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Autonomous Monster posted:(My diacritic game is garbage, but I'd put my money on something like "men-puu-gra". They didn't call it "double-u" as a joke.)
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# ¿ Nov 14, 2017 18:23 |
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# ¿ Apr 25, 2024 18:49 |
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ProfessorCirno posted:You know, I hadn't considered it, but uh, ropekid, you...are gonna have to keep in mind while making your tabletop game that probably very few of us can speak Welsh or Cornish or the myriad of other languages used as inspiration. I'm just saying, I open a book and see "mênpŵgra," there's an absolutely zero percent change I have any idea how to pronounce that to the rest of the group. Airfoil posted:Celtic languages were transcribed by drunken monks. I'd suggest Rope Kid include a reference to modern IPA standard... Glanfathan was originally based on Old Irish and it made 90% of the Pillars of Eternity team cry and die, so I changed it to be based on Welsh and Cornish. Cornish orthography wasn't even centrally defined until the early 20th century, which is why it's comparably easy to decipher. But I also threw in Welsh double ls because I like them.
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# ¿ Nov 14, 2017 18:56 |
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FunkMonkey posted:If you multiclass, will you have access to special dialogue for both root classes? Are there special dialogues for the multiclass itself?
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# ¿ Nov 15, 2017 18:45 |
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Anno posted:Question for Rope Kid: If I understood you correctly on the Q&A stream last night, companions are restricted in their multiclassing options. Is there a chance that decision is reversed? Or an option to unlock full multiclassing? Or is this something more technical that was causing larger issue.
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# ¿ Nov 15, 2017 18:48 |
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Basic Chunnel posted:Assuming here that bug reports should go straight to the Obs forums?
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# ¿ Nov 15, 2017 19:55 |
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Fair Bear Maiden posted:I'm surprised at how relatively limited the interface customization options seem to be, though that might be just for the beta.
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# ¿ Nov 15, 2017 22:28 |
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Hieronymous Alloy posted:That was the old plan but apparently it's like complicated to implement or something
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# ¿ Nov 15, 2017 23:04 |
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Basic Chunnel posted:Feeling a bit miffed that I ran a rogue with that background for the express purpose of RPing in the sequel
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# ¿ Nov 15, 2017 23:50 |
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Hieronymous Alloy posted:so wait are the racial traits gone now or am I just not seeing them (sucks to be godlike?) They should be there, but they may not be displaying in CC (should be on your character sheet, at least).
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# ¿ Nov 15, 2017 23:50 |
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Scorchy posted:- The new interrupt system seems closer to BG2. Casters take a long wind-up for a spell, you rush to interrupt them and make them waste the spell. The AI murlocs seemed smart enough to target my Wizard with paralyzing darts too. Seems it might be worth it now to have a Rogue or Ranger on interrupt duty now. I like this system a lot better so far, it's more tactical for the martial classes.
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# ¿ Nov 15, 2017 23:58 |
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Both Pallegina portraits were based on a Kenyan model who doesn’t really look like Rihanna (Ajuma Nasenyana).
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# ¿ Nov 16, 2017 02:03 |
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Basic Chunnel posted:Are u SURE bc the feathers and all felt v much like a Carnival thing which she is known for
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# ¿ Nov 16, 2017 03:59 |
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bongwizzard posted:Who knows? But at least no feelings are hurt!
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# ¿ Nov 16, 2017 19:46 |
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Wicked Them Beats posted:I don't see a semantics shift fixing the issue. People can look at the scale and figure out what maps to hard, etc. [img-trojan_magnum_sales_chart.jpg]
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# ¿ Nov 16, 2017 19:55 |
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Have people been using Empower? If so, have you used it to make an active ability more powerful, to replenish your per encounter resources, or both?
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# ¿ Nov 16, 2017 19:58 |
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Akong posted:I've only used Empower to replenish so far. Would using it to empower help deal with the armor of enemies? Seems like Armor Penetration and Armor Reduction are complete game changers and absolutely necessary, at least on Veteran. If Mercenary Fighter didn't have a mace that could reduce armor, I'd be completely screwed. There are a few other spells/abilities that either increase Penetration or lower enemy Armor Ratings. The mace modal will lower all ARs on a target by 1. The modals for war bows, sabres, and swords increases Penetration by 2 (IIRC).
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# ¿ Nov 16, 2017 21:13 |
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Shifters are fairly busted right now. Beckoners are also wild.
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# ¿ Nov 16, 2017 21:47 |
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Hieronymous Alloy posted:ok why is a club "unfit for the vailian republic" When not wearing armor appropriate for representing the Republics (shown below), Pallegina will receive a penalty to her max Zeal * Vailian Clothing * Breastplate * Plate Armor When using weapons unbefitting of her station (shown below), Pallegina receives a penalty to her max Zeal. * Hatchet * Quarterstaff * Hunting Bow * Flail * Club All that is to say that paladins of the Brotherhood of the Five Suns are expected to use weapons and armor that are fitting their station as representatives of the ducs bels.
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# ¿ Nov 16, 2017 23:58 |
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Using your mace modal to make the enemy's armor weaker makes you a hero to everyone else in the party who is within 1 of Penetrating. Also, an important note about the Penetration system: 30% is the minimum damage you'll do once your Pen drops below AR. This is actually higher than the minimum of 20% in Pillars of Eternity. Also, weapons with low Pen (notably, sabres) have a significantly higher base damage, so practically speaking they are at worst doing 50% the damage that high Pen weapons do.
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# ¿ Nov 17, 2017 19:06 |
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Hieronymous Alloy posted:I really don't understand the removal of grazing hits though. Took me by surprise and it changes the math on EVERYTHING. BTW, almost all long cast spells (e.g. Fireball) inherently have Graze.
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# ¿ Nov 17, 2017 20:10 |
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The Graze range is gone by default, so 1-49 is Miss, 50-100 is Hit, and 100+ is Crit. If something has Graze on it, the range is 35-49, IIRC.
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# ¿ Nov 17, 2017 20:29 |
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Deadfire gives +1 Dex. The UI is just weird and doesn't show a scrollbar.
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# ¿ Nov 18, 2017 01:02 |
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Scorchy posted:Yeah they're the per-encounter resource pool. You can choose what to expend them on, but you can't get them back except by Empower or by special cases (ie. Paladins have a talent that recoups them for Sworn Enemy costs if the enemy dies).
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# ¿ Nov 18, 2017 01:46 |
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Meyers-Briggs Testicle posted:
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# ¿ Nov 18, 2017 01:47 |
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Entropy238 posted:
I bumped Fast to 2s, since it was always intended to be two thirds Average, and asked our system designers to bump all of the 1h melee weapons (other than the Pillars 1 "fast" ones) to Average. So even if a monster retains a "Fast" recovery, it's still going to be 2s instead of 1s now.
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# ¿ Nov 18, 2017 17:46 |
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StashAugustine posted:Also, is there any way to get immunity against particular afflictions (particularly Confused/Charmed)? As another example, a Frenzied barb should be able to neutralize any Mig or Con Affliction by having Strong and Fit.
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# ¿ Nov 19, 2017 02:15 |
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Hieronymous Alloy posted:I don't really get why * People complained that the DR system felt "mushy" because it was a linear, sliding scale (it also didn't deal well with high damage values) and caused damage value bloat. * People complained that most of the general Talents felt generic. * People didn't get the Endurance/Health split. * People either didn't understand the purpose behind the camping supplies system or understood it but burned up all of their per rest resources every encounter anyway. * People didn't like the mushiness of the Interrupt/Concentration system and that Interrupts seemed relatively low impact. * People were overwhelmed by the sheer number of priest and druid spells they got at every power level. * People didn't like that there was an entire category of priest spells that existed just to counter Afflictions. There's very little that we've changed that wasn't the result of player feedback. In all of these cases there was either a contentious group opposing the change, but we proceeded because we felt ultimately it would produce a more consistent experience for more players, or there was no serious contention that I/we ever saw. In this case, I agree with ProfessorCirno that the hyper min-maxer who swaps armor for all of their characters in every battle is a theoretical rather than practical possibility. And it's worth noting that anyone floating around with an Armor Rating within a point or two of being half the enemy's Pen is only a Crit away from getting an extra 30% damage on top of the Crit's damage bonus (Crits also increase Pen).
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# ¿ Nov 19, 2017 23:17 |
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99% of Pillars of Eternity players do not play optimally because it requires an enormous amount of time and effort. Most players care about viability first and foremost. If they're viable, they don't have much of an incentive to be optimal. We're not designing our standard difficulty combats to require people to micromanage their armor.
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# ¿ Nov 19, 2017 23:28 |
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Actually naked would be terribad because almost everything would do an extra 30% damage if they hit you. Additionally, you're opting out of whatever bonuses come with the unique armors. In the early game, that's not much, but later on, that's a potentially huge sacrifice just for a modest Recovery bump.
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# ¿ Nov 20, 2017 00:10 |
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Hieronymous Alloy posted:Isn't that going to be happening anyway though for a lot of things? I mean, if the Skulking Terror has Pen 11, he's going to be doing +30% damage against most armors anyway regardless. Depending on the point at which you start taking the bonus 30% damage, whatever it is, past that point, you might as well go full monty. Akong posted:I like the penetration system and the more active micro management it requires. I think it's fun. But it seems to me, that for the Endurance/Health system you are catering to people who don't bother to even try to understand a system that is, quite frankly, very easy to understand. Yet for the Penetration system you are making it significantly less intuitive. Would the people who didn't bother to learn the Endurance/Health system in the first game bother to learn the penetration system, or will they just feel frustrated when they end up doing no damage? So far, I haven't seen any streamers who managed their penetrations without me telling them about it, which is a problem when it is so crucial right now. I have had a lot of discussions about the Pen system at Obsidian. I agree that the original system in Pillars 1 is easy to understand. However, I believe that just because it is easy to understand, it is not necessarily easy to make decisions based on that information. Especially when you start getting into double digit Armor Ratings, to actually be efficient, you need to not only know the damage types of your attacks but the damage ranges and how they compare to those Armor Ratings. 15 Corrode and 10 Burn. Better hit that guy with a Burn spell. But if the Burn spell does 6 less average damage than the best Corrode spell you have, then you shouldn't. 10 Slash vs. 14 Crush. Oh, I should switch from my quarterstaff to my battle axe and shield. Well, no, because with bonuses your quarterstaff does more than 4 average damage more per hit. These are relatively simple calculations, but think about how many you're making for characters over the course of a fight. Beyond that, we also couldn't have low damage attacks that could get through armor unless we built in a sizable AR bypass, so you had to understand that as well. And at the other end of the spectrum, high damage attacks made most armor only marginally valuable. It's difficult to really "armor up" against 100+ damage of dragon breath in Pillars 1. I do not dispute that Deadfire's Pen system is more difficult to learn than Pillars 1's system. My belief is that once you do learn it, it makes decisions about the efficacy of attacks much clearer over the course of the full game.
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# ¿ Nov 20, 2017 00:41 |
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Hieronymous Alloy posted:Ehhh . . . sortof. What's an intuitive progression of reduction? 10% per point? Does that actually yield a meaningful enough reduction to make someone care about relative Pen vs. AR? Or is this a case where some sizable portion of players just don't want to think about damage types/engage with any related subsystem in any form, so taking the reduction to negligible values allows them to do what they actually want, which is ignore the mechanic entirely?
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# ¿ Nov 20, 2017 01:09 |
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Hieronymous Alloy posted:I think this is where I'm not following you -- I don't really get what you / players / people mean by "mushy." When that difference moves into the marginal realm, it's not really a straightforward calculation. A 10% damage difference may or may not mean the difference between downing a target in 5 hits vs. 6, which is the actual importance because that's your action economy. A 70% damage difference is almost certainly going to result in the enemy taking far more attacks/actions/time to defeat.
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# ¿ Nov 20, 2017 01:30 |
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Hieronymous Alloy posted:Like, this is the sort of calculation you only ever had to do on PotD in PoE 1, and rarely even then.
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# ¿ Nov 20, 2017 01:45 |
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You can hover on combat log entries and press shift to see (hopefully accurate) deets.
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# ¿ Nov 20, 2017 02:59 |
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WarpDogs posted:Said a different way, we all have mental models for how things should work - even the fantastical or unrealistic - and PoE seems to almost go out of its way to avoid using them ... Is that intuitive to people who people who play RPGs? For this audience, it's clearly less intuitive than a sliding scale, but it's not a bizarre concept plucked from the ether. The concept, if not the exact mechanic, has also appeared in other tabletop and CRPGs from GURPS, Rifts, and Friday Night Firefight/Cyberpunk 2020 to Darklands and Wasteland 2. quote:I can appreciate how frustrating it is for people to theorycraft and poke a bunch of holes in a work in progress, but I get prickly when it's brushed as aside as people just not understanding.
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# ¿ Nov 20, 2017 08:40 |
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bongwizzard posted:The crpg player-base seems pretty divided along these lines and I hope that sooner rather then later game designers stop trying to accommodate both in every title. *The Beatles' "Yesterday" begins playing in rope kid's mind as his memory rolls back to the alternate timeline where Nelson Mandela died in prison in the 80s, water was spelled "watar", and Icewind Dale I and II were blockbuster critical / commercial hits, compared favorably to Baldur's Gate I and II, which were weighed down by companions and their relationships*
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# ¿ Nov 20, 2017 18:04 |
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2house2fly posted:Why would you be remembering an alternate timeline
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# ¿ Nov 20, 2017 18:36 |
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Empowering increases Pen.
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# ¿ Nov 20, 2017 18:46 |
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bongwizzard posted:There isn't really a lot of options for "tactical-lite, iso-view squad-based combat" out there so it's kinda frustrating to see a series that I really enjoyed moving in a direction I am less interested in.
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# ¿ Nov 20, 2017 18:49 |
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# ¿ Apr 25, 2024 18:49 |
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Zore posted:This is assuming there are no enmies with high HP and low armor which seems to be a weird assumption to make.
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# ¿ Nov 21, 2017 00:54 |