing a couple of things with them that I think will be improvements. We're making all (or most) of the non-container triggers be physical objects in the world that you could potentially see in the level even if you haven't technically detected them. We're trying to make the art blend without being invisible. We're also making trap triggers friend or foe so you can lure or pull enemies into them to set them off. We'll keep iterating on them.

rope kid
Feb 3, 2001

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Entropy238 posted:

I'm all for having complicated mechanics that can lead to interesting results and cool build variety but the info has to be presented to the player in such a way that they can make informed decisions about their choices. I love that they tried to do a lot with the system, but it definitely evolved over time to become very messy.
Most of the complexity is the result of stacking not being implemented correctly/consistently on the code side and animation speeds being obfuscated in Unity 4. The sliding damage/DT system added another layer of complexity that made it very difficult to understand.

Deadfire's status effect and stacking systems have been completely refactored. Stacking rules are much simpler overall. We actually can query animation speeds in Unity 5, so it's also easy to display. The new armor system (Penetration vs. Armor Rating with three broad categories of effectiveness) makes it much easier to understand "real" damage output.

UI feedback is dramatically improved as well.

rope kid
Feb 3, 2001

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Tekēhu.

rope kid
Feb 3, 2001

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We're revising that UI element, but it's the cost to use the ability. Each ability is associated with a power source. E.g. paladins use Zeal, fighters use Discipline. While wizards, priests, and druids have spell use broken up into level-based chunks (e.g. two 1st, two 2nd, and one 3rd level spell), most of the martial classes draw from a common pool. The easiest comparison would be to PoE1 monks, whose abilities all collectively pull from Wounds. In this screenshot, Pallegina has 9 Zeal. She could go wild with Flames of Devotion nine times or use Sworn Enemy four times with one Flames of Devotion, or use Reviving Exhortation twice and Flames of Devotion once. Or Reviving Exhortation once and Flames of Devotion five times. You get the idea.

rope kid
Feb 3, 2001

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Multiclassed characters have two resource pools. A paladin/fighter would have Zeal and Discipline. Their individual totals are lower than they would be for a single-classed character.

rope kid
Feb 3, 2001

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No, it's still exclusive to Pallegina's order. It's still a good ability but its Penetration is pretty low, so it's less powerful overall.

rope kid
Feb 3, 2001

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It depends on the situation. It may be that in a single combat, Sworn Enemy-ing a target and FoDing them down makes sense and you never have cause to use Liberating Exhortation or Reviving Exhortation. That can also happen in Pillars 1, but we just restricted the individual abilities. Abilities do scale in power in Deadfire, but they're designed to remain less powerful than higher level abilities, so a higher cost ability should be more powerful if it makes sense in the situation. You could FoD over and over if you wanted to, but Sacred Immolation, which costs 4 Zeal (IIRC) is going to do more in a shorter amount of time to more enemies.

rope kid
Feb 3, 2001

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Currently, the pool maxes out at 11. In the screenshot I posted, I think Pallegina was 13th level. Yes, you could FoD 11 times in a fight, but FoD is not a very potent ability when you're in the teens, level-wise.

rope kid fucked around with this message at 00:49 on May 6, 2017

rope kid
Feb 3, 2001

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There's also a berserker subclass for barbarians. Their Frenzy is more powerful, but they are always Confused when they Frenzy (everything is friend or foe, including Carnage, and they have -5 Int).

rope kid
Feb 3, 2001

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Ravenfood posted:

Maybe Confused works differently in Deadfire and just means that all abilities are friendly-fire neutral? So a Confused Priest casting a heal spell will heal everyone in the target zone regardless of affiliation or a Confused Druid's Lightning Storm hits any eligible target instead of just enemies, maybe.
That is correct. Confused is -5 Int and that gameplay effect.

rope kid
Feb 3, 2001

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Ginette Reno posted:

That would still make it highly debatable as a kit worth taking
Imagine a world where the base class is arguably as valid a choice as a subclass.

*Lord Richard Attenborough voice* Welcome... to Deadfire!

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rope kid
Feb 3, 2001

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Accretionist posted:

And yes, I took a son who was not mine into Sun in Shadow. I'd like PoE2's intro to make acknowledgement of this.
* daughter

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