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f13.net General Forums => Gaming => Topic started by: Lucas on September 14, 2012, 10:45:36 AM



Title: Obsidian's "Pillars of Eternity"
Post by: Lucas on September 14, 2012, 10:45:36 AM
Nah, it will never get funded  :grin:

http://www.kickstarter.com/projects/obsidian/project-eternity

Quote
Obsidian Entertainment and our legendary game designers Chris Avellone, Tim Cain, and Josh Sawyer are excited to bring you a new role-playing game for the PC. Project Eternity (working title) pays homage to the great Infinity Engine games of years past: Baldur’s Gate, Icewind Dale, and Planescape: Torment.


Project Eternity aims to recapture the magic, imagination, depth, and nostalgia of classic RPGs that we enjoyed making - and playing. At Obsidian, we have the people responsible for many of those classic games and we want to bring those games back… and that’s why we’re here - we need your help to make it a reality!


Title: Re: Obsidian's "Project Eternity"
Post by: rk47 on September 14, 2012, 10:49:48 AM
Oh, they ran out of shitty sequels to make huh?  :why_so_serious:


Title: Re: Obsidian's "Project Eternity"
Post by: Hawkbit on September 14, 2012, 10:51:13 AM
I've watched it jump $10,000 in the three minutes I've watched the first half of the movie.  Heh.


Title: Re: Obsidian's "Project Eternity"
Post by: Ingmar on September 14, 2012, 11:28:28 AM
Was just coming here to post this, and then going back to fund it.


Title: Re: Obsidian's "Project Eternity"
Post by: Amaron on September 14, 2012, 11:38:08 AM
Oh, they ran out of sequels to ruin huh?  :why_so_serious:

FTFY


Title: Re: Obsidian's "Project Eternity"
Post by: koro on September 14, 2012, 11:53:37 AM
I've liked every single Obsidian game I've played (with the exception of Dungeon Siege 3 which I haven't played) and most of the Black Isle games as well.

I will probably like this too.


Title: Re: Obsidian's "Project Eternity"
Post by: Sky on September 14, 2012, 12:05:13 PM
For $20? Fuck yeah.

I HATELOVE KICKSTARTER AND I HAVE A PROBLEM

:)


Title: Re: Obsidian's "Project Eternity"
Post by: Bunk on September 14, 2012, 12:07:51 PM
Well, that just officially made me sign up a kickstart account, dammit.


Title: Re: Obsidian's "Project Eternity"
Post by: Comstar on September 14, 2012, 12:12:31 PM
Well, that just officially made me sign up a kickstart account, dammit.

If I was a millionaire, I would buy a NPC character. If I was a multi millionaire, I'd retire to a tavern. Instead, I'll just buy the Tshirt.


Title: Re: Obsidian's "Project Eternity"
Post by: schild on September 14, 2012, 12:21:24 PM
This will get funded, but will never get an ending.

Edit: Also, this will cost more in the realm of $5M to make, easy. So the 1.1M is shooting way low.


Title: Re: Obsidian's "Project Eternity"
Post by: Soln on September 14, 2012, 03:20:34 PM
Doh.  Just added it to the Kickstarter thread.   

Who cares?? Take meh moniies!


Title: Re: Obsidian's "Project Eternity"
Post by: Teleku on September 14, 2012, 03:50:46 PM
Yeah, I just had to throw money at it.


Title: Re: Obsidian's "Project Eternity"
Post by: Lucas on September 14, 2012, 04:00:11 PM
+Pledged: me wants collector's boxed version + tshirt+cloth map+ cloth patch  :grin:



Title: Re: Obsidian's "Project Eternity"
Post by: schild on September 14, 2012, 05:42:18 PM
Commented in the Kickstarter thread, but pretty tempted to open the donation drive longer to try and get an f13 sponsored $1,000 level. >_>


Title: Re: Obsidian's "Project Eternity"
Post by: Amaron on September 14, 2012, 06:12:46 PM
Seems they'll meet their goals sometime tomorrow.  I'll predict 4 million funding at the end.


Title: Re: Obsidian's "Project Eternity"
Post by: Ceryse on September 14, 2012, 07:42:53 PM
This got me to back something on Kickstarter. I expect it to suck in some way, but god damn.. worth the risk.


Title: Re: Obsidian's "Project Eternity"
Post by: Zetor on September 14, 2012, 09:51:09 PM
I foresee many hopes being dashed and illusions shattered.

That said, $20 suddenly found itself missing from my bank account  :awesome_for_real:


Title: Re: Obsidian's "Project Eternity"
Post by: Amaron on September 15, 2012, 12:28:36 PM
How exactly do they get the info for shipping the game anyways?  Does amazon give them an address or what?


Title: Re: Obsidian's "Project Eternity"
Post by: caladein on September 15, 2012, 12:31:18 PM
They should ask in a survey through KS after the campaign finishes. Same with t-shirt sizes and such.


Title: Re: Obsidian's "Project Eternity"
Post by: Amaron on September 15, 2012, 02:17:46 PM
Well it's official now.  Obsidian's website appears to be dying under load too.  If nothing else we can call this some seriously successful marketing.


Title: Re: Obsidian's "Project Eternity"
Post by: Lucas on September 15, 2012, 02:18:10 PM
Funded in about 24 hours, lol. Now they'll post the so called "stretch goals" (they already talked about new areas, NPCs etc.)


Title: Re: Obsidian's "Project Eternity"
Post by: Simond on September 15, 2012, 02:21:22 PM
Quote
Project Eternity is an isometric, party-based RPG set in a new fantasy world developed by Obsidian Entertainment.
Quote
Combat will be old-school. "It'll feel like Baldur's Gate 2. After discussions here, we decided to pursue a similar combat style to the [games on the Infinity Engine, like Baldur's Gate and Icewind Dale]—real time with pause. It'll offer the same breadth and depth of combat choices as you'd expect from combats in Baldur's Gate, and our combat system has been one of the first systems we've delved into for the Kickstarter."

The world is totally original. "It's fantasy with its own voice. Josh Sawyer has been leading the charge with the world and race creation—at first glance, players will recognize archetypes and seemingly-familiar landscapes, but often, we just use that as a means to draw you in and let you begin to see the subtleties and differences. Our first goal with the world creation was to make a world that's fun to explore first, and then construct the lore, factions, and conflicts around that."

This is a game with soul. "So there are a few things—we want the player to be able to build their own character, and we want the player to be able to evolve and grow. And this growth wouldn't be limited to the first game, but would continue into subsequent titles as well. The story and world is built around the concept of magic and power tied to a character's soul, and the player's soul and the souls of his companions are... special."

You won't get to create your own party. That's not a bad thing. "Much like Baldur's Gate and Planescape Torment, the player creates one character and gathers a party while exploring the world. We'll be giving the companions as much love and attention as we've done in our titles in the past, from Torment all the way up to [Neverwinter Nights 2:] Mask of the Betrayer and Fallout: New Vegas. We don't want them to outshine the player, but support him and act as a sounding board for his decisions and choices in the game. Our desire is the player character and the companions (if they survive) will go beyond simply one title into future installments."

It will look like the old classic isometric games. "While Project: Eternity heralds back to the Infinity Engine games our fans have played, we'll be using a different engine and it will be isometric. We feel isometric lends itself to more tactical party-based play."

If the Kickstarter fails, they'll just try again. "[We'll] refine the idea, figure out what didn't work, then try again. The nice thing about KS is that you know in 30 days (often, less) if your idea doesn't resonate with the public, rather than 2-3 years down the line or trying to pump so many marketing dollars at people they become brainwashed into liking an idea that never resonated with them in the first place. (That's my final rant.)"

If the Kickstarter succeeds, this will be a franchise. "It means we FINALLY have a world of our own that we can build upon, not just for this title but for future releases down the line. We've wanted to do our own RPG world for a long, long time, and it's been hard to pursue outside of existing franchises. Project: Eternity is our chance to take all the RPG knowledge, mechanics, lore, and characterization we've learned over the years and turn it into the game our fans have been hungering for."
(http://i.imgur.com/7Nqxg.gif)


Title: Re: Obsidian's "Project Eternity"
Post by: Amaron on September 15, 2012, 02:45:09 PM
The amount of people shelling out $250+ is impressive so far.  There are only 5,000 pledges left for the discount $20 dollar version of the game by the way.  Better get them fast if you want in.


Title: Re: Obsidian's "Project Eternity"
Post by: KallDrexx on September 15, 2012, 03:06:18 PM
Maybe I'm broken, but I'd rather pay $40 or so between April - August then pay $20 now and not get to play anything until at least April 2014....


Title: Re: Obsidian's "Project Eternity"
Post by: Tannhauser on September 15, 2012, 05:14:43 PM
Man, I hope this comes out, it would really scratch an itch of mine.  I love the old isometric RPG's.


Title: Re: Obsidian's "Project Eternity"
Post by: Amaron on September 15, 2012, 06:44:06 PM
Quote
1.1 million, Base Goal – Achieved!
Base game includes three races, five classes, and five companions. We have ideas for these, but we want to hear your opinions on what you'd like to see. Stay tuned to Kickstarter, our website, and our forums to join in on the conversation.

1.4 million, New Playable Race, Class, and Companion!
Expands your options for character creation and adds a companion of the new class.

1.6 million, a Mac Version of Project Eternity and The Story Grows!
We've listened and we’ll make a Mac version of the game at this tier. We're also going to add a new major storyline along with new quests, locations, NPCs, and unique loot (special histories everyone?).

1.8 million, New Playable Race, Class, and Companion!
The options grow for your main character and the roster of your motley crew expands with the addition of a new companion from the selected class.

2.0 million, Player House!
Get your own house in the game that you can customize, store equipment in, and where your companions hang out, or, as the elves say, "chillax".

2.2 million, a new Region, a new Faction and another new Companion! And, dare we say it... ? LINUX!
Great news, everyone! For the Tarball Knights of Gzippia out there, we'll be adding Linux support!
Also, the world of Project Eternity grows in a major way with the inclusion of a whole new faction and the territory it holds. This adds new NPCs, quests, magic items, and hours of gameplay. And yes, you got it, another companion.

We've been listening to your feedback, and have the following announcements:

DRM Free: We are looking into it! Please check back for updates.

Some of those goals seem weird.  Extra companion?  Like they aren't going to put in enough companions unless they reach 2.2 million?  I don't want them wasting money on an endless stream of race/companion options.


Title: Re: Obsidian's "Project Eternity"
Post by: caladein on September 15, 2012, 07:43:07 PM
Those are pretty standard stretch goals: the logic being more money in the budget, more features can be added (and have their accompanying art assets and testing done). Beyond that of course is that encourages more people to contribute and/or increase their amount with each "Hey, we're close to hitting this goal!" thing.

Only thing that jumps out at me is that Mac wasn't in the base budget already, but this does involve them building their own engine (Oh boy...) versus using something off-the-shelf like Unity (which is what Wasteland 2 uses).


Title: Re: Obsidian's "Project Eternity"
Post by: Hutch on September 16, 2012, 11:54:48 AM
I got one of the last 100 $20 pledges.
They're up past 1.3 million pledged.
I note that their delivery estimate has moved out to April of 2014  :why_so_serious:

edit: hmm, unless it was always April 2014, and I'm mixing these guys up with a different KS


Title: Re: Obsidian's "Project Eternity"
Post by: Merusk on September 16, 2012, 01:23:45 PM
A game dev saying "April 2014" means "December, 2015" right?


Title: Re: Obsidian's "Project Eternity"
Post by: Zetor on September 16, 2012, 02:06:50 PM
I can't help but notice that "Game ships with a finished ending" is missing from the stretch goals. :why_so_serious:


Title: Re: Obsidian's "Project Eternity"
Post by: Kail on September 16, 2012, 02:23:04 PM
I can't help but notice that "Game ships with a finished ending" is missing from the stretch goals. :why_so_serious:

Rumor is that they didn't have time to finish describing the stretch goals.  Some fans are working on a patch to restore the missing goals.


Title: Re: Obsidian's "Project Eternity"
Post by: calapine on September 16, 2012, 02:38:41 PM
I can't help but notice that "Game ships with a finished ending" is missing from the stretch goals. :why_so_serious:

Rumor is that they didn't have time to finish describing the stretch goals.  Some fans are working on a patch to restore the missing goals.

Quote
e·ter·ni·ty  (-tûrn-t)
n. pl. e·ter·ni·ties
1.  A very long or seemingly endless time: waited in the dentist's office for an eternity.

It's right there in front of our eyes...  :grin: :why_so_serious:


Title: Re: Obsidian's "Project Eternity"
Post by: caladein on September 16, 2012, 03:17:54 PM
I note that their delivery estimate has moved out to April of 2014  :why_so_serious:

edit: hmm, unless it was always April 2014, and I'm mixing these guys up with a different KS

Maybe, they changed it, but different tiers can have different deliverable dates so that might have been what you were looking at.


Title: Re: Obsidian's "Project Eternity"
Post by: Margalis on September 16, 2012, 04:42:39 PM
Obsidian working without a publisher to force them to do QA sounds very dangerous. I expect a game with a large scope that barely functions.


Title: Re: Obsidian's "Project Eternity"
Post by: schild on September 16, 2012, 06:17:29 PM
I have no intention of donating to this. I don't really donate to game stuff unless it's super indie and the chances of it coming out are better than, say, 80%. I give this a 10% chance of reaching the market in a state I care about. The comment about donations was merely because it would've been neat to have an f13 sponsored thing in it.


Title: Re: Obsidian's "Project Eternity"
Post by: Malakili on September 16, 2012, 07:15:49 PM
Obsidian working without a publisher to force them to do QA sounds very dangerous. I expect a game with a large scope that barely functions.

This is more or less why I'm not pitching in.  If its good, great, I'll buy it.  But I have a bad feeling about this.


Title: Re: Obsidian's "Project Eternity"
Post by: Yegolev on September 16, 2012, 08:45:15 PM
I'm thinking it's a scam.  This will be the Duke Nukem Forever of western RPGs.


Title: Re: Obsidian's "Project Eternity"
Post by: Amaron on September 16, 2012, 08:46:13 PM
Either the game comes out and it's good or it's a failure and Chris Avellone is blacklisted by his former fans.  Win-win.


Title: Re: Obsidian's "Project Eternity"
Post by: Yegolev on September 16, 2012, 08:50:57 PM
Or he moves to another country on the windfall and gives no fucks.

Scaaaaaaaaaam.


Title: Re: Obsidian's "Project Eternity"
Post by: Merusk on September 17, 2012, 05:01:30 AM
Obsidian working without a publisher to force them to do QA sounds very dangerous. I expect a game with a large scope that barely functions.

I hadn't even considered that; excellent point.  So it'll come out 4 years later AND buggy as fuck because of no publisher push to get shit wrapped-up and cleaned-up.

I'm thinking it's a scam.  This will be the Duke Nukem Forever of western RPGs.
:thumbs_up:


Title: Re: Obsidian's "Project Eternity"
Post by: Amaron on September 17, 2012, 09:42:38 AM
Or he moves to another country on the windfall and gives no fucks.

Scaaaaaaaaaam.

This is just a drop in the bucket compared to the money the company regularly works with.  I'd say the real worry is that they'll simply use it up on some other title.  Then when that project bombs they have no cash left to finish Eternity.


Title: Re: Obsidian's "Project Eternity"
Post by: Simond on September 17, 2012, 10:08:12 AM
Obsidian working without a publisher to force them to do QA sounds very dangerous. I expect a game with a large scope that barely functions.
Counterpoint: Obsidian is working without a publisher that suddenly halves the development time and tells them to ship it in three months, finished or not and then bases payment on Metacritic score.


Title: Re: Obsidian's "Project Eternity"
Post by: koro on September 17, 2012, 10:34:21 AM
Or: Obsidian is working without a publisher who, after announcing the delay of a game for 10 months, refuses to let them actually work on it in the intervening period.


Title: Re: Obsidian's "Project Eternity"
Post by: Riggswolfe on September 17, 2012, 10:43:19 AM
I did the $35 pledge. The way I view it is worst case scenario, I'm out $35. Best case I get something akin to a modern Balder's Gate. The truth will likely be somewhere in the middle.


Title: Re: Obsidian's "Project Eternity"
Post by: Yegolev on September 17, 2012, 01:24:11 PM
I find your lack of cynicism disturbing.


Title: Re: Obsidian's "Project Eternity"
Post by: Zetor on September 17, 2012, 01:33:12 PM
Everyone knows it's going to be Alpha Protocol 2: Revenge of the South Park RPG - obviously.

I flushed $20 down the drain pitched in for The Cause because this team was also responsible for at least three of my favorite games. I expect nothing but tears and the gnashing of teeth, but maybe I'll be pleasantly surprised!


Title: Re: Obsidian's "Project Eternity"
Post by: schild on September 17, 2012, 02:40:50 PM
I feel like we're sort of missing something as a collective in this thread. When I give money to an indie thing on Kickstarter, it's between $20 and $100 and I get the product within 6 months outside of insanely bad outliers that are rare in the current days of Kickstarter (but were fairly common a year ago - Glory to Rome Black Box and Dice Age spring to mind).

This Kickstarter is for a game that will not come out for well over a year if it EVER comes out.

Am I the only one that thinks this is totally crazytown? Also, am I the only one that thinks that if a company like Obsidian having worked on properties like SWTOR and such can't fund a goddamn few million dollar game, that they probably won't be able to do it even with the funding? (Here's to hoping I'm wrong)


Title: Re: Obsidian's "Project Eternity"
Post by: ghost on September 17, 2012, 02:49:17 PM
I still find it funny that you donated to Dice Age.   :awesome_for_real:


Title: Re: Obsidian's "Project Eternity"
Post by: Yegolev on September 17, 2012, 02:55:25 PM
Quiet, you.

I think it is also crazytown, but far be it from me to tell people how to manage their personal resources.  I just happen to think that modern games are beyond the ability of Obsidian and the faults with their more contemporary games are not entirely due to asshat publishers.  I'm not donating to this, and only partly due to my own financial situation.


Title: Re: Obsidian's "Project Eternity"
Post by: ghost on September 17, 2012, 03:08:55 PM
Hey, I've donated to more crackpot shit than schild would ever dream of, so I can at least poke at him for Dice Age.   :awesome_for_real:

I'm wondering what percentage of this shit will actually come through in the end.  I'm sad to say that Obsidian got my $20 for this one.........  :oh_i_see:


Title: Re: Obsidian's "Project Eternity"
Post by: Ingmar on September 17, 2012, 03:22:04 PM
just happen to think that modern games are beyond the ability of Obsidian

New Vegas was basically flawless other than one really shitty DLC. Well, flawless might not be the word. It was "without any major issues" perhaps.

That said, I don't think anyone donating to this expects, or really *wants* a "modern" game out of it. They want a throwback.


Title: Re: Obsidian's "Project Eternity"
Post by: ghost on September 17, 2012, 03:35:59 PM
Wasn't New Vegas basically handed to them on a silver platter?  What did they have to do other than retool FO3? 

Also, which DLC do you consider shitty from New Vegas?


Title: Re: Obsidian's "Project Eternity"
Post by: Ingmar on September 17, 2012, 03:39:13 PM
Dead Money is the crappy one.

I don't know what magical thing they did to make the FO3 engine work, but FO3 crashed for me literally dozens of times. I had lockups maybe 2 or 3 times in New Vegas. Beyond that though, I think pretty much every system in the game is improved in New Vegas compared to FO3, the story is better, the characters are better, the game feels far more "Fallout" probably because the people who were making it, you know, made Fallout.

And none of that is to say that FO3 was a bad game, it was pretty good when it wasn't locking up or going all video-crazy, but New Vegas is several notches above IMO.


Title: Re: Obsidian's "Project Eternity"
Post by: ghost on September 17, 2012, 03:49:02 PM
Yeah, I agree with you on those points.  Dead money was interesting one time through, but it's not one that I care to play again.  It reminded me too much of the things that bugged the shit out of me about Bioshock. 


Title: Re: Obsidian's "Project Eternity"
Post by: Bunk on September 17, 2012, 03:54:32 PM
I chipped in on this based on nostalgia alone. I'd been craving this type of oldschool rpg for a while, but I just can't bring myself to going back to 10 year old pc interfaces.

To me, the chance of getting something BG2 like again, is worth a $20 gamble. Even if it might be two years from now.


Title: Re: Obsidian's "Project Eternity"
Post by: Margalis on September 17, 2012, 03:56:54 PM
New Vegas was basically flawless other than one really shitty DLC. Well, flawless might not be the word. It was "without any major issues" perhaps.

Blue-screened every 5 minutes on my co-workers PC.


Title: Re: Obsidian's "Project Eternity"
Post by: lamaros on September 17, 2012, 04:08:51 PM
Dead Money is the crappy one.

I don't know what magical thing they did to make the FO3 engine work, but FO3 crashed for me literally dozens of times. I had lockups maybe 2 or 3 times in New Vegas. Beyond that though, I think pretty much every system in the game is improved in New Vegas compared to FO3, the story is better, the characters are better, the game feels far more "Fallout" probably because the people who were making it, you know, made Fallout.

And none of that is to say that FO3 was a bad game, it was pretty good when it wasn't locking up or going all video-crazy, but New Vegas is several notches above IMO.

So they're good at making an expansion pack (the stability might have been better for you, but wasn't for all, and it might have been due to work others did on the engine, not them) - doesn't mean they have gained the ability to make a good game from scratch.


Title: Re: Obsidian's "Project Eternity"
Post by: Amaron on September 17, 2012, 04:11:12 PM
Am I the only one that thinks this is totally crazytown? Also, am I the only one that thinks that if a company like Obsidian having worked on properties like SWTOR and such can't fund a goddamn few million dollar game, that they probably won't be able to do it even with the funding? (Here's to hoping I'm wrong)

Twenty bucks is really nothing though.  That's a cheap date.  I pre-bought GW2 for $60 and I hardly played it.  Buying games is always this sort of risk.  Also Obsidian didn't work on SWTOR did they?   They've always been the type of studio to work off publisher loans anyways.


Title: Re: Obsidian's "Project Eternity"
Post by: Llyse on September 17, 2012, 04:43:40 PM

Twenty bucks is really nothing though.  That's a cheap date.  I pre-bought GW2 for $60 and I hardly played it.  Buying games is always this sort of risk.  Also Obsidian didn't work on SWTOR did they?   They've always been the type of studio to work off publisher loans anyways.

$20 is a tightarse date but I realise now I shouldn't just contribute to stuff I think is cool but won't even spend time on anymore. That said I really would love a new UI Baldur's gate... I'll just eat the money cost when they release a GOTY edition  :awesome_for_real:


Title: Re: Obsidian's "Project Eternity"
Post by: Malakili on September 17, 2012, 05:05:50 PM
I feel like we're sort of missing something as a collective in this thread. When I give money to an indie thing on Kickstarter, it's between $20 and $100 and I get the product within 6 months outside of insanely bad outliers that are rare in the current days of Kickstarter (but were fairly common a year ago - Glory to Rome Black Box and Dice Age spring to mind).

This Kickstarter is for a game that will not come out for well over a year if it EVER comes out.

Am I the only one that thinks this is totally crazytown? Also, am I the only one that thinks that if a company like Obsidian having worked on properties like SWTOR and such can't fund a goddamn few million dollar game, that they probably won't be able to do it even with the funding? (Here's to hoping I'm wrong)

I am willing to go in on a game very early if they will give me a copy of the game AND (note AND) give me something playable right away.  I went in Minecraft pretty early in alpha, I went in on Project Zomboid very early in alpha, and I went in on Natural Selection 2 very early in beta.  In all cases I got something playable (in all cases admittedly barely), but to me that made it go from "would never do" to "Well, if all else fails I got to play something for a while."

So in other words, yes, I think this is crazytown.


Title: Re: Obsidian's "Project Eternity"
Post by: Lucas on September 17, 2012, 05:27:51 PM
Update #3:
http://www.kickstarter.com/projects/obsidian/project-eternity/posts/310512

As it stands right now:

* Party size: Player Character + up to 5 companions
* Party formations (pre-set and user created)
* Character creation is in (sex, class, race & subrace, traits, ability scores, portrait, gear, skills, talents)
* fully fledged companions (game mechanics and narrative purposes, strategic approach to fights; reactive to PC and game world)
* "Companions are never forced on the player. Players can explore the entire world and its story on their own if they so choose."

Set up:
Quote
The player witnesses an extraordinary and horrific supernatural event that thrusts them into a unique and difficult circumstance. Burdened with the consequences of this event, the player has to investigate what has happened in order to free themselves from the restless forces that follow and haunt them wherever they go.

And more at the above mentioned link (including a video by Josh Sawyer basically repeating the same stuff).


Title: Re: Obsidian's "Project Eternity"
Post by: Hawkbit on September 17, 2012, 06:04:26 PM
I feel like we're sort of missing something as a collective in this thread. When I give money to an indie thing on Kickstarter, it's between $20 and $100 and I get the product within 6 months outside of insanely bad outliers that are rare in the current days of Kickstarter (but were fairly common a year ago - Glory to Rome Black Box and Dice Age spring to mind).

This Kickstarter is for a game that will not come out for well over a year if it EVER comes out.

Am I the only one that thinks this is totally crazytown? Also, am I the only one that thinks that if a company like Obsidian having worked on properties like SWTOR and such can't fund a goddamn few million dollar game, that they probably won't be able to do it even with the funding? (Here's to hoping I'm wrong)

I am willing to go in on a game very early if they will give me a copy of the game AND (note AND) give me something playable right away.  I went in Minecraft pretty early in alpha, I went in on Project Zomboid very early in alpha, and I went in on Natural Selection 2 very early in beta.  In all cases I got something playable (in all cases admittedly barely), but to me that made it go from "would never do" to "Well, if all else fails I got to play something for a while."

So in other words, yes, I think this is crazytown.

I wanted to say this the other day, but figured I'd be laughed at for not "supporting" the Kickstarter idea.  If we were six months out and had seen some gameplay, I'd likely drop my cash.  However, nearly two years out from launch (in a perfect scenario)?  Hell, I might be dead by then.  Then I'd be a net loss of $20. 

But that's not the point, is it?   :oh_i_see:


Title: Re: Obsidian's "Project Eternity"
Post by: Ingmar on September 17, 2012, 06:06:12 PM
I don't think anyone is going to crawl up your ass for not throwing money at a Kickstarter of any kind. Except maybe Sky with Reaper minis.


Title: Re: Obsidian's "Project Eternity"
Post by: Margalis on September 17, 2012, 06:44:19 PM
Another thing that bothers me about this is that game design should naturally change during development. It's really odd to commit to very specific things like companion counts or how they should work exactly before going through any prototyping and testing.


Title: Re: Obsidian's "Project Eternity"
Post by: UnSub on September 17, 2012, 06:53:37 PM
I don't believe in most of the Kickstarters for video games that I've seen. So this one appears no more crazy to me than all the people who saw the words "Double Find point-and-click adventure released sometime later this year" and just had to throw cash at it.

If a studio has something tangible and needs some extra money from Kickstarter to finish the game, that's one thing. But the whole "we haven't started pre-production yet, here is some concept art and 3D models that may or may not have been created for this game, you'll get a t-shirt if you act now" approach just turns me off. And then there are the Kickstarters to create investor demos.

A lot of gamers have come to see the publishers as the bad guys, so that if only there were no publishers holding studios to ransom then the games would be better. Kickstarter is going to be an interesting testbed for that theory.



Title: Re: Obsidian's "Project Eternity"
Post by: Teleku on September 17, 2012, 06:57:23 PM
Another thing that bothers me about this is that game design should naturally change during development. It's really odd to commit to very specific things like companion counts or how they should work exactly before going through any prototyping and testing.
Frankly, I think those are imaginary carrots they're holding out to help encourage people to donate more.  Pretty sure most of that shit plus more will go in regardless of how much money the kickstarter nets them.  I have a feeling that in this case, it really is a kickstarter, where they'll get an initial couple million to get them going, which then gives them more leverage to have investors pick up the remainder of the bill.

I threw a good chunk of money at it because I have plenty of disposable income right now, I've enjoyed the vast majority of Obsidian games, and I want to see a new version of Balder's gate (and encourage more to be made).  God knows I don't trust the corpse of Bioware at this point.  Threw money at the Wasteland Kickstarter for the same reason.

Also, apparently I'm blessed, because I don't think any of the Fallout games ever crashed on me.  Ever since I built this Windows 7 machine about 3-4'ish years back, I've had zero problems with any games.  I'd just assumed Microsoft figured out how not to suck or something....


Title: Re: Obsidian's "Project Eternity"
Post by: Yegolev on September 17, 2012, 07:17:04 PM
New Vegas was basically flawless other than one really shitty DLC. Well, flawless might not be the word. It was "without any major issues" perhaps.

Don't throw a chain by backpedaling too hard.

What I think I want to do is copy this thread off somewhere and replace all the F13 poster names with Q2T ones, Obsidian references with LucasArts, and Kickstarter with Nigeria, then repost it a few months down the road and see what sort of outcry there is.


Title: Re: Obsidian's "Project Eternity"
Post by: Amaron on September 17, 2012, 07:33:10 PM
A lot of gamers have come to see the publishers as the bad guys, so that if only there were no publishers holding studios to ransom then the games would be better.

In this case it's not "better" it's that publishers won't make stuff in this particular niche.  It's been a long time and the only attempt was DA1 which was still a huge derivation from that formula.


Title: Re: Obsidian's "Project Eternity"
Post by: Rendakor on September 17, 2012, 09:58:07 PM
Dead Money is the crappy one.

I don't know what magical thing they did to make the FO3 engine work, but FO3 crashed for me literally dozens of times. I had lockups maybe 2 or 3 times in New Vegas. Beyond that though, I think pretty much every system in the game is improved in New Vegas compared to FO3, the story is better, the characters are better, the game feels far more "Fallout" probably because the people who were making it, you know, made Fallout.

And none of that is to say that FO3 was a bad game, it was pretty good when it wasn't locking up or going all video-crazy, but New Vegas is several notches above IMO.
While I'll agree with you on story and gameplay stuff, FO3 ran MUCH better for me than NV. I had very few technical problems with 3, while NV gave me a lot of crashes/lockups, and several glitchy quests including one that was broken entirely for me due to dialogue selection.


Title: Re: Obsidian's "Project Eternity"
Post by: Koyasha on September 17, 2012, 09:59:06 PM
Arcanum was pretty buggy, but it was also absolutely amazing, and I still find things in it that are interesting and different.  Even if these games are buggy like a lot of Obsidian games have been, if they even begin to approach the awesome of the old games like Arcanum, Torment, Baldur's Gate, etc, I'll be happy having thrown as much money at this project as I can afford.

And yeah, I just don't see publishers funding the kind of game that they suggest this is going to be these days.  By throwing money at this game I'm saying I like the idea.  I don't know if their specific implementation is going to be all I want, but at minimum the idea is one I support and would like to see more of.  This seems like the best way for me to express that in a meaningful way, because it says I am demonstrably willing to spend money on a particular type of game.  Same reason I'm going to be buying the BG enhanced edition; not because I really want anything they've added to it, since I already have that game in several formats, but because it says 'yes I am still willing to spend money on games like this, please observe this fact and make more'.


Title: Re: Obsidian's "Project Eternity"
Post by: Tebonas on September 18, 2012, 01:11:36 AM
Personally I've enjoyed every single Obsidian RPG until the point where the rush job to finish it showed. So of course they got my 20 Dollars. 2/3rds of an Obsidian RPG is worth more than the finished products of most competitors.



Title: Re: Obsidian's "Project Eternity"
Post by: Riggswolfe on September 18, 2012, 07:34:57 AM
Dead Money is the crappy one.

I don't know what magical thing they did to make the FO3 engine work, but FO3 crashed for me literally dozens of times. I had lockups maybe 2 or 3 times in New Vegas. Beyond that though, I think pretty much every system in the game is improved in New Vegas compared to FO3, the story is better, the characters are better, the game feels far more "Fallout" probably because the people who were making it, you know, made Fallout.

And none of that is to say that FO3 was a bad game, it was pretty good when it wasn't locking up or going all video-crazy, but New Vegas is several notches above IMO.
While I'll agree with you on story and gameplay stuff, FO3 ran MUCH better for me than NV. I had very few technical problems with 3, while NV gave me a lot of crashes/lockups, and several glitchy quests including one that was broken entirely for me due to dialogue selection.

I had the exact opposite experience. FO3 was a great game but not very stable while NV I had very few problems until I added tons of mods to it.


Title: Re: Obsidian's "Project Eternity"
Post by: Zetor on September 18, 2012, 07:37:03 AM
I found F:NV to be rock-solid* (especially compared to other games with Bethesda engines), and overall a heck of a lot better than F3 in pretty much every way. IMO it's the best 'western' RPG made since 2001, so I'm happy to toss my $20 on this particular piece of vaporware!

* note that I played it only 6-7 months after it launched -- I'm pretty sure it was a lot worse at launch. LolobsidianQA, etc.


Title: Re: Obsidian's "Project Eternity"
Post by: Lucas on September 18, 2012, 07:46:16 AM
There is a new article on Eurogamer: it combines new info from Tim Cain and what Sawyer said in yesterday's update:

http://www.eurogamer.net/articles/2012-09-18-project-eternity-interview-new-information-tentative-spring-2014-release-date

Quote
Project Eternity won't be built on Dungeons & Dragons rules. "We are making our own RPG mechanics," Cain revealed, even though D&D has been "a huge influence" on them.
At the core of the rules will be souls. In the Kickstarter video, Josh Sawyer said a character's soul was tied to the magic system. Cain expanded: "No, you don't have to be evil to access any abilities. They aren't categorised like that. Instead, in this world, your soul is connected to your power. Simply put, people who have whole, unbroken souls are more powerful than those people who just have fragments of souls. The nature of these souls, and how they might break, is something we will explore in the game.
"While there are social concepts of good and evil," he added, "the game does not track an alignment for the player. Instead we will use a reputation system to keep track of what different groups in the world think of you. Consequences of your actions will matter in Project Eternity."



Title: Re: Obsidian's "Project Eternity"
Post by: Riggswolfe on September 18, 2012, 07:57:46 AM
There is a new article on Eurogamer: it combines new info from Tim Cain and what Sawyer said in yesterday's update:

http://www.eurogamer.net/articles/2012-09-18-project-eternity-interview-new-information-tentative-spring-2014-release-date

Quote
Project Eternity won't be built on Dungeons & Dragons rules. "We are making our own RPG mechanics," Cain revealed, even though D&D has been "a huge influence" on them.
At the core of the rules will be souls. In the Kickstarter video, Josh Sawyer said a character's soul was tied to the magic system. Cain expanded: "No, you don't have to be evil to access any abilities. They aren't categorised like that. Instead, in this world, your soul is connected to your power. Simply put, people who have whole, unbroken souls are more powerful than those people who just have fragments of souls. The nature of these souls, and how they might break, is something we will explore in the game.
"While there are social concepts of good and evil," he added, "the game does not track an alignment for the player. Instead we will use a reputation system to keep track of what different groups in the world think of you. Consequences of your actions will matter in Project Eternity."



Cool. It sounds like they are essentially using the FO:NV system of tracking how different factions feel about you. I like that. Let's be honest, in New Vegas it was pretty clear the Legion was evil but the other groups were mostly "not as bad" rather than good and it worked pretty well.


Title: Re: Obsidian's "Project Eternity"
Post by: Lucas on September 18, 2012, 08:05:52 AM
Guns are briefly mentioned at the end of the Eurogamer article, but here's a quote from Josh Sawyer straight from the Obsidian forums:

http://forums.obsidian.net/topic/60265-please-no-guns/page__st__20#entry1192544

Quote
We will be doing an update on the technology of P:E, but in brief, the firearms of this world are relatively recent inventions and equivalent to the single-shot wheellock weapons found in 16th century Europe.  Their use is uncommon and for specific purposes.


Title: Re: Obsidian's "Project Eternity"
Post by: Lucas on September 19, 2012, 09:03:16 AM
Update #4:

http://www.kickstarter.com/projects/obsidian/project-eternity/posts

- New tiers ($50 and $80)
- DRM free with GOG (you will have the opportunity to choose between GOG and Steam)
- Add-ons to your existing pledge
- Beta access for those who pledged $140


Title: Re: Obsidian's "Project Eternity"
Post by: rk47 on September 19, 2012, 10:04:44 AM
So that's how they do the QA. They pay to be hired to hire Beta Testers.
All the best to Obsidian, I don't see the need to invest in this venture. Not so desperate for a game in 2 years time, thanks.


Title: Re: Obsidian's "Project Eternity"
Post by: NiX on September 19, 2012, 02:03:35 PM
It's so sad how badly I want this to hit 2 million so I can have my isometric hangout.


Title: Re: Obsidian's "Project Eternity"
Post by: Amaron on September 19, 2012, 02:41:17 PM
- Beta access for those who pledged $140


They need to improve the higher tiers even more.  If I'm not getting the box till release it better be equal to a normal box. 


Title: Re: Obsidian's "Project Eternity"
Post by: Furiously on September 19, 2012, 02:59:59 PM
I wish I had faith they would actually be able to complete this on time and budget.  Anyone want to bet on when they come back asking for more money?


Title: Re: Obsidian's "Project Eternity"
Post by: Amaron on September 19, 2012, 03:30:43 PM
I wish I had faith they would actually be able to complete this on time and budget.  Anyone want to bet on when they come back asking for more money?

Right after South Park flops.


Title: Re: Obsidian's "Project Eternity"
Post by: Sky on September 20, 2012, 12:30:10 PM
The comment about donations was merely because it would've been neat to have an f13 sponsored thing in it.
(http://s3.amazonaws.com/ksr/projects/289461/posts/312639/image-160976-full.jpg?1348165584)


Title: Re: Obsidian's "Project Eternity"
Post by: Yegolev on September 20, 2012, 12:47:44 PM
my eyes



are full of scam


Title: Re: Obsidian's "Project Eternity"
Post by: ghost on September 20, 2012, 02:03:44 PM
my eyes



are full of scam

But.....you get a beta key!


Title: Re: Obsidian's "Project Eternity"
Post by: Furiously on September 20, 2012, 02:28:07 PM
Can anyone suggest why this particular offering is better to get into now rather than waiting to see if it actually gets made?


Title: Re: Obsidian's "Project Eternity"
Post by: Viin on September 20, 2012, 02:47:59 PM
Too bad they don't do any profit sharing through Kickstarter - I don't see how anyone would donate $5k for a tshirt and a book, oh and a virtual NPC shaped like your favorite dwarf. Woo.


Title: Re: Obsidian's "Project Eternity"
Post by: Viin on September 20, 2012, 02:48:50 PM
Can anyone suggest why this particular offering is better to get into now rather than waiting to see if it actually gets made?

At this point, I'd say not worth it. It's funded, so it's being made. The main reason to hop on the kickstarter is to get the project going. Now that it's going ... I'd wait.


Title: Re: Obsidian's "Project Eternity"
Post by: Hutch on September 20, 2012, 02:54:50 PM
Can anyone suggest why this particular offering is better to get into now rather than waiting to see if it actually gets made?

At this point, I'd say not worth it. It's funded, so it's being made. The main reason to hop on the kickstarter is to get the project going. Now that it's going ... I'd wait.

Being funded does not necessarily mean it will get made. At this point, it just means that you won't get your money back.

But if it does get made, then you can reserve a copy now for $25, instead of whatever they'll charge for it once it goes retail.
If you're into the perks, you can decide for yourself if they're worth the money.


Title: Re: Obsidian's "Project Eternity"
Post by: Viin on September 20, 2012, 02:57:31 PM
Being funded does not necessarily mean it will get made. At this point, it just means that you won't get your money back.

Of course, but more money (above the original asked for amount) doesn't mean it will necessarily get made either.


Title: Re: Obsidian's "Project Eternity"
Post by: Amaron on September 20, 2012, 03:13:18 PM
It's not really funded though.  That's just an arbitrary number they set at which they think they can put together something bare bones. 


Title: Re: Obsidian's "Project Eternity"
Post by: Threash on September 20, 2012, 04:35:52 PM
Can anyone suggest why this particular offering is better to get into now rather than waiting to see if it actually gets made?

At this point, I'd say not worth it. It's funded, so it's being made. The main reason to hop on the kickstarter is to get the project going. Now that it's going ... I'd wait.

Being funded does not necessarily mean it will get made. At this point, it just means that you won't get your money back.

But if it does get made, then you can reserve a copy now for $25, instead of whatever they'll charge for it once it goes retail.
If you're into the perks, you can decide for yourself if they're worth the money.


If it's on steam you can just get it for 5 bucks six months later, you are gonna wait several years already as it is.


Title: Re: Obsidian's "Project Eternity"
Post by: ghost on September 20, 2012, 05:02:38 PM
Can anyone suggest why this particular offering is better to get into now rather than waiting to see if it actually gets made?

It's really gambling.  The 20 bucks is certainly less than you'll pay at launch, but it's probably more than you'll pay on Steam in 6 months.  Hell, maybe even in 3 months.  But then again it might be good.  I figure there's a 5% chance it will be Fallout NV good. 


Title: Re: Obsidian's "Project Eternity"
Post by: Furiously on September 20, 2012, 09:32:46 PM
Without a publisher to push them are they going to be able to make a game on budget? My magic 8-ball says... "No."


Title: Re: Obsidian's "Project Eternity"
Post by: rk47 on September 21, 2012, 12:44:16 AM
See, i'm kinda baffled like that. Why are they aiming it soooo low? 1.1 mil for a 2 year development cycle? the fuck?
They hit that within a week and made themselves look greedy by adding more and more stretch goals.

In the end, I  fear they might .... overstretch themselves .  :drill:
Not optimistic on this project at all.


Title: Re: Obsidian's "Project Eternity"
Post by: koro on September 21, 2012, 01:38:07 AM
It's starting to sound like some of you need to show the court where on the doll Feargus Urquhart touched you.


Title: Re: Obsidian's "Project Eternity"
Post by: rk47 on September 21, 2012, 02:11:23 AM
can't blame us for being cynics, but alright, let's go:

KOTOR 2- awesome script - unusual take on Star Wars universe - bogged with a shitload of bugs errors and rushed ending. We thought it's just Obsidian having a first time's nervousness....maybe they'll get better...
NWN 2 - Shit camera, terrible frame rate at launch, gameplay was mostly attempting to get used to the camera while being accompanied by a dwarf who likes to fight, a tiefling who likes to thief, and a elf who loves forests. /golfclap a true D&D experience.
NWN 2 Expansions - MOTB was a step in the right direction, but gameplay remains shit. Epic badgers HP and Epic D&D isn't enjoyable. Storms of Zehir - no, the game has outstayed its welcome.
Alpha Protocol - Oh man, I waited a LONG time before giving this a go from the bargain bin. It was so buggy at release and the gameplay is a mish-mash of mini game. I really thought Obsidian is going to give their best shot in this project, AP being their own IP and all...but nope. Aside from nice characters - the timed dialogue sequence just made it very frustrating since it's quite unclear at some point on how the protag would respons when you pick certain lines.
Dungeon Siege 3 - OH OOOOH IT'S D3 !!! OMFG OBSIDIAN IS MAKING D3!!! No wai- It's D-Ass 3.  :headscratch: Are they that desperate? I bought the DS pack 123 for $10. That's how fast it dropped - what a turd. I fought with the camera before being told that a gamepad would make my action RPG experience better. I uninstalled and played Torchlight instead.

Then talks about Wheel of Time RPG...but nothing came of it. All is quiet...then all of the sudden, MCA or was it someone else from Obsidian said they have an offer to create RPG based on an IP they cannot refuse.

I was excited. Are they doing something Middle Earth? It's gotta be a fantasy game but what could it be? -

Eric fucking Cartman wearing a wizard hat.

 :tantrum:



Title: Re: Obsidian's "Project Eternity"
Post by: calapine on September 21, 2012, 02:56:21 AM
Man, keep your bombacut mouth shut.  :why_so_serious:

Kotor 2's ending was Lucas Arts fault.
NWN 2 was great, NWN MOTB even better. And bugs...pff!


Title: Re: Obsidian's "Project Eternity"
Post by: trias_e on September 21, 2012, 06:54:32 AM
Alpha Protocol also rules, the timed dialogue along with the multiple paths the game can take are fucking rad, and it's almost always totally obvious what the protagonist will say, especially if you think of the options as "James Bond", "Jason Bourne", and "Jack Bauer". 


Title: Re: Obsidian's "Project Eternity"
Post by: Lucas on September 21, 2012, 08:35:17 AM
The game will use the Unity engine, same one used for Inxile's "Wasteland" sequel:

http://www.kickstarter.com/projects/obsidian/project-eternity/posts/313192

Linux support has been removed from the stretch goals, because they decided they will include it no matter what. But, apparently, they have a new, big stretch goal that they will unveil in a forthcoming update.
------

Oh, and if you missed it, yesterday Josh Sawyer talked a little more about the nature of "Souls" in Project Eternity and the technology level of the world (there is also a video: I actually understood a little better all that stuff about the souls only after watching the video :P)

http://www.kickstarter.com/projects/obsidian/project-eternity/posts/312639


Title: Re: Obsidian's "Project Eternity"
Post by: Ingmar on September 21, 2012, 11:32:08 AM
Alpha Protocol also rules, the timed dialogue along with the multiple paths the game can take are fucking rad, and it's almost always totally obvious what the protagonist will say, especially if you think of the options as "James Bond", "Jason Bourne", and "Jack Bauer". 


I think that works for 2 of them, but the "Bond" one was pretty fail at being Bond-like.


Title: Re: Obsidian's "Project Eternity"
Post by: Sky on September 21, 2012, 11:39:48 AM
I agree completely.


Title: Re: Obsidian's "Project Eternity"
Post by: Trippy on September 21, 2012, 11:40:38 AM
Can anyone suggest why this particular offering is better to get into now rather than waiting to see if it actually gets made?
For the donation level swag.


Title: Re: Obsidian's "Project Eternity"
Post by: Sky on September 21, 2012, 12:25:59 PM
I thought the idea of a Bat Country band of bandits was humorous. We could demand two NPCs named Mr Bloodworth.


Title: Re: Obsidian's "Project Eternity"
Post by: Paelos on September 21, 2012, 12:46:35 PM
And Sky, the bearded ax-carrying lumberjack bandit. He's after your wood.


Title: Re: Obsidian's "Project Eternity"
Post by: Sky on September 21, 2012, 12:53:36 PM
I'ma jack yo lumber!


Title: Re: Obsidian's "Project Eternity"
Post by: Amaron on September 21, 2012, 01:39:36 PM
NWN 2 was great, NWN MOTB even better. And bugs...pff!

At least with the NWN2 camera they learned what not to do.


Title: Re: Obsidian's "Project Eternity"
Post by: Ingmar on September 21, 2012, 01:49:36 PM
I liked NWN2 at the time it came out, but it is not one that holds up when you go back to replay it now. In particular the stuff later games has done with dialogue and VA makes NWN2 look really bad. I never want to hear Neeshka again.


Title: Re: Obsidian's "Project Eternity"
Post by: Rasix on September 21, 2012, 02:18:34 PM
Didn't care for NWN2 base. Never got to the expansions.  NWN 1's expansions were really good.  File this under things I've said several times on this board.

Alpha Protocol was just a lot of fun to play through.  I'm not sure I'd play though it again, since the gameplay itself is a tad below mediocre, and for some reason over the years, I've lost the ability/desire to do replays of story based games just to pick the "evil jerk" dialogue options.  Still, how they work the story and how your decisions are played out, really is quite special.  Plus, the game's voice acting is superb, even the cheesey, overdone stuff.  Nolan North's character was a hoot.

It's everything you fear and love about Obsidian in one game. They can make special games and special games.

 


Title: Re: Obsidian's "Project Eternity"
Post by: Simond on September 21, 2012, 03:13:22 PM
And your choices actually do make a difference in how the game plays out.


Title: Re: Obsidian's "Project Eternity"
Post by: Lucas on September 21, 2012, 03:55:15 PM
Some more tidbits of design discussion here and there:

VG24/7 interview with Avellone (quite interesting):
http://www.vg247.com/2012/09/21/project_eternity_kickstarter_obsidian_entertainment_interview/

Ars Technica interviews Josh Sawyer:
http://arstechnica.com/gaming/2012/09/project-eternitys-all-star-effort-to-revive-the-classic-pc-rpg/

Radio interview with Feargus Urquhart, from Pure Sophistry (15m31s):
http://www.youtube.com/watch?v=nqmlTblWJK8

EDIT: oh, and another one with Avellone on TIME - Techland:
http://techland.time.com/2012/09/21/project-eternity-chris-avellone-interview/

in this last one, he directly answers a question about the budget (and other related things):

Quote
I’m assuming $1.1 million is a fraction of what you’d typically require to make games like Neverwinter Nights 2 or Fallout: New Vegas. How’d you settle on this figure?

Yep, it’s a much reduced amount because you’re not doing all the extraneous features (total voice acting across all languages, the latest super graphic video card enhancements with tint control and crotch rumble™ technology, multiple skews across consoles, etc.).

We looked carefully at the budgets for previous Infinity Engine titles we’d done in the past at Black Isle [Studios], made adjustments for personnel (personnel costs have risen a great deal since then), kept the technology costs in mind and made a reasonable estimation of what we can accomplish. Our CEO (Feargus Urquhart) is pretty ruthless about stuff like that.

We’re in a good position because a number of us have made this type of game before (Josh, Tim, Feargus, me, etc.) – and even better, we’ve done this type of game several times. Now this is our opportunity to take that production knowledge and make it even better. Knowing the process from start to finish helps reduce a lot of the X factors in terms of implementation and avoid many of the pitfalls in development.

Can you ensure the game won’t go over budget without sacrificing anything as you roll forward?

It’s hard to ensure anything. That said, we’re not subject to last minute changes, unusual feature requests that may or may not help the game, contract revisions and move in/move out dates from various quarters. Add to this the fact that this is the type of game we absolutely know how to make, we feel confident about being able to weather any development hurdles and challenges that come up.

Plus, we’re able to see those hurdles a lot earlier, in my opinion, especially since we can share content and progress with the public.


Title: Re: Obsidian's "Project Eternity"
Post by: Rasix on September 21, 2012, 04:18:01 PM
Quote
Yep, it’s a much reduced amount because you’re not doing all the extraneous features (total voice acting across all languages, the latest super graphic video card enhancements with tint control and crotch rumble™ technology, multiple skews across consoles, etc.).

I want crotch rumble.  What donation level do we need to get to for it?


Title: Re: Obsidian's "Project Eternity"
Post by: Sky on September 21, 2012, 09:13:52 PM
Seems someone at Time doesn't know what a SKU is.


Title: Re: Obsidian's "Project Eternity"
Post by: Viin on September 21, 2012, 09:28:30 PM
I saw that too, but I think it's an email interview. Otherwise the "crotch tumble (tm)" probably wouldn't have a (tm) on it.


Title: Re: Obsidian's "Project Eternity"
Post by: TripleDES on September 22, 2012, 06:32:15 AM
Oh hey, look, yet another goddamn fantasy RPG. Given how popular Mass Effect was, despite the shitty ending, you'd figure other companies might want to try to veer away from this default setting. I guess they still feel the burn of Alpha Protocol.


Title: Re: Obsidian's "Project Eternity"
Post by: Teleku on September 22, 2012, 07:13:42 AM
Judging by the force of donations, looks like fantasy settings are still popular.  Dude, they are promising to make a classic Balders Gate style RPG.  Nobody has made something like that in a long long time.


Title: Re: Obsidian's "Project Eternity"
Post by: Ceryse on September 22, 2012, 07:23:40 AM
And many of us would kill for a modern Baldur's Gate 2.

This will likely suck in some way or another, but the possibility of a new BG2 type game with even the hint of maybe being half as good as BG2? Fuck yes. I still play the BG series once every year or two, along with Torment.

That's why I threw $20 their way; that and maybe it'll lead to a few other companies/indie groups trying to make that sort of game.

I can dream.


Title: Re: Obsidian's "Project Eternity"
Post by: Yegolev on September 22, 2012, 01:37:16 PM
Obsidian isn't going outside their comfort zone.  Retreating into it, it seems.  I think we all know that this will give them the best chance to make something decent and redeem their reputations.


Title: Re: Obsidian's "Project Eternity"
Post by: Ingmar on September 22, 2012, 02:48:32 PM
They just made New Vegas too, Obsidian's list of Traditional Fantasy Games really isn't that long. pretty much just NWN2 and I guess Dungeon Siege. IWD if you want to bring in Black Isle.


Title: Re: Obsidian's "Project Eternity"
Post by: Amaron on September 22, 2012, 02:55:27 PM
Oh hey, look, yet another goddamn fantasy RPG.

The game type is already niche.


Title: Re: Obsidian's "Project Eternity"
Post by: Lucas on September 23, 2012, 01:20:26 AM
Update #7: the design philosophy behind non-combat abilities (by Tim Cain, includes a video):

http://www.kickstarter.com/projects/obsidian/project-eternity/posts/314089


Title: Re: Obsidian's "Project Eternity"
Post by: Lucas on September 26, 2012, 02:19:04 AM
Update #8 - French, German and Spanish localizations added as a stretch goal at $2.2 millions (there is also a new piece of concept art, probably a companion):
http://www.kickstarter.com/projects/obsidian/project-eternity/posts/315214

New tier - $110 (digital goods only):

(http://s3.amazonaws.com/ksr/assets/000/178/325/5b10c0e39d8f96e6257e10d7954dc0fd_large.jpg?1348633978)

"House" stretch goal almost reached (2 million), just shy of about $5.000 at the time I'm writing this; also, later in the day Josh Sawyer will put up a post talking more about the game mechanics.


Title: Re: Obsidian's "Project Eternity"
Post by: Amaron on September 26, 2012, 02:59:32 PM
I hadn't realized they'd decided to use Unity after-all.  Far better than whatever they were planning before.


Title: Re: Obsidian's "Project Eternity"
Post by: Lucas on September 26, 2012, 03:21:08 PM
Today's update (#9) by Josh Sawyer was quite interesting. Here's is it, under the spoiler tag (you can also watch a video talking about the same stuff at the below mentioned link):
http://www.kickstarter.com/projects/obsidian/project-eternity/posts/316398



Title: Re: Obsidian's "Project Eternity"
Post by: Amaron on October 12, 2012, 10:45:03 AM
The posted a "screenshot" of one of the maps the game will be using.


It's an interesting way to do art on a budget.  They can render with cheap prop models then paint on details.


Title: Re: Obsidian's "Project Eternity"
Post by: Mrbloodworth on October 12, 2012, 11:03:25 AM
It's an interesting way to do art on a budget.  They can render with cheap prop models then paint on details.

Huh?

Paint overs have been used for a long...long time......


Title: Re: Obsidian's "Project Eternity"
Post by: Soln on October 12, 2012, 11:04:43 AM
That's quite nice.  And reminds me (funny enough) of Ice Wind Dale.


Title: Re: Obsidian's "Project Eternity"
Post by: Amaron on October 12, 2012, 12:14:35 PM
Paint overs have been used for a long...long time......

I wasn't implying the technique was new.  They did the same thing for BG1/2.  It's still interesting to see it used in a modern game.


Title: Re: Obsidian's "Project Eternity"
Post by: Comstar on October 12, 2012, 01:30:18 PM
2.8mil done, 4 days to go. The clock is ticking.


Title: Re: Obsidian's "Project Eternity"
Post by: Shaje on October 12, 2012, 02:44:18 PM
Was this Mask of the Betrayer as good as everyone is saying? I never played it or heard of this Zietz guy until they announced the 2.8 million stretch goal. The stretch goals are adding up though, the scope is getting good.


Title: Re: Obsidian's "Project Eternity"
Post by: Ingmar on October 12, 2012, 02:51:00 PM
It was good, yeah. Probably tied with Hordes of the Underdark for 'best thing with a Neverwinter Nights logo on it'.


Title: Re: Obsidian's "Project Eternity"
Post by: Comstar on October 12, 2012, 03:33:45 PM
I have MofB, but I took one look at creating a character and seeing HOW many character classes and abilities I'd end up with it and it made me too scared to proceed further.


Title: Re: Obsidian's "Project Eternity"
Post by: DeathInABottle on October 15, 2012, 12:45:52 PM
There's a little over one day left (http://www.kickstarter.com/projects/obsidian/project-eternity), and only a couple hundred thousand left to go before we get a second major city.  I have to admit: I'm pretty excited.


Title: Re: Obsidian's "Project Eternity"
Post by: Amaron on October 15, 2012, 01:10:31 PM
I'm tempted to get a second copy then trade it later.  We are getting steam keys for the game right?


Title: Re: Obsidian's "Project Eternity"
Post by: Soln on October 15, 2012, 01:32:57 PM
$3.2M.  Fucking A for them.


Title: Re: Obsidian's "Project Eternity"
Post by: Lucas on October 15, 2012, 02:50:35 PM
Already shelled out $140...Very tempted about the $250 tier (I want the physical goodies)  :awesome_for_real: :awesome_for_real: . As expected, the pledges are skyrocketing at the moment, 3.5 million is quite likely (big city #2) . Oh, and the "mega-dungeon" of Old Nua will definitely be 10 levels deep  :drill:


Title: Re: Obsidian's "Project Eternity"
Post by: Merusk on October 15, 2012, 03:02:45 PM
I'm tempted to take my $20 back at this point just because they keep spamming me with updates. 


Title: Re: Obsidian's "Project Eternity"
Post by: MournelitheCalix on October 15, 2012, 03:39:51 PM
This was probably the hardest Kickstarter for me that I did ultimately decide to contribute to.  On one hand, I have been pretty pissed overall with both the quality and state of many Obsidian games that I purchased.  On the other hand man I just want to believe in this studio again because the interplay days was was simply amazing (and of course were running out of RPG companies with Bioware being transformed into EaWare).  Add to this the fact that I really miss the old Baldur's Gate style and would like to see a return to it.  Ultimately I guess for me it came down to memories.  I loved Torment, the depth of character, the mood, and well hell 9 years later I finally learned that the answers to the questions that I had was actually in the game and I had missed those answers in four previous playthroughs.  That game was just that damn deep.  I won't ever forget that game until the day I die and I am hoping that with a return to Obsidian's roots we will actually get a great game from them again.  

SO in the spirit of torment, What can change a nature of a gaming company?  I am hoping what can change their nature, is a return to what they clearly knew how to do once upon a time.  With my backing, I am hoping for a return and a retro RPG.


Title: Re: Obsidian's "Project Eternity"
Post by: caladein on October 15, 2012, 03:46:02 PM
I'm tempted to take my $20 back at this point just because they keep spamming me with updates. 

It's 50/50 between projects that do 20-something updates and ones that do a half-dozen, so PE isn't unusually spammy in my backing experience.

Also, you can just turn it off (per-project if you want) from here: https://www.kickstarter.com/settings/notifications (https://www.kickstarter.com/settings/notifications)


Title: Re: Obsidian's "Project Eternity"
Post by: Comstar on October 15, 2012, 07:42:26 PM
Live Steam of them playing D&D 3.5 (http://www.ustream.tv/channel/project-eternity-live-stream/theater)


Title: Re: Obsidian's "Project Eternity"
Post by: rk47 on October 15, 2012, 10:49:41 PM
This is their last chance. No, I didn't pre order.
I rather just wait for it to be on bargain steam bin just like Dungeon Siege 3.


Title: Re: Obsidian's "Project Eternity"
Post by: Shaje on October 16, 2012, 09:23:36 AM
I can't believe they hit the 3.5 million mark. That is a lot of Ice Wind Dale and Baldurs Gate fans right there.



Title: Re: Obsidian's "Project Eternity"
Post by: Amaron on October 16, 2012, 10:18:27 AM
I can't believe they hit the 3.5 million mark. That is a lot of Ice Wind Dale and Baldurs Gate fans right there.

The last two stretch goals were far better incentive than earlier ones.


Title: Re: Obsidian's "Project Eternity"
Post by: Lucas on October 16, 2012, 12:43:26 PM
Watch videogame developers goofing around 'til the end of the KS campaign!  :awesome_for_real: :grin:

http://www.ustream.tv/channel/project-eternity-live-stream


Title: Re: Obsidian's "Project Eternity"
Post by: Comstar on October 16, 2012, 05:01:38 PM
Kickstarter is past 3.9 million.


Title: Re: Obsidian's "Project Eternity"
Post by: Soln on October 16, 2012, 05:36:45 PM
"Ok we've run out of ideas!!"

Quote
OK! After much team deliberation we have one final ultimate stretch goal. At $4.0m we will be enhancing the whole game. We will use live instrumentation for the soundtrack, add developer in-game commentary, and use every dollar between $3.5m and $4m to enhance the game. Also at $4.0m Chris Avellone will be forced to play Arcanum.


Title: Re: Obsidian's "Project Eternity"
Post by: Amaron on October 16, 2012, 06:59:01 PM
Did previous KS jump this much in the last day?


Title: Re: Obsidian's "Project Eternity"
Post by: Yegolev on October 16, 2012, 07:42:36 PM
There is a large lake of disappointment hiding behind a shoddy earthen dam on which someone has planted quite a few rose bushes.


Title: Re: Obsidian's "Project Eternity"
Post by: Pezzle on October 16, 2012, 10:42:21 PM
The entire idea behind most of the stretch goals on this project fill me with trepidation.  The expanded goals on this project fill me with apprehension.  A bigger dungeon, more races etc..  Something about these updates concerns me on the level of hookerbots. 


Title: Re: Obsidian's "Project Eternity"
Post by: rk47 on October 16, 2012, 10:48:46 PM
There is a large lake of disappointment hiding behind a shoddy earthen dam on which someone has planted quite a few rose bushes.
:oh_i_see: :uhrr: :ye_gods: :grin:
my reaction is the same throughout the KS. I thought eh...$25 pre-order ..but ... 2 years? mmmm It might drop below that with steam sales in 3 years time. After they kickstart 5 patches too.  :why_so_serious:


Title: Re: Obsidian's "Project Eternity"
Post by: Lucas on October 16, 2012, 11:39:40 PM
So, to summarize (4 milliion reached thanks to Paypal contributions):

  • 6 Races
  • 11 Classes
  • 8 Companions
  • Crafting & Enchanting System
  • Toggleable difficulty modes (Expert, Trial of Iron, Path of the Damned)
  • Customizable House
  • Stronghold
  • 13 levels dungeon
  • 2 Big Cities (which could be huge quest hubs similar to BG2's Athkatla, at least in the developer intentions)
  • "Adventurer's Hall" where you can create custom party members (eh, echoes of Bard's Tale :D)
  • Mac & Linux support
  • soundtrack of the game made with live instrumentation
  • Official spanish, french, german, polska and russian translations (the last two handled by distributors in those countries) ; tools for unofficial (amateur) translations in other languages



Title: Re: Obsidian's "Project Eternity"
Post by: Yegolev on October 17, 2012, 07:05:32 AM
I don't see "Quality Testing" in that list.


Title: Re: Obsidian's "Project Eternity"
Post by: Teleku on October 17, 2012, 07:06:44 AM
Well that should go without saying.   :awesome_for_real:


Title: Re: Obsidian's "Project Eternity"
Post by: Yegolev on October 17, 2012, 07:09:04 AM
Eh heh heh. :oh_i_see:


Title: Re: Obsidian's "Project Eternity"
Post by: Furiously on October 17, 2012, 02:29:35 PM
What level was program management and oversight? 

I really hope I eat my word on this one.


Title: Re: Obsidian's "Project Eternity"
Post by: Yegolev on October 17, 2012, 04:41:12 PM
I'm at least getting some enjoyment from this thread.  I expect it will have closure, as well.  Delightful!


Title: Re: Obsidian's "Project Eternity"
Post by: Phred on October 18, 2012, 04:13:44 AM
Dead Money is the crappy one.

I don't know what magical thing they did to make the FO3 engine work, but FO3 crashed for me literally dozens of times. I had lockups maybe 2 or 3 times in New Vegas. Beyond that though, I think pretty much every system in the game is improved in New Vegas compared to FO3, the story is better, the characters are better, the game feels far more "Fallout" probably because the people who were making it, you know, made Fallout.

And none of that is to say that FO3 was a bad game, it was pretty good when it wasn't locking up or going all video-crazy, but New Vegas is several notches above IMO.

So they're good at making an expansion pack (the stability might have been better for you, but wasn't for all, and it might have been due to work others did on the engine, not them) - doesn't mean they have gained the ability to make a good game from scratch.

Dungeon Siege 3 got excellent reviews on here from people who played it.



Title: Re: Obsidian's "Project Eternity"
Post by: Amaron on October 18, 2012, 06:38:07 AM
Dungeon Siege 3 got excellent reviews on here from people who played it.

People who played the demo you mean.


Title: Re: Obsidian's "Project Eternity"
Post by: Yegolev on October 18, 2012, 10:32:59 AM
Dungeon Siege 3 got excellent reviews on here from people who played it.

(http://2.bp.blogspot.com/_ELFl2_1q7DI/TObn1HnV2fI/AAAAAAAAAaQ/5JkvAtpbv7k/s1600/Not_sure_if_serious.jpg)


Title: Re: Obsidian's "Project Eternity"
Post by: Phred on October 18, 2012, 06:29:48 PM
Dungeon Siege 3 got excellent reviews on here from people who played it.

People who played the demo you mean.

No, from people who like games. i.e. not you or yegolev.
Cue RK47 posting for the umpteenth time he's not supporting this.



Title: Re: Obsidian's "Project Eternity"
Post by: rk47 on October 18, 2012, 06:49:46 PM
 :why_so_serious:

Was gonna post. Fuck.



Title: Re: Obsidian's "Project Eternity"
Post by: Ragnoros on October 18, 2012, 11:11:13 PM
Dungeon Siege 3 got excellent reviews on here from people who played it.

People who played the demo you mean.

No, from people who like games. i.e. not you or yegolev.
Cue RK47 posting for the umpteenth time he's not supporting this.


Um, no. I am an ARPG whore. Still playing D3 after everyone shat up the sub forum with 45 pages of circling the drain and left.

With that said, Dungeon Siege 3 was inexcusable crap.


Title: Re: Obsidian's "Project Eternity"
Post by: Lucas on January 30, 2013, 01:09:48 AM
A couple updates (#39 and #40):

http://forums.obsidian.net/topic/63207-update-39-non-core-classes-cooldowns-attack-resolution-damage-vs-armor-and-a-tileset/  (comes with a video)

An interesting discussion about certain mechanics of the game (at least at this stage of the development).
----

http://forums.obsidian.net/topic/63273-update-40-orlan-first-look-and-ziets-on-pantheon-design/

In which George Ziets (NW2: Mask of the Betrayer, Fallout: NV) discuss how to approach the design of the pantheon of gods that will influence the world (and offers an intriguing example). We also glimpse the portrait of one of the races, the Orlan.

From update #20:
Quote
orlan - A race of people found mostly in northern, temperate climates but also as far south as the Dyrwood. Physically, they are notable for their small stature, two-toned skin, and exceptionally large, hair-covered ears. Due to their size, orlans have been victimized and marginalized by most of the cultures with whom they have come into contact. As a result, it is rare to find large communities of them and they have progressively retreated into heavily wooded environments over the last few centuries. Many orlan communities have also adopted brutal guerilla tactics including heavy use of traps and poison in the surrounding environment. As a result, even orlans raised in urban cultures often share their rural kin's nasty reputation.




Title: Re: Obsidian's "Project Eternity"
Post by: Lucas on February 06, 2013, 01:53:39 PM
Of Dwarves and Doors:

http://forums.obsidian.net/topic/63308-update-41-dd-dwarves-and-doors/

Hey, a screenshot!!  :grin:
(http://media.obsidian.net/eternity/media/updates/0041/eternity-wip-doortest.jpg)

Yeah, well...:P


Title: Re: Obsidian's "Project Eternity"
Post by: Yegolev on February 07, 2013, 05:24:15 AM
I wonder how Notch's space game is coming along...?


Title: Re: Obsidian's "Project Eternity"
Post by: trias_e on February 13, 2013, 05:24:02 AM
This might end up being the best thing to come about from Project Eternity:

Chris Avellone Let's Plays Arcanum:  http://www.youtube.com/watch?feature=player_embedded&v=aO9Qa8KbeMc

(hopefully he uploads in a resolution where you can actually read the text from now on though)


Title: Re: Obsidian's "Project Eternity"
Post by: DeathInABottle on February 15, 2013, 06:51:46 AM
He's saying "um" too often for this to be watchable.


Title: Re: Obsidian's "Project Eternity"
Post by: Lucas on April 10, 2013, 02:06:41 AM
First glimpse of PE environments in motion. Nice :)

http://forums.obsidian.net/topic/63633-update-49-water-trees-daynight-lighting-all-that-jazz/

(starts at the 1:47 mark)


Title: Re: Obsidian's "Project Eternity"
Post by: rk47 on April 10, 2013, 02:27:53 AM
This might end up being the best thing to come about from Project Eternity:

Chris Avellone Let's Plays Arcanum:  http://www.youtube.com/watch?feature=player_embedded&v=aO9Qa8KbeMc

(hopefully he uploads in a resolution where you can actually read the text from now on though)

Failure of game documentation or MCA just suck at playing games.
Sometimes you suspect that a lot of developers just lack gaming instincts and this video exposes it in its fullest glory.

It took my 15 year old self around 10 mins to figure out the crash site, he's stuck there for hours and dies to wolves.

 :why_so_serious:


Title: Re: Obsidian's "Project Eternity"
Post by: trias_e on April 10, 2013, 06:57:28 AM
The only thing he really doesn't get is the world map.  A very big thing not to get, but somewhat understandable as it's somewhat subtle if you haven't read the manual.  Also, he really needs to lower the combat difficulty if he's not playing a combat character, at least at the beginning.  No shame in it.


Title: Re: Obsidian's "Project Eternity"
Post by: rk47 on April 10, 2013, 10:33:23 PM
But trias, putting a point in diplomacy helps with wolves combat.  :why_so_serious:


Title: Re: Obsidian's "Project Eternity"
Post by: schild on April 12, 2013, 12:13:48 AM
Just jumping in to say that Dungeon Siege 3 was shit, objectively speaking.


Title: Re: Obsidian's "Project Eternity"
Post by: Phred on April 12, 2013, 12:37:37 AM
I think all rpg's made from this day forward should have a character named Chris just outside the starter area being killed by wolves. Bonus if he's naked.



Title: Re: Obsidian's "Project Eternity"
Post by: Lantyssa on April 12, 2013, 06:13:24 AM
Just jumping in to say that Dungeon Siege 3 was shit, objectively speaking.
1 and 2 weren't that great, either.


Title: Re: Obsidian's "Project Eternity"
Post by: Malakili on April 12, 2013, 08:17:55 AM
Just jumping in to say that Dungeon Siege 3 was shit, objectively speaking.
1 and 2 weren't that great, either.

I remember Dungeon Siege 1 had no loading screens and that you could explore the entire world seamlessly.  That was enough to "wow" me back when it was new.  The mechanics were kind of janky, but my memories of the game world are really positive.

In any event, I continue to keep a close eye on this, but I feel like any optimism is cautious at best.


Title: Re: Obsidian's "Project Eternity"
Post by: Gets on April 14, 2013, 02:25:30 AM
I liked Dungeon Siege 2. 4-man co-op in a seamless varied world and being able to mix classes before anyone even heard of Path of Exile.



Title: Re: Obsidian's "Project Eternity"
Post by: Phred on April 15, 2013, 01:54:49 PM
I liked Dungeon Siege 2. 4-man co-op in a seamless varied world and being able to mix classes before anyone even heard of Path of Exile.



I enjoyed 2 as well, though having the party autoattack took a lot of the stategy out of it and it was a min-maxers paradise.
Who knew that a summon flying around provided exp points in that school of magic :)


Title: Re: Obsidian's "Project Eternity"
Post by: Lucas on April 17, 2013, 01:00:41 AM
New update (#50):

http://forums.obsidian.net/topic/63672-update-50-so-project-eternity/

Thanks to the updated "fact-sheet", we get some more details about the world of PE:

Quote
What are the different races we can play?
Players can select from six main races found in this part of the world: humans, elves, dwarves, orlans, aumaua, and godlike.  Orlans, aumaua, and godlike are unique to the world of Project Eternity, though godlike have similarities to "planetouched" races in other settings.  Orlans are small humanoids physically notable for their two-tone skin, extensive body hair, and extremely long ears.  Aumaua are large, semiaquatic humanoids with a diverse array of skin patterns, elongated heads, and semi-webbed hands and feet.
 
Godlike are not a separate race, but a phenomenon found among all races.  They are individuals whom many people believe were transformed by the gods before birth.  Godlike have distinctive appearances that invariably make them stand out from other people, with different cultures and individuals holding wildly different biases toward or against them.
 
All of the races have different ethnicities from which the player can choose.  For elves, Wood and Pale, for dwarves, Mountain and Boreal, for orlans, Hearth and Wild, and for aumaua, Island and Coastal.  Humans have three ethnicities: Meadow, Ocean, and Savannah.  Godlike can be found among any race and their appearance always sets them apart from their parents.

Quote
What about the classes?
Characters may be one of eleven classes: barbarian, chanter, cipher, druid, fighter, monk, paladin, priest, ranger, rogue, or wizard.  The "core four" classes (fighter, priest, rogue, wizard) are most similar to their traditional tabletop analogues.  The non-core classes, barbarians, druids, monks, paladins, and rangers, are somewhat similar to their counterparts but differ more significantly.  The two completely new classes are the chanter and the cipher, which are unique to the world of Project Eternity.
 
Traditional classes vary in how high- or low-maintenance they are based on their traditional counterparts.  E.g. fighters are generally lower maintenance than wizards.  However, the advancement system allows players to bend those roles, making higher-maintenance, active-use fighters or more passive wizards (for example).  Class balance is important to us, but we also want playing each class to feel distinctive and complementary to other classes.

Quote
How about the setting and story?
Project Eternity is set in a world created by Obsidian Entertainment, where mortal souls are bound to an eternal, and often mystifying, cycle of life and reincarnation believed to be watched over by the gods.  Though cultures and individuals have different beliefs about the nature and purpose of this cycle, it is only recently that mortals have made significant advancements in understanding its fundamental mechanics through the science of animancy.
 
The story takes place in a small nation in the world's southern hemisphere called the Dyrwood (DEER-wood).  The Dyrwood is a heavily forested, coastal region where colonial powers from across the ocean have settled and formed an uneasy relationship with the local residents, tribes of orlans and elves who are protective of the ancient ruins of Eír Glanfath on the forest's interior.  Eír Glanfath was an ancient melting pot of races that built elaborate, often massive, structures out of a living shell-like substance called adra.  Though the fate of the ancient Glanfathans is unknown, their dangerous and complex ruins show evidence they possessed extensive knowledge of how souls work.  For this reason, all of the surrounding colonial powers aggressively fight for the chance to explore and plunder Glanfathan structures, often bringing the local tribes into conflict with their relatively new neighbors -- and the neighbors into conflict with each other.
 
The central character in the story is a newcomer to the Dyrwood, a man or woman who is caught up in a bizarre supernatural phenomenon.  This event puts them in a difficult position, where they must explore the new world to solve a series of problems that have been thrust upon them.

Quote
What is the combat like?
Project Eternity's combat will feel very similar to the combat in the Infinity Engine games, which used a "real-time with pause" system.  In such a system, events between combatants occur simultaneously, but the player can pause the game at any time.  The player selects and commands one or more of his or her party members to issue orders, ranging from continuous activities, like making standard attacks, to the activation of limited-use tactical abilities, such as spells.
 
Like the Infinity Engine games, Project Eternity will support auto-pause features that allow players to establish conditions under which the game will automatically pause (e.g., if a party member becomes unconscious).  It will also feature a slow combat toggle that can be used with or in lieu of the pause feature.  In slow combat, players can manage the flow of combat without needing to halt the game entirely.

Quote
What other cool stuff will be in the game?
Thanks to our backers, players will have access to both a player house as well as a full stronghold in the game.  Also, players will have the chance to explore all fifteen levels of the backer-funded mega-dungeon, the Endless Paths of Od Nua.  Players who want a more extreme challenge can enable up to three optional game modes: Expert Mode (turns off "helper" features), Path of the Damned (dramatically increases the difficulty and complexity of encounters), and Trial of Iron (only one save game, party death = game over, save game deleted).


Title: Re: Obsidian's "Project Eternity"
Post by: Tebonas on April 17, 2013, 01:32:36 AM
That Trial of Iron sounds like something you ought to do for fun after finishing the game for the first time.


Title: Re: Obsidian's "Project Eternity"
Post by: Jeff Kelly on April 17, 2013, 07:14:42 AM
After what the Wasteland 2 guys, Ron Gilbert and others showed at Kickstarter I'm dissappointed and irritated by the 'Project Eternity' presentation.

The discussion in here shows me that you guys have also noticed this. Most of the kickstarter golas don't translate to more game or even to any game features. More races, more languages, more locations but little about why the GAME needs the additional funding beyond the initial goal or even what game they'd make when they only get to the initial kickstarter goal.

Ron GIlberst Kickstarter said: "I have the idea for a game and it needs this amount of money and here are my ideas and concepts" additional tiers opened the game up to more platforms and languages but the basic game was already there.

With Project Eternity they add new races, new locations and new features but tell me little about what the initial game is, except that it is 'like Baldurs Gate'.

They seem to have eaten up the 'free-to-play' mentality where more money gives you more superficial content and translated it to a kickstarter pitch. I still don't know whyt the game behind all of that buzz is when all is said and done.

I know it wil be their own system but I have seen no prototypes, they haven't floated their ideas etc. Roleplaying history is littered with failed new systems by self-taught game designers that dion't work. They plan to make up their own world but haven't given us anything to judge the quality on and as with rules roleplaying history also offers legions of failed rpg worlds of generic fantasy or sci-fi.

This seems like a vanity project of people that always wanted to create their own RPG world and if you follow Josh Sawyer and Chris Avellone on twitter and facebook then you already know that the are deep into RPGs and already designing their own systems and campaigns.

How any of this translates to a game, if any of this is great or even good or if any of this precursor work actualy benefits a baldur's gate-like game is anybodies guess though.

I'm more excited about Wasteland 2 than this project


Title: Re: Obsidian's "Project Eternity"
Post by: Ingmar on April 17, 2013, 11:39:42 AM
Of the ones I've backed, this is the one I expect to enjoy the most in the end. Different strokes, I guess. "Like Baldur's Gate" is really all I need to know about the game from a mechanical sense, and adding more companions, more content, etc., is the sort of thing I want from stretch goals in general. I don't really care about things like adding more platforms - if the platform I wanted wasn't the original offering I'd never have looked twice at the game. Same thing with languages, etc.

I will say that in an RPG, lore/setting/background content is anything but superficial.


Title: Re: Obsidian's "Project Eternity"
Post by: Pezzle on April 17, 2013, 01:43:32 PM
In my cancellation feedback I made special note of the goofy nature of these stretch goals.  For an extra $500,000 you get more story depth and some writer guy!  For $500,000 MORE we enhance the whole game!

I am not really sure what that has to do with the need for funding to complete* the game?  Extra funding to add more content needs to be less vague.  I have no idea what this story is about.  If players are not supposed to have housing, why add it? 

Stretch goals that fund better physical materials or extra parts etc make sense to me.  Derper story?  Not so much.



Title: Re: Obsidian's "Project Eternity"
Post by: Merusk on April 17, 2013, 03:33:55 PM
Of the ones I've backed, this is the one I expect to enjoy the most in the end. Different strokes, I guess. "Like Baldur's Gate" is really all I need to know about the game from a mechanical sense, and adding more companions, more content, etc., is the sort of thing I want from stretch goals in general. I don't really care about things like adding more platforms - if the platform I wanted wasn't the original offering I'd never have looked twice at the game. Same thing with languages, etc.

I will say that in an RPG, lore/setting/background content is anything but superficial.

Same here.  This is the ONLY game I've funded via Kickstarter and it was specifically because of the extra races, dungeon exploration and "like Baldur's Gate" promise.  All 3 are keys to RPG enjoyment for me.  I could give a shit about platforms other than PC or languages. 

Frankly, developing an RPG that will be playable on X-box and PS3 makes me LESS likely to buy it because I expect it to be gimped in some significant ways to accommodate those platforms.  Interface, model offerings, level sizes.  Something's going to give because you're now constrained by the hardware requirements of those platforms.


Title: Re: Obsidian's "Project Eternity"
Post by: Jeff Kelly on April 18, 2013, 02:20:06 AM
I didn't say that game world and rules don't matter, quite the contrary actually. It's hard to create and maintain a believable game world that doesn't come off as a generic 'me too' setting and it's even harder to design a set of rules that somewhat balances different character classes and doesn't impede or slow down gameplay.

There are lots and lots of RPGs, both pen-and-paper and computer-based, that tried and failed. Just ask Wizards of the Coast how hard it is to create attractive D&D worlds and rulesets.

Creating your own world setting and rules for an old school computer RPG can be a distraction from making the game and might leave you with a world that is neither compelling nor interesting and a ruleset that is unbalanced or broken. It's also a trademark and copyright lawsuit waiting to happen since companies like Games Workshop and Wizards of the Coast (neé TSR) have trademarked quite a lot of the RPG staples and agressively defend those.

There are quite a lot great RPG rulesets and settings that you could license for very little money to spare you the time and resources to create your own world setting.

I'm also not really a fan of their approach to make yet another fantasy RPG since there are so many other avenues they could have followed that would have been less trodden out but that's just personal taste.

In my RPG gaming experience over the last 25 years a lot of failed projects both pen-and-paper and CRPG have started with the phrase "we wanted to make our own world and ruleset".

Yet somehow every new generation of game designers thinks they can make Lord of the Rings style fantasy with elves and dwarves and wizards better than D&D.


Title: Re: Obsidian's "Project Eternity"
Post by: Modern Angel on April 18, 2013, 06:25:36 AM
It's also a trademark and copyright lawsuit waiting to happen since companies like Games Workshop and Wizards of the Coast (neé TSR) have trademarked quite a lot of the RPG staples and agressively defend those.

This is 100% incorrect. The OGL established that you cannot copyright or trademark systems. You can copyright specific instances of text and you can copyrightk art. That's it. You cannot copyright math. Obsidian can release a game under the 2nd edition ruleset tomorrow if they want to, so long as they avoid exact copies of rules text and a few trademarked terms (githyanki, for example).

If you want  to see precisely how far you can take this, pick up the Swords & Wizardry monster books sometime.

edit: I should edit this to say that that very well might apply to text only. But, in text, that's how it is and I suspect video games would pan out the same way.


Title: Re: Obsidian's "Project Eternity"
Post by: Phred on April 18, 2013, 12:15:22 PM

Creating your own world setting and rules for an old school computer RPG can be a distraction from making the game and might leave you with a world that is neither compelling nor interesting and a ruleset that is unbalanced or broken. It's also a trademark and copyright lawsuit waiting to happen since companies like Games Workshop and Wizards of the Coast (neé TSR) have trademarked quite a lot of the RPG staples and agressively defend those.

There are quite a lot great RPG rulesets and settings that you could license for very little money to spare you the time and resources to create your own world setting.


Yes that would be why Tim Caine took so long to work out S.P.E.C.I.A.L. after the Steve Jackson games licensing deal fell apart.


Title: Re: Obsidian's "Project Eternity"
Post by: Ingmar on April 18, 2013, 01:24:23 PM
It's also a trademark and copyright lawsuit waiting to happen since companies like Games Workshop and Wizards of the Coast (neé TSR) have trademarked quite a lot of the RPG staples and agressively defend those.

This is 100% incorrect. The OGL established that you cannot copyright or trademark systems. You can copyright specific instances of text and you can copyrightk art. That's it. You cannot copyright math. Obsidian can release a game under the 2nd edition ruleset tomorrow if they want to, so long as they avoid exact copies of rules text and a few trademarked terms (githyanki, for example).

If you want  to see precisely how far you can take this, pick up the Swords & Wizardry monster books sometime.

edit: I should edit this to say that that very well might apply to text only. But, in text, that's how it is and I suspect video games would pan out the same way.

So, yeah, not exactly.

There are 2 licenses here. The OGL, and the d20 system license. You *cannot* make interactive game software with the d20 system license, full stop (and I want to say the d20 system license is gone now?) You can with OGL stuff, but you have to jump through some hoops about marking what content in the game is OGL content which are fairly prohibitive in terms of the realities of making a video game.

Quote
The biggest problem we've found with software and the OGL is that programmers aren't paying attention to Section 8 of the OGL. Section 8 states: ñIf you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Content.î This doesn't mean you can say ñall rules in my program are Openî, the users need to be able to see all that Open Content. You can do this by putting Open Content in a format that is easy to understand. Popular solutions have been to place everything in text files that the program pulls info from, having everything in a viewable database within the software, using Java script on a webpage (viewing the source of the webpage will display the code and Java script is relatively easy for a user to interpret). The key is that the user has to see everything that is Open Content that the program uses and be able to understand it without too much effort. The whole point of the OGL is that once information is declared Open everyone has free access to it under the OGL. Compiling that information into a program denies the user that access and violates the spirit of the Open Gaming License.

So your game itself pretty much has to open all of that content to the end user in order to be OGL-compliant. This has consequences for things like piracy, other people coming along and stealing your work for THEIR game, etc. The reason you haven't really seen any OGL games until now is because of all that stuff.

EDIT:

Anyway, as far as Obsidian goes, they are just using stuff like class names, which are obviously safe, and they're not going to be duplicating any exact mechanics from the sounds of things. I don't think they're in any danger.


Title: Re: Obsidian's "Project Eternity"
Post by: Modern Angel on April 18, 2013, 01:40:59 PM
Yeah, that's why I added the edit. I'd still be curious how that turned out if someone actually pushed a video game through the OGL with OD&D or whatever rules.


Title: Re: Obsidian's "Project Eternity"
Post by: Ingmar on April 18, 2013, 03:30:05 PM
They haven't killed HeroLab, which is AFAIK the closest thing there is to something like that that's been done commercially.


Title: Re: Obsidian's "Project Eternity"
Post by: Lucas on June 19, 2013, 03:33:55 AM
Update #56: A closer look at the Paladin class:

http://forums.obsidian.net/topic/63968-update-56-paladins-and-wild-orlans/


Title: Re: Obsidian's "Project Eternity"
Post by: Lucas on July 03, 2013, 04:44:14 AM
Update #57: Tim Cain updates us on the Crafting System (and Item Durability):

(http://media.obsidian.net/eternity/media/updates/0058/pe-thecraft-timcain.jpg)

http://forums.obsidian.net/topic/64048-update-58-crafting-with-tim-cain/

Item Durability and accuracy sound a bit like Arcanum: can't wait to permanently scar myself while I try to hit a Goblin in the head  :grin: . Crafting seems pretty basic (we'll see how they will balance it with the normal loot)


Title: Re: Obsidian's "Project Eternity"
Post by: Lucas on July 04, 2013, 04:32:12 AM
The last update sparked quite a debate on the official forums, especially regarding item degradation/durability and crafting in relation to money sinks in SP games. After a while, J.E. Sawyer posted the following reply:

http://forums.obsidian.net/topic/64048-update-58-crafting-with-tim-cain/?p=1347380

Quote
I'd like a sincere answer to this question, though I know not all of you are of the same mind: what do you want to spend (in-game) money on?
 
I worked on IWD, HoW, TotL, and IWD2.  In virtually all of these games, I heard these two complaints over and over and over:
 
When unique items were in stores:
* I don't want to buy unique items in stores.
 
When unique items were in dungeons:
* I have nothing to spend my money on.
 
In all of these games, items you found on adventures were almost always one of the following: a) directly usable (i.e. gear or consumables) b) wealth items or c) quest items.  If something wasn't usable, it was usually a wealth item (gold, gem, etc.).  A wealth item only existed to give you gold, but for gold to have some sort of value, there needs to be something you want that costs x gold.  If high-value items aren't what you spend your gold on, what do you spend your gold on?  In PE, you may spend gold on your stronghold, but there's no guarantee of that.  And according to a lot of you, you don't use consumables, so if consumables aren't used, they're just wealth items -- not something you would want to spend gold on.
 
Part of the reason for having a crafting system was to make consumables less common in the world.  Only people who want to make/use them would see a relatively large quantity of them.  Since crafting ingredients are stored and sorted separately from other items, their presence subtracts nothing from the carrying capabilities of players who ignore the system entirely.
 
There are recurring trends I'm seeing:
 
* Don't like crafting.
* Don't like durability.
* Don't like consumables.
 
Combining those with with the two points at the top, it's hard for me to figure out where the gold is going to go.  There is also the possibility that players don't actually want a long-term gold economy in a SP game, that gold in the mid- and late-game is ultimately something to accumulate and that most/all forms of gear upgrading simply happens through quests and exploration.  That's not an invalid way to go, but I'd like to hear thoughts on it if you have the time.

Regarding item durability I'm not against it if it doesn't become too bothersome (in Arcanum it was punishing), especially because it's tied to accuracy, so if they plan the possibility of "friendly fire" in melee (just like in Arcanum) the result could be quite interesting (scarring yourself, unpredictability, etc.)
---

Money sinks: honestly, I'm in the "I don't care" party, especially for SP games where the enjoyment of the story and the immersion is fundamental: eventually, anyway, you'll tend to hoard money so that you will be ready to spend a lot of it for the final confrontation/boss (be it potions, magic items and general equipment you haven't purchased before).


Title: Re: Obsidian's "Project Eternity"
Post by: Malakili on July 04, 2013, 07:20:49 AM
I like crafting as a gold sink myself.


Title: Re: Obsidian's "Project Eternity"
Post by: Fabricated on July 04, 2013, 09:20:34 AM
Put uniques in stores; let people do extra work for discounts if they really don't wanna pick over everything for gold or hoard it.


Title: Re: Obsidian's "Project Eternity"
Post by: Zetor on July 04, 2013, 11:42:54 AM
Yeah, the Adventurer's Mart in BG2 was a decent way of handling it. Way overpriced magical items that were decent (and sometimes had unique bonuses), but not really better than the stuff you probably already got by the time you amassed that much $.


Title: Re: Obsidian's "Project Eternity"
Post by: Sky on July 04, 2013, 12:38:01 PM
Don't put in currency?


Title: Re: Obsidian's "Project Eternity"
Post by: Goreschach on July 04, 2013, 01:47:13 PM
Don't put in currency?

This is an oldschool nostalgia wankfest. I'm sure the neckbeards would complain if they took the simple, rational answer.


Although part of me wants to see one of these medieval dung ages rpgs go all out and implement an actual barter economy.


Title: Re: Obsidian's "Project Eternity"
Post by: Malakili on July 04, 2013, 02:21:34 PM
Don't put in currency?

Isn't the discussion specifically about currency at particularly high levels.  This is usually a problem only at that stage.  Things like buying potions, filling in gear since you might get bad drops as you go, seem to be uses for gold in RPGs that mostly work out.  It is only once people start getting powerful enough that they earn gold at crazy rates that it starts to become effectively useless.  Which actually might not be a big problem.


Title: Re: Obsidian's "Project Eternity"
Post by: Tebonas on July 04, 2013, 02:44:19 PM
That is one of the dangers of design by committee.

Its a single player game, so this "problem" gets a resounding "so what" from me. I can bathe in my money in Skyrim, hoarder that I am. Never hurt my enjoyment of the game that I couldn't spend it after a certain advancement level. To the contrary, I had more fun because I didn't feel the need to pick up and sell every crap item I found along the way.


Title: Re: Obsidian's "Project Eternity"
Post by: Merusk on July 04, 2013, 02:47:00 PM
If you REALLY care about it you do the same thing D&D did to take care of it.  Start giving players things their heightened role in the world require that gold to be used for.  Minions & servants, land, keeps, taxes from the Lord of the realm, etc.  Start giving out your own quests to lower level adventurers.. things you need done but don't have time to do. 


Title: Re: Obsidian's "Project Eternity"
Post by: Sky on July 04, 2013, 04:46:36 PM
I was jus' gon' say dat.

Also, they should not waste time listening to forum douchebags. I'd rather have a mediocre game developed by a game studio than a mediocre game with a thousand forum geniuses crapping all over it.


Title: Re: Obsidian's "Project Eternity"
Post by: Ingmar on July 05, 2013, 11:37:42 AM
I have no problem with item durability/repair, myself. It was only bad in a couple spots in Arcanum (beating on those rock dudes) which just made it more of a puzzle to solve than anything.


Title: Re: Obsidian's "Project Eternity"
Post by: Lucas on July 05, 2013, 01:46:02 PM
I was jus' gon' say dat.

Also, they should not waste time listening to forum douchebags. I'd rather have a mediocre game developed by a game studio than a mediocre game with a thousand forum geniuses crapping all over it.

Err, you were saying? (bold is mine)

http://forums.obsidian.net/topic/64048-update-58-crafting-with-tim-cain/?p=1348405

Quote
A few points of clarification:
 
* "Crafting" is one skill, but the crafting system uses multiple skills.  I.e., the crafting system does not rely on the existence of the Crafting skill.
* Other than reaching the edge of a map to access the world map, there is no fast-travel in PE.  That said, we will likely avoid the IWD-style 5-level dungeons without semi-regular shortcuts back to the surface (N.B.: this does not mean Skyrim-style loops).
* Most items do take up space in personal inventories!  The party Stash is unlimited, but the Pack (made of personal inventories) is not.  Crafting items (and quest items) always go into (and come out of) the Stash.  We are doing this specifically to address common complaints about crafting items cluttering the inventory.  Since crafting is typically done at camps or other non-combat locations, allowing the items to come out of the Stash doesn't seem to create any problems.
 
As I posted on SA, Crafting (the skill) and its associated subsystems (like durability) were the elements I felt least confident about in our skill system.  I strongly believe that choices within an array should give the player reasonably balanced benefits.  Because certain fundamental skills (like Stealth) can clearly benefit from multiple party members taking them and can contribute to party effectiveness in combat, I believe that other skills should do the same in their own way -- enough to make all of them appealing choices on multiple party members.  This also has the benefit of making the uses of skills much higher-frequency than the individual uses that depend on designer content (e.g. unlocking doors or gaining a dialogue/quest option).
 
As an example, Medicine in its various Fallout forms contributes to the efficacy of stimpaks.  There are many other places were Medicine can be used in quests and dialogue, but it has high-frequency use with stimpaks (in or between combats).  It's a benefit that can apply to any character who has the skill, even if a character with a higher rating in a party may be "the guy" to perform the high-difficulty actions.
 
With all of the skills other than Crafting (specifically), those high-frequency benefits/uses were easy to come by.  Crafting presented some difficulties and, as I wrote previously, I was concerned about the lack of systemic drains in the economy.  Many people have mentioned a lot of potential uses for wealth.  Most of them are great ideas and ones that we plan to use, but the vast majority of them are not systemic, rather content-dependent or scripted instances (e.g. bribes).  However, it is clear from discussions here and elsewhere that the long-term balance of the economy is not a concern for most players who voiced their opinions -- and almost certainly not in the endgame.
 
Based on discussions on the forums and conversations I had with people on the team, we will be doing the following:
 
* Removing durability as a mechanic on items.
* Removing the Crafting skill (specifically).  The crafting system and its associated mechanics will remain, as-is.

 
Ultimately, solving skill imbalance and endgame wealth abundance problems is not worth what players perceive as uninteresting and unenjoyable gameplay.  I can still solve the skill imbalance problems by removing the problem skill.  As for endgame wealth abundance, we will continue to create places for you to use wealth in the economy: unique items, the stronghold, optional quest/dialogue gates, etc.  Ultimately, if those options go unused, I'll have to trust that the majority of players won't be significantly troubled by an excess of wealth in the late game.
 
Thanks for all of your feedback.

In short:

- Item Durability is out
- Crafting will remain as a gaming system but not as a specific "skill" the player will have to choose over others.


Title: Re: Obsidian's "Project Eternity"
Post by: Sky on July 05, 2013, 05:07:10 PM
Well, it's ok when they have good ideas.  :why_so_serious:


Title: Re: Obsidian's "Project Eternity"
Post by: Sophismata on July 06, 2013, 01:43:04 AM
I am so freaking glad I did not back this, now. Choosing to design by forum committee is beyond idiotic.


Title: Re: Obsidian's "Project Eternity"
Post by: Kageru on July 06, 2013, 06:10:51 AM

Even if the ideas are good and the designer was getting sucked into solving elegant non-problems?

A "balanced economy" is one of those things that sounds interesting as a game design problem but rarely adds much in the way of fun, especially in the context of heroic fantasy.


Title: Re: Obsidian's "Project Eternity"
Post by: Strazos on July 06, 2013, 09:29:32 AM
It was a good idea, especially the removal of durability - it ruined the endgame of Nox for me back in the day. I don't personally care for it.


Title: Re: Obsidian's "Project Eternity"
Post by: Sophismata on July 06, 2013, 07:32:18 PM
My point is that you don't KNOW if it's a bad idea. You presume it is based on experience in another game.

The designer should, at the very least, wait until people play the game before soliciting and implementing their feedback. And even then, you need a singular vision driving the game's design or it will end up seeming fragmented and conflicting.


Title: Re: Obsidian's "Project Eternity"
Post by: Kageru on July 06, 2013, 08:54:49 PM

... No? The designer should be thinking about the impact of design choices while it's still just a list of bullet points on paper. It's much cheaper to ditch bad ideas before you implement them.

Now if the designer is being over-ruled by the fan-base, that's different.


Title: Re: Obsidian's "Project Eternity"
Post by: Strazos on July 07, 2013, 01:47:21 AM
My point is that you don't KNOW if it's a bad idea. You presume it is based on experience in another game.

The designer should, at the very least, wait until people play the game before soliciting and implementing their feedback. And even then, you need a singular vision driving the game's design or it will end up seeming fragmented and conflicting.

You don't KNOW if it's a good idea either, going by that logic. I believe it is, in fact, a bad mechanic to have in a game; Nox was just a single example.

I find durability mechanics to be a pain and a drain, with no positive benefit on a singleplayer game. And now is the time to think about making these changes - not after development resources have been spent, or after the game is released. It's much cheaper to do it now, so as not to waste those precious KS bucks.

I see no problem with soliciting feedback from people who either paid for the game to be made, or from potential customers - think of it like focus grouping. However, I certainly hope it doesn't turn into something like WoW, where Blizzard was constantly messing with things because people cried on the forums.


Title: Re: Obsidian's "Project Eternity"
Post by: Tebonas on July 07, 2013, 06:03:10 AM
It really depends on how much of the feedback you take to heart. Heavily involved forum warriors tend to be wannabe hardasses and cry for making a game harder to show off how good they are at that particular game or genre.



Title: Re: Obsidian's "Project Eternity"
Post by: Sophismata on July 07, 2013, 08:03:47 AM
You don't KNOW if it's a good idea either, going by that logic. I believe it is, in fact, a bad mechanic to have in a game; Nox was just a single example.

I find durability mechanics to be a pain and a drain, with no positive benefit on a singleplayer game. And now is the time to think about making these changes - not after development resources have been spent, or after the game is released. It's much cheaper to do it now, so as not to waste those precious KS bucks.

I never said it was a good idea, I said it shouldn't be discarded based on feedback from people who haven't played the game (let alone used the system). Game design is iterative, and while you can pencil things out the best way to see how they work is to play with them.

In some games durability has a purpose and meaningfully contributes to gameplay - Diablo 1 and Dead Rising spring to mind. In others it does not - Diablo 2 and Nox are good examples. No real way to know how it slots in to PE without playing the game. And its not the presence or absence of a durability mechanic itself that's the problem; it's the process of soliciting advice from forumites that will cause issues. Doing that before people have even played the game is worrying. It's really hard to make good design calls without any context for those calls.


Title: Re: Obsidian's "Project Eternity"
Post by: KallDrexx on July 07, 2013, 08:57:54 AM
Eh, not sure why you are championing this point so much.  Yes, most forum dwellers are mouthbreathing idiots, but they are:
1) Your customers
2) Once and a while they do provide interesting feedback.

#2 is what they should be going for, because they can then take the reasons that the constructive people say about why they hate or like durability loss and apply it to their goals and their game.  It's not like they are 100% saying "what the community says we will do" they are saying "let's take the community feedback into consideration with the game we are aiming to build and go from there".

Everything is about moderation.


Title: Re: Obsidian's "Project Eternity"
Post by: Ingmar on July 08, 2013, 12:15:51 PM
I find durability mechanics to be a pain and a drain, with no positive benefit on a singleplayer game.

Do you also wish you had unlimited ammunition in survival horror games? I think there's a space for games with durability mechanics that can work just fine. We don't really know if this is one of them yet - it very well may have been awful in this game - but I think the point that knee-jerking against it isn't useful is a good one.


Title: Re: Obsidian's "Project Eternity"
Post by: Merusk on July 08, 2013, 12:50:26 PM
How about, "Durability in an RPG where you're finding phat lewtz is dumb."

If you're getting 'common' magic items hand-over-fist and they're all based around charges, ok.  If you're finding that one-of-a-kind named "Item of legend" like old-school CRPGs then it's pants-on-head.   "Here's the Master Sword, Link.  Careful you don't use it too much and it breaks!"

There's a really big reason Rust Monsters didn't appear in gold box games. It's not fun to suddenly be naked and the uncaring Computer DM can't give you a break to go find things to reequip with.


Title: Re: Obsidian's "Project Eternity"
Post by: Ingmar on July 08, 2013, 01:22:22 PM
Items needing repair as a pacing/economy mechanism and flat out destroying items completely are kind of different conversations, though.


Title: Re: Obsidian's "Project Eternity"
Post by: Sophismata on July 08, 2013, 05:12:08 PM
Also, in that particular scenario durability can be used to highlight legendary items by having those items be mechanically indestructible. The system is not without its place in the world.


Title: Re: Obsidian's "Project Eternity"
Post by: Kageru on July 08, 2013, 10:42:56 PM

To be a useful mechanic it either needs to be fun, and item wear virtually never is, or mandated by the design. Full loot PvP, craft-centric, survival games can have item degradation as an important mechanic. High-fantasy RPGs it adds very little.

Which is why in most of them item degradation only exists as a death penalty.


Title: Re: Obsidian's "Project Eternity"
Post by: Ard on July 09, 2013, 01:04:22 AM
Also, in that particular scenario durability can be used to highlight legendary items by having those items be mechanically indestructible. The system is not without its place in the world.

I actually just played a game that did that, and all it did was mean you never repaired gear ever.  The system was more or less pointlessly tacked on.  The game in question however was pretty terrible in other regards, so this wasn't really surprising.


Title: Re: Obsidian's "Project Eternity"
Post by: Strazos on July 09, 2013, 01:15:22 PM
Do you also wish you had unlimited ammunition in survival horror games? I think there's a space for games with durability mechanics that can work just fine. We don't really know if this is one of them yet - it very well may have been awful in this game - but I think the point that knee-jerking against it isn't useful is a good one.

Different genres, different issues, IMHO. I feel it makes sense in those sorts of games (even though I do not generally play them myself) - the scarcity makes sense, and it forces and rewards certain kinds of actions which enhance the game. Do you blow your ammo on wild shots against zombies, or take carefully aimed shots while the zombies close in on you (creating tension and suspense, kind of the point of the genre?), or do you develop ways to avoid combat?

For me, it would be silly in PE, a game most of us have already played (BG1/2, IWD1/2) - Oh yeah, got my sweet +5 Carsomyr...but I can't use it, because the RNG might bone me and I will probably need it later in the dungeon, so I need to drag along an extra sword or two. Oh, and there might be different kinds of mobs too (undead, etc, which need different damage types), so I need backups for all of my alternate weapons as well. Where's my Dungeon Siege donkey to act as my weapons locker?

I personally think they made the right decision in this instance.



Title: Re: Obsidian's "Project Eternity"
Post by: Merusk on July 09, 2013, 05:02:45 PM
Also, in that particular scenario durability can be used to highlight legendary items by having those items be mechanically indestructible. The system is not without its place in the world.

I actually just played a game that did that, and all it did was mean you never repaired gear ever.  The system was more or less pointlessly tacked on.  The game in question however was pretty terrible in other regards, so this wasn't really surprising.

This was going to be my reply about how such a system would play out.  Items not subject to durability loss get equipped over even superior ones that do until "NECESSARY" which varies from player to player so much that the system is pointless.   

The best example of this sort of thing to me is consumables in RPGs. I always have a billion by the end of a game, because "Oh I can't use that now what if I need it later. I'll just reload and try again."  Skyrim potions?  Yeah, I had over a thousand across all the types because I'd pick them up and not put them down.  Same was true in BG and same was true in every other RPG I've ever played.  Why waste a potion when I can reload or rest to recover HP, or cast spells and then rest to regain them. 

Some things that work in live RPGs don't in CRPGs.  People game the code and there's nothing to tweak it.


Title: Re: Obsidian's "Project Eternity"
Post by: Ingmar on July 09, 2013, 05:14:37 PM
You not using consumables is not a problem with the game system.


Title: Re: Obsidian's "Project Eternity"
Post by: Tebonas on July 09, 2013, 11:13:06 PM
Maybe, but its common enough. Personally I turn into a hoarder with consumables, just for when I will really need them, with the effect that I'm drowning in consumables when the game ends. Because thats better than running against a wall because you can't defeat an encounter because of a missing consumable.


Title: Re: Obsidian's "Project Eternity"
Post by: Sophismata on July 10, 2013, 12:16:16 AM
A lot of modern games shove consumables down your throat in an attempt to smooth the difficulty curve. Even in older games, I found consumables to be most useful when you are jumping up the curve. For example, obtaining the Ring of Gaxx right after leaving Irenicus's dungeon. Or playing with a 3 member party.


Title: Re: Obsidian's "Project Eternity"
Post by: Tebonas on July 10, 2013, 01:16:02 AM
Its been a long time, but the Ring of Gaxx was Activations/Day, not an Item with charges, no?

Consumables are "Use it x times and its gone".

One of the old Gold Box games (could be Curse of the Azure Bonds) had a Dust of Disappearance and a fight against a cabal of beholders and Dark Elf Clerics you could only win if you use that Dust (it prevented the Beholders from targetting you with their eyestalks). If you used that Dust another time, you were in a world of pain in that (completely optional) fight.

Such experiences leave scars.  :awesome_for_real:


Title: Re: Obsidian's "Project Eternity"
Post by: Sophismata on July 10, 2013, 02:35:53 AM
Its been a long time, but the Ring of Gaxx was Activations/Day, not an Item with charges, no?

The fight to obtain the Ring of Gaxx is against a demilich. In order to win that at level 10 and with one decent piece of equipment, consumables were the order of the day. But that's my general approach to RPG's, since they are rarely challenging unless you fight up the curve.


Title: Re: Obsidian's "Project Eternity"
Post by: Zetor on July 10, 2013, 02:43:26 AM
I agree that it's a common min-maxer cRPG habit to leave consumables unused, and just rely on the almighty save/reload button instead. Of course in BG2 it didn't help that a lot of the consumables were really situational and extremely useful for a small subset of encounters (e.g. icedust and fire protection potions against firkraag, prot-undead / magic scrolls vs liches, etc) while being kind of a hassle otherwise, especially with only 1-2 actually usable (not reserved for healing potions) quickslots per character. I did end up using wands liberally, though they got kind of useless by midgame... and then really powerful again in TOB with all the spellstrike wands and resurrection rods floating about.

Wizardry 8 is the cRPG that handled consumables best in my experience -- but then again, that game pretty much did everything right, so there's that.


Title: Re: Obsidian's "Project Eternity"
Post by: Lucas on July 24, 2013, 12:24:57 AM
An informative update about Companions in PE, written by Chris Avellone:

http://forums.obsidian.net/topic/64172-update-60-camaraderie/

(http://media.obsidian.net/eternity/media/updates/0060/pe-avellone-mandatory-sm.jpg)

Snippet:
Quote
Really quick, I want to clarify what I meant about “challenge mechanics.” That doesn’t always mean combat – it’s whatever the primary challenge in the game is. If we were doing a Thief-style RPG, then stealth and avoiding detection becomes the primary challenge mechanic, not combat. Depending on the RPG and its range of challenges, a character can still be fairly weak in combat, but if that’s the case, we try to think of how they’re helpful with regards to the game’s other challenges (giving an edge in dialogue, healing, fast travel).
 
For all the characters I’ve seen or designed for games that don’t cater to at least one of the game’s primary challenge mechanics, those guys are often unpopular or unused because they’re not helping out with the systematic gameplay, regardless of how cool they might seem. And the more actively these characters can participate in the mechanics (vs. passive), the stronger their appeal.
 
Also at the same time, I try to be careful that the companion's skill set doesn’t overlap with the challenge roles of the other characters. We try to indicate in the companion briefs how each companion's challenge role is intended – one thing I learned as a pen-and-paper Gamemaster is you want to be careful about two players sharing the same role (Tank, Mage, Priest, etc.) – if one is clearly stronger than another, then the second one needs something else to make them stand out and be “special” in the party and fulfill an equally cool role in the party dynamic, otherwise one ends up getting upstaged by the other. And feelings get hurt. Which isn’t something you want in a game designed to entertain.


Title: Re: Obsidian's "Project Eternity"
Post by: rk47 on July 24, 2013, 08:00:34 PM
MCA's season 2 of the painful adventures in Tarant continues.
This time... he died in the Temple to a bunch of rats.  :why_so_serious:
I just can't bear it.
Why does he suck so much.


Title: Re: Obsidian's "Project Eternity"
Post by: lamaros on July 24, 2013, 09:30:13 PM
Anyone going to declare where they think this will fall on the huge success/massive failure scale?

Seems to me that they are trying to do too much out of the gate, which makes me feel like that haven't learn their lessons. I'd love to be optimistic, but even if they only make half a decent game maybe they will be able to follow up with s decent one second time around?


Title: Re: Obsidian's "Project Eternity"
Post by: rk47 on July 24, 2013, 10:06:52 PM
Anyone going to declare where they think this will fall on the huge success/massive failure scale?

Seems to me that they are trying to do too much out of the gate, which makes me feel like that haven't learn their lessons. I'd love to be optimistic, but even if they only make half a decent game maybe they will be able to follow up with s decent one second time around?

South Park RPG will save them  :awesome_for_real:
They're fucked. But I'm too cynical against Obsidian. Aside from New Vegas and KOTOR 2(yeah it's still shit in the end) most of their games are flawed or in Dungeon Siege III case, too darn boring.


Title: Re: Obsidian's "Project Eternity"
Post by: Ingmar on July 25, 2013, 11:40:29 AM
I'm optimistic on this one, in large part because they're not reinventing the wheel, they're more or less building something they know how to do already. It's going to live/die on whether the world and story elements are any good rather than over a systems issue, and I think that's a good place for Obsidian to be in.


Title: Re: Obsidian's "Project Eternity"
Post by: Lucas on September 03, 2013, 05:03:49 PM
Tim Cain details the Stronghold system:

http://forums.obsidian.net/topic/64350-update-63-stronghold/

Quote
Hello! I have spent much of my time for the last few weeks devoted to making the game’s stronghold system, which was one of our Kickstarter project’s biggest stretch goals, into one of the best systems in the game. Josh has created an amazing and detailed stronghold design, with lots of upgrades and activities and random events that really make owning a stronghold fun and exciting. I want to spend this update explaining what we have made in the game, but first, let’s talk about the stronghold itself.
 
First, a caveat: I am going to describe the stronghold as it is currently designed. This design is mostly programmed already too, but as with all development, it might change as we finish the art and audio, fix any bugs, and tune the game play. So please view this as a snapshot of the stronghold development as it exists today.
 
You will be offered the stronghold early in the game, before you finish Act 1. But the stronghold itself is old and dilapidated, and you will want to upgrade it as soon as you can. These upgrades will, in turn, open up new activities and events that can happen, which will make the stronghold a dynamic and fun place to own.
 
So let’s go through the many reasons why you will want to have a stronghold.
 
Bonuses
There are five bonuses you will receive for getting and upgrading your stronghold.
 
- Resting bonuses. Some of the upgrades to your stronghold will grant temporary bonuses to your attributes or non-combat skills when you rest there. As examples, you can build Training Grounds to improve your Strength or a Library to improve your Lore skill. Some of these upgrades are expensive, but you’re worth it.

- Adventures for idle companions. You will eventually have more companions than will fit in your party, so you will have leave some of them behind. While they are idling away at the stronghold, they can take part in their own adventures, earning additional experience for themselves and extra money, items and reputation bonuses for you!

- Ingredients. Many of the stronghold upgrades will generate ingredients used by non-combat skills. For example, Botanical Gardens create Survival ingredients over time, and a Curio Shop produces ingredients for use by both Lore and Mechanics.

- Special offers. Sometimes visitors to your stronghold will have rare items for sale, or perhaps they will offer you items in return for something else. Pay attention to these visitors. Some of these items may be nearly impossible to find any other way!

- Wealth. Don’t forget that by owning a stronghold, you also own all of the surrounding lands and impose a tax on all of the inhabitants. It will feel nice for a change to have someone recognize your high standing and give you the money that you so richly deserve.
 
These bonuses all sound great, right? Well, they are great, but they are just the passive benefits from owning and upgrading a stronghold. There are a lot of activities you can do too, once you take possession of your stronghold.
 
Activities
First and foremost, when you get your stronghold, you are going to want to upgrade it. Upgrades are improvements to various parts of the castle, usually to add to the security or prestige of the place. Security affects how much taxes you collect as well as helps reduce the number of “bad” random events, while prestige increases the number of “good” random events as well as increasing tax collections, too. Upgrades can also serve as prerequisites for other upgrades. For example, you cannot build your Training Grounds (and get your Strength bonus after resting at the stronghold) until you have repaired the inner bailey of the stronghold.
 
Every upgrade costs money and takes time to build, but as long as you have the prerequisites completed, you can have as many upgrades building simultaneously as you can afford. And you don’t have to wait at the stronghold while they are built, either. You can continue adventuring, and you will be notified when they are built.
 
You can begin collecting taxes from your populace as soon as you gain the stronghold. The amount of taxes you collect increases with your prestige (because people know of you and like you), but the amount also increases with higher security, since some taxes are lost to banditry. You will want to keep both of those values high.
 
You can also employ hirelings to stay at your stronghold. These people will provide bonuses to your prestige and security, but they cost money to employ. Some will leave your castle if you stop paying them, but others will wait around to get paid again (but not provide any bonuses until they are).
 
If you have cleared the dungeon and built a prison under your stronghold, then when you are fighting some of the named NPC’s in the game, you will be given an option to take them prisoner instead of killing them. Prisoners are kept in a cell in your prison, where you can visit them and talk to them, and occasionally use them as leverage later in the game. But you will need to keep your security level high, or you might suffer from a prison break!
Finally, several upgrades will produce ingredients used by non-combat skills. This feature, along with upgrades that can improve your skills, makes your stronghold a great place to craft and store items. You can stop by your castle occasionally and make food, potions, scrolls, armors and weapons, and any that you don’t need immediately can be stored in chests and other containers in a variety of places around the stronghold. You know, in case of an emergency.
 
Which brings us to random stronghold events.
 
Random Events
As you play the game after getting the stronghold, whether or not you are physically there, you will be told if a random event happens at the stronghold. Sometimes, you will need to deal with the event immediately, but usually you are given some time to decide what to do.
 
The most common event at your stronghold is having a visitor arrive. There are all kinds of visitors, but they all share one thing. They can adjust your prestige and/or security just by being at your stronghold. Some visitors are wonderful and give good bonuses, and you will want them to stay as long as possible. Some of these visitors can even be employed as hirelings and will stay on as long as you pay them. Others are not so great, and you will want to offer them one of your companions to act as an escort to their next location, or perhaps simply pay them to leave. Some visitors will offer rare items for sale, and some might even offer a very rare item in exchange for one of the prisoners in your dungeon. As you can see, visitors require some decision making on your part.
 
As mentioned above, your idle companions can take part in adventures as those events arise. You will be informed of what adventures are available, how long they will last, and what the rewards will be (in general terms). If you send a companion on an adventure, he or she is unavailable until they complete it and return with the rewards. You can recall any companions early, but then they earn nothing. Why would you ever want to recall them then? Because your stronghold can get attacked!
 
Attacks are the most potentially dangerous of all stronghold events. Occasionally troublemakers (of various sorts) will decide to attack your castle. You will be warned ahead of time of any such attack, so you can return to the stronghold and take part in it directly, if you want. Otherwise, the attack is simulated and you are told the results. A well-defended stronghold can repel any but the most concerted attacks, but there is always a chance of damage which can destroy upgrades, kill hirelings, and cost money. The threat of attacks is the most important reason to keep your security level as high as you can afford.
 
I hope you have enjoyed this sneak peek into the world of Project Eternity and the role your stronghold will play in the game. No matter how you play the game, your stronghold is certain to provide many benefits and also be a lot fun too!

Yep, sounds "amazing" and "detailed" indeed :)


Title: Re: Obsidian's "Project Eternity"
Post by: trias_e on September 03, 2013, 05:33:33 PM
Anyone going to declare where they think this will fall on the huge success/massive failure scale?

Seems to me that they are trying to do too much out of the gate, which makes me feel like that haven't learn their lessons. I'd love to be optimistic, but even if they only make half a decent game maybe they will be able to follow up with s decent one second time around?

South Park RPG will save them  :awesome_for_real:
They're fucked. But I'm too cynical against Obsidian. Aside from New Vegas and KOTOR 2(yeah it's still shit in the end) most of their games are flawed or in Dungeon Siege III case, too darn boring.

Meh, their games are flawed, but they also are unique and usually very well written (well, ignore Dungeon Siege.  Everything Dungeon Siege is shit).

Alpha Protocol is one of the best fucking games ever, and New Vegas is fantastic as well.  I'll take games like these, flawed and interesting, over polished and predictable any day.  I've got faith in Obsidian to release something that is very cool, fun, well written, and buggy as shit. 


Title: Re: Obsidian's "Project Eternity"
Post by: lamaros on September 03, 2013, 08:25:24 PM
I want this game to be great, but all I see with these updates is "we're trying to do too much!"

It either won't work, or will me nothing like advertised.

I hope I'm wrong.


Title: Re: Obsidian's "Project Eternity"
Post by: Xilren's Twin on September 05, 2013, 03:30:56 AM
I want this game to be great, but all I see with these updates is "we're trying to do too much!"
It either won't work, or will me nothing like advertised.
I hope I'm wrong.

The stronghold one specifically doesn't bother me - heck if NWN can pull off owning and upgrading a castle, no reason this game cant.  Honestly it sounds like a fairly minimal amount of work for the payoff because the bulk of it will be behind the scenes stuff (random events) while the player just mainly manages security, prestige, money, and upgrades via dialogue choices.  It's one of those items that makes sense for a game like they are making, but would be exponentially harder to pull off in any sort of MMORPG, or even a single player 3D game like Skyrim i.e. the player homes in skyrim were separate, upgradable interiors that could have some useful stuff but had no impact in the exterior world at all.   This seems mainly like gravy.


Title: Re: Obsidian's "Project Eternity"
Post by: Jeff Kelly on September 05, 2013, 07:09:20 AM
I've had this uneasy feeling about some of the big kickstarter projects for quite a while now but couldn't put my finger on it exactly why. The recent events and news from a few big projects like Tim Schafer's and this one made it clear to me what it was. Lack of focus and "doing the features I always wanted to do but couldn't/wasn't allowed to" without any corrective element.

With Project Eternity (a moniker I sincerely hope doesn't become an actual albeit ironic description of how the project is managed - like DN forever) I always get updates about game systems, game mechanics, the campaign background and lore but very little updates about the actual game or gameplay. This is disconcerting because the entire kickstarter project was based on the pitch of "an old school RPG like Baldur's Gate or Icewind Dale that big publishers daren't make anymore"

The more updates I read from them the more I get the feeling that what they're really doing is designing a pen and paper roleplaying campaign setting and ruleset on a PC and haven't really gotten to the game part yet.  I hope they don't run into a similar problem Schaefer did and spend all of their budget before they've finished the actual game part of the game. Yes the stronghold stuff does sound nice but shouldn't those people work on actual game stuff first? What happenes when they face a similar situation that Schaefer does? Will they then also release only half of the game and hope that sales are enough to justify making the other half?

You could easily integrate the Stronghold stuff or other features as DLC later but if you have to DLC half of your game because you ran out of money basically designing the "next D&D" your kickstarter backers might be a little miffed about it.


Title: Re: Obsidian's "Project Eternity"
Post by: Lucas on September 05, 2013, 07:53:32 AM
I agree on the budget part (and its relationship with development time), but not really on the coherence of the whole picture ("the game"): they're  mirroring what they did with IWD and their other Black Isle's projects, but with a different ruleset (better or worse than D&D, we'll have to wait and see). Stronghold has already been attempted in BG2 (yeah, ok, the Bioware of old), and with the Keep in NW2 (by Obsdian).

In other words, yes, there is of course a risk of "feature creep", but if there is a single development team which should have a clear idea on how to do a game like this (design wise and its implementation, not talking about the inevitable bugs), it's Obsidian.

I mean, ok, it's not that linear, but doesn't game systems + mechanics + background lore = game ?


Title: Re: Obsidian's "Project Eternity"
Post by: Jeff Kelly on September 05, 2013, 08:44:19 AM
I had a whole thing written about your question but my browser ate it.

In short I do not critisize them for designing a world and rules. It seems though that what they do is designing a ruleset and campaign setting for a pen and paper RPG when what they should do is design a ruleset and campaign setting for a computer RPG. A pen and paper RPG is designed to help the players and GM with what is basically an interactive storytelling experience where a lot of things are created and happen only in the imagination of the players. It's also designed to accomodate a whole lot of different stories and experiences with managable effort for the GM and since it's more akin to books than movies or games it has an entirely different set of constraints and assumptions than a computer game.

Games are more of a "show, don't tell" kind of medium and since the designers know the kind of story they want to create a lot of the effort put into a pen and paper RPG is simply unnecessary or might not be easily adaptable or usable in a CRPG context. There's a reason why most CRPGs only use a subset of the actual rules and background of a P&P rpg. It's also a matter of time and budget, since you have to program, design, animate and test every aspect of your game it simply makes no sense to invest time in a significant portion of content that you'll never use in your actual game. Unless you do interactive fiction (or text adventures) and can actually get away with just writing pages upon pages of text.

Basically I'd expect them to already know what kind of story they want to tell/what kind of gameplay they want to do and design a set of rules and a campaign background to suit that. I'd also expect them to actually focus on the game and what is necessary to finish the game first before putting too much time and effort into add on features, especially when time and budget are as limited as they are here or with any kickstarter project.

It seems to me that what they are doing instead is indulging in something they'd always wanted to do and that what they'd always wanted to do is not necessarily a computer game.


Title: Re: Obsidian's "Project Eternity"
Post by: Lucas on September 05, 2013, 01:45:18 PM
Consider that the style of CRPG they're making, while of course it's made through a visual and interactive medium like videogames, belongs to a period where you still "told" a lot together with showing it: for example, a couple weeks ago they posted a screenshot of the conversation screen (which is pretty much a placeholder when it comes to dialogue):


"Old" style, yeah :)

Yeah, focus on key features might wander, I agree: regarding P&P, yeah, they're all great fans of P&P games, and from the look of it, Josh Sawyer wants to adapt some of the 4th edition rules (D&D, of course) into the game, especially when it comes to the limited use of some abilities during combat.

Now, they made it clear that, yes, since the change of focus by the gaming industry when it comes to "cinematic" RPGs, they always wanted to return to something like Project Eternity. My opinion is that the people involved in this project have quite an understanding of the difference between P&P and CRPGs ad how to design a certain ruleset (more than Sawyer, think about what Tim Cain, with the help of other designers, did with Arcanum and Vampire:Bloodlines...Err, yeah, beside how bug-infested they were at release :P).



Title: Re: Obsidian's "Project Eternity"
Post by: Lucas on October 02, 2013, 01:17:05 AM
Update #65: the Cipher class (with some nice tidbits of Lore) !

http://forums.obsidian.net/topic/64452-update-65-ciphers/

They sound pretty cool, with some interesting mechanics related to targeting.


Title: Re: Obsidian's "Project Eternity"
Post by: Lucas on November 20, 2013, 03:09:37 AM
Some news:

Around Thanksgiving, at long last, the so called "backer's portal" will come online. We'll be able to change/upgrade our pledges, plus there should be more detailed info about the game in general, as per update #66, which also includes a first WIP glimpse at the Stronghold, in ruined and restored state:

http://forums.obsidian.net/topic/64555-update-66-double-whammy/
(Stronghold, big pic: http://media.obsidian.net/eternity/media/updates/0066/pe-stronghold-2444x1172.jpg)

Interview with Adam Brennecke, Lead Programmer and Executive Producer of PE:
http://www.incgamers.com/2013/11/project-eternity-qa-obsidians-adam-brennecke

Quote
IG: The outpouring of support‭ (‬and cash‭!) ‬for‭ ‬Eternity shows that people were crying out for a new,‭ ‬Infinity Engine-style RPG.‭ ‬What do you think those‭ ‬90s RPG titles had that more contemporary RPGs are no longer providing‭?

AB: I think there are a few differences for me that distinguish an IE game from a modern RPG.‭ ‬One is the party based tactical combat‭ ‬-‭ ‬you don’t see too many games with full party control with‭ ‬6‭ ‬party members‭ ‬today.‭ ‬Secondly,‭ ‬IE games left room for the player to contribute to the‭ ‬experience‭ ‬-‭ ‬some which‭ ‬was necessitated by‭ ‬technology,‭ ‬the rest aesthetically.‭ ‬As an example,‭ ‬from how quests work,‭ ‬to the amount of dialogue we have,‭ ‬to the lore and item descriptions‭ ‬there’s a lot of reading‭ ‬in Project Eternity.‭ ‬This has allowed us to both add more content and also allow players a level of active immersion sometimes lost with modern VO and animation,‭ ‬which often fills in the blanks for the players.‭ ‬I enjoy having to use my imagination.‭

‬Last,‭ ‬while we want to make the game fun for everyone,‭ ‬we aren’t going to treat the player like a‭ ‬baby,‭ ‬which for some reason has become the standard in recent years.‭ ‬Our quests require you to think,‭ ‬the‭ ‬combat will be challenging,‭ ‬the choices might be difficult,‭ ‬and you won’t be hammered over the head with‭ ‬quest markers.
----

The most recent update, #67, dwelves into how development proceed behind the scenes, and how the process of creating a single area (in this case, a small interior) works:
http://forums.obsidian.net/topic/64611-update-67-whats-in-a-game/

Last but not least, some new "off-screen" pics from a recent presentation, that I originally spotted on neoGaf and RPGCodex:


Oh, and by the way, can't find the source right now, but Chris Avellone recently said that we can expect a gameplay video in about 3 weeks  :awesome_for_real:


Disclaimer: I hereby declare that Obsidian hasn't provided me with financial support as a consequence of this post... :P


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on December 10, 2013, 03:18:19 PM
New website (and new name, as you can see) is live:

http://eternity.obsidian.net/

KS backers can now register/upgrade their pledge, while newcomers can still pledge for $35.

Short gameplay teaser: still rough, but yeah, the nostalgia factor is there; hopefully, gameplay too :)

https://www.youtube.com/watch?v=HKoDTzea79Y

A few new screenshots and pieces of concept art; at the end of the following news article, you can also read lots of new interviews (still have to do it myself).

https://eternity.obsidian.net/news/update-69-pillars-of-eternity


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Tannhauser on December 10, 2013, 03:29:41 PM
Oh yeahhh, looking good.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on December 11, 2013, 01:04:02 AM
Nice (via RPGCodex.net):

(http://www.rpgcodex.net/gallery/10564_500.jpg)(http://www.rpgcodex.net/gallery/10566_500.jpg)

Full size:
http://www.rpgcodex.net/gallery/10564.jpg
http://www.rpgcodex.net/gallery/10566.jpg


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Bunk on December 11, 2013, 06:38:52 AM
Ok, so I backed these guys really early on, and I don't regret it. If the game even comes out, it should be worth the $20 I paid.

So I just went in to "verify my pledge" as they requested. Holy fucking money grab attempt Batman!

In addition to offering me a chance to upgrade to the various higher kickstarter levels - most of which just included art downloads and other silly fluff - they offered me:

$25 beta access key (more than I'm paying for the game)
$8 Order of Obsidian!!! (an $8 forum title)

I'm just hoping this isn't a sign that they're running out of money.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Yegolev on December 11, 2013, 06:47:49 AM
You can never be too rich or too good looking.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Sky on December 11, 2013, 07:49:39 AM
The forum title is because people went nuts in the KS comments with that stuff. Same thing happened with Garriot's KS comments.

I don't understand why you'd want to play the beta of this game, really. Seems like it would spoil the release.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on December 11, 2013, 08:12:43 AM
I've just dug up a post on rpgcodex (dated 19th October 2013) which mentioned an official post by Adam Brennecke (Project Director) regarding the beta spoilers issue :

http://www.rpgcodex.net/forums/index.php?threads/obsidians-pillars-of-eternity-formerly-known-as-project-eternity.75947/page-886#post-2918194

Quote
2.) The backer beta will not contain story spoilers. We are still discussing exactly what we want to do for it.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Malakili on December 11, 2013, 08:28:39 AM
 :headscratch:


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Sky on December 11, 2013, 08:33:36 AM
wat


Title: Re: Obsidian's "Pillars of Eternity"
Post by: HaemishM on December 11, 2013, 08:36:21 AM
That's not a good sign.  :oh_i_see:

Gameplay video looked good though.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on December 11, 2013, 08:44:05 AM
I don't know, hmm....Maybe a standalone module, or a series of small modules, using all the existing features they have for the main campaign, so that we can test and provide feedback on the mechanics alone?  Among other things, the problem is that, from what I know, the dev team is pretty small.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Yegolev on December 11, 2013, 08:54:48 AM
Pretty sure that means the storyline is DLC.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Teleku on December 11, 2013, 11:50:33 AM
Doesn't seem too weird to me.  Point of Beta is mainly to test for bugs and optimize the game.  They don't need the main plot for that.  Just slap together a small random town with a big dungeon entrance on one end for people to smash their way through.  No plot, just lots of monsters and gobs of random quests events to test triggers and balance combat.  Maybe even increase the leveling speed or something.  Similar to how Blizzards beta for Diablo 3 was just playing the first 20 minutes of the game.  They should be able to get everything they need from a mass beta this way.  Their own internal testers should be able to then find any glaring bugs or glitches in the main quest campaign.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Yegolev on December 11, 2013, 11:56:45 AM
Obsidian's internal testers? :awesome_for_real:


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Sky on December 11, 2013, 12:09:33 PM
April 1st comes earlier every year.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Teleku on December 11, 2013, 02:19:20 PM
Ok, true, I forgot this is obsidian.   :awesome_for_real:

But the main point is that you don't need to have people play the actual game in order to test the engine out and make sure most things works.



Title: Re: Obsidian's "Pillars of Eternity"
Post by: HaemishM on December 11, 2013, 02:32:02 PM
But the main point is that you don't need to have people play the actual game in order to test the engine out and make sure most things works.

But you do if you want to test whether encounters are buggy, whether quests are balanced or even work, etc.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on December 11, 2013, 02:46:09 PM
I'm assuming they just mean 'main story arc' spoilers, not all text...


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Yegolev on December 11, 2013, 06:45:26 PM
But the main point is that you don't need to have people play the actual game in order to test the engine out and make sure most things works.

Have you played Skyrim?


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ingmar on December 11, 2013, 07:53:44 PM
Skyrim has a story?


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Tannhauser on December 12, 2013, 02:44:12 AM
It's the story of a bitter ex-adventurer forced to become a city guard due to an unfortunate injury.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on December 12, 2013, 02:48:03 AM
Oh, by the way: maybe you didn't know this but today, through the second part of an interview on "Rock, Paper, Shotgun", Obsidian CEO Feargus Urquhart (thank you, copy&paste!) will reveal another KS that his company will launch soon (nope, not Eternity 2).

Speculation?


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Teleku on December 12, 2013, 03:07:19 AM
KoToR 3!!!!11!    :awesome_for_real:


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Yegolev on December 12, 2013, 06:29:58 AM
The name of the KS should be Speculation.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on December 13, 2013, 01:11:57 AM
The name of the KS should be Speculation.

Or either a "spiritual successor" (hate this wording) to Vampire: Bloodlines with Tim Cain as Project Director  :drill: :awesome_for_real:

Anyway, RPS trolled us yesterday, no interview, so maybe we'll see something today.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Bunk on December 13, 2013, 06:15:14 AM

Or either a "spiritual successor" (hate this wording) to Vampire: Bloodlines with Tim Cain as Project Director  :drill: :awesome_for_real:

Stop it, don't even make jokes about that. I've come to grips with the fact that that world is dead and gone. Putting hints of false hope in to my mind is just cruel.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Fabricated on December 13, 2013, 07:17:05 AM
I'd be happy with a Bloodline remake that just consisted of rebuilding the game in the current source engine and updating all the graphical assets; even if they left the rest of the game exactly as it is and reused all of the voice assets.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ingmar on December 13, 2013, 10:21:06 AM
That license has gone to Iceland to die though.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on February 11, 2014, 04:47:35 PM
Ok, a few updates:

- With Update #71 (written by Josh Sawyer), things are starting to get more detailed:
http://forums.obsidian.net/topic/65025-update-71-the-heavy-hitters-rogues-and-rangers/

They go much more in-depth when it comes to the combat mechanics of Rogue and Rangers, at least the early level ones

- Update #72 (written by Jr. Producer Rose Gomez):
http://forums.obsidian.net/topic/65115-update-72-death-godlike-and-expected-ship-date/

* New release window: Winter 2014

* Among other things, a couple lovely screenshots:

Such atmosphere  :heart: :heart:
---

- Interview with Josh Sawyer on Eurogamer: no romances in Pillars of Eternity! (more in the interview...I mean, not more romances, just more stuff to read :P)  :awesome_for_real:
http://www.eurogamer.net/articles/2014-02-10-pillars-of-eternity-interview-off-cuts

Some drama unfolding about this on the official forums, by Bioware aficionados  :grin:

- How much areas will PoE have compared to the IE games?
http://forums.obsidian.net/topic/65110-how-big-is-game-map/

Sawyer answers:
Quote
We don't have a final area count but it's pretty high, comfortably in the IE game range.

Which I suppose is quite good, quantity wise: of course we'll see how dense of things to do those areas will be.

Please don't suck  :ye_gods: :ye_gods:


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Tannhauser on February 11, 2014, 04:55:45 PM
This game needs to come out.  Now.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: rk47 on February 11, 2014, 07:31:32 PM
They need to start selling horses.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ceryse on February 12, 2014, 03:11:14 AM
- Interview with Josh Sawyer on Eurogamer: no romances in Pillars of Eternity! (more in the interview...I mean, not more romances, just more stuff to read :P)  :awesome_for_real:
http://www.eurogamer.net/articles/2014-02-10-pillars-of-eternity-interview-off-cuts

I've liked the vast, vast majority of what I've seen from this game. Channels the nostalgia for the Baldur's Gate series very well. That said, I see the lack of romances as an issue, albeit a minor one, simply because of how good the romances in the BG series were (especially when compared to the very low bar of more recent games). I mean, the romances happened over time, were gradual, involved actual character development, and actually varied from character to character (Jaheira's romance progressed in a vastly different manner than that of Viconia's). Hell, with Aerie you had a kid -- that you had to tote around in your inventory like your own, less-epic, Boo. As someone who mainly does romance options in-games for the sake of seeing how bad they are.. BG romances were actually interesting -- especially since you could fuck things up instead of just constant yes/no options.

So seeing them say they're not doing romances is a bit disappointing. Likely the right choice, but disappointing.

Still, only a minor issue and hardly something I'll give a shit about when the game comes out.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: MournelitheCalix on February 12, 2014, 04:10:35 AM
Obsidian's internal testers? :awesome_for_real:

Yeah judging by KOTOR 2 and NWN2 those guys need to be immediately fired.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on July 24, 2014, 12:24:58 PM
So, here's a 25 minutes gameplay preview with Project Director Josh Sawyer:

http://www.giantbomb.com/videos/quick-look-ex-pillars-of-eternity/2300-9224/

I'm only 5 minutes in, but I'm already drowning in nostalgia  :heart:. Obsidian surely played it safe; maybe too safe? We'll see (probably not, looking at D:OS success and how PE might take advantage of that). Story needs to be good.


Backer's beta lands on August 18th (a KS update about it should be forthcoming).


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ingmar on July 24, 2014, 01:58:22 PM
Welp guess I'm replaying BG2 again.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Merusk on July 24, 2014, 02:01:25 PM
Oh sweet, I had stopped following so I didn't realize it was hitting beta finally. I only pledged enough to get myself a copy when it finally releases.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on July 24, 2014, 02:15:46 PM
Regarding spoilers in the above mentioned video (and others popping up around the Net showing the same demo); yeah, dialogues, in-game cutscenes are present (not voiced anyway), but just take your eyes off the screen while they're on and listen to the commentary.

I especially like how the 3D characters blend into the scenery (and how smooth their movement is): a few months ago this was quite an issue during a brief clip they published. Combat doesn't look particularly exciting, but hey...Lv1 chars vs wolves and similar stuff, with a D&D-like approach.

Sorry rk47, no barrel orgy for ya!!  :grin:


Title: Re: Obsidian's "Pillars of Eternity"
Post by: rk47 on July 24, 2014, 11:40:57 PM
(http://4.bp.blogspot.com/-FtCA8SgM5Mc/UMDn6w_SJgI/AAAAAAAADrE/PIaM95WDRRA/s1600/sad-batman.gif)

Click. Swing. Swing. Swing. Swing. Swing. Enemy down. Collect EXP.
Fighting Ooze. Swing above its model.
Story development is too hard to animate in game, CGI is expensive.
Let's give multiple choice over static image.
Gotta love RPGs. *brings out hamster and two hander*


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ingmar on July 25, 2014, 01:19:47 PM
Careful, they're going to revoke your Codex login.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: rk47 on July 29, 2014, 06:43:32 PM
After D:OS TB combat, seeing this IE combat in action is pr. lackluster.
Maybe it gets better mid game but I'm just gonna wait for steam sales to pick it up.



Title: Re: Obsidian's "Pillars of Eternity"
Post by: Sophismata on July 29, 2014, 08:04:11 PM
While I usually agree with you, in this case I think there's room for both gameplay styles. The real-time "turn-based" approach works for me. My only worry is that they've given all the classes too many options; obstensibly a Good Thing but it might make combat too busy without an excellent AI/Scripting system (on par with FFXII).


Title: Re: Obsidian's "Pillars of Eternity"
Post by: rk47 on July 29, 2014, 08:09:59 PM
While I usually agree with you, in this case I think there's room for both gameplay styles. The real-time "turn-based" approach works for me. My only worry is that they've given all the classes too many options; obstensibly a Good Thing but it might make combat too busy without an excellent AI/Scripting system (on par with FFXII).

Example of Good RTWP: Faster Than Light - It had the right elements. UI is precise. And gameplay definitely rewards intelligent play.
I dislike getting too busy in most isometric RPG- cause there's just no depth, you're just fighting with the interface.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on August 19, 2014, 01:59:56 AM
So, the "Backer Beta" is now available for those who pledged in a appropriate tier; here are the details (download, what's in the beta, known issues, etc.) :

https://www.kickstarter.com/projects/obsidian/project-eternity/posts/957143

In short:

- Download size: 2.9 GB
- Beta takes place in an area which is not critical to the main storyline, and should not contain any reference to it (but of course, through dialogues, you might get bits & pieces about the world). There is a village, wilderness and, from what I read, a couple dungeons. The companions you get in the beta are pre-made and very generic (infact, they're called "BB fighter", "BB rogue" etc.) Here's the quote:

Quote
nothing in the Backer Beta has a direct connection to the critical path/main story of Pillars of Eternity. We have intentionally excluded any spoiler content so our backers can play the beta worry-free. None of the quests are connected to the crit path and none of the pre-made companions are going to be in the final game.

- You create a level 1 character: all classes & races combinations are available. Then, you will immediately get more points in order to advance to level 5. Currently, if you do everything in the Beta, you should get to level 8.


More at the above mentioned post.




Title: Re: Obsidian's "Pillars of Eternity"
Post by: Merusk on August 20, 2014, 04:52:28 PM
Did anyone here pledge at the backer beta level?  I only did the digital copy $20 or $30 level for a cheap copy of the game. I'm interested in hearing some non-fanboish play reviews and I doubt I'll get it anywhere else.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ingmar on August 20, 2014, 05:25:27 PM
I did, but I'm not sure I qualify as a non-fanboy. Planning to download it tonight.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on August 20, 2014, 05:48:42 PM
Yeah, I originally pledged in a beta tier; still have to try it out, tho.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Zetor on August 20, 2014, 10:12:52 PM
I tried it out. It's... messy, and feels like an unholy amalgamation of an early alpha and a late beta.

The content, atmosphere, flavor, etc all seem to be spot-on and basically complete. Dialogue/quest quality is very good -- not PS:T level, but better than BG1-2 imo. However, the basic gameplay has issues on the design and implementation levels.
  • The stat system just seems inconsequential... for a 'no dump stat' philosophy, the three mental stats sure feel like second-rate stats. Why would I want to spend a point increasing my AOE sizes by 3% if I could spend the same point to increase my damage/healing by 3%? Maybe this can be fixed by tuning.
  • Character customization seems very limited; fighter A is going to be like fighter B, etc. BG1/2 mostly differentiated recruitable characters of the same class by their unique equipment / exclusive innates / stats / multiclassing / kits; here stats and multiclassing are not going to work due to how the system is designed, but gear and innate abilities may help. We'll see.
  • Lots of bugs. Bugs everywhere. Characters forgetting commands, pathfinding not working as expected, occasional stuttering, inventory disappearing, save/load system bugs, the works. This is standard beta stuff, but some of it feels like alpha-level shit.
  • Some critical problems in combat. Specifically, the characters currently lack even a basic kind of AI, so you have to babysit all of them to attack a target every time. Yes, it's as tedious as it sounds. This is actually a bug that's on the shortlist to fix, but it makes the combat game borderline unplayable unless you're a masochist.

So overall, I dunno. Lots of promise, but I'm unconvinced about the system, and there are some crippling bugs that make combat basically a non-starter right now. I'll probably give it a second look after those are fixed.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ingmar on August 21, 2014, 12:01:54 AM
It hits basically all the old Infinity Engine notes. Gorgeous area art, the old familiar textured interface, noises when you move items around, etc., etc. A lot of icon art isn't done, and the game system seems somewhat more complicated than the old IE 2nd edition AD&D stuff. Character creation has a lot of variables - gender/race/subrace/class/culture.

It is certainly buggy, in all the ways Zetor says. I'm not disappointed in what it looks like this game will become though, and they're certainly spraying nostalgia around with a giant hose.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Zetor on August 21, 2014, 12:25:49 AM
Yea, my post may have seemed a bit more negative than I intended -- overall I found the game to be quite promising, and something that can definitely live up to the legacy of the better IE games. A lot of systems which would probably help on the customization front (like traits) just aren't implemented yet; also, the stat system will probably be overhauled before launch. The IE feel is definitely there, and the content itself is really good / professional quality; it's just that combat currently is a bit... yeah.



Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on August 21, 2014, 02:51:04 AM
Character stuff sounds blegh. I quite liked BG2s system and I'm sure ill miss it.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Jeff Kelly on August 21, 2014, 03:41:28 AM
Maybe it will all come together in the end but I'm somewhat disheartened to see that the Obsidian guys have basically not learned anything in the last ten or fifteen years making such games.

They way you describe it makes it sound like basically every other game those Black Isle guys have made from Baldurs Gate and the original Fallout to Icewind Dale and Fallout New Vegas. Games with lots of style, athmosphere and great stories that are bug infested messes featuring half thought out and broken game mechanics and systems.

BG was basically a game demo. The 1.0 Version of Fallout was literally unplayable due to a save file corruption bug and even the final version was still broken enough that the community had to fix major stuff by means of reverse engineering the game and supplying unofficial patches. It took them more than a year after release to get Fallout New Vegas to anything resembling a working status and even in its final state it still manages to crash in a way that I have to hard reset my XBox every few hours.

Until now their justification for that has alway been that those issues came from publisher interference. That they can't do great work when budgets and deadlines are forced on you externally and you have to ship regardless of the game being done or not. They also said, that this would no longer be the case with Pillards of Eternety due to the kickstarter model and the 'when it's done philosophy'.

We'll see if this is shown to be true or not.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Merusk on August 21, 2014, 08:56:33 AM
Until now their justification for that has alway been that those issues came from publisher interference. That they can't do great work when budgets and deadlines are forced on you externally and you have to ship regardless of the game being done or not. They also said, that this would no longer be the case with Pillards of Eternety due to the kickstarter model and the 'when it's done philosophy'.

We'll see if this is shown to be true or not.

Game developers are known liars and unprofessional, undisciplined man children.  This has been known for a while. The inability for any of them to move past the point of their original 'groundbreaking' projects only adds to this perception.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: rk47 on August 21, 2014, 07:16:32 PM
Avellone can't even figure out Arcanum and refuses to read the fucking manual.  :awesome_for_real:
Vidya Game Writers mang.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: NowhereMan on August 21, 2014, 11:49:28 PM
Sounds like a disappointing start, sounds like 'Publisher interference' may have been just designers blaming the fact that they actually have a schedule and deadlines as part of the production process rather than things actually being unrealistically rushed in the past. Which means when you've got finite time and money resources you're game is going to have problems and that ain't the publisher being a jackass.

I will still buy this though, even if combat is kind of shitty, because Obsidian game plots tend to make me excited in my pants despite the horrendous execution of the game.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: rk47 on August 22, 2014, 12:11:52 AM
I know several Japanese games that excites me in my pants too.  :pedobear:


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Cyrrex on August 22, 2014, 01:47:50 AM
I must be living in a parallel dimension from some of you.  I rarely or never experienced these horrendously game breaking bugs (either on console or PC).  Also, I will note here below a list of all the Obsidian games I've played that I didn't find either really good or amazing:


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Jeff Kelly on August 22, 2014, 02:08:49 AM
Deadlines keep you honest and they force you to prioritize what you actually want to do. Budgets force you to also be efficient at implementing the things you decide to do. If you have neither a budget nor a deadline stuff like Duke Nukem Forever happens.

Then there's the issue of 'cool' and 'uncool' things that you can do. As a SW developer myself and after a few years of experience as a project manager I can tell you that it's incredibly hard to get engineers and designers to do the 'uncool' stuff, to get them to do it well and to get them to keep on doing it until it's done. Uncool stuff includes but is not limited to: testing, writing test specs, writing test cases, fixing bugs when there is still some cool design or development work to do, doing lots of iterations on a module with iterative fixing and testing and so on.

That's why testing is so often outsourced or done by entry level staff even though it's probably the most important part of every SW development project. The idesigners and implementers shouldn't be the ones doing or even designing the tests but you need professional test engineers.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Jeff Kelly on August 22, 2014, 02:52:45 AM
The Fallout Wiki has a pretty extensive list of bugs and patch notes for Fallout, Fallout 2 and Fallout New Vegas. I haven't looked if there exists similar info for Baldurs Gate 1 and 2, Planescape Torment or Icewind Dale 1 and 2 but I suppose there will be.

Since many of the Obisdian guys have at one time or another been involved with most or all of the listed games (as part of Black Isle or the original Bioware) especially Josh Sawyer and Chris Avellone it's a good track record of their existing work.

All of the games mentioned still had critical bugs in the released versions that could corrupt save games or prevent you from finishing the game. Even worse in some cases patches released to fix certain game breaking bugs actually introduced new game breaking bugs and failed to fix the old ones. In the case of Fallout: New Vegas I'm not even talking about the PC version where I could somehow understand the issues because of the huge amount of different hardware but the XBox 360 version. In fact Fallout, Fallout 2 and New Vegas still include game breaking bugs that were never fixed (unfinishable quests, crashes etc.). I never played BG so I don't know for sure but I assume it's the same there.

In fact as far as Fallout and Baldurs Gate are concerned the versions you probably encounter today or which are recommended for playing involve fan made patches and fixes. In case of Fallout 1 and 2 the list of fixes and improvements the fan patches made possible is extensive and Baldurs Gate enhanced edition started off as a fan project.

Don't get me wrong I played the shit out of those games, that's the only reason I know just how many issues those games had and still have. The defense by those guys has always been though that it was never their fault but their publsihers that the games ship in such a broken state. That it was always an issue of unreasonable deadlines and budget constraints. When they still were a part of Interplay they regularly threw them under the bus by claiming that it was Interplay's fault for forcing them to release a broken game and with Fallout: New Vegas they did the same to Bethesda (probably the reason why you'll never see another Obsidian Fallout as long as Bethesda holds the license).

The whole mission statement for Project Eternity has always been that they can do what they want and finish when it's done with reasonable deadlines and budgets and enough time to fix, finish and polish everything to their liking and not when some publisher tells them to ship it.

The fact that they released a Beta that should have been called an Alpha release due to the state core game mechanics are still in indicates that this might be just bullshit.

It's a testament to their writing and design work, that most people - including me - still remember those games fondly and still want to play them. The quality of their coding has always been shoddy though.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Cyrrex on August 22, 2014, 03:56:04 AM
Facts and stuff.  Can see trees, but not forest.

If it means that they will still deliver games to me that are among my favorites of all time, then I will gladly take their bugs and shoddy QA processes.  Let's go ahead and say the same thing about Bethesda while we're at it.  If this Pillars game is as shitty as all their other stuff, then it sounds like a Day 1 purchase.

Not meant as a dig on you, Jeff, I think I can tell from your posts that you are a probably fan of these games as wll and are just armchairing a bit. 


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Yegolev on August 22, 2014, 07:58:21 AM
Sounds like a disappointing start, sounds like 'Publisher interference' may have been just designers blaming the fact that they actually have a schedule and deadlines as part of the production process rather than things actually being unrealistically rushed in the past. Which means when you've got finite time and money resources you're game is going to have problems and that ain't the publisher being a jackass.

I've had this opinion for a long time.  Grown men with jobs understand budgets of time, money, etc. and know or learn how to manage their work (and life).  Man-children whine about how life is unfair and if only they had no grown-ups telling them what to do, the world would be awesome.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Jeff Kelly on August 22, 2014, 08:59:07 AM
Not meant as a dig on you, Jeff, I think I can tell from your posts that you are a probably fan of these games as wll and are just armchairing a bit. 

I own all of them.Sometimes several copies for different systems.

It's just sad to see that their methods haven't changed. Especially because they've burned a lot of bridges and publisher goodwill by being shoddy developers and constantly blaming others for that. When Fallout New vegas came out they basically blamed Bethesda for the game being as broken as it was then. Since it was Bethesda probably even justifiably so. Obsidian is first and foremost a thrid party developer being hired by license holders and publishers to develop their properties though and they lose more contracts than they gain with that attitude.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ingmar on August 22, 2014, 11:02:54 AM
New Vegas ran close to flawlessly for me. MUCH better than, say, Fallout 3.

The only Black Isle/Obsidian games that ever presented significant issues to me were Fallout 2 (so long ago as to be basically irrelevant, but yes it was badly broken at release) and the ending of KOTOR2 (mostly not their fault, at a minimum.) I guess you could argue that Alpha Protocol had a bad PC port in terms of controls (hacking minigame especially).

I think this reputation they have is pretty overblown and based mostly on one game (KOTOR2).

(These guys were not particularly involved in BG 1/2, that was Bioware, who originally shared the same publisher - Interplay. Black Isle did publish BG2 but did not develop it. So experiences there are not especially relevant.)


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Zetor on August 22, 2014, 12:09:26 PM
Yep, the "Bugsidian" rep is a bit overblown. I understand that NV was pretty buggy right after launch, but then so was every other game with that engine. I played it ~6-9mo after release and had pretty much zero issues. Their last IE game (IWD2) was done on a ridiculously short schedule and still ended up decent-ish. NWN2... well... the engine was terrible, so I didn't get past the prologue (though I heard good things about MOTB). Alpha Protocol wasn't anywhere near as fun as Deus Ex, but it was still an interesting game to play.

My problems with Obsidian games are mostly related to them making games I'm just plain not interested in (lately: Dungeon Siege 3, South Park, and they're also apparently working on a World of Tanks clone). Pillars of Eternity looks like it's right up my alley, though, despite my preference for turn-based combat!

e: also, the Pillars lead designer shares his philosophy on RPGs here (http://kotaku.com/how-to-balance-an-rpg-1625516832), it's an interesting read (WARNING: KOTAKU LINK) I guess the main takeaway is that balance > all, even in single-player games. It certainly explains some of the design choices I've seen -- and in that case, IMO the main challenge PoE will be to make sure that the different archetypes / options are actually distinct enough despite being "balanced" against each other.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: rk47 on August 23, 2014, 11:10:23 AM
Guy's full of it.
Despite his 'visionary balance' take on all stat points, we still get dump stats cause..hell, even mages can dump INT. LOL.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Megrim on August 23, 2014, 09:56:44 PM
Yep, the "Bugsidian" rep is a bit overblown. I understand that NV was pretty buggy right after launch, but then so was every other game with that engine. I played it ~6-9mo after release and had pretty much zero issues. Their last IE game (IWD2) was done on a ridiculously short schedule and still ended up decent-ish. NWN2... well... the engine was terrible, so I didn't get past the prologue (though I heard good things about MOTB). Alpha Protocol wasn't anywhere near as fun as Deus Ex, but it was still an interesting game to play.

My problems with Obsidian games are mostly related to them making games I'm just plain not interested in (lately: Dungeon Siege 3, South Park, and they're also apparently working on a World of Tanks clone). Pillars of Eternity looks like it's right up my alley, though, despite my preference for turn-based combat!

e: also, the Pillars lead designer shares his philosophy on RPGs here (http://kotaku.com/how-to-balance-an-rpg-1625516832), it's an interesting read (WARNING: KOTAKU LINK) I guess the main takeaway is that balance > all, even in single-player games. It certainly explains some of the design choices I've seen -- and in that case, IMO the main challenge PoE will be to make sure that the different archetypes / options are actually distinct enough despite being "balanced" against each other.

ugh, he is one of those people.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Jeff Kelly on August 24, 2014, 04:30:20 AM
Character balance in RPGs is a fool's errand. The most recent example of how spectacularly that can fail is D & D 4th edition.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: NowhereMan on August 26, 2014, 12:56:45 AM
Guys, guys, guys! I think we can all agree there's a very good chance that this is going to be released with some show stopping bugs that will affect a small percentage of players and that the mechanics will probably not achieve anything like the results the designers are promising and won't be 'totally revolutionary' but will hopefully present some options with regards to different playstyles. Basically I'm expecting a generally competent game, albeit one that is nowhere near the level of coding quality expected of a major developer, with some not-broken if not very exciting mechanics.

Andif the writing is anything like Obsidian's normal standards it will be a day 1 purchase and eat my free time for a couple of weeks.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: rk47 on August 26, 2014, 01:27:14 AM
They shd just do a visual novel.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on September 04, 2014, 02:08:46 AM
First beta patch is out, 1.7 GB:

http://forums.obsidian.net/topic/68200-backer-beta-build-278-is-live/


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on September 26, 2014, 04:16:30 AM
...And another beta patch is out: 2 GB

http://forums.obsidian.net/topic/68689-backer-beta-build-301-is-live/

Fixing, polishing, toying around with certain game systems (primary and secondary attribute interdependence, naming, stealth). Onward.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on September 28, 2014, 08:01:59 PM
I had the misfortune to read the beta forums. For a bunch of serious fans they are a pretty pessimistic lot.

I really don't understand why games developers try to do so much. Why have 500 different race combos when you can't even get a solid idea on how your stat system will work?

Give D:OS decent writing and world detail and you have a good to very good game.  Obsidion are just trying to do too much crap, especially as they're not good as doing much of that crap in the first place. Why can't people recognise their limitations and focus that extra money/whatever on fixing those things?

I still have hopes this will be a great game. But it might take years of player patches and mods to get there.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Jeff Kelly on September 29, 2014, 03:44:06 AM
I'm in the new X-Com camp on this one. Do a few classes/combos but do them right and make sure synergy and tactical options fit. Then do the itemization for those classes. Once you have the holy trinity down then think about how you can extend/broaden the class system. What usually happens is that you have lots of classes that are indiscernable from each other and an itemization that stinks.

I doN#t get why so many developers fuck this up. Most of your game emchanics in rpgs/tactical combat sims is combat, so get your initial classes down, get your combat system down, get the itemization down. Then extend. 80% of my gameplay will involve that so it be better good and tight.

new X-Com had this down. The limited base classes hurt its replay value a bit but what they had was lean and tight.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Malakili on September 29, 2014, 06:43:29 AM
I'm in the new X-Com camp on this one. Do a few classes/combos but do them right and make sure synergy and tactical options fit. Then do the itemization for those classes. Once you have the holy trinity down then think about how you can extend/broaden the class system. What usually happens is that you have lots of classes that are indiscernable from each other and an itemization that stinks.

I doN#t get why so many developers fuck this up. Most of your game emchanics in rpgs/tactical combat sims is combat, so get your initial classes down, get your combat system down, get the itemization down. Then extend. 80% of my gameplay will involve that so it be better good and tight.

new X-Com had this down. The limited base classes hurt its replay value a bit but what they had was lean and tight.

This is one of the reasons I place such a high value on combat mechanics, smoothness and how much fun it is to actual just plain fight stuff in these sorts of games.  I like other parts of the games more, but given that so much of my actual gameplay is going to be spent on combat, it just can't be clunky or else most of the game is going to be an absolute chore to play.  I'm not going to stick around for your cool crafting system and deep dialog trees if getting past any combat makes me want to turn the game off.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Merusk on September 29, 2014, 09:53:12 AM
I doN#t get why so many developers fuck this up. Most of your game emchanics in rpgs/tactical combat sims is combat, so get your initial classes down, get your combat system down, get the itemization down. Then extend. 80% of my gameplay will involve that so it be better good and tight.

Because "more is more" is the mantra of modern business.  How many companies are out there trying to bring all things to their market sector and doing them all half-assed or buggy on some level or another.  That's the mindset of game designers, and even if it's not that's the mindset of their bosses.

Not "do a few things very well," but, "Please everyone to increase marketshare." Instead of doing the smart thing and falling back to the simplicity of old RPG systems, designers or their bosses push to encompass everything.

"Those fuckers are all Melee weapon dudes. We'll call them fighters. They can multi-class to pick-up spell slinging of some type." vs.  "Oh, shit. Someone might not buy this game if we don't have a death knight. Throw them in there.  Oh and a paladin. Oh, and a Knight Templar. Oh and an oriental kite fighter."

It takes a strong will at the top to resist this temptation. Typically that comes from the publisher who says, "No, assholes. This is your budget you have to push the product out in 3 years. GET GOING."


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Rasix on September 29, 2014, 09:57:57 AM
Was their a tier on their kickstarter for Obsidian to do actual QA this time?

I don't trust them when they start going above and beyond the call of duty.  Obsidian adding complexity scares me.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: HaemishM on September 29, 2014, 01:19:10 PM
I doN#t get why so many developers fuck this up.

Except when it comes to paying employees. AMIRITE?  :why_so_serious:


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ingmar on September 29, 2014, 02:13:00 PM
This game isn't much more mechanically complex than say IWD2. I'm not sure it is even AS mechanically complex as IWD2. All those dozens of race/background combinations just boil down to minor stat changes.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Rasix on September 29, 2014, 02:20:31 PM
Which means I'll just end up making a bunch of plain humans because the trade-offs are often terrible.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Malakili on September 29, 2014, 02:24:23 PM
Which means I'll just end up making a bunch of plain humans because the trade-offs are often terrible.

Pfft.  Min maxing.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on October 02, 2014, 01:25:08 PM
Delayed: see ya in "early 2015":

http://forums.obsidian.net/topic/68878-pillars-of-eternity-early-2015-beta-feedback-and-game-polish/

Well, guess that means moar fun peeking and lurking in the RPG Codex forums  :grin:


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ingmar on October 02, 2014, 01:52:04 PM
Honestly, I'm a bit relieved. The upcoming gaming release collision was starting to look like it was going to be kind of overwhelming.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Zetor on October 02, 2014, 10:26:11 PM
IMO it was already overwhelming, even just on the cRPG front: Shadowrun Dragonfall DC, Wasteland 2, Elminage Gothic, (maybe) Lords of Xulima... and I still haven't finished D:OS.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on March 24, 2015, 02:02:58 PM
Rise and shine woodchuck chuckers! this comes out in two days, but the latest from Obsidian is that they'll release the steam keys today (maybe together with the manual), and allow pre-loading tomorrow.
---------------


As you might know, the embargo has been lifted earlier for some "Twitch-ers", just like it happened recently with Cities:Skylines and other games, so you can get spoiled all you want right now if you only marginally care about the story.

On the other hand, just before character creation (which is something you might want to take a look at anyway), there is an innocuous text/voice intro (BG/IWD style), so it's sorta safe to watch it. Here's a video ("Arumba" is a decent guy, did some excellent tutorials for CKII and some interesting "let's play" of other games):

https://www.youtube.com/watch?v=Z7Es5KsYdmk

There are various versions of the game, also available on GOG; plus, you can already take a look at the lore for the various races and other stuff on the wikia (front page  points toward most of the lore-related stuff):

http://pillarsofeternity.gamepedia.com/Pillars_of_Eternity_Wiki (some entries about character abilities could be quite outdated by now).

anticipationintensifies.jpg


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Merusk on March 24, 2015, 02:05:43 PM
Anyone else back this on KS and not heard a peep recently? I'd forgotten about it until I saw the preorder on Steam.  Still have it showing on my account on their site but that's it. Odd.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on March 24, 2015, 02:45:26 PM
They've been pretty quiet, yes; some of the developers answered gameplay and generic questions on a couple forums. They updated the "backer beta" version a fair number of times, tho.

Ideally, they spent most of their time working on the game (turns out good or bad, they had a very defined idea about what the wanted to create and the related gameplay mechanics right from the start and all the way to release)  :)


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ceryse on March 24, 2015, 03:11:15 PM
Looking forward to this, though I have a few reservations (Obsidian, very few of the companions look interesting -- especially compared to the ones I liked from BG2 and other games this is emulating, and the fact companions are auto-leveled when they join you, instead of letting you getting full control over their leveling direction is annoying). Still, I'm a sucker for games like this that are good and from what I've seen so far in a few streams/videos (Arumba, Quill18 and a stream from an Obsidian dev) it hits a lot of the right notes for me.

Probably my last on release purchase of the year, sadly. Nothing else coming out (that I know of) even look mildly interesting. Maybe I'll finally make a dent in my backlog...


Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on March 24, 2015, 06:34:49 PM
Pre-loading now. I caved and bought seeing as this didn't have the usual Australia tax and I'd love to play a decent RPG. Hoping it's at least worth the money.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Sky on March 24, 2015, 08:00:48 PM
Pre-loading now.
Goddammit. They haven't released keys for KS backers, ffs.

On the other hand, I guess only paying $20 is worth a little wait time.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Merusk on March 24, 2015, 08:02:39 PM
Yeah, that's my thought Sky. Can't play until Thursday either way.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Khaldun on March 24, 2015, 09:43:00 PM
Wait, this is coming out imminently? Hm.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: sickrubik on March 24, 2015, 11:50:18 PM
You can redeem keys now for backers. I'm preloading on steam at the moment.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on March 25, 2015, 01:20:02 AM
You can redeem keys now for backers. I'm preloading on steam at the moment.

Finally! Pre-loading my KS Royal Edition  :drill: :heart: (and can't wait for my boxed Collector's Edition to arrive)


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Comstar on March 25, 2015, 03:12:20 AM
The lead designer has been posting pretty much every page in the Something Awful thread. I tried playing the Beta but didn't have much success - preloading now.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Xilren's Twin on March 25, 2015, 04:23:55 AM
Time to learn a new rpg system then eh?  From the non spoilery parts i've been looking at, it appears they have tried to make stats more broadly applicable so it will be tough to make a truly bad character from the jump.  For example, Might being useful for sword swinging damage, but also can helpful for making magic effects stronger too.
Plus, several new classes that arent in the traditional d&d archetypes.  It's going to make it hard to decide what i want to use for my first play through; i typically start a new rpg system as a more basic fighter type to learns the in's and outs, but that may not appeal in this lore heavy world.  Hrm.

I thought it was interesting in watching a basic first 15 minutes type video on RPS that even the few decisions you get in the early game could change your initial companions .

My rapier is a-quiver with anticipation.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on March 25, 2015, 05:20:34 AM
I suspect the stat system might suck balls, I think D&D-ish Baldur's Gate was the best.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: jakonovski on March 25, 2015, 07:44:27 AM
This is going to be interesting to follow. Another watershed moment for ks.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Sky on March 25, 2015, 07:46:20 AM
I wonder how much crossover there will be between this system and the numenera system Torment will use, since the devs have been pretty tight.

I really hope both games are good and successful and we can have a new era of 1999. I even got an email from Prince yesterday (seriously).


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Merusk on March 25, 2015, 08:40:14 AM
I suspect the stat system might suck balls, I think D&D-ish Baldur's Gate was the best.

I doubt any game will ever achieve that. 2nd ed D&D was around for so damn long compared to any current game systems you just can't compare them. Just think of how many hours of physical & digital gaming are rolled into that single system. It's staggering.

Although, I think the 'it's the best' might just have more to do with nostalgia and how pervasive it was than anything else.

I really hope both games are good and successful and we can have a new era of 1999. I even got an email from Prince yesterday (seriously).

What, like personal "Hey Cash, how's it going?" or you were wrapped into some marketing/ spam with Prince's name on it?


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Sky on March 25, 2015, 08:45:25 AM
Quote
A Note From Prince

Sorry 2 bother U.

Just wanted 2 send U this
baby picture of Judith Hill with Her 1st piano.

Loox like her parents, who r also musicians- had a plan.
Well, that plan succeeded.

This is Judith Hill's debut album BACK IN TIME.

Please spend some time with this music and then share it with someone U love.
Hah. I keep picturing Fred Armison's shy Prince.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: sickrubik on March 25, 2015, 09:15:32 AM
what.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Tannhauser on March 25, 2015, 10:08:53 AM
Pre-ordered this today, the hype train has left the station and I'm pulling the whistle!  Going in very ignorant about the whole game.  My first character is usually a thief type because you can find meatshields everywhere and I like unlocking cabinets and looking at ladies' knickers.



Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on March 25, 2015, 10:23:06 AM
Pre-ordered this today, the hype train has left the station and I'm pulling the whistle!  Going in very ignorant about the whole game.  My first character is usually a thief type because you can find meatshields everywhere and I like unlocking cabinets and looking at ladies' knickers.



Sounds naughty  :grin:

Regarding the Stats system, one thing I like is the frequent checks for dialogues and events, similar to Arcanum/New Vegas/Bloodlines.  The options menu will allow you to hide the dialogue choices you can't select because you lack the corresponding stat/skill requirement.

One frequent criticism about the Stats system, is that it might be too much on the "balanced"  and dull side.

Anyway:

(http://media.giphy.com/media/AOhgmFQZU41rO/giphy.gif)


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ingmar on March 25, 2015, 12:07:27 PM
If you're looking to kill some time before the game unlocks here's the manual:

http://cdn.akamai.steamstatic.com/steam/apps/291650/manuals/pe-game-manual.pdf?t=1427302221


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Merusk on March 25, 2015, 12:17:07 PM
Reminding me that an advantage to having a smartphone is I can once again read game manuals on the shitter.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on March 25, 2015, 12:54:11 PM
Ok, but while you're on the shitter thinking about first world problems, be sure to also read this (manual is outdated):

http://eternity.obsidian.net/game/manual-errata

And also, if constipation is a factor, this is a VERY extensive beginner's guide to PoE, narrated by one of the RPG Codex (and extremely dedicated PoE beta tester, to say the least) fellas:

http://forums.obsidian.net/topic/71462-pillars-of-eternity-beginners-guide/  (no spoilers, really)


Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on March 25, 2015, 03:53:48 PM
When is this unlocking? I'm home sick again and want to make the most of it.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Xilren's Twin on March 25, 2015, 04:14:15 PM
I believe it is 9am PST tomorrow according to posts i saw on the steam forums  (though steam itself says approximately 16 hours which would be 8am EST...).



Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on March 25, 2015, 04:16:54 PM
That's bullshit! It's already the 26th here. Unlocking at 3am on the 27th is bullshit!


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on March 25, 2015, 04:35:50 PM
you tell them!!  :grin:

Meanwhile, here's the last KS update before launch:

http://forums.obsidian.net/topic/71670-update-92-reward-redemption/

Excerpt:

Quote
Update by Josh Sawyer, Project Director and Brandon Adler, Lead Producer
 
Hey, everyone. After two and a half years, we're happy that you're finally going be able to get your hands on Pillars of Eternity. It's been a great pleasure to work on a traditional PC RPG again and it wouldn't have been possible without your interest, support, and feedback. We hope that playing Pillars of Eternity gives you the same feelings you had when you played the Infinity Engine games. Many of you have told us how much these games have meant to you over the years. It's always been our goal to recapture that experience as well as we can. We've worked hard to provide you with a beautiful world to explore, flexible systems that allow you to build all the characters and parties you can dream up, and a rich story that responds to the choices you make. Nothing can replace the Infinity Engine games, but we hope Pillars of Eternity is a worthy successor to that heritage.
 
Thank you again for all you have done.
 
-Josh Sawyer

Simple and straight to the point.
----

I can't find the post now, but yesterday I think I read something about a possible Day 1 patch (not sure, though).



Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on March 25, 2015, 04:45:16 PM
The manual is not filling me with confidence.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ceryse on March 25, 2015, 06:06:32 PM
There is going to be a day one patch (last minute changes and fixes, I believe).

Should be a good game. More companions would be my biggest request -- and improved modding support, of course -- for DLC/expansions/sequels (I have no doubt it will sell well enough to merit such). It won't be as good as the games it is emulating, but, really, BG2, Torment and such are pretty high bars.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Sky on March 25, 2015, 07:24:19 PM
Also, this is basically an indie project given the funding levels. I imagine if it does well there might be a better sequel, a BG2 kind of more sprawling game.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on March 25, 2015, 08:26:52 PM
350 portraits, plus 59 more:

http://imgur.com/a/eOhqV (350)

http://imgur.com/a/1bQAJ  (59)


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on March 26, 2015, 07:12:17 AM
Reviews are coming in; for what is worth, PC Gamer gave it 92 (IGN Russia 10/10  :grin:) :

http://www.pcgamer.com/pillars-of-eternity-review/


Title: Re: Obsidian's "Pillars of Eternity"
Post by: lesion on March 26, 2015, 07:22:33 AM
Hm. Rogue solo playthrough? :awesome_for_real:


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Malakili on March 26, 2015, 07:30:26 AM
I'm going to wait for a sale, but looks good.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Xilren's Twin on March 26, 2015, 10:15:31 AM
Hm. Rogue solo playthrough? :awesome_for_real:

My understanding is in this game Rogues are more assassins, where trap detection and disarm is the Mechanics skill which anyone can learn...

BTW, day 1 patch and im guessing the server is getting hammered b/c it's a slow download.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: MrHat on March 26, 2015, 12:49:38 PM
There are so many delicious numbers.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: calapine on March 26, 2015, 01:11:39 PM
Does anyone know what this:

(https://i.imgur.com/TQY2znc.png)

exactly does? A quick google search didn't reveal anything more detailed...


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Father mike on March 26, 2015, 01:14:17 PM
My take was that Expert mode disabled the little scrolls that appear in the upper right corner explaining game mechanics.  More specifically, explaining game mechanics that differ from Infinity engine/AD&D rules.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: drogg on March 26, 2015, 01:17:05 PM
i believe it also gets rid of options in dialogue/encounters that you don't qualify for, and hides the changes to reputation caused by your actions, and other mechanical obfuscations in the same vein.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ingmar on March 26, 2015, 01:25:30 PM
Expert mode is this (a bunch of these are individual things you can turn on or off but Expert Mode just does all of them):

Quote
Combat Options[5]
Perma Death, characters whose health reduced to 0 will permanently die, instead of becoming Maimed.
Hide Highlighting from area of effect spells and abilities.
Hide Defense and Accuracy tool-tips.
Brief vs. Verbose system feedback
Non-Combat Options[5]
Hide unqualified conversation options.
Hide Attributes and Skills checks thresholds for conversation options.
Hide the earned reputation and disposition effect of an option.
Hide the disposition values in the character sheet.[6]
Hide companion influence messages.[7]
Hide explicit quest objectives in Journal i.e. show just the journal text of the quest, without explicit objectives saying what to do.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on March 26, 2015, 01:25:41 PM
From RPG Codex:
http://www.rpgcodex.net/forums/index.php?threads/what-modes-will-you-play-1st-playthrough.97893/#post-3812598

Expert mode OFF:

Expert mode ON:

Quite useless, IMO; just hand pick those options to suit your playstyle (toggle might come handy if you REALLY want to get an achievement, if it exists, about beating the game with that mode turned on)


Title: Re: Obsidian's "Pillars of Eternity"
Post by: calapine on March 26, 2015, 02:03:21 PM
Thanks drogg, Ingmar, Lucas.

And I'll agree, I prefer fine-tune those options. achievements...bleh who cares.

Minor quibble: I am pretty sure quite a few of the character portraits looks are not actually achievable by using the character appearance settings. Missing hairstyles, etc.

Oh well, I guess that's life.... :grin:


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Merusk on March 26, 2015, 02:05:41 PM
Who actually looks at your character beyond the portrait anyway? Viconia always had a helmet on as did Minsk. They look like their portraits to me.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on March 26, 2015, 02:13:13 PM
by the way, looks like Steam  has yet to include the Day 1 patch (GOG download already comes with it).

Regarding the manual, like I said yesterday, be sure to read the "errata" on the official game website:

http://eternity.obsidian.net/game/manual-errata


Title: Re: Obsidian's "Pillars of Eternity"
Post by: calapine on March 26, 2015, 02:18:29 PM
Who actually looks at your character beyond the portrait anyway? Viconia always had a helmet on as did Minsk. They look like their portraits to me.

No one sane. I am a bit 'special'  :grin: (And I did say it's a minor quibble!)

To actually contribute something: This is a game where quickly skimming over the manual, while not required, actually provides some info.

Accessible via the right-hand links in the Steam library.

(https://i.imgur.com/VDlq1wj.png)


Title: Re: Obsidian's "Pillars of Eternity"
Post by: calapine on March 26, 2015, 02:36:39 PM
by the way, looks like Steam  has yet to include the Day 1 patch (GOG download already comes with it).

To expand on this, I just compared versions with Lucas. GOG (who claims on their forum to have the Day 0 patch) and steam versions are on the same number.

My interpretation from this and some more googling here is that both downloads have the Day 0 patch and that there is a Day 1 patch that is yet to come.

(https://i.imgur.com/5QaJoma.png)


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Merusk on March 26, 2015, 02:45:02 PM
Or Steam preloaded the Day1 patch while GoG has a different process.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on March 26, 2015, 02:50:50 PM
Still have to fire the game up beyond character creation  :why_so_serious: . Busy reading the Almanac and the (excellent) Collector's book  :heart: :heart: :heart:


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on March 26, 2015, 03:51:58 PM
Final clarification about the Day 1 patch (in short, yeah, "Day 1" patch is the build we're currently playing) by Darren Monahan:
http://forums.obsidian.net/topic/71798-day-one-patch/?p=1600729

Quote
This is indeed the "day one" patch. There is no new patch coming today (unless there's a crazy hotfix issue.) We are working on 1.03, but that's not locking down until next week. We'd like to collect issues reported here and elsewhere to make sure any immediate stuff gets resolved.
 
Generally, that number at the end (508) is the daily build number. We don't fire off lots and lots of builds - it would take way too much time too do that. They usually only occur once daily, sometimes 2-3 times a day depending on the situation.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Fabricated on March 26, 2015, 07:55:58 PM
This is really cool and basically Baldur's Gate 3.0.

I'm kinda bummed I can't make a talky rogue without kinda gimping the character though.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Tannhauser on March 26, 2015, 08:15:12 PM
I'm pretty impressed so far.  I've been in four zones, done a few quests and even crafted a spell and a potion.  Nice.  Little touches abound, like it's easy for a certain character to loot a body, then click on another character to loot any other items on the same body.  Also, a lot of area loot, so you don't have to pixel hunt for every corpse.  Looks like they swiped some ideas from DND 4e as well, with encounter powers and 'rest' (daily) powers.  The classes seem pretty good so far, except for the Monk, who has to suffer Wounds to power his abilities.  Plus he's a paper tiger and quickly goes down.  Blech.  Also, there are multiple windows for Talents, so don't do what I did and only use the first window. 

I could go on, but it's a fun, throwback rpg without any bugs so far.  There is a lot of polish to this game, hey I even 'hired' an adventurer (and created him with the character system), and I'm liking what I see.  Look forward to many hours of playing this weekend.



Title: Re: Obsidian's "Pillars of Eternity"
Post by: Threash on March 26, 2015, 08:20:09 PM
Done the intro five times already because i can't decide on a character.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Strazos on March 26, 2015, 09:35:33 PM
Some of the portraits are not exactly "original," but I like the look and feel nonetheless:

(http://i.imgur.com/zFfT5Ij.png)


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Merusk on March 26, 2015, 10:34:25 PM
I can't advise playing a ranger as pets appear to be broken. Mine never fights and now he's disappeared after the first mini-dungeon.  As a result I can't leave the map. Reloading has done nothing.

Also, I've got a bug with sound. The "closing scroll" sound just plays the first 1/4 second on repeat. Endlessly.  I had to turn off sounds to avoid the "Thap thap thap thap thap thap thap"

Fun other than that.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ceryse on March 27, 2015, 12:03:39 AM
I can't advise playing a ranger as pets appear to be broken. Mine never fights and now he's disappeared after the first mini-dungeon.  As a result I can't leave the map. Reloading has done nothing.

Also, I've got a bug with sound. The "closing scroll" sound just plays the first 1/4 second on repeat. Endlessly.  I had to turn off sounds to avoid the "Thap thap thap thap thap thap thap"

Fun other than that.

Ranger pet thing is a known bug. I believe the work-around is to load a save in a different area, then go back to your current save. Sometimes works... sometimes doesn't. I haven't had any issues with the created Adventurer of mine who's a Ranger.. but I've only had her for an hour or so.

The scroll sound bug I've only heard of in conjunction with some Cheat Engine stuff, so no idea how to fix it or what.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on March 27, 2015, 12:29:40 AM
Liking character options! Death godlike Monk with the aquaman body is my first go. Huge!

Hard Trial of Iron here we come...


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Tebonas on March 27, 2015, 12:43:41 AM
It really feels like a polished Baldurs Gate in a good way. And thank god they implemented the Stash feature, with is a godsend for a pack rat like me. Played it for over 4 hours, no bugs yet, and plenty of fun.

Edit: Also, those "Choose your own adventure" bits, I want those in more of my RPGs.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ard on March 27, 2015, 01:30:42 AM
Yeah, I'm only a bit into it, at the first town.  Liking this a ridiculous amount so far.  Almost feels more like torment or mask of the betrayer right now than baldur's gate to me, but I'm not very far in.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ingmar on March 27, 2015, 01:52:03 AM
Excellent game is excellent.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on March 27, 2015, 02:25:46 AM
Liking character options! Death godlike Monk with the aquaman body is my first go. Huge!

Hard Trial of Iron here we come...

Ran into a bear. Trial of Iron off for second playthrough...

Game is excellent so far (not very far in).

Party ability auto-pause doesn't seem to work, though.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: apocrypha on March 27, 2015, 04:21:25 AM
Totally forgot I'd backed this about a million years ago.

Liking what I'm hearing, will wait a while before playing, mostly because I'm still playing another game :-)


Title: Re: Obsidian's "Pillars of Eternity"
Post by: satael on March 27, 2015, 05:02:50 AM
How's the story (and writing in general) in the game?


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Khaldun on March 27, 2015, 05:18:18 AM
At least early on, the writing's very good. Even the "let's start this thing up" is good--you're not given a knife to go kill rats, and you're not instantly identified as the Chosen One. It feels like good, seamless narrative.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Rasix on March 27, 2015, 05:32:05 AM
Stop. All of  you.  I don't want to buy this yet.  :awesome_for_real:


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ironwood on March 27, 2015, 05:45:13 AM
Yeah, for fucks sake.  That review alone made me pull out my CC and I will get DIVORCED if I buy another game right now, especially one that'll suck the soul out my body...

The Gnomes are bad enough.

 :grin:


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Merusk on March 27, 2015, 06:10:27 AM
I can't advise playing a ranger as pets appear to be broken. Mine never fights and now he's disappeared after the first mini-dungeon.  As a result I can't leave the map. Reloading has done nothing.

Also, I've got a bug with sound. The "closing scroll" sound just plays the first 1/4 second on repeat. Endlessly.  I had to turn off sounds to avoid the "Thap thap thap thap thap thap thap"

Fun other than that.

Ranger pet thing is a known bug. I believe the work-around is to load a save in a different area, then go back to your current save. Sometimes works... sometimes doesn't. I haven't had any issues with the created Adventurer of mine who's a Ranger.. but I've only had her for an hour or so.

The scroll sound bug I've only heard of in conjunction with some Cheat Engine stuff, so no idea how to fix it or what.

Yeah found that out when I reloaded to see if I could keep events in the mini dungeon & afterward from happening. (Hard to discuss without spoilers!)  Guess not!  I didn't get very far at all before encountering it, but it was really the last straw sort of thing.  I'd prefer not to have a pet at all but I'm forced to.  Then it doesn't stick with me and it's a character I have to micro that doesn't attack well or at all. Just doesn't seem like the class I want to play, even though I usually do rangers for their 'jack of all trades' qualities.

I'm not that far in so I'll restart tonight and try something else out.  The opening events are fast enough and gie enough variety that it seems like you get a decent feel for the classes early.

I didn't enable the cheat engine, so no idea there. Hopefully it's just a bug with that save that won't pop up in the next.

Don't want to seem critical of the game as it's really well done in these early bits and I did enjoy the hour or so I played it. Totally scratches an itch that BGI & 2 Enhanced didn't get due to the older interface mechanics.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Rendakor on March 27, 2015, 06:19:36 AM
Is this played as a single MC+Companion like SWTOR, or a full party of 4 like BG?


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on March 27, 2015, 06:28:25 AM
Full party of SIX  :awesome_for_real: . And this is ridiculously good; the "pencil-drawn", narrated sequences are such an elegant touch; and to think they were originally conceived in order to save money.

World building is a labour of love as well, already shown through the Cyclopedia: but, even if you don't want to spend more money, try to "obtain" the almanac and the collector's guide (the strategy guide is great too); the latter is basically a "player's handbook" of the setting, similar to the Forgotten Realms one for D&D 3.5 . They intend to release more guides as they explore other parts of the world of Eora in (hopefully) subsequent games.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Fabricated on March 27, 2015, 07:12:11 AM
I dig that they threw some "Choose your Own Adventure" stuff into the handwritten/handdrawn narrative sections.

Also it's hilarious how hard the musical score apes the BG 1/2 soundtracks. Yes, that's the intent but man it really, really hits their motifs.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ceryse on March 27, 2015, 07:17:59 AM
You could try a ranged rogue, Merusk. Similar to the traditional ranger but with no pet (and actually deal more damage because, apparently, rangers are a bit weak currently) and still have the ability to melee a fair bit, depending on what talents you grab as you go. Personally I went with a dual wielding fighter because I always go with a dual wielding fighter in my first playthrough of these sorts of games. Had to restart once because of a bug (a certain quest npc didn't trigger a scene for me, which meant my game was, effectively, dead-ended, but thankfully didn't get the bug on the second attempt).

I'm just at exploring a bit past the first town, but I am enjoying the game.. even if I already have the two companions I don't like in my party. Still a big issue for me there, but I'm hoping the companions down the line are better, although I don't mind Eder and Aloth at least.

For those of you who haven't purchased the game; there's no rush, imo. There are various bugs (especially if you play the Mac/Linux versions) and a fair number of balance issues. If I wasn't such a sucker for the genre, I'd have waited at least until the second or third big patch, but unless the game's quality drops a fair bit further in I'd say the game is worth not waiting for the first big sale if you like the genre, so if you can hold out until a sale you're unlikely to regret it at all. There are a couple of UI issues, as well, such as the store UI which could use some work but I understand there's a mod on the way that addresses a number of the UI complaints, and I'm hoping that's one of them.

Should be able to get a solid eight or nine hours in today since I don't work tonight, and I'm looking forward to it. Shit, even the self-updating character history for the player character is well done which shocked the hell out of me.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ceryse on March 27, 2015, 07:45:04 AM

I didn't enable the cheat engine, so no idea there. Hopefully it's just a bug with that save that won't pop up in the next.

Not sure how true this is, but I looked around and saw someone report the issue with the sound effect bug is from minimizing combat and tutorial pages. Not sure what the cause of the bug is, but if you have something suppressing those things (an Expert mode feature?), maybe turn that off and see if it goes away? I haven't had that bug and have those things set to pop up.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Sophismata on March 27, 2015, 08:10:16 AM
I started a Path of the Damned / Expert Mode game, but I'm going to reload without Expert Mode. A lot of the things it disables I classify as convenience features (like the tutorial about scouting and the combat tooltips) and it's annoying not having them there.

I ended up starting a second game just to see what the stat thresholds were for dialogue choices, and realising it was kind of pointless. I like the stash and fatality restrictions, but they can be toggled manually.

As I normally run most games on the hardest combination of difficulties this has irked me for no good reason.


In gameplay news, other than the inability to name my one save game and the crippling lack of ability hotkeys, it's pretty good so far.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Merusk on March 27, 2015, 08:41:05 AM

I didn't enable the cheat engine, so no idea there. Hopefully it's just a bug with that save that won't pop up in the next.

Not sure how true this is, but I looked around and saw someone report the issue with the sound effect bug is from minimizing combat and tutorial pages. Not sure what the cause of the bug is, but if you have something suppressing those things (an Expert mode feature?), maybe turn that off and see if it goes away? I haven't had that bug and have those things set to pop up.

Ah, that'd be it. I hit the "close/ minimise" button one one of the early pop-ups and that's when it started. I'm not suppressing them globally so it must be that one. Perhaps still trying to close or something in the background. Nice find, thanks.  Means it'll be out of the next game if that's the case.

In gameplay news, other than the inability to name my one save game and the crippling lack of ability hotkeys, it's pretty good so far.

Crap. I was hoping I'd just missed where the hotkey buttons were. Don't like the UI hiding the abilities in a cramped corner with the char. Portraits.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ceryse on March 27, 2015, 09:21:24 AM
If that doesn't fix it you can try disabling the tutorial messages in the options menu, as some have reported that fixed the problem for them. One or the other seems to work for everyone who had the bug, from what I've read.

The inability to name saves is something I'd noticed and was surprisingly annoyed by.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Tannhauser on March 27, 2015, 10:12:42 AM
I think I'm going to restart tonight to a bow using rogue.  Didn't know I could do that and now that I see basically what's going on, I'll have more fun with my normal rogue game.  I might even put a couple of points in Lore to pick up a handful of spells.



Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on March 27, 2015, 10:41:51 AM
Useful Dev Tracker:

http://poedevtracker.net/ (currently includes 31 devs, preferences for posts timezone)


Title: Re: Obsidian's "Pillars of Eternity"
Post by: MrHat on March 27, 2015, 11:07:32 AM
I've restarted a bunch of times because I love making chars.

Note for those restarting a bunch: "D" enables Fast Mode.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: climbjtree on March 27, 2015, 05:21:04 PM
I'm not going to restart, I'm just going to stick with my melee priest. Might not be the best choice, but armored up he can hold his own in the middle! I hired a level 2 adventurer to fill the tank role as paladin and my priest does as well if not better.

Might be missing out on his utility as a caster... but oh well.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on March 27, 2015, 05:54:29 PM
Monk so far is a bit eh, but hopefully improves.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Khaldun on March 27, 2015, 06:24:01 PM
I'm a wizard. Seems very D&D so far but at least they give you something to do after you've spent your spells.

I like the camping mechanic.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Sophismata on March 27, 2015, 08:02:58 PM
Monk so far is a bit eh, but hopefully improves.
I started a few new games with different classes. Monk seemed awesome but I've found its mechanic to be too reliant on your opponents attacking you a lot; but not too much.

Cipher has been rather pleasant. A great gish implementation.

Path of the Damned has been a decent high difficulty mode so far, and certainly much better than the usual Bioware difficulty mods (which tend to polarise their gameplay mechanics). Eg - so far I'm not finding any abilities or classes marginalised by the difficulty level, whereas in Dragon Age and Mass Effect a high difficulty was kind of laborious in how it mode most character choices utterly ineffectual, promoting the more boring play styles or long, drawn out but ultimately easy combats.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on March 27, 2015, 10:34:15 PM
Monk so far is a bit eh, but hopefully improves.
I started a few new games with different classes. Monk seemed awesome but I've found its mechanic to be too reliant on your opponents attacking you a lot; but not too much.

Cipher has been rather pleasant. A great gish implementation.

Path of the Damned has been a decent high difficulty mode so far, and certainly much better than the usual Bioware difficulty mods (which tend to polarise their gameplay mechanics). Eg - so far I'm not finding any abilities or classes marginalised by the difficulty level, whereas in Dragon Age and Mass Effect a high difficulty was kind of laborious in how it mode most character choices utterly ineffectual, promoting the more boring play styles or long, drawn out but ultimately easy combats.

I'm trying out a method where he hes hit a lot and healed a lot and builds up massive wounds to deal really fast damage. So far it seems to be missing some things. Perhaps I should have gone moon godlike and not death.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Signe on March 27, 2015, 10:58:23 PM
But death is so much cooler looking.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Teleku on March 27, 2015, 11:07:53 PM
Apparently at the level I pledged at, I have a 'Royal Edition' and an extra 'Hero Edition'.  So I may possibly have a copy to give/trade away.  Though Access to a computer with steam on it is going to be tricky for awhile.

Glad to hear it being praised though.  Even if it agrivatimg me even more that I can't olay it currently!


Title: Re: Obsidian's "Pillars of Eternity"
Post by: WayAbvPar on March 28, 2015, 12:15:16 AM
Stop. All of  you.  I don't want to buy this yet.  :awesome_for_real:


This. I really shouldn't have opened this thread.

e- I might be interested in taking one of those off your hands  :grin:


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Rasix on March 28, 2015, 01:05:48 AM
Hey, I lamented first. Dibs.  :awesome_for_real:


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on March 28, 2015, 06:50:17 AM
Just like Teleku, I have an extra Hero Edition, but I already gifted it to my father.

Don't despair tho! Paradox is also shipping my physical Collector's Edition, that will include an extra digital copy with another code, of course.

Plus, I don't know if the physical version will come with yet another code (it might end up being the same of my current Royal Edition). If that's the case, I'll also be in the position to give away that....But it will probably include all the extra goodies that I already own, so I might put it up as a prize or something (again, this will only happen if the code is different from my current Royal Edition).

EDIT: hmm, I just realized that the Hero Edition I just gifted might mirror the one I'll get with the physical goodies, so yeah...I'll keep you updated.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ironwood on March 28, 2015, 08:04:47 AM
Well, I just want to reiterate that I wouldn't mind if someone has a spare and Rasix is sated.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: MrHat on March 28, 2015, 09:00:38 AM
Combat UI gets a bit unruly when you get 4-5 chars in your party going.

So far I've restarted like 8 times.

Good lord.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Rendakor on March 28, 2015, 09:24:06 AM
Put me on the list of people interested in extra copies too. :grin: Don't have the cash to spare for it since I just bought a new PC.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: rk47 on March 28, 2015, 10:51:09 AM
Don't like it.
Feels like I'm nitpicking but...
Hmmm let's see here...

The graphic is pretty. I wish more games go for this 2D style.
But I'm afraid I can't like this game.
Maybe once there's sexy mods make it in there.
Weapon Focus: Blue Collar. Kill me. XD


Title: Re: Obsidian's "Pillars of Eternity"
Post by: schild on March 28, 2015, 12:21:08 PM
Don't despair tho! Paradox is also shipping my physical Collector's Edition, that will include an extra digital copy with another code, of course.

Tell me more.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Teleku on March 28, 2015, 02:27:56 PM
Hmm, guess I also got another physical copy in coming.  Thought I had stuck with digital only.

In any event, I generated the key for the hero edition.  Several of you have shown interest, and you're all cool.  So.

(https://shastimuli.files.wordpress.com/2014/11/tryouts-joker.gif)

Figure out amongst yourselves who deserves the key, and I'll message it to them.  Don't feel like picking.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on March 28, 2015, 03:19:01 PM
This looks like a serious bug; please take a minute to check out the following link (double-clicking equipment bug; bold at the end of the quoted message is mine) :

http://www.reddit.com/r/projecteternity/comments/30lmx2/psa_doubleclicking_equipment_bug/

Quote
f you double click an item to equip it to your character, your character loses ALL Passives/Racials/Permanent Buffs, forever.

Dragging and dropping works fine, but do not double click or you might find yourself having to restart your game. Loading the game up from a previous save thankfully does fix it.

webm of the bug in action: http://webmup.com/HArIv/vid.webm

As you can see, I lose several passive effects (And am already missing my Wood Elf racial from a previous time before I learned about the bug), including a talent and a class ability. The abilities remain listed in the abilities/talents section, but if they aren't in active effects, then perhaps you've already encountered the bug first hand.

EDIT: Another webm http://webmup.com/aDSfX/vid.webm

Kana loses his 3rd Weapon Slot as soon as I double click so it's not just a visual display bug, you do actually lose all bonuses.

Also thought I'd stress that it only happens when you double click to REPLACE an item, if the slot is empty you won't lose anything. So please double check before you post saying that it isn't happening to you.

Reading the comments below, seems like that removing your current companions and adding them back  fixes the problem but *just for them*, not for the main character (have to use the console for that).


Title: Re: Obsidian's "Pillars of Eternity"
Post by: schild on March 28, 2015, 04:21:26 PM
Hmm, guess I also got another physical copy in coming.  Thought I had stuck with digital only.

In any event, I generated the key for the hero edition.  Several of you have shown interest, and you're all cool.  So.

(https://shastimuli.files.wordpress.com/2014/11/tryouts-joker.gif)

Figure out amongst yourselves who deserves the key, and I'll message it to them.  Don't feel like picking.

Me? Do i get to pull rank? I dont feel comfortable giving Paradox money.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ceryse on March 28, 2015, 05:23:19 PM
I dont feel comfortable giving Paradox money.

This makes no sense to me. At all.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: schild on March 28, 2015, 05:29:51 PM
I dont feel comfortable giving Paradox money.

This makes no sense to me. At all.
It stems from a long history of making weird buggy eurotrash with impenetrable mechanics. I'll get over it eventually, just not yet. It's a personal issue. It isn't like my boycott against EA. This is more of a "I am mildly annoyed by them and my way of dealing with it has been to just ignore them."

Edit (I'm mildly weak on Pillars since Planescape: Torment is one of my top 5 games ever and I'd like to think this one touches on some of its finer aspects)


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Merusk on March 28, 2015, 05:42:35 PM
Hit another "crap, have to start over" bug.  I'm trapped in the Evil Lord's castle after killing him and any time I try to exit the game crashes. Hooray.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: tmp on March 28, 2015, 06:23:56 PM
Hit another "crap, have to start over" bug.  I'm trapped in the Evil Lord's castle after killing him and any time I try to exit the game crashes. Hooray.
There's a thread on how to maybe fix a bug which sounds similar here: http://www.reddit.com/r/projecteternity/comments/30mf9g/reminder_save_often_every_for_1_hour_of_gameplay/

hopefully of some help.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Paelos on March 28, 2015, 06:33:06 PM
It stems from a long history of making weird buggy eurotrash with impenetrable mechanics. I'll get over it eventually, just not yet. It's a personal issue. It isn't like my boycott against EA. This is more of a "I am mildly annoyed by them and my way of dealing with it has been to just ignore them."

Edit (I'm mildly weak on Pillars since Planescape: Torment is one of my top 5 games ever and I'd like to think this one touches on some of its finer aspects)

I agree with you, but my rule on them has been $5 or GTFO on Steam.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Teleku on March 28, 2015, 06:43:13 PM
Ok, looks like Schild pulls seniority.   :awesome_for_real:

He'll get it unless somebody is brave enough to object.  If my physical copy comes with a free digital edition as mentioned before, then that means I'll have another to give away.  Anybody else other than Lucas and I back this thing to a higher than basic amount?


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Teleku on March 28, 2015, 06:50:29 PM
Oh, and I backed the Torment sequel being done by the same guys to a pretty high amount.  Think I have alpha access and other dumb shit.  So I'll have some goodies to give away for that as well Schild (and hopefully development on that will start speeding up now that this is done).


Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on March 28, 2015, 07:07:05 PM
One thing that is annoying me, the foreplay/sex metaphors. WTF? Writing is generally good, but one of them has issues...


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on March 28, 2015, 07:09:45 PM
Oh, and I backed the Torment sequel being done by the same guys to a pretty high amount.  Think I have alpha access and other dumb shit.  So I'll have some goodies to give away for that as well Schild (and hopefully development on that will start speeding up now that this is done).

Torment is being done by the Inxile guys (Wasteland 2), although Avellone and Ziets (both from Obsidian) will do some writing for it.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Rasix on March 28, 2015, 08:01:35 PM
Ok, looks like Schild pulls seniority.   :awesome_for_real:

He'll get it unless somebody is brave enough to object.  If my physical copy comes with a free digital edition as mentioned before, then that means I'll have another to give away.  Anybody else other than Lucas and I back this thing to a higher than basic amount?


(http://img.pandawhale.com/post-43350-you-have-chosen-wisely-gif-img-ZfHA.gif)

 :awesome_for_real:


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Rasix on March 28, 2015, 08:06:55 PM
(https://dl.dropboxusercontent.com/u/82533/88-o.gif)


Title: Re: Obsidian's "Pillars of Eternity"
Post by: schild on March 28, 2015, 08:10:10 PM
#rekt


Title: Re: Obsidian's "Pillars of Eternity"
Post by: WayAbvPar on March 28, 2015, 08:18:23 PM
Two words. PayPal.   :drill:


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ceryse on March 28, 2015, 08:27:33 PM
It stems from a long history of making weird buggy eurotrash with impenetrable mechanics. I'll get over it eventually, just not yet. It's a personal issue. It isn't like my boycott against EA. This is more of a "I am mildly annoyed by them and my way of dealing with it has been to just ignore them."

Edit (I'm mildly weak on Pillars since Planescape: Torment is one of my top 5 games ever and I'd like to think this one touches on some of its finer aspects)

Okay. I guess that makes some sense? Just seemed out of left field for me since I give Paradox titles a second glance every time, these days, mainly stemming from my love of the Europa Universalis series. I've yet to be disappointed, but I don't think I've gotten anything from them beyond EU games, CK2, City: Skylines and now Pillars so I may merely have avoided their shitty titles.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Merusk on March 28, 2015, 08:27:52 PM
Hit another "crap, have to start over" bug.  I'm trapped in the Evil Lord's castle after killing him and any time I try to exit the game crashes. Hooray.
There's a thread on how to maybe fix a bug which sounds similar here: http://www.reddit.com/r/projecteternity/comments/30mf9g/reminder_save_often_every_for_1_hour_of_gameplay/

hopefully of some help.

Nope. Known bug with Raedric's Hold it seems.  I just used the cheat method to port to Gilded Vale. Fucks my achievements but I didn't feel like redoing the hold.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Merusk on March 28, 2015, 08:31:13 PM
One thing that is annoying me, the foreplay/sex metaphors. WTF? Writing is generally good, but one of them has issues...

Haven't seen those. The writing's uneven for the "souls" you run into in the game, (gold names you 'reach out' to) is that what you mean?. I assume these were self-written by kickstarter backers and then edited to fit the world by the Obsidian staff, like the names on the graves.

So. Many. Teen. Angst. Profiles.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on March 28, 2015, 08:40:49 PM
No, I meant some of the voiced lines. Just been two or three really jarring out of character metaphors. One recently being about "hours of necking".

Anyhow. Very pleased so far with how almost every decision seems to be "gah everyone's a bit of a fucker, I don't want to help anyone but I guess something has to be done..." They've captured a world of shit with a lot of grey actors quite well.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Samprimary on March 28, 2015, 10:23:26 PM
Hmm, guess I also got another physical copy in coming.  Thought I had stuck with digital only.

In any event, I generated the key for the hero edition.  Several of you have shown interest, and you're all cool.  So.

(https://shastimuli.files.wordpress.com/2014/11/tryouts-joker.gif)

Figure out amongst yourselves who deserves the key, and I'll message it to them.  Don't feel like picking.

I ... Want. I want hard.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: schild on March 28, 2015, 10:28:57 PM
Hmm, guess I also got another physical copy in coming.  Thought I had stuck with digital only.

In any event, I generated the key for the hero edition.  Several of you have shown interest, and you're all cool.  So.

(https://shastimuli.files.wordpress.com/2014/11/tryouts-joker.gif)

Figure out amongst yourselves who deserves the key, and I'll message it to them.  Don't feel like picking.

I ... Want. I want hard.
Sorry, but this was me tonight:

(http://i.imgur.com/NGsAzrx.gif)


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Samprimary on March 28, 2015, 11:02:15 PM
I'm ok with this because it n the analogy I am an inebriated dinosaur


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on March 29, 2015, 03:13:35 AM
Looks like I missed all the fun  :grin: Damn timezones  :why_so_serious:


Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on March 29, 2015, 07:26:20 AM
It bears repeating that this game is really quite good.

Also my monk destroys.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Miasma on March 29, 2015, 09:49:11 AM
What are the gold labeled npcs?  Was that some sort of kickstarter thing where for a certain amount of money you could name/create an npc?  There are too many of them to be possible party members.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: disKret on March 29, 2015, 11:30:48 AM
What are the gold labeled npcs?  Was that some sort of kickstarter thing where for a certain amount of money you could name/create an npc?  There are too many of them to be possible party members.

NPCs with the story of the soul You can read?


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Khaldun on March 29, 2015, 11:37:50 AM
I didn't get that at first and so I kept going up to them eagerly hoping I could do more besides read their fanfic.

I think it took me about fifteen before I decided to look up what the deal was. Also apparently there was a less exalted pledge level that got you a one-liner in some catacombs.

There's definitely a hint of Planescape in the overall concept, in a very good way.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ironwood on March 29, 2015, 11:55:02 AM
Sigh.  Ok, ok.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: schild on March 29, 2015, 01:15:23 PM
So I made a boring ass fighter that hits things with swords for my first play-through. 90 minutes in I'm basically having screensaver fights. Since I'm windowed I just click out and come back when things are dead.

That's annoying. Just because it's inspired by some of the best games of the 90s doesn't mean that shit has to still exist.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on March 29, 2015, 02:05:54 PM
Nexus portal:

http://www.nexusmods.com/pillarsofeternity/?


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Hawkbit on March 29, 2015, 03:06:18 PM
So I made a boring ass fighter that hits things with swords for my first play-through. 90 minutes in I'm basically having screensaver fights. Since I'm windowed I just click out and come back when things are dead.

That's annoying. Just because it's inspired by some of the best games of the 90s doesn't mean that shit has to still exist.

I noticed that with my fighter, too. There was an early fight with a guy that has 6DR and I was only taking a point of damage off him at max hit. I had to reload and skip that fight for the time being.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on March 29, 2015, 03:32:56 PM
The combat system has its clunky points still. Can get quite messy with all the abilities going off. Also it might just be my game, but healing of some sort is needed for the tougher fights.

My monk has done 50% of my damage though, so maybe I'm just missing something with how to get the best from the rest, and not playing very defensively.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Sophismata on March 29, 2015, 03:38:30 PM
So I made a boring ass fighter that hits things with swords for my first play-through. 90 minutes in I'm basically having screensaver fights. Since I'm windowed I just click out and come back when things are dead.
What difficulty are you playing on? Even the fighter has things to do in combat…

My monk has done 50% of my damage though, so maybe I'm just missing something with how to get the best from the rest, and not playing very defensively.
Monk is a damage class, so they should be dealing out most of your damage (similar to a carefully managed rogue or cipher)…


Not to say there aren't issues - combat is too busy IMO with now way to script lesser behaviours and most skills not having enough of a tactical impact to warrant them never being chosen automatically.

Edit: fuck I hate iPhone typing so much sometimes.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Rendakor on March 29, 2015, 03:41:52 PM
So I made a boring ass fighter that hits things with swords for my first play-through. 90 minutes in I'm basically having screensaver fights. Since I'm windowed I just click out and come back when things are dead.

That's annoying. Just because it's inspired by some of the best games of the 90s doesn't mean that shit has to still exist.
Pulls rank to get a free copy of the game, ragequits within an hour and a half. Well played sir.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on March 29, 2015, 03:44:19 PM
So I made a boring ass fighter that hits things with swords for my first play-through. 90 minutes in I'm basically having screensaver fights. Since I'm windowed I just click out and come back when things are dead.

That's annoying. Just because it's inspired by some of the best games of the 90s doesn't mean that shit has to still exist.
What difficulty are you playing on? Even the fighter has things to do in combat…

Also its a group game, not a solo one. Some classes are less busy than others but you should always have options within the group.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ingmar on March 29, 2015, 03:58:46 PM
So I made a boring ass fighter that hits things with swords for my first play-through. 90 minutes in I'm basically having screensaver fights. Since I'm windowed I just click out and come back when things are dead.

That's annoying. Just because it's inspired by some of the best games of the 90s doesn't mean that shit has to still exist.

I noticed that with my fighter, too. There was an early fight with a guy that has 6DR and I was only taking a point of damage off him at max hit. I had to reload and skip that fight for the time being.

Get a mace.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: schild on March 29, 2015, 04:00:31 PM
So I made a boring ass fighter that hits things with swords for my first play-through. 90 minutes in I'm basically having screensaver fights. Since I'm windowed I just click out and come back when things are dead.

That's annoying. Just because it's inspired by some of the best games of the 90s doesn't mean that shit has to still exist.
Pulls rank to get a free copy of the game, ragequits within an hour and a half. Well played sir.
I didn't ragequit. I won the fight, it was just a screensaver fight, much like many of the games in the 90s.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Strazos on March 29, 2015, 04:02:15 PM
So far I'm playing a Cipher and I'm just about to get to the first town - only thing I've had real trouble with was a mean-ass bear.

Also, opening a fight with blind + ranged rogue shots are pure money.

I'm going to attempt to go against type and see how it works out if I concentrate on getting and using all sorts of status effect/disabling abilities.

Have no idea if I'm building my Cipher correctly so far, but it's fun nonetheless. I also really like how they've seemingly solved the issue of having to constantly heal between fights.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Sophismata on March 29, 2015, 04:04:56 PM
So far I'm playing a Cipher and I'm just about to get to the first town - only thing I've had real trouble with was a mean-ass bear.

Also, opening a fight with blind + ranged rogue shots are pure money.

I'm going to attempt to go against type and see how it works out if I concentrate on getting and using all sorts of status effect/disabling abilities.

Have no idea if I'm building my Cipher correctly so far, but it's fun nonetheless. I also really like how they've seemingly solved the issue of having to constantly heal between fights.
Cipher's been a lot of fun so far. Nice gish with excellent control - I don't think there's anything wrong with focussing on that.

Edit: fixed typo thanks to stupid iPhone autocorrect


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Senses on March 29, 2015, 04:09:17 PM
I started over 5 times so far and have pretty much discovered something new each time.  Here's some big yet general tips for newbs.

1) Watch fatigue.  Its a "buff" next to your picture and it might be the reason you can't kill things lol.  Just requires sleeping.
2) Invest in food.  Its cheap and will often lasts through camping. You can buy it from vendors or make some yourself. Just means more endurance.
3) Ignore the bear.  I believe its there to teach you the concept of sneaking but you won't be able to beat it on any class until you get a bigger party.
4) Recruit adventurers.  The inns, including the very first one allow you to recruit an adventurer which essentially just rolls a new character for you.  You can ditch them later when you fill up with true companions.
5) Do I have to tell you to save all the time? Seriously, like every 5 steps just do it.
6) Read quest text.  But if you don't and your lost, check your journal because the answer you are looking for is probably in that quest text.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Miasma on March 29, 2015, 04:15:05 PM
I killed the bear!  I play on easy though :awesome_for_real:.

7) Scout everywhere so that you can find all the hidden treasure.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on March 29, 2015, 04:17:49 PM
As a druid (let's hug!), missed the opening spell against the bear; got instantly one-shotted.

The Watcher has died.

(http://stream1.gifsoup.com/view/46749/bear-kick-o.gif)

#rekt

(playing on Normal)



Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on March 29, 2015, 04:28:51 PM
The companions are ok, but the intergroup banter is seriously lacking.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Hawkbit on March 29, 2015, 04:32:38 PM


Get a mace.

Oddly, that's exactly what I was using. It was very early in the game, maybe in the second map zone. Not joking, I watched them fight for at least three full minutes before reloading.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Senses on March 29, 2015, 04:39:39 PM
I killed the bear!  I play on easy though :awesome_for_real:.

7) Scout everywhere so that you can find all the hidden treasure.

Ahh ya know I just always go straight to normal in these games and then adjust to hard if I find myself starting over farther in.  I always worry that easy will make it too easy.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: tmp on March 29, 2015, 05:03:56 PM
4) Recruit adventurers.  The inns, including the very first one allow you to recruit an adventurer which essentially just rolls a new character for you.  You can ditch them later when you fill up with true companions.
Fuck that; you get 2 free companions in the first village like literally 10 minutes into the main quest, two others on next two map screens and then one more right past the stronghold. That's full party with decent equipment that doesn't cost you a dime.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: tmp on March 29, 2015, 05:08:31 PM
I noticed that with my fighter, too. There was an early fight with a guy that has 6DR and I was only taking a point of damage off him at max hit. I had to reload and skip that fight for the time being.

Get a mace.
Better yet, a pollaxe. The double damage type comes handy and the per-swing damage is large enough it goes through pretty much any DR. It's nice for interrupts, too.

(I had the exact same experience with that fight as the fighter. well, almost the same because after five minutes of pointless scraping at each other I reloaded, switched to the pollaxe at the start and cut the guy in a few swings)


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ceryse on March 29, 2015, 05:25:44 PM
Later on weapons with the DR bypass become real good.

Companions are good, but hired adventurers are better, as you get to build them up from scratch, meaning they are much, much better put together and don't have wasted attributes/talents. That said, I'm running a full Companion party for this first run. I'd ditch Durance if I could, but he's a Cleric. Already ditched Kana for the dwarf ranger who I like more. I've just reached the big city, though. Which brings me to an important tip (mild spoilers);



Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on March 29, 2015, 05:33:55 PM
4) Recruit adventurers.  The inns, including the very first one allow you to recruit an adventurer which essentially just rolls a new character for you.  You can ditch them later when you fill up with true companions.
Fuck that; you get 2 free companions in the first village like literally 10 minutes into the main quest, two others on next two map screens and then one more right past the stronghold. That's full party with decent equipment that doesn't cost you a dime.

I have 30000 money, I literally cannot spend it fast enough. And there is a seversevere companion shortage in many class options. Second play through I'm building half the squad as I like it.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Merusk on March 29, 2015, 06:04:14 PM
How the hell did you get that much cash. Wow.

It's pretty surprising how different all experiences have been. I found I had to create a companion because I made a sword & shield Paladin and then wound-up finding the Warrior companion that has the same. Trying to kill shit was futile and I didn't want to sleep after every combat to recharge the Wizard.

I agree on the healing, though once I got Durant things got easier. Priests are buff machines. Toss a few blessings and mights and you discover your healing requirement is a lot lower. You still run into the "must camp every 3-5 combats" problem of spellcasters, though.

Banter picked-up once I got a full party and hit the big city. It's nowhere near ME or DA levels of banter, though, so still disappointing.



Title: Re: Obsidian's "Pillars of Eternity"
Post by: Miasma on March 29, 2015, 06:17:43 PM
Oh, you guys like Durant.  I guess I should actually try to read and parse out all those damn spells.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Khaldun on March 29, 2015, 06:27:18 PM
Basically I'm seeing it this way.

1) Filler fights, just tell your guys to swarm one target at at time, as long as they're not eating into END hard and not doing much in the way of health damage, who gives a shit.
2) Kinda serious fights: time to pause and use your per-encounter abilities and do a bit extra tactically to take down one or two enemies at the start hard, or go after spellcasters, etc.
3) Serious serious. Time to set up a doorway with a tank, send out someone with speedy shit on them, lure the bad guys back, unload spells on them as necessary, do what it takes.  Not many of those. But I definitely found for example that I couldn't really be talking to Raedric if I was going to end up fighting him, he has too much advantage if you fight him right there.
4) Heals are complicated--there's END healing (priest good!) and then there's health-healing, which is almost for after the fight.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on March 29, 2015, 06:45:03 PM
Yeah trash fights I just get my monk to solo it. With over 1000 health (level 5-6) he can take the punishment. Stunning blows, wound power attack, enemy dead.

I have so much cash for just selling every single thing in my stash whenever I meet a shopkeeper. I pick up everything and use very little of it. Maybe I have more money as I'm playing on hard?

Super serious fights I often find the thing is you need to outlast the enemy, which means heals while they drop their big shit, and focus down their healers where possible (not always possible or the best move due to the engagement system and heal system, though)


Title: Re: Obsidian's "Pillars of Eternity"
Post by: rk47 on March 29, 2015, 07:32:37 PM
It's not really the trash encounters that bothers me. It happens in most games that's fine.
What I really dislike is the storytelling aspect that kept bombarding new lore terms within 15 minutes into the game.
What does this game remind me of?

You are traveling on an airship caravan to a new land. When suddenly the airship caravan is under attack. Everyone died, except you. A dying gnome handed you a ring band of cloaked figures performed a dark ritual. You have witnessed something horrible - and only you survived to tell the tale. Your adventure begins here.

I really like that game. Despite the horrible combat. The way it eases you into the world, telling a tale about magic and technology out-pacing each other, affecting people's way of life, kingdom status.

I walk into ... wherever this is in POE- I get hit with multiple cases of 'foreign lore' that I had no time to understand or digest.
It's jarring. I'd love to tell the game to slow down, but the only way to do so is to just take breaks in between plays and figuring out if I actually understood what was being discussed or said in game. Biawacs? Eir Glanfath? Hollowborns?

Oh, I can reach into souls of Kickstart Backers? 

:why_so_serious:

C'mon guise, give us a toggle to turn those people off. I'm not interested in reading a bunch of fanfics that had nothing to do with the game. I can't even talk to them nor interact with them in any meaningful way.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: schild on March 29, 2015, 07:34:02 PM
Is that what that shit is? Lol


Title: Re: Obsidian's "Pillars of Eternity"
Post by: rk47 on March 29, 2015, 07:36:15 PM
Is that what that shit is? Lol

I was told they were, the bunch of gold plated name NPCs in the first village you enter doesn't seem to do anythng, just vomit out text and text.
I read a few and got bored. I thought it was gonna be a Torment-like affair where I unlocked the ability to speak to the dead and gain clues.
Except...only a select few have plot-related stuff. The rest are just KS backers.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: schild on March 29, 2015, 07:44:18 PM
I can see it now. "Wow, Jerry. You're even fucking annoying as a non plot relevant character in a video game."

Alright. Who on f13 has a jibber jabber npc? Someone must.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on March 29, 2015, 07:45:37 PM
Its pretty easy to ignore them. They have coloured names.

I don't click on gravemarkers either.

I also found the lore a little strong. I guess that's the problem when you don't go with the amnesia/isolated orphan start. Seems pretty good now. Novel even.

Though I found Torment pretty full on too, much more so than this.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Signe on March 29, 2015, 07:50:08 PM
I play on easy too.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Sophismata on March 29, 2015, 07:54:31 PM
Torment had the skull to ease you in. He was so talkative and down-to-earth he acted as a great advisor and exposition machine without it seeming staid or obnoxious.

Then, "don't trust the skull." What, the guide I've been mates with since the beginning of the game, who has helped me and provided almost all my knowledge of Sigil can't be trusted?

That was actually meaningful for both the character AND the player.


…now I want to play Torment.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on March 29, 2015, 08:03:50 PM
I don't think torment was very good... Merely good. I didn't play it until 8 years later, though.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Merusk on March 29, 2015, 08:07:02 PM
I can see it now. "Wow, Jerry. You're even fucking annoying as a non plot relevant character in a video game."

Alright. Who on f13 has a jibber jabber npc? Someone must.

I dunno that there are. It was a $1,000 pledge 2 years ago to do that. That was right before the current peak of similar KS nonsense.

https://www.kickstarter.com/projects/obsidian/project-eternity/description


Title: Re: Obsidian's "Pillars of Eternity"
Post by: schild on March 29, 2015, 08:09:06 PM
I don't think torment was very good... Merely good. I didn't play it until 8 years later, though.
I don't think your opinion matters then.  :geezer:


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Sophismata on March 29, 2015, 08:18:18 PM
Torment is, hands-down one of the top 4 video games of all time. That's just facts.

Subjectively, for me – easily top 2.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on March 29, 2015, 08:19:40 PM
I don't think torment was very good... Merely good. I didn't play it until 8 years later, though.
I don't think your opinion matters then.  :geezer:

Torment is an ugly game with a shocking combat system, a self important and overly verbose attitude towards writing, and a rather cliche plot.

That it gets past these to be good is quite an achievement... /trolling

But seriously its a decent game, but I prefer the BG style.

In regards to this game and the BG series I'd say at the moment it feels like BG 1.5. Very good, but missing some of the things that made BG2 extra special.

It really is a huge achievement for Obsidion.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Tannhauser on March 29, 2015, 09:03:32 PM
Durance is my favorite NPC.  He's old and bitter and ugly and has a great voice actor behind him.  Personally, I liked the lore dump at the start and not exactly knowing what the Legacy, the Hollowborn, etc. meant.  I had to suss it out and then Durance clears up a lot of it. 

-I like how your cursor goes red to show if you move you'll 'provoke an attack of opportunity'.
-I like the bag system where you cans sort new items as you loot them.
-I like the little dialog window pops up when one of your party members has some dialogue.
-I like the combat system.  It's a good blend of ease of use and complexity.
-I like the wizard and cleric spellcasters.  They have a good selection of spells.

-I dislike other party members' stealth dialogue start up when my character goes into stealth.
-I dislike the Ranger class.  Pet dies easily and the Ranger suffers -20% on some stats.
-I dislike that I can't wait an exact amount of time (unless I am missing it).
-I dislike my rogue 'escape' ability.  When it works, it doesn't move me very far.  Almost useless.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Senses on March 29, 2015, 09:17:41 PM
This game reminds me far more of Torment then Baldur's gate tbh, but I loved both in their own way. 


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Sophismata on March 29, 2015, 10:01:19 PM
I don't think torment was very good... Merely good. I didn't play it until 8 years later, though.
I don't think your opinion matters then.  :geezer:
Torment is an ugly game with a shocking combat system, a self important and overly verbose attitude towards writing, and a rather cliche plot.
I know you're fake-fake-trolling on this, but for what it's worth, I think Torment has the best and most original plot out of any computer RPG. And has one of the best plots for fantasy fiction in general (since easily 90% is "kid with powerful heritage grows up to save the world").

You're a heavily scarred man, exploring a city at the nexus of infinite probability while on a quest to kill yourself.

Don't see that a lot.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on March 29, 2015, 11:41:44 PM
I prefer the plot of BG1 to 2, but the story in 2 is much better. Torment's plot and story are very good in many ways, but piss me off in as many others. I'm quite ambivalent about it.

I don't know how you'd get PoE being more like Torment than BG, at all? Its almost paint by numbers similar right now.

I hate work. I just want to play more of this (so far) great game.

More quibbles: combat camera is to close to the ground. This get way too overlapped at times and very hard to see. More of a top down view would have helped this.

Also auto pause doesn't work after a few monk and fighter abilities. It's fine with casters, but with melee characters it really sucks.

Edit: 'story as the chronological sequence of events and plot as the causal and logical structure which connects events'



Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on March 29, 2015, 11:45:30 PM
350 portraits, plus 59 more:

http://imgur.com/a/eOhqV (350)

http://imgur.com/a/1bQAJ  (59)

Quick way to import these?


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Jeff Kelly on March 30, 2015, 01:57:07 AM
Torment was heavily influenced by the German RPG scene at the time. The producer for Torment was Guido Henkel who was also responsible for the Realms of Arkania Trilogy amongst other things. It's a pity really that his influence is downplayed so much today and that Avellone usually gets all the credit for Torment.

I'm skeptical if they can recapture the 'magic' of Torment. PoE has shown just how 'paint by the numbers' a story by Avellone and Sawyer will be when they don't have a strong producer backing them up. Going by their twitter and internet presences they have been more interested in system and world building than story for PoE.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Comstar on March 30, 2015, 02:21:40 AM
souls of Kickstart Backers? 

:why_so_serious:

C'mon guise, give us a toggle to turn those people off. I'm not interested in reading a bunch of fanfics that had nothing to do with the game. I can't even talk to them nor interact with them in any meaningful way.


You do know that you can kill them, and take their stuff? Personally offended that someone else put their money into YOUR game? WIPE THEM OUT. ALL OF THEM. One of them near the temple has Plate armour! And you'll not really notice any impact on the rest of the town either.

I for one, plan on going back and killing Desslock. I recall him as being particularly obnoxious back in the day.


If they do another Kickstater, I am totally going to buy an NPC and have him remember a flame war from a forum board that no longer exists, about a world no one cares about. There's some guy with a hat I need to hunt down one day....


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Tebonas on March 30, 2015, 02:51:34 AM
You can kill them for being obnoxious without the real people of that world minding? That annoying feature just got awesome. Maybe I can drag their corpses to the gravestones and smash them with the brittle bones of fanfic writers.  :awesome_for_real:


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ingmar on March 30, 2015, 02:54:44 AM
None of the gold name people have any plot relevance, you can just completely ignore them. Even color blind me can tell their nameplates apart.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Tebonas on March 30, 2015, 02:58:04 AM
Sure, but until you realize this isn't a feature like in Divinity 2 (where reading thoughts could led to quests) you read enough fanfic crap to let you seriously contemplate suicide.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ironwood on March 30, 2015, 02:59:00 AM
Just popping my head in to comment that I always felt that combat in Torment was utterly, utterly pointless.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on March 30, 2015, 03:29:35 AM
Later on weapons with the DR bypass become real good.

Companions are good, but hired adventurers are better, as you get to build them up from scratch, meaning they are much, much better put together and don't have wasted attributes/talents. That said, I'm running a full Companion party for this first run. I'd ditch Durance if I could, but he's a Cleric. Already ditched Kana for the dwarf ranger who I like more. I've just reached the big city, though. Which brings me to an important tip (mild spoilers);




Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ceryse on March 30, 2015, 04:53:21 AM


It's a system that I'm not fond of for choosing factions, mainly because it isn't all that clear that you can bend yourself over a table simply by accepting certain quests. I might have screwed myself in a slightly different way, as one of the factions absolutely loathes me now, because of a different quest (the one that unlocks the Paladin companion) and my choices during it. I wasn't planning on siding with them, but it'll be interesting if I can even do their entry quest now to slightly mitigate my horrible rep with them.

As an aside, regarding the companions, I've yet to meet the Druid or Cipher, but of the ones I've met, I like Eder, Pallagina, and Sagani, and am ambivalent towards Aloth. I dislike Kana and loathe Durance.  Currently running a dual-wield warrior (pc), Eder (pure tank), Pallagina (her accuracy aura should help when enemy DR gets higher and am using her as a secondary tank), Sagani (mainly for the fact I like her and her fox makes a decent off-tank.. be better if her damage was higher), Durance (need a cleric, sadly) and Aloth (want a wizard due to some of the nice spells they have). The dps in the party is a bit low (I dropped my ranged rogue adventurer to fit in Pallagina, and the rogue was, by far, my highest dpser due to constant sneak attacks) but I'm pretty hardy. I can lock down even a large group of enemies and retain enough dps to drop enemy spellcasters quick. Currently everyone's just about half-way through level 5 and I still have a large number of side-quests left in Defiance Bay, haven't touched the Endless Dungeon and haven't progressed the main story past arriving in Defiance Bay. With a level cap of 12 (I think), I'm interested to see how many levels I'm short by the end, or how long I'm capped.

So far in the game I've been a bit disappointed in the difficulty; it's very un-even. Raedric, for example, was a push-over, even by doing it 'proper' and just talking with him first and then fighting in a slightly dis-advantageous position. Comparatively, the Spider Queen wrecked faces and was the first, and only, fight where I almost had half my party go unconscious (only had two do so, due to a clutch knock-down from the pc). Granted, I'm only on Normal difficulty, but I haven't even begun to min/max anything yet.

I'm actually considering re-rolling because I futzed a number of talent picks on my pc, but I'll probably stick it out. Depending on how much I like the Cipher and Paladin companions, I may just do a full adventurer party on my second playthrough because so far the party banter has been fairly sparse.

One good tip for increasing party dps; equip everyone, even your tanks, with the best high damage/slow ranged weapon you can. Have them use it at the start of fights before you close to melee, then swap to their normal weapons and your ranged to their normal weapons (i.e., rod for Durance, wand for Aloth, bow for Sagani, hatchet/shield for Eder, etc.). It will add a significant amount of damage and you don't have to worry about the slow as shit reload times on those weapons (which is the main reason not to use the heavier guns despite their massive damage output).


Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on March 30, 2015, 05:36:53 AM
Hmm, I've done two of each. Very high rep with both. When do I know if I've stuffed myself or not, later in the main quest chain?

I find the "this area is meant for level x" indicators very poorly signposted, I've been doing a bunch of stuff out of order it seems by how easy or hard they've been.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Khaldun on March 30, 2015, 07:01:06 AM
Huh, that's weird, the Raedric fight was difficult for me unless I started it from the sideroom and blocked the enemies at a doorframe, but the Spider Queen was nearly an insta-gib only a short while later. I think in both I was running fighter-fighter-cleric-chanter-wizard-wizard.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Sophismata on March 30, 2015, 07:14:34 AM
Well, I restarted so I could change portrait and now I keep getting killed in character creation. Whole game freezes and I'm forced to reboot.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Reg on March 30, 2015, 07:20:37 AM
I'm a big fan of Obsidian games but I have to say how glad I am that I didn't  purchase this at release. I'm willing to pay full price but I haven't got the patience to deal with Obsidian's typical release day game-stopping bugs.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: CmdrSlack on March 30, 2015, 07:22:40 AM
So is monk as gimpy as I'm afraid it'll be? My only deaths so far were to stupid party following me over a specific trapped floor. I have noticed that I'm not getting wounds fast enough, so I can't evaluate any powers.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: tmp on March 30, 2015, 07:57:39 AM
I have 30000 money, I literally cannot spend it fast enough. And there is a seversevere companion shortage in many class options. Second play through I'm building half the squad as I like it.
Well, I was talking about the starting part (first village and such) where I definitely didn't have 30k or even 1k to spend. Although even 30k doesn't seem that hard to get rid of -- I see vendor stuff listed at 5-10k a pop, and that's not even the allegedly good vendor plus then there's stronghold upgrades and whatnot. Granted, there's decent gear to be obtained from questing and such but if you really want to get rid of money you easily can.

Also unrelated but holy shit people paid 1k a pop to put these Soul Fanfics in the game? :uhrr:


Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on March 30, 2015, 08:44:22 AM
I'm a big fan of Obsidian games but I have to say how glad I am that I didn't  purchase this at release. I'm willing to pay full price but I haven't got the patience to deal with Obsidian's typical release day game-stopping bugs.

I've experienced zero so far. Of any kind.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on March 30, 2015, 08:46:30 AM
I have 30000 money, I literally cannot spend it fast enough. And there is a seversevere companion shortage in many class options. Second play through I'm building half the squad as I like it.
Well, I was talking about the starting part (first village and such) where I definitely didn't have 30k or even 1k to spend. Although even 30k doesn't seem that hard to get rid of -- I see vendor stuff listed at 5-10k a pop, and that's not even the allegedly good vendor plus then there's stronghold upgrades and whatnot. Granted, there's decent gear to be obtained from questing and such but if you really want to get rid of money you easily can.

Also unrelated but holy shit people paid 1k a pop to put these Soul Fanfics in the game? :uhrr:

If all the stronghold options cost 4 times as much I still couldn't spend money fast enough. The time delay means I make way more than the cost in the time it takes to build. I've bought every named weapon in the game and still have 20k left on me now, probably back to 30k when I sell again.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: schild on March 30, 2015, 08:51:02 AM
You can kill them for being obnoxious without the real people of that world minding? That annoying feature just got awesome.

I would actually rather the "real world" version of those people get notified every time someone murdered them in game. That's a social feature I can get behind.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Merusk on March 30, 2015, 09:09:31 AM

I for one, plan on going back and killing Desslock. I recall him as being particularly obnoxious back in the day.


If they do another Kickstater, I am totally going to buy an NPC and have him remember a flame war from a forum board that no longer exists, about a world no one cares about. There's some guy with a hat I need to hunt down one day....

Why does the name Desslock sound familiar?

Also, you should let that beef with Arcadaian just go. Guy wound-up managing a Chic-Fil-A someone else owned. Be happy at that and move on.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Jeff Kelly on March 30, 2015, 09:35:41 AM
For an Obsidian game this has an astonishingly low amount of bugs.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: schild on March 30, 2015, 10:23:45 AM
For an Obsidian game this has an astonishingly low amount of bugs.
Paradox also.

I figured the two of them together would create something that was something akin to a power point deck.

That shows you how low our expectations were though.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Malakili on March 30, 2015, 10:27:56 AM
This looks like great steam summer sale material to me.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ingmar on March 30, 2015, 11:40:22 AM
I'm a big fan of Obsidian games but I have to say how glad I am that I didn't  purchase this at release. I'm willing to pay full price but I haven't got the patience to deal with Obsidian's typical release day game-stopping bugs.

I've experienced zero so far. Of any kind.

Same here. Seems more or less like 'don't play a ranger and you're fine'.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Malakili on March 30, 2015, 11:42:59 AM
. Seems more or less like 'don't play a ranger and you're fine'.

Story of my life.  :why_so_serious:


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Khaldun on March 30, 2015, 12:25:06 PM
No bugs for me yet and I even have the dwarf eskimo ranger in my group.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Hawkbit on March 30, 2015, 12:40:07 PM
Sure, but until you realize this isn't a feature like in Divinity 2 (where reading thoughts could led to quests) you read enough fanfic crap to let you seriously contemplate suicide.

The first 30 of these I read I thought it was going to lead somewhere. I'm so glad to know these are skippable. I thought it was very out of place that the NPC named Strom Brightblade's flair text mentioned being an archer.

Also, I'd like the ability to patch out all the KS mentions on the loading screens. The 77,000 number is etched in my head. I get it.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Senses on March 30, 2015, 12:46:36 PM
I'm not so bothered by the gold names or the memorials because I appreciate that the kickstarter was driven by this sort of thing.  That being said, I would've liked to know from the beginning what was going on because like others have said, I went through them several times on several restarts when I clearly didn't need to.

I have most recently settled on a Moon Godlike Tank that is awesome.  I don't think I'm good enough with micromanaging the other characters to attempt to do this without a good tank so it might as well be my starting character.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ironwood on March 30, 2015, 01:03:19 PM
Wow.  I'm going to lose a lot of time to this one.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Teleku on March 30, 2015, 01:10:14 PM
Same here. Seems more or less like 'don't play a ranger and you're fine'.
Damnit!


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ingmar on March 30, 2015, 01:14:02 PM
Apparently there are a couple bugs with stats and such as well, but they haven't hit my game.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: drogg on March 30, 2015, 01:15:44 PM
I'm a big fan of Obsidian games but I have to say how glad I am that I didn't  purchase this at release. I'm willing to pay full price but I haven't got the patience to deal with Obsidian's typical release day game-stopping bugs.

I've experienced zero so far. Of any kind.
i think your monk's toughness might be one: http://forums.obsidian.net/topic/73449-stat-bonus-modifiers-can-erroneously-be-applied-multiple-times-allowing-stats-to-grow-beyond-intended-values/

that particular bug aside (which has made hard mode trivial in act 2 :( ) i've had a great run so far.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ingmar on March 30, 2015, 01:17:28 PM
I'm a big fan of Obsidian games but I have to say how glad I am that I didn't  purchase this at release. I'm willing to pay full price but I haven't got the patience to deal with Obsidian's typical release day game-stopping bugs.

I've experienced zero so far. Of any kind.
i think your monk's toughness might be one: http://forums.obsidian.net/topic/73449-stat-bonus-modifiers-can-erroneously-be-applied-multiple-times-allowing-stats-to-grow-beyond-intended-values/

that particular bug aside (which has made hard mode trivial in act 2 :( ) i've had a great run so far.

I don't think that bug can happen to the PC, only to companions (from the description anyway.)


Title: Re: Obsidian's "Pillars of Eternity"
Post by: WayAbvPar on March 30, 2015, 01:50:29 PM
Still waiting for someone to sell me a key!


Title: Re: Obsidian's "Pillars of Eternity"
Post by: drogg on March 30, 2015, 01:56:25 PM
I'm a big fan of Obsidian games but I have to say how glad I am that I didn't  purchase this at release. I'm willing to pay full price but I haven't got the patience to deal with Obsidian's typical release day game-stopping bugs.

I've experienced zero so far. Of any kind.
i think your monk's toughness might be one: http://forums.obsidian.net/topic/73449-stat-bonus-modifiers-can-erroneously-be-applied-multiple-times-allowing-stats-to-grow-beyond-intended-values/

that particular bug aside (which has made hard mode trivial in act 2 :( ) i've had a great run so far.

I don't think that bug can happen to the PC, only to companions (from the description anyway.)
there's another thread (i believe its linked therein) which mentions that it appears to only consistently happen to monk PCs, for some reason, or to characters that have a certain drinking horn equipped.  something to do with the way wound thresholds work?


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on March 30, 2015, 02:02:19 PM
Now, granted that there always will be good and bad players, some of those bugs (both the stats accumulation and the equipment one that permanently erase racial and other buffs) could explain some of the threads like "this is trivial on hard/face stomped on normal" that I've seen popping up quite frequently since launch. Patch should be out in max. 2 or 3 days (hopefully sooner, who knows); meanwhile, I'll go back to Divinity:OS  :awesome_for_real:


Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on March 30, 2015, 03:09:59 PM
I'm a big fan of Obsidian games but I have to say how glad I am that I didn't  purchase this at release. I'm willing to pay full price but I haven't got the patience to deal with Obsidian's typical release day game-stopping bugs.

Nah, not something I have. My monk is just tough. Alost its not that he is hard to hit, just just does massive damage. His flying kick is a little constantly repeatable aoe, and his unarmed damage scales faster than the ability to get good weapons or enchant them.

I've experienced zero so far. Of any kind.
i think your monk's toughness might be one: http://forums.obsidian.net/topic/73449-stat-bonus-modifiers-can-erroneously-be-applied-multiple-times-allowing-stats-to-grow-beyond-intended-values/

that particular bug aside (which has made hard mode trivial in act 2 :( ) i've had a great run so far.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ironwood on March 30, 2015, 04:27:28 PM
Apparently there are a couple bugs with stats and such as well, but they haven't hit my game.

Hmm.  I'm missing a point after character creation and I thought it was just me being thick.  But I think maybe it's not.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ingmar on March 30, 2015, 04:35:36 PM
Apparently there are a couple bugs with stats and such as well, but they haven't hit my game.

Hmm.  I'm missing a point after character creation and I thought it was just me being thick.  But I think maybe it's not.


I've seen people say that double-clicking a piece of equipment to equip it removes some/all of the points you get from race/country/background.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: schild on March 30, 2015, 08:40:45 PM
(http://i.imgur.com/Wx9W8gs.jpg)

 :uhrr:


Title: Re: Obsidian's "Pillars of Eternity"
Post by: rk47 on March 30, 2015, 08:42:07 PM
Schild, I can't believe you. I hate to come out like this but personally, I find it immensely jarring and immersion-breaking to find a fictional universe where for no explained reason everyone is apparently straight.



Title: Re: Obsidian's "Pillars of Eternity"
Post by: schild on March 30, 2015, 08:43:21 PM
Get rekt, m8.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: rk47 on March 30, 2015, 08:46:01 PM
Hey asshole,  it reads... "Firedorn Lightbringer Here lies Firedorn, a hero in bed He once was alive and now he's dead The last woman be bedded, turned out a man and crying in shame, of a cliff he ran"

What kind of world are we living in to tolerate that kind of discrimination on trans?
Holy shit. Wake up man, it's 2015!


Title: Re: Obsidian's "Pillars of Eternity"
Post by: schild on March 30, 2015, 08:56:39 PM
What kind of world are we living in to tolerate that kind of discrimination on trans?
(http://i.imgur.com/PUKOMLx.gif)


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Rendakor on March 30, 2015, 09:26:38 PM
Hey asshole,  it reads... "Firedorn Lightbringer Here lies Firedorn, a hero in bed He once was alive and now he's dead The last woman be bedded, turned out a man and crying in shame, of a cliff he ran"

What kind of world are we living in to tolerate that kind of discrimination on trans?
Holy shit. Wake up man, it's 2015!
I didn't realize you were so tolerant!


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Pennilenko on March 30, 2015, 09:34:02 PM
I am so confused right now.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Signe on March 30, 2015, 09:43:30 PM
Me, too.  :(


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Hutch on March 30, 2015, 10:03:17 PM
To summarize:
Bored schild trolled the thread, using sjw gender politics bait as his weapon of choice.
rk trolled him right back. In his right hand he wields irony, and in his left he brandishes confusion.
Now they are battling for supremacy.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: schild on March 30, 2015, 11:33:13 PM
Wrong. Rk sent me the tweet on Steam. As a fan of absurd extremes, particularly SJWs taking their fights wherever they can find the them, I posted it as a piece of Twitter performance art. Rk is actually on my side in this and thinks this is as stupid as I do.

But he played the part well for a hut dwelling, fried chicken eating,  southeast asian.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on March 31, 2015, 12:01:02 AM
Stop shitting up the thread you egotistical twit. Who fucking cares.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Tebonas on March 31, 2015, 12:25:23 AM
You really want to drag this games thread into the Politics Forum crying and screaming, do you?
Let me veer this back ontopic.

I tried to erradicte those Fanfic dummies from the face of Eora, but as it turns out the rest of the city turns against you and attack when you do so. You lying liars that lie!


Title: Re: Obsidian's "Pillars of Eternity"
Post by: rk47 on March 31, 2015, 12:48:55 AM
You really want to drag this games thread into the Politics Forum crying and screaming, do you?
Let me veer this back ontopic.

I tried to erradicte those Fanfic dummies from the face of Eora, but as it turns out the rest of the city turns against you and attack when you do so. You lying liars that lie!

 :why_so_serious: I kept quiet for that.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Hutch on March 31, 2015, 01:08:39 AM
Stop shitting up the thread you egotistical twit. Who fucking cares.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on March 31, 2015, 03:29:50 AM
I think I might have gotten to the bit where the plot gets stupid and the suspension of disbelief goes and starts ruining everything. Hopefully not.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Comstar on March 31, 2015, 04:27:47 AM
Why does the name Desslock sound familiar?

If I recall wrongly, he posted a lot in the old UO/EQ age. Not on LtM, EQ Vault or something? Mostly I recall being annoyed at his seeming superiority to everyone else. I'm glad he had enough money and courage to back the game that much.

Quote
Also, you should let that beef with Arcadaian just go. Guy wound-up managing a Chic-Fil-A someone else owned. Be happy at that and move on.

I behaved very badly towards him, I hope he's ok and still wearing hats online somewhere.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Miasma on March 31, 2015, 04:55:58 AM
Apparently there are a couple bugs with stats and such as well, but they haven't hit my game.

Hmm.  I'm missing a point after character creation and I thought it was just me being thick.  But I think maybe it's not.

I thought that happened to me but it turns out that for some odd reason it applies the +1 cultural sub-race stat point before you even choose one.  So when you get to the sub-race selection a couple screens later and change it the +1 goes to something else and is removed from the old stat.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on March 31, 2015, 05:15:22 AM
I think Desslock was an old gamespot reviewer?


Title: Re: Obsidian's "Pillars of Eternity"
Post by: rk47 on March 31, 2015, 05:28:19 AM
There are bugs too if you save when temporarily buff and reload.
It appears the temporary change becomes permanent.  :drillf:
This may happen to the enemies too. Beware.  :why_so_serious:


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ironwood on March 31, 2015, 05:41:07 AM
Oh for fucks sake.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Falconeer on March 31, 2015, 05:46:52 AM
I think Desslock was an old gamespot reviewer?

https://www.youtube.com/watch?v=xInOaYudWOY

Star Blazers was HUGE in Italy in 1981.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on March 31, 2015, 05:48:00 AM
Yep, I strongly suggest to hold off 'til the patch (looking at the dev tracker, they've already fixed the equipment and stat accumulation bugs) then start a brand new game. Hopefully, the patch won't introduce new problems  :why_so_serious:


Title: Re: Obsidian's "Pillars of Eternity"
Post by: calapine on March 31, 2015, 06:06:01 AM
What's a good difficulty for playing this game in "ironman mode" (only one save game)?


Also did they rename "Ironman" into "Trial of Iron" for PC reasons?  :uhrr: :grin: *runs*


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Falconeer on March 31, 2015, 06:10:39 AM
What's a good difficulty for playing this game in "ironman mode" (only one save game)?


Also did they rename "Ironman" into "Trial of Iron" for PC reasons?  :uhrr: :grin: *runs*

That would make sense and I hope so.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: calapine on March 31, 2015, 06:29:11 AM

That would make sense and I hope so.

Hmm, disagree. It seems overly (as in pointlessly) sensitive. And I don't like the doctoring with language for political reasons.

But oh well. This is a) politics forums, b) one of the discussions were no one is going to convince the other person anyway. (And c) overly nit-picky thing to complain about. So one is doing the exact thing one is complaining about. Argh!)


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ironwood on March 31, 2015, 06:32:30 AM
Why don't we complain about the bug that has retroactively fucked over our characters ??


Title: Re: Obsidian's "Pillars of Eternity"
Post by: rk47 on March 31, 2015, 06:34:58 AM
I got lazy one day and decide to have fun.  (https://youtu.be/IEDAu-kVJDo) :awesome_for_real:

(https://dl.dropboxusercontent.com/u/829607/daily/79/therightobeararms.jpg)


Title: Re: Obsidian's "Pillars of Eternity"
Post by: calapine on March 31, 2015, 06:39:16 AM
Why don't we complain about the bug that has retroactively fucked over our characters ??


Me? Cause I haven't started playing yet.  :-P

---

This seems to be the bug rk mentioned:

Stat bonus modifiers can erroneously be applied multiple times allowing stats to grow beyond intended values  (https://forums.obsidian.net/topic/73449-stat-bonus-modifiers-can-erroneously-be-applied-multiple-times-allowing-stats-to-grow-beyond-intended-values/)

Looks like it's best to wait with the game for a while (depending on how much one is bothered by bugs like this).


Title: Re: Obsidian's "Pillars of Eternity"
Post by: calapine on March 31, 2015, 07:42:50 AM
Another bug (I am reading the official forums due to boredom):

<Name of spell> doesn't end (http://forums.obsidian.net/topic/72887-plague-of-insects-doesnt-end/)


Summary is that in some fights the hostile debuffs/damage spells do not end after combat. Dismissing affected companions or save+reload doesn't seem to fix it either.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ceryse on March 31, 2015, 09:41:24 AM
Personally, I haven't complained about bugs because.. well, I haven't experienced any. I never double-clicked equipment, so never got that bug (for which there's a work around unless it happens to the pc). Never had the permament buff bug, because I've never buffed, saved, loaded. Never had a ranger bug because the D&D games taught me to never play a ranger. Didn't get stuck anywhere or anything. Didn't even get the Act 2 quest line bug with the three factions (which is related to the Winds of Steel knights quest).

Didn't even try to avoid them, just never got them, so nothing to complain about. The patch this week should help a lot of these (and, knowing Obsidian, create some new interesting ones), but I haven't put off playing waiting for it (just because I haven't had time, sadly).


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ironwood on March 31, 2015, 09:51:53 AM
Never had a ranger bug because the D&D games taught me to never play a ranger.

Heh.

On the other hand, it sucks to be a Drizzzzzzzzzzt fanboy.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: rk47 on March 31, 2015, 10:08:06 AM
Uhm...the game crash when I try to leave first castle I think...
The only solution is to use console command n teleport back to town.
Bravo.  :awesome_for_real:


Title: Re: Obsidian's "Pillars of Eternity"
Post by: tmp on March 31, 2015, 11:14:51 AM
I got lazy one day and decide to have fun.  (https://youtu.be/IEDAu-kVJDo) :awesome_for_real:

(https://dl.dropboxusercontent.com/u/829607/daily/79/therightobeararms.jpg)
... you've decided to re-create DAI experience in PoE?

(fuck those bears)


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Yegolev on March 31, 2015, 11:21:14 AM
Obsidian's Console Commands of Eternity: When Will It Be Finished?


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Signe on March 31, 2015, 12:03:50 PM
What to do?  Do I give up Steam Achievements (yet again) and use the console to fix my characters?  Or do I wait for a patch? 


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on March 31, 2015, 01:23:34 PM
What to do?  Do I give up Steam Achievements (yet again) and use the console to fix my characters?  Or do I wait for a patch? 

If you really can't wait to go ahead with the game and/or don't have anything else to play, sure, try to use the workarounds; otherwise, I would wait a couple more days for the patch in order to enjoy the game at its fullest.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ironwood on March 31, 2015, 01:27:57 PM
Turns out my character has NOT been affected yet by the stats bug.  The reason I have a -1 in the stats is that if you jiggle your stats around, then pick your 'bonus background' and then go back and jiggle and then change and then jiggle, eventually, you won't know what the fuck you've given.

And it will take a minus out of a stat you thought was an even number.

So watch out for that kids.  Friends don't let friends play about with a character;  think once and then FUCKING LIVE WITH IT.

 :uhrr:


Title: Re: Obsidian's "Pillars of Eternity"
Post by: WayAbvPar on March 31, 2015, 01:29:24 PM
Everyone please complain to Obsidian and Steam and tell them you will only be satisfied with a patch and then an immediate Steam sale for ~$20. TIA.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: schild on March 31, 2015, 02:31:40 PM
Remember when I said I don't give Paradox money because everything they release is riddled with bugs. And then people said that's crazy.

Is it?

is it crazy?


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Trippy on March 31, 2015, 02:49:10 PM
I'm shocked that an Obsidian game was released full of bugs.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: schild on March 31, 2015, 02:50:32 PM
 :oh_i_see:


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on March 31, 2015, 03:25:42 PM
Latest about the patch (exact day still undecided; still scheduled for this week):

http://forums.obsidian.net/topic/74083-is-there-communication-regarding-patching/?p=1618422
http://forums.obsidian.net/topic/74083-is-there-communication-regarding-patching/?p=1618462


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Yegolev on March 31, 2015, 03:33:05 PM
Remember when I said I don't give Paradox money because everything they release is riddled with bugs. And then people said that's crazy.

Is it?

is it crazy?

It is not crazy.  You're talking to the crazy people here.  I'd bet you a sum of American money that they do, in fact, remember Knights of the Old Republic II yet still get hard dicks thinking about how awesome this game will be now that Obsidian is "free" to do what they wanted all along.  Which, I would wager, is perform half-ass game development.

Also, the more reasonable ones remember you have avoided Dying Light simply because of the intro movie and so you maintain an aura of suspicious motive.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Senses on March 31, 2015, 04:05:28 PM
I've yet to encounter any bugs.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ceryse on March 31, 2015, 04:16:33 PM
Remember when I said I don't give Paradox money because everything they release is riddled with bugs. And then people said that's crazy.

Is it?

is it crazy?

I've yet to experience any. Besides, I wouldn't blame Paradox so much as the fact it is an Obsidian game.

And to Yegolev... I've never played KotOR 2 (and not much of 1.. although this is mainly because I despise Star Wars more than anything else). I will, however, admit to being crazy. That is just a simple fact I'm quite comfortable with.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on March 31, 2015, 04:19:03 PM
Personally, I haven't complained about bugs because.. well, I haven't experienced any. I never double-clicked equipment, so never got that bug (for which there's a work around unless it happens to the pc). Never had the permament buff bug, because I've never buffed, saved, loaded. Never had a ranger bug because the D&D games taught me to never play a ranger. Didn't get stuck anywhere or anything. Didn't even get the Act 2 quest line bug with the three factions (which is related to the Winds of Steel knights quest).

Didn't even try to avoid them, just never got them, so nothing to complain about. The patch this week should help a lot of these (and, knowing Obsidian, create some new interesting ones), but I haven't put off playing waiting for it (just because I haven't had time, sadly).

Ditto. The bugs thing is massively overstated. There are a couple very specific and very easily avoided ones that I'd not know about apart from the Internet, and the game is otherwise bug free (to date).

The Act 2 quest thing isn't a bug, just a poorly communicated story commitment.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Zane0 on March 31, 2015, 04:35:31 PM
Remember when I said I don't give Paradox money because everything they release is riddled with bugs. And then people said that's crazy.

Is it?

is it crazy?

It is not crazy.  You're talking to the crazy people here.  I'd bet you a sum of American money that they do, in fact, remember Knights of the Old Republic II yet still get hard dicks thinking about how awesome this game will be now that Obsidian is "free" to do what they wanted all along.  Which, I would wager, is perform half-ass game development.

Also, the more reasonable ones remember you have avoided Dying Light simply because of the intro movie and so you maintain an aura of suspicious motive.
Give me nothing but half-assed game development please if it means something like kotor 2 again and again. Although this particular devil's bargain is irrelevant since poe is actually a p. clean product.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Malakili on March 31, 2015, 05:04:18 PM
kotor 2 was not kotor 1.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Teleku on March 31, 2015, 05:34:10 PM
Kotor 2 was better than kotor 1 in every way except for the rushed story/final.

Paradox is perhaps he only game company Im comfortable giving money to, since everybody else sucks now.

Some other contradictory statement.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Merusk on March 31, 2015, 05:34:55 PM
My bugs have been pretty minor gripes. I gave 'em $20 for the kickstarter so it doesn't bother me.

Keep Simonding the thread though. it delivers.  :awesome_for_real:


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on March 31, 2015, 06:17:26 PM
If you want to keep playing before the patch, here's a nice summary of what you must pay attention to (good especially for those who want to start over right nao):

http://forums.obsidian.net/topic/74236-should-i-wait-until-the-patch-fixes-said-gamebreaking-bugs/?p=1618876

Quote
Okay:
 
Don't double-click to equip.
 
Don't save and load the game in a location where you recruited a companion.
 
Save regularly and don't overwrite your saves, you want to be able to back up if you hit a problem.  Probably not a terrible idea to occasionally copy the save folder over somewhere else.
 
If you equip any items that boost stats, keep an eye on the person wearing them that the stat in question isn't having its base value increased beyond where it should be over time.
 
Avoid the Drinking Horn of Moderation amulet.
 
Maybe avoid rangers for the time being; their animal companions can disappear and apparently remain disappeared across all your saves, preventing you from moving between areas.
 
Make sure you have a proper save before going to Raedric's Hold, as well as before entering the Sanitarium.
 
If you are playing a goody two shoes benevolent type, don't do the quest that starts with a godlike woman called Pallegina saying something to you, it'll end up broken.

I think there are at least two more:

- "Plague of Insects" spell cast by enemy druids (already mentioned by Calapine):
http://forums.obsidian.net/topic/73407-plague-of-insects-with-infinite-duration/#entry1618648

- Be sure that the Priest spell "Holy Power" is not affecting your characters while you're transitioning or resting (another stat accumulation bug?)
http://forums.obsidian.net/topic/72413-durance-insane-stats/page-2#entry1618828


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Khaldun on March 31, 2015, 08:00:06 PM
No bugs for me. I have a ranger in the party, I've been in and out of Raedric's Hold and the Sanitarium.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Samprimary on March 31, 2015, 09:26:19 PM
Kotor 2 was better than kotor 1 in every way except for the rushed story/final.

https://www.youtube.com/watch?v=s9LgUXdxkE0


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ironwood on April 01, 2015, 01:56:27 AM
I never ever managed to get into KOTOR 2.  Played the shit out of 1, but 2 just didn't do it for me...

I'm still enjoying the hell out of this and now that I've found that it's just a poor character creator I should have watched out for, I'm cool with it.

But a patch should come quick, given that list...


Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on April 01, 2015, 04:03:05 AM
Not sure how far in I am after the first main city. I hope there's still more fun to come.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Sophismata on April 01, 2015, 05:44:10 AM
Quote from: Oei_Derek_MObsidian
Unfortunately we are unable to add new strings into the game at this point. These may get changed in future releases, but at the moment just look at the effects portion of the spell description.
:awesome_for_real:
This is in relation to certain spell descriptions being incorrect, which will not be addressed in the patch.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Jeff Kelly on April 01, 2015, 06:51:27 AM
Depending on how many languages they need to support for text this might actually be too much of a hassle to add if they want to get out everything else they need to fix quickly.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on April 01, 2015, 07:12:22 AM
Is rogue backstab ever useful? I cant recall ever getting very close to an enemy before being revealed, even with decent stealth. Stealth seems useless?


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ruvaldt on April 01, 2015, 07:32:52 AM
My main character is a bow-wielding rogue and I'm able to use it on a pretty regular basis.  You still have to get in pretty close, but it's a great way to thin an encounter quickly with a big opening shot.  Still, it isn't as useful as some other Rogue talents.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Khaldun on April 01, 2015, 09:47:47 AM
Stealth to me is mostly useful when I want to path through an area and avoid a few encounters--even a party with a few weak stealth people can path through parts of Raedric's Hold, for example, without aggroing everything. It lets you target select too. But yeah, characters with super high stealth still don't seem able to get around an NPC to deliver a bit alphastrike backstab, mostly.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ironwood on April 01, 2015, 10:20:22 AM
I find when combat starts, stealth fails for everyone.  Am I doing it wrong ?


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Signe on April 01, 2015, 10:29:57 AM
Yes, when combat starts my stealth fails and I can't go stealthy again.  I can't seem to sneak up on anyone at all.  I think maybe we just need more points in stealth? 


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Miasma on April 01, 2015, 10:34:22 AM
Backstab is probably only useful if you also take the talent that lets you turn invisible during combat.

Combat breaks party stealth but if a rogue is the one who starts combat (from stealth) they get a pretty strong opening attack.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: rk47 on April 01, 2015, 10:45:23 AM
Is rogue backstab ever useful? I cant recall ever getting very close to an enemy before being revealed, even with decent stealth. Stealth seems useless?

just pull out an arbalest or aquerbus in sneak attack.
blam. you just hit the guy for 75 dmg.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Montague on April 01, 2015, 11:31:32 AM
Is rogue backstab ever useful? I cant recall ever getting very close to an enemy before being revealed, even with decent stealth. Stealth seems useless?

just pull out an arbalest or aquerbus in sneak attack.
blam. you just hit the guy for 75 dmg.

https://www.youtube.com/watch?v=JulJxOIfPYo (https://www.youtube.com/watch?v=JulJxOIfPYo)


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Tannhauser on April 01, 2015, 02:13:23 PM
Is rogue backstab ever useful? I cant recall ever getting very close to an enemy before being revealed, even with decent stealth. Stealth seems useless?

just pull out an arbalest or aquerbus in sneak attack.
blam. you just hit the guy for 75 dmg.

https://www.youtube.com/watch?v=JulJxOIfPYo (https://www.youtube.com/watch?v=JulJxOIfPYo)

True gamer moment, he swigs from a 2-liter.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: rk47 on April 01, 2015, 08:23:37 PM
Sneak Attack
Uses the rogue's ability to approach unseen, adding additional bonus damage to their attacks when the target is Blinded, Flanked, Hobbled, Paralyzed, Petrified, Prone, Stuck, Stunned or Weakened, as well as when any target is struck within two seconds of combat starting.

You can easily set up prone with Fighter's Knockdown > Followed up with said rogue shooting.
Within 2 seconds of Combat is easy too with ranged weapons.



Title: Re: Obsidian's "Pillars of Eternity"
Post by: tmp on April 02, 2015, 05:19:31 AM
Flanked is easy to get too, as long as the rogue isn't the one tanking. Just give it couple seconds for the engagement ranges to establish so the targets won't run around, then walk up to them from the back/side. Commence stabbing.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ironwood on April 02, 2015, 06:51:28 AM
Aye, that's all very well, but Stealth has no place in combat beyond the first hit.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: MrHat on April 02, 2015, 07:11:07 AM
Aye, that's all very well, but Stealth has no place in combat beyond the first hit.


Agreed.  Sneak attack is different than stealth/backstab though.

I ended up foregoing backstab and ending up just with a high damage fighter because of the sneak attack bonus.

Does make me wish I just ran with my barbarian though.

Most fights are stealth around looking at bad guys, then send in the fighter to grab 4 guys for engagement (mace + talents + modal), then open up the ranged barrage followed by a bunch of spells and the rogue on the spellcaster.  Works pretty well.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: rk47 on April 02, 2015, 07:49:06 AM
Hunter's mark don't work as advertised.
+20 bonus damage to pet & ranger vs Marked Target is very unlikely.

(https://dl.dropboxusercontent.com/u/829607/poopoo/02.jpg)
(https://dl.dropboxusercontent.com/u/829607/poopoo/03.jpg)

This class is just sad.
I think it's likely I get +20% bonus damage against but it's not showing on the combat log, so yeah..another bug.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Merusk on April 02, 2015, 10:08:36 AM
Just ran into 3 druids and got my ass handed to me faster than the drakes I'd run into. Fuck my current party, I'm rerolling as all druids and trying that. Multi-target lightning spell with an affect area you can't walk out of, healing AND barkskin for DR & Interrupt prevention? Ok, sure.

Now I know it's a BG-legacy game. Melee classes are ass.   :why_so_serious: 


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on April 02, 2015, 11:09:59 AM
If everything goes well, patch should be out tomorrow:

http://forums.obsidian.net/topic/74701-obsidian-why-isnt-there-any-hotfix-yet/page-3#entry1625275

From other posts, it looks like they're already working on another one, possibly out next week.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Miasma on April 02, 2015, 11:19:11 AM
I'm going to disable automatic patching until I hear an all-clear that it doesn't corrupt or otherwise destroy current save files.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Khaldun on April 02, 2015, 12:45:38 PM
The adult drakes are pretty tough at level 6/7 where my guys are at. Beatable for sure but the kind of fight where I have to pay attention and watch that I don't pull more than I want.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on April 02, 2015, 01:16:46 PM
Preliminary notes for patch 1.03 (geeze, Obsidian, look at that list. You'll never learn) :

https://forums.obsidian.net/blog/7/entry-179-patch-notes-103/

Game is finally out of beta  :why_so_serious:

EDIT Main fixes:

Quote
- Bears and Cats can now be equipped with hats. This is most likely not a joke... but might be a joke.

- Double-clicking to equip items was causing passive abilities to get removed from the character. This has been fixed and we were able to retroactively fix the problem for people that have already run into the issue. If you open your saved game in the latest patch, your characters will be repaired.

- Fixed a problem where attributes on characters could permanently increase by equipping certain items. This will also retroactively fix the problem in saved games that have characters with this issue.

- The crash in Raedric's Hold has been fixed.

- Fixed the looping audio sounds that can occur if you play with minimized tooltips.

- Previously Wizard summoned items could persist after the spell's duration. This has been fixed and it will also retroactively fix the problem in saved games that have characters with this issue.

- The items Drinking Horn of Moderation and Talisman of the Unconquerable were causing Ciphers to permanently lower their amount of focus gain. We've included a fix to retroactively resolve the issue on Ciphers but the effect is still on the items. Unfortunately the fix will not fix the broken effect on those items, so you'll need to keep those items unequipped until the next patch. If you do equip them, perform a Save/Load to fix your Cipher.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Sophismata on April 02, 2015, 08:15:33 PM
Complete notes:

Now I know it's a BG-legacy game. Melee classes are ass.   :why_so_serious:
That's just its D&D heritage.

Edit: Druids especially are extremely strong in 3.0, 3.5 and pathfinder.

Also, the change to arbalests worry me. Clearly Obsidian are concerned about the very common equip everyone with arbalests to fire at the start of combat "issue" but that's a side effect of the lack of weapon proficiencies (which I actually like) tied with easy weapon switching. Making arbalests do less damage will make them more useless than they already are for their intended use case.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Tannhauser on April 02, 2015, 08:35:39 PM
Cool, I can finally go to Raderic's Hold.  My fighter's so tanky that any damage he does is just gravy to me.  Anyone else like the Chanter?  It's pretty cool how you can rearrange their songs.  Also, the phantom they summon is quite a taunter. 


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Miasma on April 03, 2015, 09:34:01 AM
I'm going to disable automatic patching until I hear an all-clear that it doesn't corrupt or otherwise destroy current save files.
Holy crap there is no longer a way to just disable updates, the only choices are auto, really fast auto and update at launch.  Assholes.  I know these "retoractive" fixes are going to destroy some peoples games what with how terrible Obsidian QA is.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ard on April 03, 2015, 09:48:42 AM
If you hate them that much, why do you continue to buy their games?  Are lessons really not learned?


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Merusk on April 03, 2015, 12:20:21 PM
I'm going to disable automatic patching until I hear an all-clear that it doesn't corrupt or otherwise destroy current save files.
Holy crap there is no longer a way to just disable updates, the only choices are auto, really fast auto and update at launch.  Assholes.  I know these "retoractive" fixes are going to destroy some peoples games what with how terrible Obsidian QA is.

Yeah, your only option now is to enable offline mode.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on April 03, 2015, 12:22:49 PM
Yep, kiddos, patch is out ( Steam says 1GB):

http://forums.obsidian.net/topic/75170-patch-103-is-live-on-steam/

Notes: https://forums.obsidian.net/blog/7/entry-179-patch-notes-103/

Coming out in a couple of days on GOG.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Senses on April 03, 2015, 03:25:53 PM
This is my favorite patch note:
•Bears and Cats can now be equipped with hats.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Tannhauser on April 03, 2015, 04:03:26 PM
Just played about four hours straight with the new patch, no issues that I can see.  Raedric's Hold was fine as well.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: calapine on April 03, 2015, 04:32:03 PM
Fuck you Obsidian.

Game stuck right on the first loading screen (after the fight at the Caravan, 15 minutes into the game).

I am not sure if twice in a row already counts as "reproducible", but I am not going to try again tonight.

Fucking fuckers.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on April 03, 2015, 04:37:59 PM
Verify integrity of game cache through Steam, see if that fixes the problem.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: calapine on April 03, 2015, 05:12:13 PM
Thanks, but seems that wasn't it.

(https://i.imgur.com/aAXFL69.png)

And I did try a 3rd time, same result. Loading screen comes up but never goes away. No crash, game responds to ALT+F4 closing, but never transitions to the new area.

grrrr....


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on April 03, 2015, 05:35:50 PM
try to run the .exe as admin


Title: Re: Obsidian's "Pillars of Eternity"
Post by: calapine on April 03, 2015, 06:00:58 PM
That...worked

Thank you.   :heart:

Btw, Dreamfall: The Longest Journey is a jewel of a game. You should play it once.  :wink:


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on April 03, 2015, 06:18:27 PM
Glad it worked! I did a quick search on google about a possible "stuck on load" and people threw around some ideas like the ones I wrote above :). Also, I read on the Dev Tracker that some of the bugs related to load/save and related crashing will be further investigated (and hopefully fixed) in 1.04 and 1.05


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on April 04, 2015, 03:29:35 AM
Hotfix available on Steam (580MB....Unity  :oh_i_see:) :
http://forums.obsidian.net/topic/75410-103-hotfix-for-problem-with-adventurer-hall-companions/#entry1632810

Quote
We have hotfixed the problem with adventurer hall-created companions not being able to unlock doors or chests. This should work correctly now. Without getting into too much detail, it looks like adding and removing a companion in the Stronghold can cause its voice set to be stripped. This was causing a null reference exception when they tried to unlock items.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: trias_e on April 04, 2015, 05:16:03 AM
35 hours in and the game is really, really good. 


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Merusk on April 04, 2015, 07:19:36 AM
Oh good. I was having that exact problem last night. 

I'm getting bored.  When I try to go any place to advance quests my team gets its ass kicked right now. Level 6 but can't take out the drakes for that quest and I can't figure out how to get to the 2nd town.  (Not the village with the ogre).


Title: Re: Obsidian's "Pillars of Eternity"
Post by: tmp on April 04, 2015, 07:57:28 AM
Hotfix available on Steam (580MB....Unity  :oh_i_see:) :
Isn't that Steam :oh_i_see: rather than Unity? Seeing how GOG manages quite better to keep their patches small for Unity games like Wasteland.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on April 04, 2015, 09:41:27 AM
Oh good. I was having that exact problem last night. 

I'm getting bored.  When I try to go any place to advance quests my team gets its ass kicked right now. Level 6 but can't take out the drakes for that quest and I can't figure out how to get to the 2nd town.  (Not the village with the ogre).

The second half of the game is pretty weak. Story becomes lame, all the little issues become more big issues. I'm pretty disappointed.

Just reply the start and don't ruin it for yourself!


Title: Re: Obsidian's "Pillars of Eternity"
Post by: MrHat on April 04, 2015, 12:21:46 PM
Oh good. I was having that exact problem last night. 

I'm getting bored.  When I try to go any place to advance quests my team gets its ass kicked right now. Level 6 but can't take out the drakes for that quest and I can't figure out how to get to the 2nd town.  (Not the village with the ogre).

Drop the difficulty.  Or keep at it. I got my ass handed to me..three times so far, mostly from AoEs and confuses.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on April 04, 2015, 01:32:54 PM
Another bug that results in permanent stat increases?  :uhrr::

http://forums.obsidian.net/topic/75484-bug-0526-health-still-perma-increasing/

Quote
I can 100% reproduce this bug in my current save which I think is to do with the sickened status effect from a gul's attack.
 
In my specific save, my party is around the dial with 3 remaining gul creatures.
 
1. I attack them with no spells, just plain regular attacks, win the fight obviously.
2. Let one of more of you party members get either sickened or poisoned status effect.
 
Either one or more of my party members will see an increase in max HP if they got the status effect, you can see it in combat, sometimes it works fine in battle by reducing max HP, but other times you can see the max HP skyrocket. At one point I got my Eder to 570+ HP.
 
I also noticed that my player created companion wasn't getting affected, more tests need to be done on that.
 
If the developers want, I can send my save file, I just need to know where to look.
 
Hope this help.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Sophismata on April 04, 2015, 08:14:40 PM
How the hell are they handling stats behind the scenes? This isn't rocket science; it's pretty easy to create a value + modifier system that is essentially immutable.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on April 04, 2015, 11:46:09 PM
This game will probably make me buy bg2:ee.

Ultimately really underwhelming. Sense of world is really lacking, npc's stories feel half incomplete. Half the voice acting is bad. Compat system lacks any depth, other game systems are shallow. Loot is underwhelming. Overall story fell off a cliff. The cities feel empty.

It feels half done in the end. And had such a promising start.

Maybe with a few expansions or poe2 it will hit the spot.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Khaldun on April 05, 2015, 04:25:13 PM
Feels like BG2, Icewind Dale, etc. to me, even Planescape somewhat. Meaning most of what you just said could be said of them too. None of those are really open-world in the conventional sense, and the cities in particular generally feel like a succession of quest hubs.

If you like those, I think you'd have to like this. If you don't, you won't. I do not understand someone liking BG2, Icewind Dale, maybe even Planescape and really not liking this. It's very much one more in that tradition.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: schild on April 05, 2015, 04:36:18 PM
It feels half done in the end. And had such a promising start.

I'm still playing through it, but anyone who assumes Obsidian will deliver otherwise is misunderstanding what level of skill in design and story-writing exists at Obsidian.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on April 05, 2015, 05:42:09 PM
Tabletop adaptation and Card Game in the works:

http://www.pcgamer.com/pillars-of-eternity-tabletop-rpg-and-card-game-in-the-works/

Quote
Do you have any plans for an Eternity tabletop RPG or anything like that? I mean, you created this new world and all this new lore, do you see that expanding out to other media?

Absolutely. So, actually one of the things we're going to announce very soon, I don't even know if I talked about it. Not in the latest backer update but the next backer update, we're definitely going to talk about how we're going to be Kickstarting... not us, but another group is going to be Kickstarting a Pillars of Eternity card game. This isn't like a CCG or anything like that, but it's more just a fun, kind of, four people get around and play a single session card game. You have heros, and you have a village, and all that kind of stuff, and you can take your heroes into a dungeon, and you can also take your heroes and armies and attack your friends while they're playing, so it's kind a very fun card game and it's actually designed by Chris Taylor. Not... there's two Chris Taylors. [Laughs] It's Chris Taylor, a friend of mine for many many years who was the lead designer of Fallout.
So, that's the first thing we're really looking at, and also, absolutely on the tabletop roleplaying. We're not sure yet how we're going to do it, we were kind of going back and forth on, do we use the game's rules, do we use someone else's rules, do we come up with another set of rules? And it's something we're going to be talking [about] soon. But absolutely, we want to expand. New books, roleplaying, all that kind of stuff.

Actually, I vaguely remember Feargus mentioning that possibility during the KS campaign; I definitely expected it when I saw the attention given to the Collector's guide and world building in general.

Plus: expansion is going to be split in two parts:
Quote
Speaking of expansions, can you give us any details on what might be coming in the future?

Sure. So, with the Kickstarter we announced that we were going to do an expansion, and so how we're approaching that is to actually do the expansion in two parts, and have one part out sooner than the other part. The idea being that people are really enjoying Pillars right now and they're going to get finished their first or second playthrough within in the next two weeks, a month, something like that. And so, we definitely want there to be content for them to enjoy and I think we're going to be talking about that pretty soon. I don't think we've released anything specifically, but it really ends up being this concept of this story that expands parts of what you would see in those sort of old school expansions we made for Icewind Dale and Baldur's Gate. So not just these three, four hour downloadable DLCs, but definitely big chunks of a story and a new hub to go to and things like that.
So that's kind of how we're really approaching it, like we've done with Eternity throughout is this idea of, these games kind of went away but not for a reason they should have. The industry shifted to so much console with this idea that PC wasn't so much of a gaming platform, which I know no one thinks that anymore. So, back then when you got an expansion you got this meaty thing with hours and hours of gameplay. And that's really what we're trying to do. So, while we're splitting it in two, it is like one continual story that people get to play.[/b]

They definitely want to ride the wave of the positive reception as soon as possible, can't blame them.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: rk47 on April 05, 2015, 06:03:23 PM
It feels half done in the end. And had such a promising start.

I'm still playing through it, but anyone who assumes Obsidian will deliver otherwise is misunderstanding what level of skill in design and story-writing exists at Obsidian.

(http://www.rpgcodex.net/forums/smiles/sawyer_nofun.gif)


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Zane0 on April 05, 2015, 06:59:45 PM
Quote
This game will probably make me buy bg2:ee.

Ultimately really underwhelming. Sense of world is really lacking, npc's stories feel half incomplete. Half the voice acting is bad. Compat system lacks any depth, other game systems are shallow. Loot is underwhelming. Overall story fell off a cliff. The cities feel empty.

It feels half done in the end. And had such a promising start.

Maybe with a few expansions or poe2 it will hit the spot.
I agree that the constraints of their kickstarter funding/time window are readily apparent somewhere towards the halfway mark - although I have a more complicated sense of where POE stands in relation to BG/IWD/PST. It is pretty clear in retrospect that a lot of their dollars went into recreating the infinity engine in unity, working out a replacement for D&D4e or w/e this ruleset most resembles, and making sure the basic nuts and bolts were solid. The game tries very hard to not take any risks from top to bottom. If nothing else I am really satisfied with their engine though, esp. the fidelity of their 2.5d backgrounds/environment maps, and think it could be a great platform going forward.

You might want to play POTD (level after hard) to gain an appreciation for the robustness of the combat mechanics (which I found.. as weighty as any sprg from the last 10 years?). I found hard too easy for large stretches of the game but my second POTD playthrough is reminding me a lot of IWD.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on April 05, 2015, 09:53:37 PM
Quote
This game will probably make me buy bg2:ee.

Ultimately really underwhelming. Sense of world is really lacking, npc's stories feel half incomplete. Half the voice acting is bad. Compat system lacks any depth, other game systems are shallow. Loot is underwhelming. Overall story fell off a cliff. The cities feel empty.

It feels half done in the end. And had such a promising start.

Maybe with a few expansions or poe2 it will hit the spot.
I agree that the constraints of their kickstarter funding/time window are readily apparent somewhere towards the halfway mark - although I have a more complicated sense of where POE stands in relation to BG/IWD/PST. It is pretty clear in retrospect that a lot of their dollars went into recreating the infinity engine in unity, working out a replacement for D&D4e or w/e this ruleset most resembles, and making sure the basic nuts and bolts were solid. The game tries very hard to not take any risks from top to bottom. If nothing else I am really satisfied with their engine though, esp. the fidelity of their 2.5d backgrounds/environment maps, and think it could be a great platform going forward.

You might want to play POTD (level after hard) to gain an appreciation for the robustness of the combat mechanics (which I found.. as weighty as any sprg from the last 10 years?). I found hard too easy for large stretches of the game but my second POTD playthrough is reminding me a lot of IWD.

There's no doubt, and in many ways it is better than bg1, and bg2 is a very great game. I don't mean that this isn't a good game, it just fell back towards ok in the end, rather than pushing through.

The combat is ok, the way stats and skills work outside combat is a work in progress though I think. If you take all those skills from the game not much is lost.

The narrative coordination of the game is also much worse than bg2. Bg2 nails down the "here is when you shit around, here is when you follow the path" bit much more.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Sophismata on April 06, 2015, 12:14:33 AM
Armour needs work - flat DR has not been handled very well. Skill system is weighted too heavily towards Mechanics. Other than that though it's pretty good, although I personally dislike the scaling attributes with level (accuracy and defence).


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Miasma on April 06, 2015, 08:12:01 AM
Woe is you without maxed mechanics.  The rest do kind of suck, I like to sneak so I get everyone to level three stealth but anything higher seems pointless and fatigue is annoying so level three athletics is good.  I've never used a scroll, I assume harder difficulties those could be useful so lore.

I keep my tank at max athletics and caster at max lore, only once has one of those sketch interactions used one of my party so far but having someone maxed in the others seems like a good idea, nothing else to spend the points on anyways.  The vast majority of the spells are pretty terrible too, there are whole spell levels I just ignore.

So far the companion quests have been pretty bad, I wonder if those were thrown in at the last moment when they were out of resources.  Maybe it's just an anomoly but I have also noticed the endless path zones seem to get smaller and smaller the deeper you go, I haven't reached the end yet however.

I like the game though, good diversion and waste of time.

Oh, found out pets are equipable.  I was sort of hoping it was quest related.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Merusk on April 06, 2015, 10:59:05 AM
Game seems to favor only min-maxing and levels > all which is bad. Hit 6 and went back to the druids, wolves shamblers I had a hard time with before and decimated them with the same party and equipment.  That's fucked, particularly since you can't level-up your companions when they're shelved.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ingmar on April 06, 2015, 12:39:46 PM
I think the mechanics thing would be more palatable if the lockpick cost was reduced by your current level of mechanics instead of being an either/or thing the way it is now.

Game seems to favor only min-maxing and levels > all which is bad. Hit 6 and went back to the druids, wolves shamblers I had a hard time with before and decimated them with the same party and equipment.  That's fucked, particularly since you can't level-up your companions when they're shelved.

Hm? My party members still seem to get XP when they're shelved. I left one at the stronghold for a while to try out the cipher NPC instead and when I re-added him he had a couple pending level-ups.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Merusk on April 06, 2015, 01:32:24 PM
Pregen character  or one you created?  My self-gen rogue was 3 when I pulled him back out and I was level 5


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ingmar on April 06, 2015, 01:43:58 PM
Nah, was Kana. Maybe they're treated differently.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Merusk on April 06, 2015, 02:11:14 PM
Possibly. I should pull Kana or the Ranger out to see how they are and confirm.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ingmar on April 06, 2015, 02:46:35 PM
It may also just be you were at a threshold where the keep-stashed NPC just didn't get enough xp to level - it looked to me like they weren't getting the full value for everything while they were there. When I put Kana in he was at my level, when I took him back out he was a level behind (8->10 when I had gone 8->11 iirc.)


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Zetor on April 06, 2015, 10:08:37 PM
Also, if you send your inactive party members on 'adventures' available at the keep, they get 15% of the total xp needed to hit the next level after finishing one. Their appearance seems to be a bit random, though...


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Montague on April 07, 2015, 12:34:54 PM
So has anyone else other than lamaros finished the game? Is this an Age of Conan/Tortage or a KOTOR 2 bait and switch scenario? I'm all for a BG clone but I'm not paying for another half-finished game.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ingmar on April 07, 2015, 12:51:08 PM
I'm well into Act 3 and have like 4 more levels of the Endless Paths to do as well, and it hasn't fallen apart on me yet.

I do feel like I've hit the level cap kind of early as I've been 12 for a while now.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Lucas on April 07, 2015, 01:28:57 PM
I'm well into Act 3 and have like 4 more levels of the Endless Paths to do as well, and it hasn't fallen apart on me yet.

I do feel like I've hit the level cap kind of early as I've been 12 for a while now.

Yep, 12 is the level cap .


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ingmar on April 07, 2015, 01:33:23 PM
Oh I know that. My point is that you hit the level cap WAY before the end of the game, which feels a little goofy.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Sophismata on April 07, 2015, 02:27:08 PM
I like it. Lets the math settle.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on April 07, 2015, 03:55:07 PM
Oh I know that. My point is that you hit the level cap WAY before the end of the game, which feels a little goofy.

I finished on level 10. I skipped the endless paths entirely,  got bored after the first city.

The final fight is very very hard if you and under leveled. Like nothing else in the game, which is all easy


Title: Re: Obsidian's "Pillars of Eternity"
Post by: rk47 on April 07, 2015, 08:16:47 PM
I think a lot of people are facing issues with debuffs not landing and attacks missing/grazing.
Focus on accuracy.After running around with Eder and wondering why he kept failing to deliver on those precious knockdowns I start to realize maybe it's down to his Accuracy rating which got gimped if you equip a shield. (+DEF -ACC)

So the solution I made was to equip a fine accurate dagger or anything that gives + ACC from its inherent weapon property & Fine enchantment - and have Eder single-wield it for additional +ACC bonus. That will push its accuracy way up and ensure Knockdowns land most of the time which would add a +10 to hit on that foe laying prone. Against single target, it's not even a contest anymore - knock the guy down, and knock him down again, extending the effect. Rogue will reap the Sneak attacks, while Paladin Bleak Walker can just dish out ridiculous damage with his boosted burning attacks (+25% Burn & Corrosive talent).

And yes, once Eder burned away his knockdown, there is no reason not to swap to other damaging weapons or sword/shield setup.
Offense is the best defence in this game.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Merusk on April 07, 2015, 08:53:14 PM
Problem I've been having is being flanked, which is problematic in some of the fights that throw 8-10 things at you.  The +bonus flanking gives to attacks just destroys my party and I'm not finding the CCs necessary to control it.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ingmar on April 08, 2015, 01:28:47 AM
Finished at about 50 hours played. I don't think I agree with most of Lamaros's points about the story; I thought it held up all the way through pretty much, and it didn't end where I thought it would, FWIW. I do agree about some of the VA being pretty bad, though.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: disKret on April 08, 2015, 01:29:24 AM
Problem I've been having is being flanked, which is problematic in some of the fights that throw 8-10 things at you.  The +bonus flanking gives to attacks just destroys my party and I'm not finding the CCs necessary to control it.

Sleep from mage make it walk in the park.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Merusk on April 08, 2015, 05:47:24 AM
Don't think I've got that or found a book with it. What level is the spell? If it's 1 I'm going to be pissed I overlooked it.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: disKret on April 08, 2015, 07:06:18 AM
http://pillarsofeternity.gamepedia.com/Call_to_Slumber


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Zetor on April 08, 2015, 08:58:36 AM
I prefer using the level 2 priest symbol that knocks down everything for like 15-20 seconds. Only drawback is the relatively small AOE, but chokepoints and/or herding the enemies with Eder helps with that.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: NowhereMan on April 08, 2015, 09:25:25 AM
I've only just got started in this but have already had my fire Godlike light a brazier with his hair. If it never comes up again in the game that race is worth it for that alone.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ingmar on April 08, 2015, 11:55:48 AM
Wizards do have a useful level 1 knockdown - http://pillarsofeternity.gamepedia.com/Slicken

Druids are really where it's at for spellcasters though IMO.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Khaldun on April 08, 2015, 12:22:17 PM
Cipher has a boatload of crowd control of various kinds.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Zetor on April 08, 2015, 12:28:36 PM
Yep. Mental Binding (level 2) is probably the best overall, it turns tough fights into cakewalks by paralyzing the most dangerous targets and rooting everyone near them for a looong time. Plus there's no cast limitation, and it only costs 15 focus.

Tenuous Grasp (level 1) is also a really good opener that will get the entire enemy team to rush the confused target and probably kill them, wasting many precious ability cooldowns in the process.

e: and yeah, there's a level 6 cipher spell that is basically "knockdown every motherfucker in the room".  :drill:


Title: Re: Obsidian's "Pillars of Eternity"
Post by: NowhereMan on April 08, 2015, 08:47:10 PM
So I started a run with a fire godlike Paladin. Usually I play Ranger in RPGs because 1) I like the sword and spell thing with a little bit and 2) I'm an idiot since they are almost always gimped somehow. Paladins seem a little too simple fightery in this implementation for me (although I like RP aspects they have from Character creation alone). Any recommendations on a swords and spells type until Ranger is un-gamebreaking? Cipher sounds interesting. Or can I go fighter and add lore/spellcasting abilities? Basically be a Ranger without the flavour?


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ingmar on April 08, 2015, 08:49:59 PM
Fighters are pretty much full tank, no spell type stuff. Your main character will get some spell-ish abilities as the story progresses, though.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on April 09, 2015, 12:30:53 AM
No real reasons to go fighter over a paladin as far as I can think, Paladin resists are nuts.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Gimfain on April 09, 2015, 05:57:55 AM
Finished the game on path of the damned, with Od Nua completed as well, but I didn't do the combat solution for everything, I am an adventurer on a quest, not a mass murderer on a crusade. Went with two tanks, two melee dps, a controller and a healer/buff/debuff characters. Used the IE_MOD halfway into act 2 just so i could switch out 3 of my adventurers with the npc companions but different classes, and it really made the game come alive more.

The most challenging combat was going in the deeper levels of od nua as I had just finished act 2, was lvl 8-9 when I went down there. Part of the issue was that you lacked the needed spells to mitigate enemy control. Once you used the self-buffs the enemy control wasn't nearly as bad. In the regular game there were some tough stuff, but the hardest stuff was optional.

I really liked the game, and it was quite a while since i spent 80 hours during 10 days to play a single game. It took a while to really get into it, and I did a restart once i reached caed noa on hard because I had done some pretty bad stuff to my group, and then another restart when I noticed hard was bit too easy. Path of the damned was really the right type of challenge.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Miasma on April 09, 2015, 05:59:24 AM
No real reasons to go fighter over a paladin as far as I can think, Paladin resists are nuts.
I like their in combat endurance regen and the knockdowns, especially the cone knockdown they get later.  What I don't like is the massive -50% action speed for heavy armour, I don't even use it due to that.

Had the most infuriating battle last night.  It was a random(?) keep event that spawned four of those Vithak floaty bird like creatures, two tougher more powerful Vithak Exalted and some spiders.  All of those damn Vithak have AoE stuns or paralyzes that locked my whole damn party down and they either mind controlled or somehow got one of my elite hirelings to fight against me.  It took at least five reloads before I got lucky and won that fight, they just looked at my hirelings and they all died except for my elite Ogre (who died near the end) and my elite fighter who spent the whole fight attacking my party.  I tried auto-resolve to see what would happen and it said there was some damage and I'd have to pay 200 copper, that would have been fine.  But then I looked at the combat dialogue box and it turns out they also destroyed all of my curtain walls and the warden's keep... so I had to keep trying until I won.

I so very much hate fights where there are neutral or even friendly forces that I can't control because if I so much as clip one of them with a spell or effect they go hostile and attack my party.  And for some reason Durance's AoE heal often counts as hostile.

I also hate how after a character is mind controlled they don't go back to the weapon set I had them using.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Gimfain on April 09, 2015, 06:04:00 AM
Had the most infuriating battle last night.  It was a random(?) keep event that spawned four of those Vithak floaty bird like creatures, two tougher more powerful Vithak Exalted and some spiders.  All of those damn Vithak have AoE stuns or paralyzes that locked my whole damn party down and they either mind controlled or somehow got one of my elite hirelings to fight against me.  It took at least five reloads before I got lucky and won that fight, they just looked at my hirelings and they all died except for my elite Ogre (who died near the end) and my elite fighter who spent the whole fight attacking my party.  I tried auto-resolve to see what would happen and it said there was some damage and I'd have to pay 200 copper, that would have been fine.  But then I looked at the combat dialogue box and it turns out they also destroyed all of my curtain walls and the warden's keep... so I had to keep trying until I won.

I so very much hate fights where there are neutral or even friendly forces that I can't control because if I so much as clip one of them with a spell or effect they go hostile and attack my party.  And for some reason Durance's AoE heal often counts as hostile.

I also hate how after a character is mind controlled they don't go back to the weapon set I had them using.
Durance has spells to mitigate paralyze and dominate.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Merusk on April 09, 2015, 07:11:08 AM
Durance's AOE heal gains rebuffs as you level so that's why it counts as hostile.  This is one reason I've grown bored with the game. If my settings are AOE doesn't affect hostile then don't affect neutrals. I'm starting to find the little things like this more and more obnoxious and I'm only 15 hours or so in. I'm glad I only paid $20 at this point.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Miasma on April 09, 2015, 07:15:43 AM
Durance has spells to mitigate paralyze and dominate.
He was always one of the ones paralyzed or stunned so he couldn't cast!  It was a keep fight so you can't prepare before hand (and on that note why can't I cast buffs/protections out of combat?), you just click the button and bam you're in a smallish room three feet away from all the enemies.  I basically had to keep reloading until enough of my party resisted their initial barrage of disable spells to fight back.

I even tried to go into the keep and lay down a trap and a durant knock down circle but they got removed when the fight started.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Gimfain on April 09, 2015, 08:07:07 AM
Durance has spells to mitigate paralyze and dominate.
He was always one of the ones paralyzed or stunned so he couldn't cast!  It was a keep fight so you can't prepare before hand (and on that note why can't I cast buffs/protections out of combat?), you just click the button and bam you're in a smallish room three feet away from all the enemies.  I basically had to keep reloading until enough of my party resisted their initial barrage of disable spells to fight back.

I even tried to go into the keep and lay down a trap and a durant knock down circle but they got removed when the fight started.
Try have him cast "prayer against bewilderment/imprisonment/treachery" before your group moves, they are fast cast and should land before anything bad lands. You could also go with a more allround defense like circle of protection, it should swing odds more into your favor.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Merusk on April 09, 2015, 10:25:21 AM
It was a keep fight so you can't prepare before hand (and on that note why can't I cast buffs/protections out of combat?),

Better yet, where's my AI/ Contingency spells?  When the first 4 actions I do for a character at the start of any fight are the same thing, I'd rather just automate it like I did in BG2.  "Cast Circle of Protection, Bless, Might, Stun/Fear/ resist"

Shit gets old when Buffs wear off immediately at the end of combat. You walk 2-3 steps and are in combat again, having to do the same sequence all over.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ingmar on April 09, 2015, 10:34:20 AM
No real reasons to go fighter over a paladin as far as I can think, Paladin resists are nuts.

Reasons you might go with a fighter: fighters are a bit tankier overall, can engage more targets, have better crowd control, and don't lock you into particular conversation options to maintain their powers at a decent level (main character only for that last bit of course).


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ingmar on April 09, 2015, 10:36:39 AM
Durance has spells to mitigate paralyze and dominate.
He was always one of the ones paralyzed or stunned so he couldn't cast!  It was a keep fight so you can't prepare before hand (and on that note why can't I cast buffs/protections out of combat?), you just click the button and bam you're in a smallish room three feet away from all the enemies.  I basically had to keep reloading until enough of my party resisted their initial barrage of disable spells to fight back.

I even tried to go into the keep and lay down a trap and a durant knock down circle but they got removed when the fight started.

The protection spells cast really fast, if you start off with one of them it typically should go off before the initial barrage. It isn't a guarantee of protection though.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: rk47 on April 09, 2015, 09:06:52 PM
Overall I'm disappointed with the attribute system.
It felt half-baked that all form of damage is increased by Might.
And Perception played no part in Ranged Attack.
I get how heavy weapons draw from Might, but pulling a trigger or casting fireball?
Resolve should affect spellcasting more.
If they don't wanna backdown from this so called Principles of Dr. Sawyer's Balance, this game's banality in combat (nothing wrong with 6 lion pull and 30 guls in cemetery?) will just drag the game down more and more.

I'll just exclude Cipher from my list of complaint, that class is just playing by its own game rule at the moment compared to the rest of the classes.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Sophismata on April 09, 2015, 11:17:31 PM
Overall I'm disappointed with the attribute system.
It felt half-baked that all form of damage is increased by Might.
And Perception played no part in Ranged Attack.
I get how heavy weapons draw from Might, but pulling a trigger or casting fireball?
Resolve should affect spellcasting more.
If they don't wanna backdown from this so called Principles of Dr. Sawyer's Balance, this game's banality in combat (nothing wrong with 6 lion pull and 30 guls in cemetery?) will just drag the game down more and more.

I'll just exclude Cipher from my list of complaint, that class is just playing by its own game rule at the moment compared to the rest of the classes.
I like the attribute system, I just think the concepts it embodies are not properly reflected in dialogue stat checks (and I feel it should utilise a bell curve for gains, but I just like bell curves).

The idea is more gamist than narrativist - you select attributes based on how you want your character to function in combat. Want to deal a lot of damage? Pick Might. Want to interrupt more often? Perception. Want to act faster? Dexterity.

Perception does impact ranged attacks - it increases the chances of them interrupting, which is what perception is designed to do. Resolve, in turn, helps prevent that, which is very useful for long cast times and not that useful for short cast times. If these stats aren't having enough of an impact it's more about the variance being small than about the stats being non-functional, per se.

It might have helped if they'd gone for different names, as there are a lot of assumptions regarding Str vs Con vs Dex inherited from D&D (which had and has an awful attribute system). Element names or something similar.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: rk47 on April 09, 2015, 11:29:45 PM
Concentration doesn't really help if the AI can't even disengage to hit your caster on the backline.
The biggest culprit is the engagement system making most encounter resolved with a static tank and spank.
Deflection, HP, Concentration doesn't play a part in battle for nearly half of my party since the backlines don't get hit. Only the Paladin and Eder gets scratched.
I finished act 2, and every trash combat ends in mostly the same manner: Eder pulls, they mob him, everyone else dps or help keep him alive.
Only shades teleport to the backline and that's what Aloth 'Shade-bait' is for, standing by with a Grimoire Slam. If all else fails, Durance's Withdraw.
Also, having Eder stand at the door and have Durance cast Withdraw on him will make him untargetable. Making it even a bigger joke as the lines of mob just wait to get destroyed one by one by concentrated range attacks.



Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ingmar on April 09, 2015, 11:56:22 PM
Worth noting that Resolve seems to be by far the most useful stat for conversation purposes.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: rk47 on April 10, 2015, 12:17:13 AM
Worth noting that Resolve seems to be by far the most useful stat for conversation purposes.

It's basically Charisma with Will save tied to it.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: tmp on April 10, 2015, 01:07:59 AM
I get how heavy weapons draw from Might, but pulling a trigger or casting fireball?
It's because you're a mighty wizard :why_so_serious:


Title: Re: Obsidian's "Pillars of Eternity"
Post by: tmp on April 10, 2015, 01:14:06 AM
I finished act 2, and every trash combat ends in mostly the same manner: Eder pulls, they mob him, everyone else dps or help keep him alive.
In my experience fights might start with mobs going for Eder but then as soon as other people start throwing their damage from behind half of the mobs makes beeline for them instead, and so it requires more than just Eder to pin them down at safe distance, since he can only keep 3-4 things engaged max. That may be a result of difficulty setting, like there's higher enemy numbers on hard? idk.

Ranged mobs also love to ignore the tank and target the wizard instead a lot.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Zetor on April 10, 2015, 01:42:58 AM
I dunno, I play on Hard, and it's very very rare that melee mobs attack my squishies unless I really mess up positioning. Only exceptions are teleporting enemies (shadows/shades), and some troll-type things (those tend to hit whoever they want, though most of the time they end up hitting Eder anyway, plus they're so slow they're easily kited)... but everyone else sticks on him like glue. I do have him specced for all the talents that increase the number of engaged enemies (up to 5 with Defender and Hold the Line) and allow him to control stray mobs (Into the Fray).

Ranged mobs... yeah, rangers are #1 kill priority, since they love focus firing my 0 DR cipher (I just outrange them or break LOS until they're down). Casters do tend to hit Eder more often than not, but they spend 90% of the fight CC'd and/or dead, so I haven't been able to study their tactics in detail  :grin:

e: this is near the end of act 3 and level 12 of the endless dungeon


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Sophismata on April 10, 2015, 01:46:14 AM
I've been going for solo Path of the Damned, so resolve has been pretty important for my casters :awesome_for_real:

However if you actually have a backline and they never get touched I can see why it's less useful. I don't know if that makes it a bad stat, I think there're a few other issues that are causing it to be irrelevant.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on April 10, 2015, 02:06:17 AM
Put me in the camp that thinks the stat system isn't much fun.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Sophismata on April 10, 2015, 02:42:35 AM
Hmm. I wish they felt more impactful but I like a system where they matter, as opposed to BG2 where they didn't really matter (except for the caster's prime stat and the key Con thresholds).

Planescape had a fantastic attribute system, despite being 2e AD&D. All the attributes did cool things if you pimped them out - sure it was usually in interactions, but the were 90% of the game.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: rk47 on April 10, 2015, 06:43:18 AM
The goddamn mob composition didn't help. I was exploring a sidequest area and got hit by 30 cultists separated in room by room clearing.
Fuck sake, if you take away the backers NPC from the nearby village they outnumber the population nearly 2 to 1.
That's just stupid.  :uhrr:


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Comstar on April 10, 2015, 07:09:45 AM
The goddamn mob composition didn't help. I was exploring a sidequest area and got hit by 30 cultists separated in room by room clearing.
Fuck sake, if you take away the backers NPC from the nearby village they outnumber the population nearly 2 to 1.
That's just stupid.  :uhrr:

Considering the population is suffering an slow moving apocalypse, the dead are walking around without souls and the local lord is a crazy nutjob...sounds like an excellent time to form a cult.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: rk47 on April 10, 2015, 06:13:45 PM
For a game that doesn't combat exp this game sure loves to shit combat enemies in your fucking face.
I wouldn't mind so much if most encounters consist of enemies that require planning and teamwork to overcome, but that is not the case.



Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on April 10, 2015, 06:29:16 PM
Combat is annoyingly underwhelming, and classes are unbalanced. I started a new game with a rogue and made a pre-made team. Rogues and ciphers are just nuts.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Rendakor on April 10, 2015, 07:19:06 PM
You don't get xp for combat? :uhrr:


Title: Re: Obsidian's "Pillars of Eternity"
Post by: rk47 on April 10, 2015, 07:50:13 PM
You don't get xp for combat? :uhrr:

The design lead said he hated the way RPGs devolve into 'murdering people for EXP'.
Instead we get people making bee-lines towards quests that are in no way paced well, if you did most of the side content early, you'll end up outleveling the main content by 2-3 levels not to mention the amount of loot you've amassed is enough to make money a non-issue.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on April 10, 2015, 08:33:05 PM
I don't get how people don't always have too much money. I went straight from the beginner dungeon to the first town and sold what I had and ended up with 1000 gold, if you actually kill stuff you get filthy rich very quickly.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Strazos on April 10, 2015, 10:19:38 PM
It's always surprising to me how some of you seem to hate a game...and then keep playing it anyway...and then keep bitching about the whole experience.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: rk47 on April 10, 2015, 11:05:26 PM
[Clever] Yeah you're supposed to just buy a game, play it, get disappointed and walk off like a chump.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ingmar on April 11, 2015, 02:45:08 AM
Why not? It's a sunk cost, there's no point in throwing good time after bad money. I've frequently dropped games I'm not having fun with in the first couple hours. It's why I've never gone back to Witcher 2, Space Hulk, etc. /shrug


Title: Re: Obsidian's "Pillars of Eternity"
Post by: rk47 on April 11, 2015, 04:56:14 AM
Oh I don't mind stopping the play, but every chance I get to discuss the game, I'll just fire away till it's dead.
It's a pity, there's a lot of positives from the class mechanics and capturing the IE-feel of the game, but the encounter design is just really poor, I had to dial the difficulty to easy just to cut down the trash mobs from sections to sections.

(http://i.imgur.com/0bl05hW.gif)


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Falconeer on April 11, 2015, 06:21:14 AM
Urging question! What do you all prefer and why?

Pillars of Eternity or Divinity Original Sin?



Title: Re: Obsidian's "Pillars of Eternity"
Post by: rk47 on April 11, 2015, 06:54:07 AM
Urging question! What do you all prefer and why?

Pillars of Eternity or Divinity Original Sin?

D:OS writing is weak, but the novelty factor is over the top.
I never played a RPG where you can set up elemental combos so often that it's really the primary way of dealing effective damage. And creativity is rewarded. Where else in RPG can you cast invisibility on yourself, walk behind a group of enemies and drop 3 explosive kegs before gleefully detonating the group to initiate combat with massive advantage?

I instinctively tried to execute elemental combos in POE with the oil slicken and fan of flame spell but got nothing.
That disappointed me somewhat. POE is more old school with some attempts at rectifying/revamp the classic D&D stats but ultimately lead to 'min-maxing' being the most optimal build.
I honestly cannot see why ranged weapon had to hit so hard with the 'swap rifle' build bypassing the reload time and lead to people chaining 40-60 x 3 shots within seconds of starting combat.

I appreciate what POE is trying to do in bringing back more isometric RPG but I'm very disappointed to encounter less interesting setups and fights compared to Icewind Dale or even Baldur's Gate.
Many I've spoken to commented that most combat devolve into tank and spank and rightfully so.
When I enter a game like POE, I expect to see unique encounters in most of its maps, remember the assassins in Baldur's Gate or rival adventuring parties you can fight with? That was fun.
There was so few of that in POE, I entered a wilderness and had to deal with packs of copy pasta lions. I enter a ruin and had to deal with nothing but shades shades shades. I enter a cemetery and contend with 30 ghouls, 5 tougher guls and 2 skeleton wizard.
It all devolved into rote fighting where you spam the same per encounter abilities over and over. Cause why waste those precious per rest powers - or maybe why not? Since the rest is just 2 loading screens away or if you prefer, just spend a consumable and bam, you're topped up!

And worse of all is the crafting being able to mimic the so called 'unique items' provided you bothered to 'explore' and click on herb spots and slaughter lions, spiders for their legs.
Right click a mundane sword, click enchant. Spend resource +25% damage. +4 Accuracy. Yay. And all this is gated behind levels, not skills.

The fatigue system is also hilarious, if you ignore the Athletics skill, party will get hit with -10 accuracy penalty if they don't rest after a certain period of time. Being engaged in combat repeatedly also contribute to tedious 'stop not because you've depleted resource, but because fatigue has set in' I dunno about simulationist design, but what purpose does this serve? There's no monster that will spawn and ambush a resting party. Suppose you ran out of marshmellows to break over the camp, no big deal, I hope you enjoy 4 loading screen as you backtrack to the previous inn.

Shit, I'm getting angry. I better stop talking about the bad.
The good parts come in the promise of a decent reputation building and disposition your protagonist can reflect in his interactions with the world.
Aggressive, Rational, Stoic, Clever, etc. Paladins/Priest actually take more bonus if they stick to the tenets of their faith. And certain faction reputation favors certain Honest individuals more than most.
Let's just put it this way, if Obsidian can stop padding the content with more of the same quest mobs, and fill it more with meaningful interactions and skill usage, I'd be all over it and give this game a glowing recommendation despite its flawed character system.
As it stands right now, the combat is a chore and the motivation to finish has greatly diminished.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Khaldun on April 11, 2015, 09:36:12 AM
I think one thing that really irritates me about the combat is that you can do relatively little in many cases to set up fights or prepare tactically, but so so so many of the spells and abilities presume highly tactical set-ups to be used properly. I find it's damn rare I can use 3/4 of my wizard's spells because the layout of a battle is just rarely if ever going to favor them. The repetition of fights is also grindy and annoying, I'd agree--the Endless Paths levels are really tedious because of it. "Ok, fampyr plus dalghuls, yeah yeah, guess what, there goes the one person charmed, and now this and then that, how many times do I have to do this exact fight, damn."


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Zetor on April 11, 2015, 09:47:05 AM
Yeah, encounter design is pretty 'eh' overall. Problem is that even when there are complex and varied encounters on a map (such as the bounty targets with at least 3-4 different kinds of enemies, assassin groups with a mixture of all classes, etc), there are catch-all tactics that work the same against them as generic_trash_encounter_00 with little or no use of per-rest resources. If you have a cipher, just paralyze the two biggest threats, and have everyone kill them from range while the tank + melee keep the other enemies from getting to the squishy casters. It doesn't matter if the enemies are animals, monsters, undead, humans, ogres, or drakes -- all debuffs / crowd control abilities work just the same on everything! Well, except for the end boss, the two dragons, and maybe some enemies near the start of the game... but it was still possible to get a paralyze / petrify to stick on those things, it was just harder. And then they die to focus fire in ~5 seconds, same as any other mook.

This game could really benefit from an AI mod like Sword Coast Stratagems for BG1-2. If enemy casters actually made sure that they were using the right spells on the right target (instead of just firing their one-use dominate ability on some summoned fodder, or their strong single-target nuke on the tank who's almost immune to damage) and had proactive/reactive countermeasures to make them harder targets to focus fire / control (e.g. by drinking potions or using their buff spells) and melee enemies tried to prioritize players over their aforementioned summoned fodder, encounters could be a lot more interesting and fun to play.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on April 12, 2015, 04:14:40 AM
D:OS has better combat experiences, no doubt.

PoI has nearly everything else better than D:OS though, including the stat and class design.

However I still don't think either touches the infinity games. For non combat systems and interactions, etc, nothing is in the same ballpark as BG2, and it makes a huge difference.

I do think I prefer D:OS combat, they just need the non-combat skill systems and the world, story, plot, character, etc design.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Ingmar on April 13, 2015, 04:56:08 PM
I don't think there was a single thing in D:OS that I preferred to PoE.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Khaldun on April 13, 2015, 05:55:45 PM
I found D:OS combat repetitive in different ways. I feel like in previous Black Isle/Obsidian games there was a wider variety of tactics and a richer range of enemies. But that might be nostalgia talking.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Zane0 on April 13, 2015, 09:19:20 PM
Quote
It's a pity, there's a lot of positives from the class mechanics and capturing the IE-feel of the game, but the encounter design is just really poor, I had to dial the difficulty to easy just to cut down the trash mobs from sections to sections.
This is the wrong approach in my opinion. Much of PoE's immediate draw (contra to obsidian's reputation) is in the robustness of its moment-to-moment combat mechanics and the anticipation of improving your stake in them (through more levels & gear). If you dial down the difficulty to blow through the combat the story isn't strong enough to make up for what you lose.

Again: Path of the Damned potentially helps a lot w/ these issues in that every fight has to be carefully thought out, every character has to be carefully geared, to make it through.. which in fact can be both more and less repetitious (I am suspicious of the usage of this term) depending on whether you actually positively respond to working deliberatively through every encounter.

I've replayed bg2 fairly recently and it's weird how its pleasure actually 'works.' The game has no shortage of repetition; it is probably no more elaborate mechanically than PoE; you can handle 70% of fights in the same way by just keeping fighters between the problem and your backline and using a few important spells (haste, breach, fireball, confusion.. and higher level stuff that just repeats this). It is pleasant to both mow through 'trash' encounters and to think your way through more difficult ones - it would be less fun if it were only one of these. The sense of accomplishment at the end of your 'journey' is not 'hard won' in every case; the 'work' frequently takes the form of wandering across large maps, mowing through relatively simple encounters, getting gear, leveling up, admiring scenery, listening to banter.

All of these tropes are more or less faithfully replicated in PoE. But a lot of the 'repetitiveness' in BG2 can be ignored because: 1) the backdrop and the combat is at least superficially more varied and diverting (you go all over the place); 2) you have a greater power arc; 3) when there are 'difficult' fights enemies use cheap asshole abilities that you have to counter in equally assholeish ways; most enemy mages for instance have instant contingencies, throw confusion, deathclouds, etc., at you, that you have to either brute force your way through after ten save/loads (then congratulate yourself for 'figuring out') or counter-'exploit' w/ pre-buffing, summons, breaches, w/e.

PoE streamlines a lot of this uneven and janky stuff out; its spellcasters tend to play by the rules; there are no instant death spells ('hard counters' -- which their lead designer has explicitly come out against). And perhaps PoE actually suffers from this. The environments are also less varied. The game is shorter. The difficulty and pacing is a bit poorly tuned. This accounts imo for 80% of the 'problem.'


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Zetor on April 13, 2015, 10:56:04 PM
DOS combat could be repetitive (there were certainly some patterns in setting up environmental hazards), but it was way more fun to me. I still stopped playing shortly after Cyseal, though, because the writing/story was sooo bad and non-combat gameplay started to get a bit stale by the second zone... so I think POE is definitely the better game of the two.

(snip)

I've replayed bg2 fairly recently and it's weird how its pleasure actually 'works.' The game has no shortage of repetition; it is probably no more elaborate mechanically than PoE; you can handle 70% of fights in the same way by just keeping fighters between the problem and your backline and using a few important spells (haste, breach, fireball, confusion.. and higher level stuff that just repeats this). It is pleasant to both mow through 'trash' encounters and to think your way through more difficult ones - it would be less fun if it were only one of these. The sense of accomplishment at the end of your 'journey' is not 'hard won' in every case; the 'work' frequently takes the form of wandering across large maps, mowing through relatively simple encounters, getting gear, leveling up, admiring scenery, listening to banter.

All of these tropes are more or less faithfully replicated in PoE. But a lot of the 'repetitiveness' in BG2 can be ignored because: 1) the backdrop and the combat is at least superficially more varied and diverting (you go all over the place); 2) you have a greater power arc; 3) when there are 'difficult' fights enemies use cheap asshole abilities that you have to counter in equally assholeish ways; most enemy mages for instance have instant contingencies, throw confusion, deathclouds, etc., at you, that you have to either brute force your way through after ten save/loads (then congratulate yourself for 'figuring out') or counter-'exploit' w/ pre-buffing, summons, breaches, w/e.

PoE streamlines a lot of this uneven and janky stuff out; its spellcasters tend to play by the rules; there are no instant death spells ('hard counters' -- which their lead designer has explicitly come out against). And perhaps PoE actually suffers from this. The environments are also less varied. The game is shorter. The difficulty and pacing is a bit poorly tuned. This accounts imo for 80% of the 'problem.'
Yeah, vanilla BG2 definitely has a lot of sameyness along the same lines -- even if we ignore cheese like Staff of the Magi, Mislead, etc, there are almost foolproof "one-size-fits-all" tactics that exploit the braindead AI, usually involving summons and mass disables like confusion/chaos, or using Keldorn + Holy Avenger's super-dispel to get rid of annoying mages with their 435987 different kinds of protections. OTOH you need to actually expend some per-rest resources to execute those tactics, unlike POE where I completed the overwhelming majority of encounters without having to use a single per-rest ability: on Hard, send in tank -> paralyze #1 -> paralyze #2 -> focus fire #1 -> focus fire #2 -> repeat worked for almost every encounter, including most named enemies and major plot fights.

But when you use SCS, a lot of those tactics stop working in BG1/2. Enemies start being smarter about targeting, the ones in scripted encounters drink appropriate potions / cast appropriate (de)buffs, mostly ignore summoned fodder when they can, and become much bigger nuisances in general. I found myself using a lot of different abilities because of that - including underused spells - and the game became a lot more enjoyable as a result. Trash encounters were still just speed bumps, mind. That's why I said that POE really needs a mod like this to add some much-needed variance to encounters.

edit: that, or just nerf paralyze (and/or ciphers in general)  :awesome_for_real:


Title: Re: Obsidian's "Pillars of Eternity"
Post by: rk47 on April 13, 2015, 11:29:27 PM
Much of PoE's immediate draw (contra to obsidian's reputation) is in the robustness of its moment-to-moment combat mechanics and the anticipation of improving your stake in them (through more levels & gear). If you dial down the difficulty to blow through the combat the story isn't strong enough to make up for what you lose.

I rather play Jagged Alliance 2 for combat and gear upgrades. Mods even add crazier stuff in there.

Overall if you're saying the fun is in seeing bigger numbers and accumulating bigger numbers to beat that number, I'll just agree to disagree.
Going through the PotD route just to validate there are 'fun and interesting' encounters is somewhat a flawed assumption.
As someone has said here, advocating a bigger speed bump when running across trash is not gonna improve the rest of the game when the 'moment to moment' in combat revolve around the same rote per encounter buff followed with unloading of cipher CC on primary targets, and then unloading with the dps on the hapless paralyzed target.

All I'm saying is please, less of this:
(https://dl.dropboxusercontent.com/u/829607/poopoo/29.jpg)










Title: Re: Obsidian's "Pillars of Eternity"
Post by: koro on April 14, 2015, 03:16:28 AM
While I'm still mostly enjoying PoE, the more I play it the more I just want to load up Baldur's Gate Enhanced Edition, even though I'm holding off until the last of the major mods I use (Item Revisions) is made compatible with BG1EE.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Tebonas on April 14, 2015, 03:22:28 AM
I've turned down the combat difficulty to Easy, not because its too hard otherwise, but because its too annyoing. Especially the atrocious pathing and targetting, when your secondary tank decides to walk around instead of enganging enemies while said enemies have no pathing problems and joyfully slaughter the wizard.

Now the game is enjoyable for me. Maybe in the next game they fix the combat bugs and this will be an all around winner. I'm not regretting the money I spent, though. I hope they improve on what they have in the expansions.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on April 14, 2015, 06:04:24 AM
I've loaded up my GOG BG2. Not looking back, so much more fun imo than POE. Still highly playable even w/o EE.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on April 16, 2015, 12:56:08 AM
I forgot how good the BG games were.

They're both better than PoE. BG1 probs wasn't better on release though, maybe.

They just have just tried to remake it exactly, design wise they've improved on basically nothing apart from some ease of use elements.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Falconeer on April 16, 2015, 02:23:45 AM
It would be cute to find out what was the budget for Baldur's Gate 2. And compare it with the 4M budget raised for Pillars of Eternity.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on April 16, 2015, 07:14:24 AM
It would be cute to find out what was the budget for Baldur's Gate 2. And compare it with the 4M budget raised for Pillars of Eternity.

Design is different to scope, no? A lot of the decisions made in PoE that aren't as good as those in BG2 have nothing to do with having the money to do them.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Falconeer on April 16, 2015, 07:29:53 AM
That would be even more interesting to question. To find out if the new developers simply disagree that their decisions are not as good as BG2's, or they'd blame it on budget constraints.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on April 16, 2015, 08:40:33 AM
Well supposedly they thought chapter 2 in BG2 was a design mistake, rather than the greatest RPG chapter of the lot, so yeah, not sure it's budget constraints.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Zane0 on April 16, 2015, 04:43:37 PM
I guess a lot of rpg fans and developers are theoretically in love with reactivity these days (branching paths). But a lot of 'classics' (probably w/ only the exception of fallout) have very little reactivity to them at all. bg2 is a case in point where there are almost no choices to be made beyond your choice of character/companions--which impact combat and various secondary narratives but not the overarching structure very much. But bg2 nonetheless continues to seem enormous & expansive by sheer virtue of the amount and variety of content, much of which is completely linear but (crucially) you access within a large non-linear cityscape.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Tannhauser on April 16, 2015, 06:49:33 PM
Personally, I couldn't go past Nashkell in BG1: EE.  Game looked like ass and I was replaying a game I had already played at least twice before. Also, it was a pain in the neck to jump through hoops to keep my evil party members.

BG series had their time in the sun now it's PoE for me.  Game looks great, combat is fun, great quests and maps and more features than either BG.  It gives me that old school feel with a new world to explore and a new rule set that interests me.



Title: Re: Obsidian's "Pillars of Eternity"
Post by: Sophismata on April 16, 2015, 06:51:57 PM
Well supposedly they thought chapter 2 in BG2 was a design mistake, rather than the greatest RPG chapter of the lot, so yeah, not sure it's budget constraints.
Chapter 2 was easily the greatest part of BG2.

I guess a lot of rpg fans and developers are theoretically in love with reactivity these days (branching paths). But a lot of 'classics' (probably w/ only the exception of fallout) have very little reactivity to them at all. bg2 is a case in point where there are almost no choices to be made beyond your choice of character/companions--which impact combat and various secondary narratives but not the overarching structure very much--but that nonetheless continues to seem enormous & expansive by sheer virtue of the amount and variety of content -- much of which is completely linear but (crucially) you access within a large non-linear cityscape.
I think something else to add is how you can get in way over your head and take on challengers far above your level. And when you succeed you can keep the rewards. It really added to the feeling of freedom.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Malakili on April 16, 2015, 07:18:40 PM
Also, and I don't know if this is just how I remember it or if it really was this way, by comparison to modern RPGs I feel like I got less feedback every step of the way back in those RPGs.  Things feel a lot more linear when every 5-10 minutes real time you get an update in your quest log.  I was actually just noticing the same thing today when I was playing my Diablo 3 seasonal character in story mode and comparing it to Diablo 2.  Diablo 2 was pretty damn linear, but it felt a lot less so because you only got a few quests and they didn't update much. In Diablo 3 I feel less inclined to do what side dungeons their are because I am always feeling like "objective is just up ahead."  Granted, in an APRG the pacing being a little more driving is tolerable.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on April 16, 2015, 09:55:34 PM
There are two great things about BG2, character development and chapter 2. PoE doesn't have either.

PoE was a whole lot of fun, but I have no desire to replay it. I have more fun just rolling character dice in BG.

The game system that Obsidian have is pretty good though, apart from sneak. Modding the stat system and just changing the design idea behind loot and quests could easily make a spectacular game.

But it doesn't have the memorable elements of a classic as yet.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: 90Proof on June 24, 2016, 03:54:36 PM
I'm still playing this game and love it.  Currently working through The White March on Expert and Path of the Damned mode.  Gafol the Drunkard just camped out at my stronghold looking for 1200 cp to help pay off his gambling debts.


I picked the Zahua solution ...


Zahua - "These are snares that tie you to the world.  The solution is to burn all your possessions, and to pay your creditors with acts of self-mutilation."
Zahua will be busy for 5 days.

 :why_so_serious:


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Sophismata on July 05, 2016, 10:38:25 PM
There are two great things about BG2, character development and chapter 2. PoE doesn't have either.
Ah-freaking-men, brother. I don't know if modern designers realise that was the best part of BG2 — some seem to think of it as a mistake.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Sir T on July 06, 2016, 05:30:57 AM
I'm trying to remember chapter 2, its been a long time since I played BG2. Refresher?


Title: Re: Obsidian's "Pillars of Eternity"
Post by: satael on July 06, 2016, 08:04:57 AM
http://www.sorcerers.net/Games/BG2/Walkthrough2/SoA/chapter-2/chapter-2-overview.php (http://www.sorcerers.net/Games/BG2/Walkthrough2/SoA/chapter-2/chapter-2-overview.php)

If you want a good "city adventure" I'd rather go with Planescape: Torment.  :grin:


Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on July 06, 2016, 06:17:20 PM
http://www.sorcerers.net/Games/BG2/Walkthrough2/SoA/chapter-2/chapter-2-overview.php (http://www.sorcerers.net/Games/BG2/Walkthrough2/SoA/chapter-2/chapter-2-overview.php)

If you want a good "city adventure" I'd rather go with Planescape: Torment.  :grin:

Not for me, I found P:T too much of an interactive novel and less of a game, I vastly prefer BG (I know many are of a different view). It's not that BG2 was a "city adventure", it was that it was dense and non-linear, yet still linked to a strong sense of world and story.

These are always the best parts of a RPG for me, I have a similar fondness for the early chapters of BaK. I think early FO:NV does it well too, before getting a bit unspooled when you hit Vegas itself.

My 'ideal' form for these games is the tight opening to ground you in the story and world, then the next section of the game being a narratively suggested open exploration and character development (BG2's raise money chapter 2, BaK's solve the mystery chapter 3, ME2's construct a team section) before the narrative tightens to the final point. Too much open space at the end makes the game lose steam (FO:NV), but too much direction early weakens the development and exploration side (Shadowrun games).

BG2 has a very linear opening, then sprawl of chapter 2 (and 3), then the tighter direction of chapter 4, opening up again in chapter 5 as a smaller version of chapter 2, then the directed chapter 6, then the directed chapter 7.

Of this whole structure I only really dislike chapter 7, which I think drags on a little when it should be driving to a point. Consequently I find it a bit naff and overwrought. However the shape of the other chapters works really well for me, and I wish other games did it: Very tight establishing narrative, very open narratively justified exploration and development, pretty tight narrative push, somewhat open further exploration and final development, very tight finale.

I think the WOW/MMO influence has upset the beauty of this structure in a few recent games, where now they either tend to be tight narrative all the way through, or 'open-world' sandboxes that feel energetically disconnected from the narrative.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Rasix on July 07, 2016, 12:17:31 AM
I feel like I should love this game, but it's starting to annoy me. I'm getting into encounters where I do absolutely no damage and just get my ass kicked very slowly because I can't kill a damn thing.  Well, unless they hit something other than my 2 tanks, then they just fall over in a few hits.

Nothing does any damage.  They just plink, plink, plink.  And then I die because everything has pocket healers sitting behind walls of death or enough damage resistance to just shrug off anything I throw at it. I know there's merit to avoiding autoscaling, but this kind of encounter design isn't vaguely enjoyable. It's just annoying.

Game just isn't ramping up at an enjoyable pace. Does it get more interesting or it is it just a matter of incrementally scaling past whatever you're currently on?

 :|



Title: Re: Obsidian's "Pillars of Eternity"
Post by: lamaros on July 07, 2016, 12:45:22 AM
I feel like I should love this game, but it's starting to annoy me. I'm getting into encounters where I do absolutely no damage and just get my ass kicked very slowly because I can't kill a damn thing.  Well, unless they hit something other than my 2 tanks, then they just fall over in a few hits.

Nothing does any damage.  They just plink, plink, plink.  And then I die because everything has pocket healers sitting behind walls of death or enough damage resistance to just shrug off anything I throw at it. I know there's merit to avoiding autoscaling, but this kind of encounter design isn't vaguely enjoyable. It's just annoying.

Game just isn't ramping up at an enjoyable pace. Does it get more interesting or it is it just a matter of incrementally scaling past whatever you're currently on?

 :|



For me it got less interesting as it went on for me, was a grind at the end, i just rushed to finish.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Gimfain on July 07, 2016, 02:13:01 AM
I feel like I should love this game, but it's starting to annoy me. I'm getting into encounters where I do absolutely no damage and just get my ass kicked very slowly because I can't kill a damn thing.  Well, unless they hit something other than my 2 tanks, then they just fall over in a few hits.

Nothing does any damage.  They just plink, plink, plink.  And then I die because everything has pocket healers sitting behind walls of death or enough damage resistance to just shrug off anything I throw at it. I know there's merit to avoiding autoscaling, but this kind of encounter design isn't vaguely enjoyable. It's just annoying.

Game just isn't ramping up at an enjoyable pace. Does it get more interesting or it is it just a matter of incrementally scaling past whatever you're currently on?

 :|
Autoscaling is bit of a pain since it boosts monster defenses and DR in a similar way that Path of the Damned does, and it doesn't do it in a kind way. You really have to use melee/ranged attacks with high DR penetration or nothing will die. Spells that boost your accuracy will also help a lot. There are some ways to cheese your way through the game but only thing you do is ruin your own fun.

If you are deep into act 2 and/or doing caed nua 6-10 without enjoying the combat gameplay you will struggle to finish the game. Personally I loved it but I had been looking for this kind of combat for quite some time.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Zetor on July 07, 2016, 02:42:00 AM
IMO the base game is kinda bland, but the expansion does add some legit good encounters and some moderately interesting itemization (in the form of 'soulbound' gear). Can't do much about the basic ho-hum design decisions of the game, though.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Sophismata on July 07, 2016, 06:31:16 PM
I've played exclusively on Path of the Damned, most of the combat issues I had are related to how traditional tactics are ineffective but kiting is stupidly good. It kind of clicks when you first fight those trolls early on in the game - try to set up a front line with support and you'll take a beating, but send in the PC alone and he can just plink, step back, plink all day and trivialise a lot of those fights.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Zetor on July 07, 2016, 08:34:59 PM
My playthrough was also on POTD, and there are definitely a few tactics that trivialize most encounters (many of them involving chokepointing or splitting the enemy team via kiting). There are some encounters in the expansion where they're not an option, though -- IMO those are the better ones.

Trolls are sort of an exception in that they're untankable but slow and have like zero resistance to mind-affecting spells, so a cipher with a ranged weapon can solo basically any number of them effortlessly. You can even stay in melee range with your dudes as long as they're not the current target the troll is fixated on.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: amiable on March 05, 2019, 06:08:21 AM
I know this is a bit of a necro but POE2 just added a turn based mode and I am enjoying it a lot.  Not perfectly balanced but much more of a DOS:2 vibe.  I would love it if more games did this.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Phildo on March 05, 2019, 08:39:20 AM
I've been revisiting this as well.  What I find simultaneously amusing and frustrating is that most of the builds posted online are for the beta or immediately post-launch and have all been nerfed tremendously.


Title: Re: Obsidian's "Pillars of Eternity"
Post by: Khaldun on March 06, 2019, 01:43:35 PM
I enjoyed it. The ship combat was bad. The ending wasn't terribly satisfying. Some of the companion arcs seemed unfinished. But basically fun.