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rope kid
Feb 3, 2001

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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.
Yes. I can't remember what the limits are, but I think they may be +/- 3 or 4 levels from where they started.

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rope kid
Feb 3, 2001

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Furism posted:

Assassin's Creed Black Flag did this too. It was great then and it's great now.
BTW, the same guy directed and led both, Nils Brown.

rope kid
Feb 3, 2001

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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.

I am on the beta branch.
I am working on this for the next (not the current) patch at the moment.

rope kid
Feb 3, 2001

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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.
I wanted to decrease the overall number of combatants but still have fights with similar proportions to PoE1. We can do both of those things when the party size is lower and that's what we're doing now.

rope kid
Feb 3, 2001

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hifi posted:

Also the text based CYOA part was really cool and not fleshed out/used nearly enough.
There are almost 200 scripted interactions in the game (199, specifically). They heavily burdened both the narrative and art teams and I can't imagine leaning even more on them.

rope kid
Feb 3, 2001

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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.
Every companion has lines in case they're wearing the robes.

rope kid
Feb 3, 2001

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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.
I designed an interface for it a long time ago but it was not implemented due to time.

rope kid
Feb 3, 2001

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Medium armor is good on monks IME.

rope kid
Feb 3, 2001

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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.
These are not fungible resources.

quote:

Oddly, in the beta “hard” was actually, you know, hard, so it’s puzzling why the release was a step backward.
Difficulty is always relative to the encounters that designers set up. The Backer Beta areas had more iteration and feedback than any other areas in the game.

rope kid
Feb 3, 2001

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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.
Making video games is not like making films or TV shows. It's nothing like theatre production. We do pre-production, but the ability to staff up/down is much less flexible than it is for most film and TV productions. Staffing for games is dominantly based around on-site full-time employment because development is much more like traditional software development than filmmaking. Finding a qualified employee for a position takes, at best, a few weeks. Some positions take months to fill and some of those hires don't work out. Hiring also requires a massive amount of time from people on the team. It's expensive in both time and money, just as it is for traditional software development.

rope kid
Feb 3, 2001

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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?
It is different for small/indie developers, yes. However, the number of developers on those projects is typically very, very small with many developers wearing different hats. It's not uncommon for the entire workforce to be in different locations. I'm not sure about mobile.

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.

rope kid
Feb 3, 2001

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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?
Honestly, the upcoming patch will be the first real and sober attempt at power balancing. During my playthroughs (and going through Backer Beta feedback) I saw a lot of eye-watering builds and content that didn't vary much on Veteran and PotD.

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.

rope kid
Feb 3, 2001

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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.
A great scythe is passing through all of your favorite builds and gear.

rope kid
Feb 3, 2001

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Hieronymous Alloy posted:

Huzzah!

now we will know who to blame

There was a decent list of perceived-as-overpowered abilities on the official forums here:

https://forums.obsidian.net/topic/9...t-patch-12-wip/

I don't agree with all of it (the ascended buff is just fine!) but it's a good starting place. I hope upscaling weaker abilities gets as much attention as downscaling the OP stuff , but I suspect you've seen my pet peeves there (several Cipher abilities, from Mental Binding through Ancestor's Honor to Haunting Chains, are just flat-out not worthwhile; defensive mindweb should go away on crit not on any damage; )
Some things will come up, but our main focus is on bringing incredibly overpowered bonuses down. There are definitely subclasses and individual abilities that should be stronger, but the general complaints seem to be more about overall ease of combat than the subclasses/abilities that fall short.

rope kid
Feb 3, 2001

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PotD and Level Scaling now add Penetration (in the next patch).

rope kid
Feb 3, 2001

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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?
That is a bug, yes.

rope kid
Feb 3, 2001

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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?
Listen to the Deadfire Lines shanty for a clue.

rope kid
Feb 3, 2001

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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.
There been some telling reactions from players, such as yours, that ignore or downplay the ways in which the companions behave differently based on their backgrounds because they didn't behave differently in another way that the player would have preferred.

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.

rope kid
Feb 3, 2001

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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

@obsidian

That depends on what the items are.

rope kid
Feb 3, 2001

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Shooting gunpowder barrels with a firearm makes them explode.

rope kid
Feb 3, 2001

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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.
We spent a while experimenting with different art styles for loading screens. I wanted to go for something like the funny Tom Baxa illustrations for the Campaign Sourcebook and Catacomb Guide or the illustrations that Jim Holloway did for DCC.

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.

rope kid
Feb 3, 2001

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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.
This is the only one we finalized:

rope kid
Feb 3, 2001

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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.

rope kid
Feb 3, 2001

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Subjunctive posted:

I’m wondering what’s going to happen to empowered multi-target spells.
Those were functioning improperly. Any ability that scaled projectiles, secondary AoE hits, or bounces has way, way more power injected into it via power level scaling than it was supposed to. It is being fixed, but I know that it's not a simple fix and I don't know the current status of it.

rope kid
Feb 3, 2001

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Eraflure posted:

Stats really aren't a big deal.
True gamers know that Pillars Attributes are completely irrelevant and companions are unusable unless they have a very specific spread of Attributes.

rope kid
Feb 3, 2001

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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"?
We have a design for a new enchantment interface that we're iterating on. It will be a little while before we put it out, but it will be a big improvement.

rope kid
Feb 3, 2001

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I have explained repeatedly why firearms have reduced crit damage in both Pillars 1 and Deadfire.

rope kid
Feb 3, 2001

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BTW, there are very special circumstances under which One-Eyed Pim will appear.

rope kid
Feb 3, 2001

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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

rope kid
Feb 3, 2001

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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.

rope kid
Feb 3, 2001

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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.

rope kid
Feb 3, 2001

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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 aimed for players to sense that they couldn't do anything to change Eothas' course by the end of Ashen Maw. He says it explicitly, the gods are resigned to it, and the player sees Eothas walk out of the full force of an erupting volcano + tsunami without suffering any damage. He is so far beyond the size and mass of even the largest monsters the player faces that I believe the majority of players understood that going in to Ukaizo. I can't account for every player expectation, but I do my best to set those expectations up in a way that makes sense in the context of the story at hand and the Pillars IP.

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.

rope kid
Feb 3, 2001

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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!!!!!!!"
I view this as the equivalent of attentively watching No Country for Old Men and being completely thrown for a loop by the ending in spite of the rest of the film.

rope kid
Feb 3, 2001

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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.
One of the many unfortunate outcomes of modern scholarship is Joseph Campbell's reductivism of world mythology through the sieve of the monomyth and authors' belief that they have to / should construct stories within that specific framework. For contrast, anyone can pick up Italo Calvino's Italian Folktales and immediately find dozens of stories that don't conform to the monomyth theory.

rope kid
Feb 3, 2001

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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.
Where did we advertise Deadfire as a monomyth story?

rope kid
Feb 3, 2001

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Well I guess in retrospect we shouldn't have run this ad.

rope kid
Feb 3, 2001

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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.

rope kid
Feb 3, 2001

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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.
The Pallid Knight gives you this answer explicitly at two points in the game 1) before you know what he's doing, your goal is to find out what he's doing (first encounter with her in the Beyond) 2) after you know what he's doing, your goal is to influence how he ends things (either the 2nd to last or final conversation with the gods).

rope kid
Feb 3, 2001

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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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rope kid
Feb 3, 2001

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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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