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RPG Pillars of Eternity, PS:T + BG + IWD combined?

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kof91
post Oct 18 2012, 05:10 PM

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QUOTE(Deimos Tel`Arin @ Oct 18 2012, 03:53 PM)
that, i dunno.
deswai i wrote "i hope obsidian entertainment is smart enough to stay away from publishers." since any time any publisher may offer them lots of monies to buy over them or something.

maybe "smart" is not appropriate for that sentence.

i.e. like how ea offered to buy valve and gabe said valve will disintegrate itself if bought over. i.e. ea go fxxk urself
*
yeah but monies in large large quantities can be tempting.. lets hope they stick to.. but I think with all the kickstarter proj.. some bound to being bought over by publisher.. just matter of time.. or it had already happened?

funded a few proj.. so finger crossed and get deliveries in the end.. but all suppose to happen sometime q3 next near..

This post has been edited by kof91: Oct 18 2012, 05:11 PM
dishwasher
post Oct 19 2012, 09:47 AM

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I think they've been burned quite a few times by publishers. Did you know Bethesda actually had a clause that they'd only get a bonus for New Vegas if it scored above 85 (or 90, it was some number) on Metacritic? And because of the QA problems (which, ironically, Bethesda is in charge of), the game scored just a bit less than the required benchmark.

No bonus, gg no re.

Some of them in Obsidian were very bitter about it. I think it was Avellone? But... yeah...
Deimos Tel`Arin
post Oct 19 2012, 10:12 AM

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QUOTE(dishwasher @ Oct 19 2012, 09:47 AM)
I think they've been burned quite a few times by publishers. Did you know Bethesda actually had a clause that they'd only get a bonus for New Vegas if it scored above 85 (or 90, it was some number) on Metacritic? And because of the QA problems (which, ironically, Bethesda is in charge of), the game scored just a bit less than the required benchmark.

No bonus, gg no re.

Some of them in Obsidian were very bitter about it. I think it was Avellone? But... yeah...
*
dafuq that's really wtf man.
fallout new vegas is awesome!
kof91
post Oct 19 2012, 10:28 AM

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QUOTE(dishwasher @ Oct 19 2012, 09:47 AM)
I think they've been burned quite a few times by publishers. Did you know Bethesda actually had a clause that they'd only get a bonus for New Vegas if it scored above 85 (or 90, it was some number) on Metacritic? And because of the QA problems (which, ironically, Bethesda is in charge of), the game scored just a bit less than the required benchmark.

No bonus, gg no re.

Some of them in Obsidian were very bitter about it. I think it was Avellone? But... yeah...
*
yeah I read about it sometime back..
its really idiotic to use metacritic as a benchmark.. so unfair to dev..

TSkhelben
post Oct 19 2012, 01:35 PM

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QUOTE(dishwasher @ Oct 19 2012, 09:47 AM)
I think they've been burned quite a few times by publishers. Did you know Bethesda actually had a clause that they'd only get a bonus for New Vegas if it scored above 85 (or 90, it was some number) on Metacritic? And because of the QA problems (which, ironically, Bethesda is in charge of), the game scored just a bit less than the required benchmark.

No bonus, gg no re.

Some of them in Obsidian were very bitter about it. I think it was Avellone? But... yeah...
*
Never liked beth. Their oblivion is terribad. Didn't bother bout the latest one.
Deimos Tel`Arin
post Jan 23 2013, 02:03 PM

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hmmmm update

Hail, elves. It's been a while since we've had a mechanics update, so I'd like to cover a variety of topics today: the basics of our "non-core" classes, our cooldown system (or lack thereof), an update on how attacks are resolved, and another update on the evolution of our armor system. I'd also like to show you a dungeon tileset test render and some sweet shakycam of some of the combat basics running in engine.

Non-Core Classes
We've previously discussed the design of our "core four" classes: fighter, priest, rogue, and wizard. The non-core classes are the other seven: barbarian, paladin, ranger, druid, monk, chanter, and cipher. Like the core four classes, the non-core classes all start the game with two active or modal abilities and one passive ability.

When it comes to the balance of active/modal and passive options, the classes generally reflect their D&D counterparts, with spellcasters having more active use abilities and weapon-based classes being oriented toward more passive or modal abilities. Even so, it will be possible to push a spellcaster toward more passive talents and to optionally buy more active/modal abilities for traditionally low-maintenance characters. While all classes will have many more abilities as they advance, here are some basic elements for each of the seven classes.

Barbarians can use Wild Sprint a limited number of times per day, allowing them to rapidly rush across the battlefield to a distant target while ignoring hazards along the way.
Paladins have limited healing capabilities, but their Revive command allows them to instantly snap an unconscious ally awake with a large Stamina boost.
Rangers' animal companions are so closely bonded to their masters that they share Stamina and Health pools, which can be both a blessing and a curse.
Druids can Shapeshift into animal forms, gaining natural -- and some supernatural -- abilities associated with those creatures.
Monks absorb a portion of incoming damage and convert it into a Wounds resource they can use to power their soul-based abilities (such as Stunning Blows) through any weapons they use, including unarmed strikes.
Chanters begin the game with a number of phrases they can arrange to form songs with different effects. Aefyllath Ues Mith Fyr is a phrase that causes allies' weapons to emit magical flames.
Cipher powers often gain intensity as they maintain focus. Their basic Mind Jab starts as a minor irritant but can build to inflict devastating damage.
Cooldowns
Early on, some folks asked about cooldowns and both Tim and I agreed that we weren't opposed to using them in some form if it made sense for our mechanics. To be more explicit about it, the only way in which we are currently using anything cooldown-like is for per-encounter and per-rest abilities. Per-encounter abilities can be used a number of times in an encounter and are then disabled until combat ends. Per-rest abilities can be used a number of times after resting before you must rest to recover them. We've previously discussed grimoire-switching for wizards possibly invoking a cooldown. It's more likely that grimoire-switching will be limited through the inventory system and not by a cooldown.

We also have modal abilities that can be turned on and off at will, with some abilities being exclusive to others, meaning you can only have one active at a time.

Attack Resolution
I've talked about this a bunch on the forums, but not in an update. All attacks in Project Eternity compare the attacker's Accuracy value to one of four defenses: Deflection (direct melee and ranged attacks), Fortitude (body system attacks like poison and disease), Reflexes (area of effect damage attacks), and Willpower (mental attacks).

A number between 1 and 100 is generated to determine the attack rules. If the Accuracy and target defense are the same value, these are how the results break down:

01-05 = Miss
06-50 = Graze
51-95 = Hit
96-100 = Critical Hit
A Hit is the standard damage and duration effects, a Graze is 50% minimum damage or duration, a Critical Hit is 150% maximum damage or duration, and a Miss has no effect. In a balanced Attack and defense scenario, the majority of attacks wind up being Hits or Grazes. If the Accuracy and defense values are out of balance, the windows for each result shift accordingly, while always allowing for the possibility of a Graze or a Hit at the extreme ends of the spectrum.

Damage Type vs. Armor Type
We've previously talked about how different weapon damage types (Slash, Crush, and Pierce) fare against Damage Threshold (DT) in the game. We implemented that system and found that while it worked well on paper and scaled well, it was unintuitive when put into the game. It was not possible for players to make informed decisions about what weapons to use against a given armor type because doing so required making relative damage vs. DT calculations for all weapon types, i.e. having a spreadsheet open for comparison at all times.

In light of this, we are going to try a more explicit damage type vs. armor type model where armor, regardless of its DT, has a familiar weight classification: Light, Medium, and Heavy. Damage types are either good or bad against a given weight classification. When a damage type is "bad" against an armor type, it does half damage before DT is applied, making it very inefficient. Within the "good" types of damage, there's still an efficiency curve against DT for meticulous players to figure out, but it has less impact than avoiding "bad" damage types in the first place.

Energy-based attacks (like most spells) oppose a different characteristic of the armor, its substance type (Natural, Armor, or Spirit) and like damage types, have good and bad opposition characteristics. Weapon bonus damage that is energy-based is applied to the target separately, but at a fractional DT value matching the bonus damage. E.g. if a sword has a fire effect that does +15% the sword's damage, it is opposed by 15% of the target's Damage Threshold.

Tileset Trials and Tribulations

Environment artist Sean Dunny has been experimenting with building tilesets for our dungeons. "Tilesets?!" you may be saying (or thinking). It may be a surprise, but many Icewind Dale and Planescape: Torment levels started from a tileset or modular unit base. We use these tilesets to generate basic renders for testing layout, navigation, and combat. Once we like the basic layout, we refine it by adding additional "meta" (special) tiles, modifying the tiles individually in the layout, adding lights, and of course having an artist do a 2D touchup pass.

That's all for this week. Thanks for reading!

Update by Josh Sawyer
kof91
post Apr 11 2013, 08:36 AM

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Latest update! must see

drool.gif drool.gif drool.gif



sos

This post has been edited by kof91: Apr 11 2013, 08:36 AM
s7ran9er
post Apr 11 2013, 10:22 AM

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QUOTE(kof91 @ Apr 11 2013, 08:36 AM)
Latest update! must see

drool.gif  drool.gif  drool.gif

sos
*
There's been a lot of news about this game and the kickstarter's success, too bad I was too late to back them up but heck I will get the game anyway.

This post has been edited by s7ran9er: Apr 11 2013, 10:22 AM
kof91
post Apr 11 2013, 11:05 AM

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QUOTE(s7ran9er @ Apr 11 2013, 10:22 AM)
There's been a lot of news about this game and the kickstarter's success, too bad I was too late to back them up but heck I will get the game anyway.
*
actually after the kickstarter ended u can still fund on their website with the same perks for until around feb 2013
jus not many ppl is informed
/edit
can still fund now at http://eternity.obsidian.net/ but jus one tier

This post has been edited by kof91: Apr 11 2013, 11:07 AM
TSkhelben
post Apr 11 2013, 09:24 PM

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QUOTE(kof91 @ Apr 11 2013, 08:36 AM)
Latest update! must see

drool.gif  drool.gif  drool.gif



sos
*
Yeah saw that just before heading to work this morning. Who says games have to be in 3D to look amazing biggrin.gif
kof91
post Apr 12 2013, 08:26 AM

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QUOTE(khelben @ Apr 11 2013, 09:24 PM)
Yeah saw that just before heading to work this morning. Who says games have to be in 3D to look amazing biggrin.gif
*
technically they still using 3d.. unity is a 3d engine
just that they made 2 2d plane.. shown somewhere at end of video
TSkhelben
post Apr 12 2013, 08:27 PM

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Yeah was talking about the geometry
TSkhelben
post Dec 11 2013, 01:46 PM

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New teaser!

The next great fantasy role-playing sage...

Made Possible...

by you.


Fuiyo


Deimos Tel`Arin
post Dec 11 2013, 03:06 PM

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very nice!

so now the game name is finalized as "pillars of eternity" hor?

This post has been edited by Deimos Tel`Arin: Dec 11 2013, 03:06 PM
memphiz_zero88
post Aug 14 2014, 07:46 PM

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Gamescom 2014 gameplay


memphiz_zero88
post Aug 14 2014, 08:32 PM

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question: if buy from here, we'll get both Steam version and GOG version?
http://eternity.obsidian.net/buy
kianweic
post Aug 16 2014, 09:16 AM

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QUOTE(memphiz_zero88 @ Aug 14 2014, 08:32 PM)
question: if buy from here, we'll get both Steam version and GOG version?
http://eternity.obsidian.net/buy
*
"How will I get my digital copy of the game?
We now proudly support both GOG and Steam, so if you prefer DRM-free, you can choose the GOG option, and if you like Steam's integration, including achievements, and possibly cloud saves, you'll be able to choose that as well.

When you fill out your backer survey or pre-order the game, you will be able to select between these options.

If you buy additional copies as add-ons, you'll be able to tell us which one you want per key.

We do not yet have a DRM-free distribution partner for Linux, but we expect to have one available soon."

Extracted from FAQ in Buy Pillars of Eternity
Nam226
post Aug 16 2014, 10:27 AM

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Wow! Now I have two good old-fashioned isometric RPGs to look forward to: Project Eternity and Torment: Tides of Numenera! Way to go, nostalgia gamers! "By Gamers, For Gamers" - God, I missed this slogan, glad there keeping up the tradition rclxms.gif
Archaven
post Aug 16 2014, 11:58 AM

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Watched the latest preview and i would say i'm not impressed compared to Divinity Original Sins. This game gets $4M crowd-funded vs $1M on Divinity. The graphics really dated. Not only the graphics but the animations and stuff was equivalently bad. I think the first Baldur's Gate graphics look better. Hmm.. maybe is it the artist problem? Anyway hope this game will turn good because i'm gonna get a copy too.
memphiz_zero88
post Nov 12 2014, 06:01 AM

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now can preorder on Steam, RM85 for Hero Edition and RM105 for Champion Edition. comparing to US price, ours are almost 50% off shocking.gif
http://store.steampowered.com/app/291650/

got 10% discount until 25 November



This post has been edited by memphiz_zero88: Nov 12 2014, 07:11 AM

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