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rope kid
Feb 3, 2001

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Hieronymous Alloy posted:

I'd bet 90% or more of the chanters created so far in the beta have taken Hel-Hyraf's, for example.
lol if you haven't played with a Beckoner yet.

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rope kid
Feb 3, 2001

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Thatís staying at +30% for now. But as you might have noticed in the screenshot I posted, that can be modded, too.

rope kid
Feb 3, 2001

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Yes. The damage reduction works off of flat difference. 1 point, 2 points, 3 points, etc. The bonus damage is based off of multipliers, so you need double the listed pen to get the bonus. We use that instead of a flat value because the flat value wouldn't scale well over 20 levels.

You can just zero out or remove entries if you want to try one or the other.

rope kid
Feb 3, 2001

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Anno posted:

Hey Josh under the new combined system will Devoted get talents at levels after 1? If so this seems like a significant buff to that subclass?
Yes, assuming we have no difficulties implementing it.

rope kid
Feb 3, 2001

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Unity prefabs? That's unlikely. We externalized as much of our data to .xml as we could but there's still a lot of stuff that we do in Unity.

rope kid
Feb 3, 2001

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Yeah, I don't want to remove anything from the way fighters are currently set up. The fact is that most of the passives in the fighter tree were classless Talents in Pillars 1, things like fighting styles that would have been proficiencies in 2nd Ed. or feats in 3E. You can currently build a fighter to take only actives from 1st-20th level, only passives from 2nd-20th level, or any mix between. If we actually pulled those passives from the fighter tree, you'd more or less be forced to build an active fighter -- unless we designed ~9 new fighter-specific passives to replace them.

rope kid
Feb 3, 2001

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I will say that the desire to take everything cool away from fighters is strong even among some of our devs. I remember designing Fearless and Triggered Immunity for Pillars 1 and someone said, "Shouldn't the paladin get Fearless?" I was like, holy poo poo, paladins are getting the ability to pulse holy blue flame can fighters just not be affected by fear effects?

rope kid
Feb 3, 2001

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CottonWolf posted:

Something I wasn't clear on from your tweets, is the logic that fighters can take the passives twice, once though the proficiency system and once through abilities? So you could get, say, +40% attack speed while dual wielding. Or is it that they can get them through either currency, but only once?
This.

rope kid
Feb 3, 2001

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We fixed the effect of Int on AoE in one of the first patches for Pillars.

rope kid
Feb 3, 2001

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Hieronymous Alloy posted:

Sorry! Now that you say that I think you've actually corrected me on that before -- I'm at about 60% function level today for [reasons].

Still the radius of powers generally just seems smaller than it did before. Maybe it's memory smoothing out different playthroughs.
In Deadfire, I believe we're using three common AoEs, small/medium/large. Medium is smaller (IIRC) than our average size in Pillars 1 and we only use large rarely.

rope kid
Feb 3, 2001

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Yeah, that general AI bug is the cause of freezing/suicides and is currently in the bug queue but not yet fixed.

rope kid
Feb 3, 2001

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Wizard Styles posted:

Also, has anyone ever had a character get injured and not hit the rest button immediately? The injury mechanic seems to not do anything right now beyond use up food, which seems virtually impossible to run out of anyway.
The injury mechanic is designed to consume food, which, if you are using food for rest bonuses, becomes a more compelling reason to keep playing with injuries. It is designed to be relatively low-pressure when you're playing at lower difficulties and a bigger deal at higher difficulties where the food items are more vital to gaining a statistical edge.

rope kid
Feb 3, 2001

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Beckoners are easy mode right now because their summons weren't really tuned so you can just flood the battlefield with insane skeleton armies.

rope kid
Feb 3, 2001

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The Crotch posted:

I'm also curious if resolve affects the second wind that athletics gives you.
It will affect any healing that originates from you (other than from potions), so yes. It would affect Lay on Hands, Second Wind, Constant Recovery, Holy Radiance, etc.

rope kid
Feb 3, 2001

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Zore posted:

I hope they really rebalance how stats are checked for conversations or we're going to end up with lovely caster supremacy issues where their primary stat unlocks all the good dialogue that resolve did in PoE1.


Dialogue skills are used far more for checks than straight stats.

As of two months ago, Resolve had 32 checks, Might had 34. By comparison, Diplomacy, Intimidate, and Bluff are all checked 100+ times.

rope kid
Feb 3, 2001

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Dick Burglar posted:

So what counts as "spell damage"? I'm hoping that doesn't mean "anything besides auto-attack." I'd assume martial classes like fighters, barbarians and rogues' attack powers will be tagged for strength-based damage, but what about monks, rangers, and paladins?
Yes. If it's a weapon-based attack, it uses Strength.

rope kid
Feb 3, 2001

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Vermain posted:

Will wands use Strength or Resolve to determine their damage?
A wand is a weapon, so Strength.

rope kid
Feb 3, 2001

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A little weird to call this change a move to "caster supremacy" since a lot of standard fighter and paladin builds (especially) would benefit immensely from high Resolve and any CC-oriented caster is still unlikely to put a ton of points in it.

CottonWolf posted:

So Flames of Devotion would be strength, while Sacred Immolation would be Resolve?
Yes.

rope kid
Feb 3, 2001

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Zore posted:

I'm honestly not sure why we're introducing multiclassing and now walking back the good system that made multiclassing not lovely?
I gave the reason in the tweet.

This is the second, possibly third time in the past few weeks where I've stated a change, given a reason for the change, and within a page of posts someone says, "I don't know why this change is being made."

Additionally, this is the time to try these changes and get feedback. We can sit back and theorize and do nothing; shrug our shoulders at an obvious weak point in the current arrangement; or try a new idea in the beta while we still have time.

rope kid
Feb 3, 2001

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Zore posted:

Personally I would have experimented with moving things away from Int instead of might. Test having Resolve affect the length of buffs/debuffs which would make it valuable to just about everyone who doesn't want it for defenses while still leaving Int as desirable for AOE.
I think that leaves Int with a narrow niche. Rogues, rangers, and most monks would gain very little from it.

rope kid
Feb 3, 2001

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Entropy238 posted:

On the bright side, you can now build spellcasting classes that are more or less as equally good at CC as they are dealing damage through spells. Typical stat spread for a Wizard might look like:

Might: 6
Con: 8
Dex: 14
Per: 15
Int: 18
Res: 17

You can also wear a shield and be super-duper tanky and ward off aggro too.
An unintended but not entirely unexpected side effect of this is that a "traditional" caster built up with low Str/Con and high Int/Res will wind up with bottom-of-the-barrel Fort and fantastic Will defenses.

rope kid
Feb 3, 2001

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Gobblecoque posted:

Yeah I'm disappointed in it as well. Having a universal +%damage attribute was a cool bit of unique flavor to PoE's system and I think made building characters a lot more intuitive. And I gotta say I wasn't a fan of separate weapon and spell damage attributes in Tyranny. I dunno maybe it'll turn out to be a great change but with it being a bit of beta experimenting hopefully Obsidian isn't locked in to the change if it doesn't.
No, we're not locked into it.

It's difficult to move active/offensive stats to Resolve without them being taken from somewhere else or winding up being of marginal value to the overall class spread. We discussed a few other ideas, like Resolve accelerating the buildup of "natural" Concentration (i.e. everyone gets Concentration after enough time in combat has passed, but high Resolve gets there/regenerates faster) or the use of Empower being time-gated based on Resolve. The former is still defensive and the latter is of marginal value.

Moving around existing bonuses that are already on attributes tends to drop them in value significantly. Might seemed the most resilient to splitting the bonus.

rope kid
Feb 3, 2001

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Scorchy posted:

If they're trying to kill the 'upgrade the early weapon throughout the game' thing

rope kid
Feb 3, 2001

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bongwizzard posted:

So what is a good party-based crpg that doesn't use ability scores?
Battle Brothers

rope kid
Feb 3, 2001

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Wizard Styles posted:

Battle Brothers does have ability scores, though. It even has a semi-negligible Resolve stat.
I don't have any interest in getting into a pedantic argument, but Battle Brothers skips the high-level type ability scores/attributes like Strength/Con/Dex and goes straight to what most people would consider secondary/derived stats or skills.

rope kid
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There was a technical issue on foliage that was preventing the occlusion shader from working properly. It has been fixed since the backer beta went live, but I believe environment artists may need to re-export those assets to make them work. I'll follow up on it tomorrow.

rope kid
Feb 3, 2001

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Basic Chunnel posted:

From all his Q&A posts, it does seem like Rope Kid knows full well how and why AD&D / 3.c were a shambles.
I think classes and attributes are fundamentally at cross-purposes, mechanically. I understand why many players like both of them, especially in a game where the primary interest is nostalgia-driven, like Pillars of Eternity and Deadfire. That's why we have them. That's why we have six of them. That's why four of those six are named almost identically to AD&D counterparts. If anyone recalls, Pillars of Eternity did not start with six attributes. If I only had to make four attributes relevant, I could do that much more easily than six.

This thread has had a lot of sound, rational arguments for why attributes aren't necessary at all and I agree with them while also recognizing that human beings are not rational. Design requires you to deal with needs and constraints. Emotional needs are part of that equation. In some cases, needs are also constraints.

If human beings were thoroughly rational, you could explain to them why every house-run casino game is stacked against them and they would immediately stop playing. You could explain to world-famous professional poker players that "bad beats" are nonsense and they would stop complaining about them like someone missing a shot in XCOM:EU with a 95% hit chance.

Battle Brothers is, in my view, an extraordinarily well-designed game. The tiny team (3 core people) used an art style that is very well-suited for their scope. Characters have large heads to clearly show facial features (including wounds) and smaller bust-style bodies to take up a tiny amount of space while still indicating their arms, armor, and overall health. An astonishingly high number of people will not touch the game because of this artistic choice. It is not rational, it is emotional, yet it kills a sale before a potential player has a chance to experience anything else about it.

rope kid
Feb 3, 2001

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Meyers-Briggs Testicle posted:

not liking a games aesthetic choices is just as rational an opinion as liking the gameplay





rope kid
Feb 3, 2001

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Hieronymous Alloy posted:

I don't know what those posts are from
They are sophisticated aesthetes engaging in meticulous evaluation of the character sprites in Battle Brothers.

rope kid
Feb 3, 2001

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mitochondritom posted:

Man I hope the bounties will return in Poe2.
They do.

The ship duels can also get insane.

rope kid
Feb 3, 2001

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Entropy238 posted:

Can you give us any more info on what a ship duel might be like from a mechanical perspective?
We're probably going to do a large update on them in the near future.

Compared to the stronghold system in Pillars 1, much more time and effort has gone into the ship, crew, and ship duel systems.

Without going into too much before we can show everything in detail, I can say that you should not expect a real-time or RTwP system where you're moving around little ships on a stretch of ocean. A not-quite-accurate approximation would be something like a turn-based FTL.

Of course, if you close to board, you will get the deck-to-deck combats that we've shown before in videos. Any damage you've done to the enemy ship's crew (or they to yours) gets carried over into the deck-to-deck fight.

rope kid
Feb 3, 2001

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frajaq posted:

Not gonna lie I hope a lot of the ship stuff is really optional, don't want to learn nautical stuff to progress the story.
The easiest way to avoid ship duels is to fly false colors. If you do get into a duel, the quickest way to end it quickly is either to flee or to head toward the enemy ship as quickly as possible to board.

rope kid
Feb 3, 2001

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Iretep posted:

Personally i hope i can take the opposing captains heads as trophies and collect them. Or hats are fine too.
Defeating an enemy ship gives you a unique triumph (a small flag) that corresponds to the captain.

frajaq posted:

wait so there will always be a way to "brute force" to turn the ship duel into a straight tactical fight with my characters, I don't have to engage in cannon duels/ship maneuvers? I'm down with that
Well, if you can reach the ship, yes. If you send the Defiant headlong at a Rauataian junk broadsiding you, you may not make it.

Meyers-Briggs Testicle posted:

I hope you can see boats moving around the seas in the full game. The beta ocean feels so empty graphically, if I saw trader / enemy ships moving around that would be awesome
That is something we're working on right now.

Wizard Styles posted:

The enemy AI can actually deal with facing an army of 36 and still prioritizes targets fairly well. What it can't deal with is 12 skeletons that can engage and get Disengagement Attacks when enemies try to run past them. Disengagement attacks don't feel powerful individually but when it's a horde of summons getting them it adds up and the AI's way of deciding whether or not to take Disengagement Attacks seems fairly simple and unable to factor in other enemies (that are capable of Engagement) close enough to intercept them on their way to whoever they're trying to get to. At least that's what it looked like when I drowned the world in skeletons, which admittedly is a pretty extreme thing to subject the AI to.
Skeleton summons were very OP in the backer beta release. They will be tuned down significantly in the next patch.

rope kid
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Hieronymous Alloy posted:

Is grazing with an affliction going to downgrade it a "rank" or will it stay full force but half duration?
Currently we're going with the half duration implementation for a couple of reasons 1) it's easy to implement, which is important when everyone is crunching 2) it's more consistent for players 3) our high-end afflictions are generally less gnarly than they were in Pillars 1, so there's less concern over a half-duration affliction meaning certain death as everyone dogpiles the target with additional afflictions.

We can do the tier downgrading, but I'd like to see how this feels for people first.

MikeJF posted:

So will Pillars of Eternity 2 have any particularly long-lasting pillars in it?
The adra pillars are the pillars of eternity.

Wizard Styles posted:

Also, question about file structure etc. re: what Hieronymous Alloy is trying to do:
As far as I understand it, the effects of the stats, the miss/graze/hit/crit ranges, creature and item stats are all in XMLs and could be extracted by a script for any calculations one might want to do, right?
Almost everything you'd want is in GlobalGameSettings.gamedatabrowser

rope kid
Feb 3, 2001

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We are in Irvine, Orange County, quite a bit south.

rope kid
Feb 3, 2001

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Wizard Styles posted:

For people not in the beta:

Most traps in the beta are clearly visible to the player before they're detected by the characters. Not all of them, though.
All traps should either be visible through the emitter/trigger itself being in the environment (floor spikes) or through the floor trigger/plate being conspicuously discolored/textured differently. If they are not, it's a bug.

For some reason I think the floor spikes in L2 of Poko Kohara have become invisible. They used to be visible. A high Perception just lit them up.

E: Additionally, enemies should also trigger traps if they run through them. If they don't, it's a bug.

rope kid fucked around with this message at 18:45 on Dec 8, 2017

rope kid
Feb 3, 2001

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As with all death guards, it's actually Raedric's own belief that keeps him in the Here. He just attributes it to Berath.

rope kid
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Yeah, we adjusted it slightly.

25-49 = Graze
50-99 = Hit
100+ Crit

This is mostly because it's a little easier to remember and a little bit because I got a suggestion bug that it should be possible to Crit with equal accuracy and defense. This is now technically true.

rope kid
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Basic Chunnel posted:

May have spoken too soon re: the probable frequency of compound dialogue checks https://twitter.com/jesawyer/status/940416017942974464
Those are all OR checks.

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rope kid
Feb 3, 2001

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Hieronymous Alloy posted:

OK this programmable AI looks stupefyingly good

First thing in the beta that's made me go "holy poo poo"
https://www.twitch.tv/videos/209325992

AI stuff starts at about 29 minutes.

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