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Pillars of Eternity Beta Discussion [GAME RELEASED, GO TO NEW THREAD]

Duraframe300

Arcane
Joined
Dec 21, 2010
Messages
6,395
TG0MSZ6.png


I suppose this is "Dengler".

Yeah, looks like him.
 

throwaway

Cipher
Joined
Dec 17, 2013
Messages
492
I remember him vastly supporting the TToN kickstarter. Did he do something similar for PoE?
 

Martius

Liturgist
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Nov 24, 2013
Messages
1,058
It's not a question of 'bro-ness': the higher the beta tier, the more you risk a significant backlash from backers who paid a lot for beta access.

Of course, the whole idea of people paying to bug-test a game is problematic to begin with. Though I see Volourn caved in despite his earlier protestations. :P
I think it was same with Divinity (just price of beta tier maybe wasnt as high). People at Larian thought they could miss a lot of potential testers. There was also refund option thanks to that but I have no idea how many people used it.
 
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Duraframe300

Arcane
Joined
Dec 21, 2010
Messages
6,395
I remember him vastly supporting the TToN kickstarter. Did he do something similar for PoE?

Yes, backed highest tier. Dude's loaded thanks to his currency website.

Also good friends with the folks at Obsidian. Sent them two Obsidian rocks as well.
 

Raggg

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Apr 7, 2013
Messages
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Anyone found a lockpick yet? Trying to open the door in the curriery.
 

Infinitron

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He also contributed to Wasteland 2, but I don't think he shows up there as a portrait.

In Torment, they should spin him as some sort of multi-universe plane-travelling entity. :)
 

MicoSelva

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I remember him vastly supporting the TToN kickstarter. Did he do something similar for PoE?

Yes, backed highest tier. Dude's loaded thanks to his currency website.

Also good friends with the folks at Obsidian. Sent them two Obsidian rocks as well.
He also stars in a webcomic MegaCynics drawn by his half-sister (MCA keeps promoting it on Twitter).

The comic is not very good, though. At least, I did not like it.

And this:
Wikipedia said:
Dengler plays Security Chief Drake in the fan production Star Trek Continues

Basically, he is the guy every nerd wants to be.
 
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Sensuki

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Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
Sensuki

Btw. Great job on your suggestion/bug videos.

Yeah done 10 or so videos so far, up to around 100 posts in the Beta section for the day. Got a page of notes for later. Much much more to come.

:kingcomrade:

He also contributed to Wasteland 2, but I don't think he shows up there as a portrait.

In Torment, they should spin him as some sort of multi-universe plane-travelling entity. :)

CMcC, ksaun
 

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
Hey, it turns out Dengler's actually a character in the original Numenera lore. He backed Monte Cook's original Numenera campaign too.

He's known as Dracogen, an all-powerful giant cosmic reptilian creature. :cool: Plane-travelling is probably within his power.
 

Zed

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Codex USB, 2014
First batch of notes. Probably full of typos.

Bugs

Moving away from container being looted doesn't seem to close the container.

Game is slow at opening windows (e.g. character window) when they haven't been opened in a while.

Weapons are floating miles away from character in inventory “paperdoll”.

Dungeon under the statue lags like crazy.

My BB Fighter got stuck in the ground after an encounter victory while being knocked down.

Using companion to talk shows up as PC talking in dialogue.

Sometimes you must click a character's portrait twice for single selection, when the entire party is already selected.

Character Creation

Portrait selections is clumsy. The portraits are very inconsistent in quality, so the player will just have to click a lot. Might as well use a matrix selection.

Less whiteness in eyes of character models would go a long way to make them look less cheap during character creation.
qRpiZpz.jpg


Sound & Music

Bird-chirping during character creation gets annoying after a while.

Music could do with some mixing.

'Continue' dialogue click is too sticky and loud. Sounds like someone doing a tongue-click near your ear when wearing headphones. A subtle stone-like scraping thud sound would be better.

Camera

Don't like zooming one bit. Feel like I have to play max zoomed out but the game looks like shit when zoomed out that far - everything is too sharp. At closest zoom, when the game looks good and smooth, it feels too cramped and obscured.

Kombat

Hitting an enemy should have more of an impact, with the enemy reacting to the hit.

Remove constant recovery tick info from combat log.

This is a hot topic, but I really do feel a lot more satisfied defeating an encounter if characters are given xp points from monster kills (not cilivians etc), even if it's minimal. BG had it and it feels empty without it. I just want to run past encounters as it is, because the encounters in the BB aren't all that fun or rewarding, loot-wise.

Get rid of the constant need of healing and ticking heals and small, fast incremental damage. Make damage and healing more impactful and slower like in BG. This feels like league of legends or something.

Graphics

Dead bodies despawn way too fast.

Loot bags look flat on the ground, and are too big.

Characters while in the level up screen have a very unattractive glow effect.

Interface

Font-scaling fucks shit up all over the place. Descriptions in particular.

Cipher focus isn't very well-supported by the UI. Looks very ad-hoc.

Dialogue doesn't show previous lines of text in dialogue window, as it did in BG. It only shows the current line from NPC and PC options. This is pretty bad.

Pop-ups like “addendum added”, quest objectives, etc. should be clickable to bring up the entry in question. That, or be off by default as they serve no purpose.

Mouse-over a party character should also highlight their portrait.

In-combat mouse-over should just display health state, not resistances and all that shit.

Non-combat interactions such as skill checks should be in the normal chat, not combat.

I don't see why the UI should be hidden when bringing up the character sheet.

I also don't see why the character sheet can't be full-screen since it's so cramped.

I accidentally moved around characters in the portrait bar a few times. Maybe have an option to lock this or something.

The stash and inventory system feels clumsy. Stash window pop-up is too small.

These ”looking to the side” female portraits (”BB Priest”), like I've mentioned the first time I saw them, are not good at all. They don't give a good representation of character and they're too different from the other ones. The drawback of using multiple artist to draw portraits without set guidelines I suppose.

Controlling & Moving & Mouse stuff

Selection circles (the green non-colorblind ones) are too bright. I would add a quarter transparency to them.

I would prefer the "being able to inspect an object" indicator to be the mouse cursor rather than have a static magnifying glass over the object I want to inspect.

”Tabbing” should only highlight containers and doors. Too much clutter when tabbing.

Cursor is too small in general, but I suppose it's place-holder.

General Gameplay & Systems Feedback

Really missing a proper weapon specialization system and clear indication of preferable weapons on character screen. I want to divide loot based on specializations.

Clicking small area transition icons feel weird. Click-zones are much better.

Health should be removed.
Stamina should be renamed to health and should also fill from the bottom of the portraits.

Inventories are too small. Way too small.

Not a single interesting villager in Dyrwhatever. No-one fishing, no-one repairing a fence, no-one doing anything. I'm not talking about how they're animated here. NPCs are either named quest-givers/objectives or shop owners, or super-boring generic townsfolk who are only walking, standing, and chatting. Again, I'm not talking about animation, or the need for animating anything.
BGs and IWDs had fishermen, kids playing, and such. They were just standing around as well, but at least they were something.

Different exits from a map should reveal different new paths to take. If I go north, an area to the north should appear as a travel option on the map. In the BB, both areas are reveal regardless of which exit you take.

Attributes, skills, talents, character systems

The skill stealth should be called scouting, or the action scouting should be called stealth.

Mechanics should be called something else. Lockpicking via mechanics feels and sound weird.

Talents have boring (as in, not very much background/lore-ish info) and not always clear descriptions.

Weapon Focuses feel too broad. I much prefer the IE game way of specializing, in combination with racial and class limitations.

Remove skill points and make class, race and background define them. Background and race feels completely meaningless (largely because attributes feel meaningless).

Percentage bonuses from attributes are SUPER boring. Attributes should be super-defining of a character, and higher values should give specialized bonuses. There should be a bigger leap between 18 and 19, than between 11 and 12. Really, D&D does this much better.

Itemization

Enchanting would be better put as an NPC service, or better yet removed from the game. I thought crafting and such wouldn't be in the game. Enchanting is essentially crafting. Very boring and tiresome to have to do it.

”Fine” prefixes and item enhancements are boring. Items should be normal or special, and special should be unique-special not a generalist enchantment. “2D6 crushing damage, +5 vs giants” was so much better (interesting/fun) than “on attack + 0.1 to critical damage multiplier” and such. No small incremental meaningless bonuses on items, please. It's a single-player game not an MMORPG with 100 levels.
 

Arkeus

Arcane
Joined
Oct 9, 2012
Messages
1,406
Wow, Sensuki's posts in Obsidian Forums seems to be one of the best example of constructive criticism i have seen for games so far.

Well done.
 

Athelas

Arcane
Joined
Jun 24, 2013
Messages
4,502
Is it just me, or does this whole area seem really inconsistent with how the rest of the game looks? They were likely still experimenting since I think it was said this was of the first area's they made as part of the vertical slice/prototype.
 

Infinitron

I post news
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Messages
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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
Zed said:
This is a hot topic, but I really do feel a lot more satisfied defeating an encounter if characters are given xp points from monster kills (not cilivians etc), even if it's minimal. BG had it and it feels empty without it. I just want to run past encounters as it is, because the encounters in the BB aren't all that fun or rewarding, loot-wise.

Get rid of the constant need of healing and ticking heals and small, fast incremental damage. Make damage and healing more impactful and slower like in BG. This feels like league of legends or something.

Health should be removed.
Stamina should be renamed to health and should also fill from the bottom of the portraits.

Weapon Focuses feel too broad. I much prefer the IE game way of specializing, in combination with racial and class limitations.

Remove skill points and make class, race and background define them. Background and race feels completely meaningless (largely because attributes feel meaningless).

Percentage bonuses from attributes are SUPER boring. Attributes should be super-defining of a character, and higher values should give specialized bonuses. There should be a bigger leap between 18 and 19, than between 11 and 12. Really, D&D does this much better.

:lol: Ooh boy.
 
Last edited:

Hormalakh

Magister
Joined
Nov 27, 2012
Messages
1,503
:yeah: Someone gave me their extra copy of their BETA! Wooo now I can give constructive criticism like sensuki and get hired by Obsidian.

Except I would never leave my day job.
 

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