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Eternity Pillars of Eternity II: Deadfire Pre-Release Thread [BETA RELEASED, GO TO NEW THREAD]

jaydee2k

Savant
Joined
Nov 3, 2016
Messages
449
Grieving Mother is such a sleep inducing companion. Fuck sake. What the hell was he thinking?

More like you're a faggot with bad taste. Go eat a dick.
Face it fag your waifu is shit.

Avellone wrote the two shitiest companions in POE. Now thats an accomplishment! Glad we're saved from his shit from now on. He lost it after Kotor 2.
 

PrettyDeadman

Guest
Grieving Mother is such a sleep inducing companion. Fuck sake. What the hell was he thinking?

More like you're a faggot with bad taste. Go eat a dick.
Face it fag your waifu is shit.

Avellone wrote the two shitiest companions in POE. Now thats an accomplishment! Glad we're saved from his shit from now on. He lost it after Kotor 2.
Even Grieving Mother who is kinda shit is league better then the rest of the companions.
 

Merlkir

Arcane
Developer
Joined
Oct 12, 2008
Messages
1,216
Eh, as the filthy casual that I am, I enjoyed interacting with Durance. It required more attention than, let's say, Sagani, but I kept coming back for more.
GM always felt like a cool initial concept that turned into tedious wanking, I consciously avoid having her in my party. Talking to her is exhausting.
 

PrettyDeadman

Guest
Eh, as the filthy casual that I am, I enjoyed interacting with Durance. It required more attention than, let's say, Sagani, but I kept coming back for more.
GM always felt like a cool initial concept that turned into tedious wanking, I consciously avoid having her in my party. Talking to her is exhausting.
The only good thing about her is that she is supposed to be integrated with Durance since they share a story together and there supposed to be more interactions between them unlike other companions who exist in isolation from each other.
 

Sizzle

Arcane
Joined
Feb 17, 2012
Messages
2,471
Eh, as the filthy casual that I am, I enjoyed interacting with Durance. It required more attention than, let's say, Sagani, but I kept coming back for more.
GM always felt like a cool initial concept that turned into tedious wanking, I consciously avoid having her in my party. Talking to her is exhausting.
The only good thing about her is that she is supposed to be integrated with Durance since they share a story together and there supposed to be more interactions between them unlike other companions who exist in isolation from each other.

Unfortunately, all of that was cut out. Originally she was supposed to have been one of the people Durance tortured during the Purges.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,001
Pathfinder: Wrath
A lot of Durance and GM's content was cut. To make more space for lore I guess. GM was supposed to have been the one who made Durance's soul undetectable by Magran. It's not even clear when MCA's content ends and rewrites by others begin.
 

IHaveHugeNick

Arcane
Joined
Apr 5, 2015
Messages
1,870,173
Eder is likeable , he has decent banter, his voice actor isn't half bad, and unlike some other companions he wasn't completely worthless in combat at launch. As a result he fulfills the role of PoE's reliable bro. He's not great at anything, but you always take him because he just gets shit done.

Most of the others are either bland and boring af (Sagani, Sawyergina) or overwritten and pretentious (GM). Overall, it's only with the White March that they found the right balance between making characters that are actually interesting instead of just being weird for the sake of it. Unfortunately the problem with WM companions is by the time you get to them, your party is already set and at that point you have a playstyle that works and it's hard to make adjustments to your party.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,001
Pathfinder: Wrath
GM isn't weird for the sake of weird, she's a product of the Hollowborn crisis. She and Aloth are the only ones (from the base game) connected to events happening now and which you are supposed to have interest in. The dead babies not being relevant is not MCA's fault.
 

Sentinel

Arcane
Joined
Nov 18, 2015
Messages
6,666
Location
Ommadawn
Eder is likeable , he has decent banter, his voice actor isn't half bad, and unlike some other companions he wasn't completely worthless in combat at launch. As a result he fulfills the role of PoE's reliable bro. He's not great at anything, but you always take him because he just gets shit done.

Most of the others are either bland and boring af (Sagani, Sawyergina) or overwritten and pretentious (GM). Overall, it's only with the White March that they found the right balance between making characters that are actually interesting instead of just being weird for the sake of it. Unfortunately the problem with WM companions is by the time you get to them, your party is already set and at that point you have a playstyle that works and it's hard to make adjustments to your party.
All the WM companions are fucking shit with the exception of Zahua though.
 

BilboBaggins

Educated
Joined
May 11, 2014
Messages
91
I hope josh contribute his wonderful singing voice in pillars 2

rh1YU.jpg
 

IHaveHugeNick

Arcane
Joined
Apr 5, 2015
Messages
1,870,173
Eder is likeable , he has decent banter, his voice actor isn't half bad, and unlike some other companions he wasn't completely worthless in combat at launch. As a result he fulfills the role of PoE's reliable bro. He's not great at anything, but you always take him because he just gets shit done.

Most of the others are either bland and boring af (Sagani, Sawyergina) or overwritten and pretentious (GM). Overall, it's only with the White March that they found the right balance between making characters that are actually interesting instead of just being weird for the sake of it. Unfortunately the problem with WM companions is by the time you get to them, your party is already set and at that point you have a playstyle that works and it's hard to make adjustments to your party.
All the WM companions are fucking shit with the exception of Zahua though.

Maneha was shit, others are better than anything in the base game.
 

TT1

Arcane
Patron
Joined
Nov 25, 2016
Messages
1,480
Location
Krakow
Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. My team has the sexiest and deadliest waifus you can recruit.
Pillars of Eternity II: Deadfire is the game Obsidian has always wanted to make

When Pillars of Eternity II: Deadfire was first announced via a fig campaign earlier this year, it was able to quickly match the overwhelmingly positive response to the initial game's Kickstarter campaign: Deadfire was able to hit 4.4 million dollars in funding on a goal of just over $1 million. Obsidian has worked on a number of successful sequels: Knights of the Old Republic 2, Neverwinter Nights 2, and Fallout: New Vegas to name a few. But with Deadfire, this is the studio's first chance to explore new areas and tell new stories in a world of their own creation. And they couldn't be more excited.

Deadfire finds the Watcher from the previous game in a new region: the Deadfire Archipelago. They head into the city of Tikawara and come across a village chief with access to a map of nearby ancient ruins. This kickstarts the next adventure in a region that is not only constantly under unrest by warring factions, but also in the middle of turbulent weather that prevents easy travel, alongside storms that never end. The Watcher will find themselves in charge of a putting together a crew and a ship while unraveling the mysteries of the region.

I had a chance to chat with Executive Producer Adam Brennecke and Design Lead Josh Sawyer to discuss Pillars of Eternity, Obsidian as an independent developer, and RPGs old and new.






With the initial success of Pillars of Eternity out of the gate, Obsidian was immediately aware that they had a property that they could revisit for years to come. "We kind of knew right away that it would be a world that we could dive back into to tell new stories," Adam recalled. The developers had left several regions of the world unexplored alongside a plethora of untapped lore that they hadn't had a chance to touch on in the initial game. "We left teases for the Deadfire Archipelago in a few questlines in the original Pillars, but it was something that we hadn't yet fleshed out or given the player a chance to explore yet," he added.

On how the world of Pillars is different from working on an established IP, Josh remarked, "To be honest, telling a good story or designing meaningful quests with choice and consequence can happen independently of the world it's in: it could be Star Wars or Fallout or Pillars." But here, Obsidian has a world introduced in Pillars that wasn't fully realized, one that they could expand on, and a sequel seemed the perfect opportunity to do just that.

While the world could be expanded in any direction the developers wanted, a sense of continuity was also paramount when designing Deadfire. "We wanted the choices made in the original Pillars to carry over into Deadfire, so it made the most sense to continue the story of the Watcher from the original game," Adam asserted. While the Watcher will be able to pick a new class and abilities and can effectively be a new character, gameplay-wise, Obsidian wanted the choices that resulted from the Watcher's quest in the Dyrwood and the Watcher themself to be linked together; it wouldn't make sense for some other character to inherit those decisions.

"We've always wanted to create experiences where players can take on any role they want. They can be a dwarf of any gender that worships whatever god. They can be a barbarian with few morals or a devout soldier," Josh added. This was once design area where the developers felt it was necessary to prioritize cross-game continuity: "We have the opportunity to expand on the world we've created with Pillars, but it's important that Deadfire allow people to continue the story of their own personal Watcher that they've already spent hours defining in Pillars of Eternity."






This doesn't mean that playing the first title is entirely necessary. New players will have two available options to set their world state as they enter Deadfire: they will be able to completely randomize the past choices and make the decision to deal with the repercussions, whatever they may be, or they will be able to fine tune these sorts of decisions like they would with another other aspect of character creation. "We definitely want players to be able to specify their decisions too when it comes to what sort of consequences are carried over," Josh explained. It wouldn't mesh with Obsidian's core philosophies to not give players that choice. He added, "You can look at Bioware's Dragon Age Keep to get an idea of what level of precision we want new players to have access to."

There's a lot to be excited about with Deadfire: as mentioned, it's Obsidian's first chance to really make a sequel. Mechanically, there's a new subclass system that further increases the level of specialization that any one player can have. "We have over 50 class/sub-class combinations so there is a lot of flexibility in how player characters can be built." Josh recalled the unsurprisingly difficult task of coming up with a complete list of unique profession names for each combination. Adam added, "With Deadfire we finally have a chance to build on from one of our own IPs, in whatever manner we please." Pillars is something that is uniquely Obsidian and the creators are primed to take full advantage. "It's really cool to expand from what we started out with in the initial release, only basically everything is bigger and better."

Josh took the opportunity to add to that train of thought about the other flexibility Obsidian has with the Pillars IP. "I'm actually working on a pen-and-paper game built around the Pillars mythos, and we have a card game that we kickstarted as well. We can do a lot of creative things with Pillars, which is afforded to us by owning the IP ourselves."






As to how Deadfire improves on the initial game, Adam and Josh each had a very long list: "We have a large world that gives the player the freedom to go anywhere. We have inhabitants of the world with lives of their own and they own unique schedules," Josh described. The phrasing "open world" was used, but it was clear that this was meant specifically in terms of scope of the game - the map transitions are not completely seamless. There is a great deal of variability in how the game unfolds depending on the route the player decides to take. For instance, certain questlines can unravel differently depending on when and where characters and environments are approached, depending on weather, faction reputation, and potentially other factors.

Adam noted the importance of the learning process of the original release as it related to the various improvements imminent in Deadfire: "All the tweaks and adjustments that we've made within our engine and within our design for the original game has come to a head with Deadfire: we have a completely new UI, a new spell rendering system, dynamic weather and quests, a really cool customization gameplay mechanic with the boats used by the players crew: I think it improves on the first game in every way."

One more lukewarm aspect of the original game was the Stronghold system: put in place in the first Pillars as one of the original stretch goals, but the way it was implemented left a bit little to be desired. Josh more or less agreed: "You would go back to change companions and undertake a few small tasks, but it never really felt as important as it should have." So of course, Obsidian decided to take the chance to right the ship, literally. "With the ship system in place in Deadfire, we've found a way to incorporate a lot of the same ideas into a component of the game that is far more important: I mean you'll be using your ship whenever you travel! So obviously the mechanics tied around that system will be far more important and significant."






Both Adam and Josh are long time veterans of Obsidian and they've had the unique opportunity to work on a lot of various IPs from existing franchises. Josh, in particular, made it clear that he doesn't take the unique circumstance for granted. "One of my life-long dreams was to be able to work on a Fallout game, ever since I was first brought on by Black Isle Studios. So when I finally got the chance with Fallout: New Vegas, I was really excited". Obviously from that point it was a different sort of game compared to what Black Isle had developed prior, but it was still a personal highlight. Even after New Vegas launched, Josh developed his own personal mod for the game after it was released!

But for others, nothing is better than the present for Obsidian. "As of right now, Pillars as a whole is my favorite project that we've ever put together," Adam exclaimed. From the success of the initial Kickstarter campaign to what they are doing now with Deadfire, the passion has seemingly never been higher.

Since the release of Pillars of Eternity, two heavy hitters in the AAA western RPG spaced landed in Witcher 3: Wild Hunt, and Bethesda's Fallout 4. When asked if they take the reception of these games into account when developing Deadfire, Adam made it clear that Obsidian is not really targeting the same sorts of goals as those two behemoths. "I really enjoyed the continuation of the narrative between the three Witcher titles; Geralt's story told across three games is a remarkable achievement, but that sort of bespoke characterization is just not quite the same thing as we're looking to create with our games." Obsidian wants to give players the ability to create whatever sort of protagonist they want and give them the tools to do so with their titles.

Josh added that the gameplay style of Pillars is linked to this goal: "Obviously, games like Pillars of Eternity are developed on a smaller scale, so we really want to focus on making a dense game that people can spend hundreds of hours in." He went by invoking the common heuristic about evaluating the level of player-choice via the metric of a game's number of immortal quest-critical NPCs. "Having that sort of limitation in place is something we want to avoid if at all possible."

Having emergent, personal stories within a well-crafted narrative is something Obsidian believes is not only possible, but it is something that they feel they've been doing well for years now. "One of my favorite stories is that of a certain Fallout: New Vegas playthrough", Adam recounted. "It was about a player that decided to role-play as a sort of Two-Face inspired character. He used a sort of coin-flip challenge, where he would use random chance to determine if any given npc character would die or not." That sort of thing isn't possible in a game like The Witcher. Obsidian feels that games should have that be possible.






Pillars of Eternity II: Deadfire is slated to release in Early 2018 for PC.
 

Quillon

Arcane
Joined
Dec 15, 2016
Messages
5,230
Google Translate said:
Pillars of Eternity 2 does not have a publisher yet. Developers Obsidian is currently still in negotiations around the distribution rights, wish partner Paradox Interactive is still in the race. In Germany could again a retail version with DVD appear.

With Pillars of Eternity 2: Deadfire , Obsidian Entertainment has once again shown that crowdfunding is a real alternative to classic publisher financing via kickstarter or Fig.co. For the distribution of the rolling game, also in the retail trade, the studio is still looking for a partner. At the E3, Obsidian told the PC Games interview that the negotiations with Publisher Paradox Interactive are still ongoing. The desire partner had already taken over the marketing of Pillars of Eternity and helped Obsidian currently in the console implementation for PS4 and Xbox One .

http://www.pcgames.de/Pillars-of-Et...ractive-als-Wunschpartner-Retail-DVD-1231368/
 

Alienman

Retro-Fascist
Patron
Joined
Sep 10, 2014
Messages
17,147
Location
Mars
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
I would love a retail version, just for the collection... but knowing Germany it will be 100% translated to German.
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,410
Location
Copenhagen
So can Prime Junta or someone summarize what we've learned since the Kickstarter began? I hear Vancian casting is out, mein gott. Next you'll be telling me cooldowns are in?
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,001
Pathfinder: Wrath
The only decline for now is the loss of Vancian casting and 5 party members instead of 6. Maybe also the ability to retarget AoEs.
 

Grunker

RPG Codex Ghost
Patron
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Messages
27,410
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Copenhagen
I can live with two of those things but 5 party members makes me want to call my mom and complain that the world is unfair and I want to come home
 
Joined
Sep 7, 2013
Messages
6,169
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Serpent in the Staglands Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
Grieving Mother is such a sleep inducing companion. Fuck sake. What the hell was he thinking?

More like you're a faggot with bad taste. Go eat a dick.
Face it fag your waifu is shit.

Avellone wrote the two shitiest companions in POE. Now thats an accomplishment! Glad we're saved from his shit from now on. He lost it after Kotor 2.

I mean, he wrote them like Planescape characters.

They got simplified in editing to be more consistent with the rest of the supporting cast, so we'll never get the experience of them Avellone intended.
 

Sentinel

Arcane
Joined
Nov 18, 2015
Messages
6,666
Location
Ommadawn
Grieving Mother is such a sleep inducing companion. Fuck sake. What the hell was he thinking?

More like you're a faggot with bad taste. Go eat a dick.
Face it fag your waifu is shit.

Avellone wrote the two shitiest companions in POE. Now thats an accomplishment! Glad we're saved from his shit from now on. He lost it after Kotor 2.

I mean, he wrote them like Planescape characters.

They got simplified in editing to be more consistent with the rest of the supporting cast, so we'll never get the experience of them Avellone intended.
Thank god. Can't imagine having to endure a long ass dungeon inside GM's "muh kids" mind with mini novels every 10 steps.
 

Prime Junta

Guest
So can Prime Junta or someone summarize what we've learned since the Kickstarter began? I hear Vancian casting is out, mein gott. Next you'll be telling me cooldowns are in?

Off the top of my head --

* Most/all spells and abilities scale with character level: longer durations, more damage, more missiles etc.
* All spells and abilities are per-encounter, except Empower, of which you have a limited number of use per rest.
* Empower adds a few character levels' worth of oomph to any ability or spell.
* There's a keyword system which allows for counters and immunities. Water or Cold counters Fire, Strengthened counters Weakened, and so on and so forth. This is used with both spells and abilities.
* Health/Endurance has been replaced with Endurance/Wounds. Every time you get knocked out, you get a Wound, which is like a Knockout Injury in P1 but also lowers your max Endurance by 25%. Your fourth Wound will permakill you.
* Camping supplies is out. Instead, you use Food when resting. Food heals Wounds and applies buffs that last until the next rest. Rarer/more expensive Food grants bigger bonuses. I.e. if you rest frequently you'll have to be using lower-grade Food and will have weaker bonuses.
* There's a lot more skills than in P1. Pickpocketing is in, for example.
* Stealth system is much more elaborate, with vision cones and hearing radii.
* Pathfinding has been completely rewritten and is supposedly much better.
* Engagement is now tied to class abilities or item properties, it's no longer automatic.
* Fighters get Pull abilities that let them bail out squishies who are in trouble.
* Lots of QoL improvements, e.g. FX fade to translucency when pausing the game, so you ought to be able to see what's going on better.

Edit: a few more, some brought up in the thread -
* Party size is now 5
* Multiclassing is in -- class combo chosen at the start, but each class can level up independently; the effective character level which determines ability strength goes up for both when you level up, but less for the class you didn't level up, and you can only pick class abilities for the class you leveled
* Subclasses are in -- at least two per class; paladin orders and priest deities are considered subclasses
* Spell retargeting during casting time is in, but some spells have much longer casting times
* Items are now tiered. You can still enchant them, but only up to a limit, and usually in ways which won't change the "nature" of the item -- e.g. you might be able to add another fire effect to a flaming weapon, but you won't be able to turn it into an ice weapon


I prolly forgot some, but that's most of 'em I think. I'm butthurt about everything-per-encounter and mildly butthurt about them dropping health/endurance (less so now that we know the Wound penalty is 25% max endurance, 'cuz that is going to sting), but most of the rest sounds like incline.

Fucking Sawyer though, insists on fixing it even if it ain't broken.
 
Last edited by a moderator:

Sentinel

Arcane
Joined
Nov 18, 2015
Messages
6,666
Location
Ommadawn
So can Prime Junta or someone summarize what we've learned since the Kickstarter began? I hear Vancian casting is out, mein gott. Next you'll be telling me cooldowns are in?

Off the top of my head --

* Most/all spells and abilities scale with character level: longer durations, more damage, more missiles etc.
* All spells and abilities are per-encounter, except Empower, of which you have a limited number of use per rest.

:dead:
 

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