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Iverron posted:Are there limits on certain mobs as to how far they’ll scale? I can’t tell on the latest Beta patch if I’m seeing scaling or not.
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| # ¿ May 16, 2018 05:25 |
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| # ¿ May 4, 2020 23:06 |
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Furism posted:Assassin's Creed Black Flag did this too. It was great then and it's great now.
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| # ¿ May 17, 2018 17:42 |
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Akong posted:Any way to change the upwards level scaling to scale anything? Even things that are much lower level than you? I don't know if that is what's happening but I have upwards level scaling on, yet the Lagufaeths near Tikawara are very, very easy at level 11.
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| # ¿ May 17, 2018 18:05 |
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Ginette Reno posted:The monsters just don't have high enough stats in many cases and there's also often not enough of them. I know that Josh wanted to focus on smaller scale encounters in Poe2 but those are always going to be easier than having to deal with enemies flanking you. So I hope one of the adjustments they make is increasing the size of some of these encounters.
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| # ¿ May 18, 2018 21:01 |
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hifi posted:Also the text based CYOA part was really cool and not fleshed out/used nearly enough.
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| # ¿ May 18, 2018 21:15 |
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Subjunctive posted:I love that Arkemyr has dialogue for if you forget to take his robes off when talking to him after. Also that it reminded me to switch back.
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| # ¿ May 18, 2018 22:46 |
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Basic Chunnel posted:If it’s at all possible they really need some sort of interface that allows you to see all available innate + grimoire spells while also allowing you to compare grimoires. Because I lost my patience for organizing that stuff about 5 minutes into the game.
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| # ¿ May 21, 2018 20:18 |
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Medium armor is good on monks IME.
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| # ¿ May 22, 2018 02:40 |
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bongwizzard posted:I’m so glad time was spent doing that rather then minor poo poo like making sure the gameplay had actual difficulty. quote:Oddly, in the beta “hard” was actually, you know, hard, so it’s puzzling why the release was a step backward.
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| # ¿ May 22, 2018 20:19 |
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bongwizzard posted:There is this thing called "preproduction" where you set budgets around your production goals. I, in fact, work in event production, used to do theatre production, and have a bunch of friends who work in tv/film production, so unless making a videogame is somehow different from making every other form of media/entertainment, then I would assume they do a pre-production period/budgeting process as well. And yes, at times in the middle of a process you have to re evaluate priorities and make staffing changes. It is a pain, but that is how you end up with something that is finished on time. So either games are forced to be made with not enough time and money (going back to my point about people's videogame desires being out of sync with their willingness to pay) or that the videogame industry is in dire need of better project managers.
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| # ¿ May 22, 2018 23:09 |
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bongwizzard posted:I stand corrected. From reading the game dev thread on here it seemed far far more like the entertainment industry model of freelancer/contractor dominance but I guess that thread is mostly indy/mobile people? At every place I've worked (Black Isle, Midway, Obsidian), we've had teams of more than 15 people (up to 120) and 95% of the developers work on site. We do outsource some work, typically art assets, but it's narrowly focused. On Deadfire, Eric Fenstermaker worked remotely to write Eder's lines, but he was already extremely familiar with our tools and pipelines. I can't imagine trying to have a new-to-the-team designer try to pick up our version of the Unity editor and, for example, do difficulty balance passes.
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| # ¿ May 23, 2018 00:04 |
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Lt. Danger posted:but it seems like the foundations for solid combat aren't quite there, possibly because of features like multiclassing creating massive variability in player power? For the upcoming patch, I am personally reviewing every adjustment to character abilities, equipment base properties and upgrades, and Veteran/PotD encounter tuning. The massive variability does make balancing more difficult, but I think it will be in a healthy place by the time the next patch rolls out.
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| # ¿ May 23, 2018 13:53 |
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User0015 posted:I hope the balancing comes through. For reference, I'm getting into end-game territory in my current run and I just ganked two dragons without taking a single point of damage. In fact, my Monk kickflips them immediately which is kind of comical to watch. My monk is strong, but drat.
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| # ¿ May 23, 2018 14:08 |
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Hieronymous Alloy posted:Huzzah!
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| # ¿ May 23, 2018 14:26 |
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PotD and Level Scaling now add Penetration (in the next patch).
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| # ¿ May 23, 2018 14:47 |
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Chairchucker posted:Hey Ropekid is it a bug that when I shoot a barrel from stealth and it blows up killing a bunch of enemies, none of the surviving enemies get curious about what killed their buddies?
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| # ¿ May 23, 2018 16:21 |
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bewilderment posted:If we're south of the Dyrwood then why do we start the game south of Port Maje, the southernmost port?
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| # ¿ May 24, 2018 19:29 |
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Basic Chunnel posted:They seem as robust as PoE1's companions, maybe even less so, but there's a lot of opaque machinery beneath it that doesn't seem to do much. Playing with the beta patch and realizing that Eder / Xoti progresses in basically the same way whether Eder goes mayor or underground railroader sucked a lot of enthusiasm out of me. Edér had the same writer in both games and, like all companions, has far more reactivity and interactivity in Deadfire than he did in Pillars 1. Edér does respond differently to certain situations based on his Pillars 1 history. He just doesn't develop his relationship with Xoti differently. Pallegina does respond differently to certain situations based on her Pillars 1 history. She doesn't hate the ducs if she was banished -- she distrusts the Watcher. Aloth responds to many things differently based on his Pillars 1 ending. He doesn't respond to everything differently. To some players, this means the writers were lazy or stupid, or that, more generally speaking, the seven designers who wrote the massive amount of reactive dialogue for the game don't care about story or character development. That's one way to look at it, but it seems like a strange conclusion to reach.
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| # ¿ May 25, 2018 14:15 |
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Meyers-Briggs Testicle posted:Are some of the unused items going to be patched in or can I do that myself That depends on what the items are.
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| # ¿ May 25, 2018 15:27 |
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Shooting gunpowder barrels with a firearm makes them explode.
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| # ¿ May 25, 2018 15:28 |
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pmchem posted:POE2 needs a loading screen mod. I want to see different stuff when I load a save game. Funny pictures or something. https://johnber500.wordpress.com/tag/jim-holloway/ My hope was that funnier images on loading screens that illustrated the concepts we were trying to teach would draw people in more than what we typically used (level renders). I really liked how they turned out, but some people on the team thought they were too silly and lobbied hard to get them replaced, so we went with the single key art loading screen.
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| # ¿ May 30, 2018 20:08 |
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En Garde Motherfuckers posted:I would have liked to have seen these, the key art is great but I've seen it a billion times now.
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| # ¿ May 30, 2018 23:07 |
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Every time someone complains about an ability that was obnoxiously overpowered becoming weaker, my strength increases tenfold. The patch also includes a large number of encounter adjustments for Veteran and Path of the Damned, though I don't know how much of that is in the beta patch.
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| # ¿ Jun 1, 2018 22:58 |
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Subjunctive posted:I’m wondering what’s going to happen to empowered multi-target spells.
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| # ¿ Jun 2, 2018 01:27 |
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Eraflure posted:Stats really aren't a big deal.
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| # ¿ Jun 2, 2018 14:39 |
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Schurik posted:Finished the game a while back, but I just remembered something that I found weird: the enchantment interface. I'd love to know which ones were exclusive before I picked one. Apart from that, it seemed, I dunno, broken? I guess? To the point where I thought it was bugged a couple times, but it wasn't important enough to care. Anyone else have this "problem"?
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| # ¿ Jun 3, 2018 14:44 |
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I have explained repeatedly why firearms have reduced crit damage in both Pillars 1 and Deadfire.
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| # ¿ Jun 7, 2018 21:09 |
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Hieronymous Alloy posted:Two-eyed Pim BTW, there are very special circumstances under which One-Eyed Pim will appear.
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| # ¿ Jun 17, 2018 05:56 |
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Oh hell yeah people are modding in new subclasses: Wizard subclasses: https://www.nexusmods.com/pillarsofeternity2/mods/135 Priest of Abydon: https://www.nexusmods.com/pillarsofeternity2/mods/150 Priest of Hylea: https://www.nexusmods.com/pillarsofeternity2/mods/152
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| # ¿ Jul 12, 2018 19:06 |
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Everything spoken or written about Eothas' motivations in Pillars of Eternity I was presented by parties other than him. We knew Eothas' motivations internally back on Pillars I. Nothing was retconned.
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| # ¿ Jul 19, 2018 23:54 |
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I'm not usually a fan of unreliable narrators but there was a divine conspiracy to stop Eothas and he was blown to pieces. That made it pretty easy for everyone else to define the narrative of why he was there and what he was doing. There are a lot of mentions of Waidwen doing crazy things leading up to/during the Saint's War, but the Pallid Knight also tells the Watcher that when a god puts their full power in a mortal vessel, it is very dangerous.
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| # ¿ Jul 20, 2018 00:37 |
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Fair Bear Maiden posted:Also, did you intentionally aim (you were the narrative lead, if I recall correctly) for a feeling of player disempowerment at the end and did you expect such a negative reaction to it? If yes to both, the question is, why exactly? I think there's a difference between not liking that you can't stop Eothas and not understanding that you can't stop Eothas. The player should feel frustrated by the behavior of all of the gods as well as by the implacability of Eothas. The Watcher is powerful and influential but the gods have power far beyond the Watcher's in many ways and can be extremely myopic and obnoxious.
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| # ¿ Jul 20, 2018 20:22 |
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Zore posted:lol, called it in the thread pre-release when everyone was going "No way, we're totally going to be able to gently caress Eothas up with cannons!!!!!!!"
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| # ¿ Jul 21, 2018 00:37 |
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Hieronymous Alloy posted:Yeah, we expect the Campbellian RPG progression -- meet god, challenge god, become god. It's in everything from Deus Ex to, y'know, Baldur's Gate.
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| # ¿ Jul 21, 2018 19:34 |
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Your Parents posted:Italo Calvino's Italian Folktales doesn't advertise itself as a monomyth story and then go subverted much, expectationtard? like poe2 though.
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| # ¿ Jul 24, 2018 21:17 |
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Well I guess in retrospect we shouldn't have run this ad.
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| # ¿ Jul 24, 2018 21:38 |
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Again, even if that single line in the ad copy set up some expectation in your mind, I don't think there's much evidence to support that expectation in the game. In the first ~five minutes, The Pallid Knight asks you to find out what Eothas is doing. She never suggests trying to physically stop him. All of the gods' plans oriented around stopping him involve world-shaking forces like volcanoes, tsunamis, and a moon. They don't ask you and your friends to hit him with a few Meteor Showers because they don't think that would accomplish anything.
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| # ¿ Jul 24, 2018 22:20 |
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Wizard Styles posted:Also, there's the question "If you don't kill him, what do you do when you catch the god you're hunting?". And to be perfectly honest I'm not sure "nothing lol" was the best possible answer to that.
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| # ¿ Jul 24, 2018 22:27 |
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This is one of the causes for me being burned out on directing these games. I don't write things to be contrarian or subversive, but nor do I really have any particular interest in conforming to the way in which fantasy stories are most commonly told. You don't fight Eothas in a boss battle at the end of the game because the focus of the story was always on figuring out what he was doing and dealing with implacable gods. If I had wanted it to be sUbVeRsIvE, I would have set the player up for a fight and pulled the rug out from under them. I knew that some players might expect to fight Eothas, but what would the right course have been? To decide that the story isn't really about dealing with implacable gods, but actually about beating the poo poo out of them? That you should fight some other manifestation of Eothas for no particular reason? Telling the player explicitly that he can't be defeated (which we strongly suggested, but players habitually ignore anyway)? I don't think I'm particularly clever or novel. I don't make these choices in an effort to wow/stun people with my radical takes. The stories I help develop focus on exploring ideas more than they focus on big confrontations. At times, that can be against genre conventions, but I'm not doing it to blow your fuckin' mind, man. In the case of Deadfire, it just didn't feel appropriate to fight Eothas. Maybe that was just the wrong story to tell or I set up to be told in a poor manner.
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| # ¿ Jul 25, 2018 00:46 |
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| # ¿ May 4, 2020 23:06 |
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Eothas does discuss why, in retrospect, he believes his mission in the Dyrwood wouldn’t have had the impact he initially thought. His claims would be too easy to deny, to rationalize around — and he’s an incarnate god. You’re just a Watcher, a claim that many people are skeptical of to begin with. How many arguments do people in this world make against records of faith — timelines, genealogies, events, even the existence of religious figures — that are dismissed either out of hand or with various levels of justification/rigor? The Watcher is just one person. At most, their entire company of companions makes up a dozen people. They know what they know, but doing something with it is more difficult than standing in the middle of Defiance Bay and shouting about it.
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| # ¿ Jul 26, 2018 17:49 |




