Recovery times and action times definitely are slowed down, and so are casting times as we know, but when you hover over a character, the tooltip still shows the duration of an active effect in seconds and 10ths of a second.If we are dealing with fragments of a second, then I don't think the combat is slowed down....
Noobs are already upset at the injury system, don't let them win: https://forums.obsidian.net/topic/94422-injury-system-is-way-too-brutal/
Noobs are already upset at the injury system, don't let them win: https://forums.obsidian.net/topic/94422-injury-system-is-way-too-brutal/
Is that noob or just peak autist? "Time passes when I rest! Muh immershun!"
Can you explain how that's happened in more detail? I'm not sure I follow.
Obviously making everything per-encounter was not a response to complaints about per-encounter abilities.
My impression is that Josh Sawyer views the people who have problems with excessive micromanagement in PoE as casuals who need to be assisted with crutches like AI, not as the core audience that the game needs to be oriented towards.
Making everything per-encounter was done to satisfy a different audience. The folks on the Something Awful forums and elsewhere who viewed resting and the concept of per-rest abilities as a failed gesture to grognards that had no real gameplay justification.
The playable Backer Beta map area accounts for about 5% of the total world map in the full game: https://forums.obsidian.net/topic/94449-spoiler-map-of-the-sail-able-area/?p=1951581
That may be so, but Baldur's Gate isn't my only point of reference for determing what the "RPG norm" is. I guess it's a fair argument that it should be the main point of reference. But again I'm not saying that Pillars of Eternity's writing is "good". I'm just saying its amount of exposition didn't seem unusual or particularly exasperating to me. I'm willing to accept the charge that I've become accustomed to lower standards. ¯\_(ツ)_/¯
Frankly this aspect was the one that got stuck in my head after the first playthrough. The comparison with BG was and still is almost natural because of how the game was pitched and how the project was born.
Now I think you're not very honest with yourself Infinitron when you say it's among the average rpgs in terms of exposition. Pillars' npcs are all the way down there with bethesda's when it comes to one-function-robots-pretending-to-be-real-persons. Bethesda kind of has an excuse - since they decided it was cool to have a fully voiced game. They can't really avoid giving the same lines to all npcs, resulting in this weird freak show in game.
In the case of Pillars - and that's why I brought that up back then - it really struck me. Did they really not want to give all these characters a semblance of characterization ?
Now, to the light of how development went, and how designers and artists alike were under pressure, I can understand their priority was elsewhere.
But still, it's pretty unusual for the genre.
Good to see more skills in the game. I knew of some of them, but not all.
rather than streamlining and simplifying things as the vast majority of developers nowadays do gives me hope
Noobs are already upset at the injury system, don't let them win: https://forums.obsidian.net/topic/94422-injury-system-is-way-too-brutal/
Now I think you're not very honest with yourself Infinitron.That may be so, but ...
Most people no longer want to engage in discussions about Pillars of Eternity's writing simply because, by now, we've poured more sentences into it than the fucking game, and that's an accomplishment. But I do like what you said about characterization, so I'll expand on it briefly.
Baldur's Gate 2:
"Greetings. I am Edwin Odesseiron. You simians may merely refer to me as 'Sir,' if you prefer a less... syllable-intensive workout."
Pillars of Eternity:
"I suppose introductions are in order after that little fiasco. Aloth Corfiser, at your service."
"I'm a wizard by training and an adventurer by necessity. I was born in the Cythwood, part of the mainland of the Aedyr Empire. Both of my parents served the nobility, which afforded me an education for which I'm grateful. However, there were no open positions in those houses, and so I decided to seek new means in a new land."
I ask you: which character has made a bigger impression within the first 10 seconds of the conversation? Which character has produced a larger emotional reaction?
I hate to make it an issue of talent, but I do think there is a decisive absence of talent or inspiration, here, which better writers, especially those trained in screen writing, would know to avoid.
Playing a rogue feels really easy now, it feels like monsters have no engagement slots so setting up flanking is easier than ever