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Obsidian's Pillars of Eternity [BETA RELEASED, GO TO THE NEW THREAD]

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Yeah!

What you can do though is encrypt the assets. For example, Blackguards does that for many of its assets, and also spreads them across hundreds of files, making them difficult to find. Hopefully Obsidian won't do that.
 

octavius

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Wow, 1266 pages of discussion.
Aren't you guys worried you'll be sick and tired of the game by the time it gets released?
 

Abu Antar

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Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Wow, 1266 pages of discussion.
Aren't you guys worried you'll be sick and tired of the game by the time it gets released?
Maybe when I have played the beta for 50 hours I will come here and complain. Then I will play the full release for 400 hours and come complain a bit more.
 

octavius

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Wow, 1266 pages of discussion.
Aren't you guys worried you'll be sick and tired of the game by the time it gets released?

People are mostly arguing about mechanics. Codexers will never get tired of it.

The game industry is too full of wannabe movie makers. The Codex is too full of wannabe game makers.
Personally I don't think I would be able to enjoy a game if I had already disected and analyzed it from every possible angle before I played it.
 

Perkel

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Wow, 1266 pages of discussion.
Aren't you guys worried you'll be sick and tired of the game by the time it gets released?

People are mostly arguing about mechanics. Codexers will never get tired of it.

The game industry is too full of wannabe movie makers. The Codex is too full of wannabe game makers.
Personally I don't think I would be able to enjoy a game if I had already disected and analyzed it from every possible angle before I played it.

That is how usually hardcore porno starts.
 

Abu Antar

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Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
I've read that a couple of times before. Or maybe that time it was Ciphers. I can't remember.
 

Grunker

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Roguey

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As Josh says
how things actually work matters more than how people react to the idea of how they will work. I.e., there are really two levels of response to something in the game: the idea of what it is (often interpreted outside of the game) and the reality of what it is. The idea is often more upsetting or disconcerting to people than the reality. But the bottom line is that the reality actually has to be enjoyable in the context of the game, regardless of where the idea started or what the intent was.
Though feedback is always important. For example, thanks to feedback, Josh decided to make a more-boring game than he originally intended.
 

Sensuki

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Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
How is it more boring, based off feedback?

There's only really been one "big" change and that was the removal of the durability mechanic from crafting. The other feedback based changes will make sfa difference in the long run (such as the attribute combat bonuses).
 

Roguey

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How is it more boring, based off feedback?
http://rpgcodex.net/forums/index.ph...k-paper-shotgun-continued.93254/#post-3409762

I understand why he decided to go this way; PoE's target demo is people who enjoyed the IE games, not people like me who could barely tolerate them.


The other feedback based changes will make sfa difference in the long run (such as the attribute combat bonuses).
I disagree.
Josh said:
I believe the most skillfully executed designs in any medium appear effortless and natural. In reality, it typically takes an enormous amount of time, effort, and iteration to reach that point. It is extraordinarily uncommon for good design to arrive from a single, artful stroke of the pen, though the best designs will appear to have been made in that way.
 

Sensuki

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Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
I disagree.

The very first complete iteration shown to the public about attributes was: Strength (Health and Item Slots), Dexterity (Accuracy), Constitution (Stamina), Intellect (Damage and Healing), Perception (Critical Damage) and Resolve (AoEs/Durations)

I think the change to the current system is better. Critical Damage is problematic because it requires a crit to even be useful, and is thus reliant on Accuracy. If a character has a high perception but a low accuracy, they have created a "bad character" - something which goes against the system goals. A high con and a low strength is also pretty dangerous. I also don't like the idea of strength governing total carry slots, but that's just my opinion.

I'm not a HUGE fan of Interrupt and Concentration being the sole combat stat of an attribute in the new system, but it is a good system that will probably come pretty darn close to filling all of Josh's design goals for the attribute system that he set out to. I'm looking forward to seeing what can be done with some of the class/attribute combos as long as we are given a decent enough range of attribute points to spend. Currently I think it's a bit low.

Re: the souls thing - fair enough.
 

Rake

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Athelas

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The Interrupt and Concentration mechanics have a lot of potential IMO.

Plus, the simulationist should be happy that being attacked by a dozen enemies at once may actually hinder your ability to fight back now. :P
 

Grotesque

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Divinity: Original Sin Divinity: Original Sin 2
There's only really been one "big" change and that was the removal of the durability mechanic from crafting.

If this is out, what other real money sinks the game will have that will prevent me to have a shitload of money (like in the best game you'll ever play in your fuckin pathetic life) called Divinity Original Sin where I've became so overpowered that the game became a borefest?
I swear to a nonexisting God, if that will also happen in this game, I will write an angry letter to Sawyer!
 
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There's only really been one "big" change and that was the removal of the durability mechanic from crafting.

If this is out, what other real money sinks the game will have that will prevent me to have a shitload of money (like in the best game you'll ever play in your fuckin pathetic life) called Divinity Original Sin where I've became so overpowered that the game became a borefest?
I swear to a nonexisting God, if that will also happen in this game, I will write an angry letter to Sawyer!
If there isn't a ton of OP shit to buy then loads of money doesn't mean easymode.
 

garren

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I've always liked it in games when money is very scarce but you have a lot of useful stuff to buy. But because the genre is based on kleptomania (if given the chance with lots of shit to steal), you usually end up with a ton of money and near the end of the game can buy anything you might want. Man I wish there'd be a decent game where after stealing and selling everything you still can't get all the good and worthwhile stuff from vendors.
 

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