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

Self-Ejected

Sacred82

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I mean, the option that removes the maiming and immediatly kills characters at 0 Health. Default setting makes dying impossible by imposing maiming as a condition, which gets removed pretty easily, even though it happens very rarily to begin with.
I always play through poe with expert mode on, which toggles all these extra things off (inventory access, death, meta information, dialog checks) and it never has any impact. Most of the time, the guy will go down with 0 endurance. Sometimes it can become a problem to consider, when you sustain damage so much with healing etc that you're slowly depleting your whole health pool. But it's just not only very rare, it also implies a situation where you'd win the fight at the cost of closing to 0HP on a character. Knowing poe, it only occurs if the player done fuck it up.

ah k

I run into this fairly often tbh, as my parties tend to be somewhat defensive, and have longtime healing going on. It's just my thing in RPG's.
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,448
Expert Mode removes the disposition tags, though, which is bad for Paladins and Priests. The tone is almost never clear and you have such a mishmash of dispositions at the end that it feels like you've played the world's most indecisive schizophrenic.

That's honestly a problem even if you play with tags, by the end of the game you'll likely have every disposition at least a 1, while you're in-character ones will be 4 or 3. Should have made them paired opposites, like D:OS1.
 

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


Josh Sawyer said:
Good evening! Since it is only 4 weeks until the launch of PoEII, I would like to ask a frequently asked question again that has been answered only vaguely: How are various advantages earned (gift of the machine / Gift of the Machine) transferred to the sequel? And if so, which one?

It's only 17:00 here, but hello.

I will not say which talents (benefits) come back. I can say that we keep the most important decisions.
 

Iskramor

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Josh Sawyer said:
Good evening! Since it is only 4 weeks until the launch of PoEII, I would like to ask a frequently asked question again that has been answered only vaguely: How are various advantages earned (gift of the machine / Gift of the Machine) transferred to the sequel? And if so, which one?

It's only 17:00 here, but hello.

I will not say which talents (benefits) come back. I can say that we keep the most important decisions.

14/88 to you
 

Quillon

Arcane
Joined
Dec 15, 2016
Messages
5,240
Romance a shark boy, everybody!

Katrina Garsten Interview (Pillars of Eternity II: Deadfire)
We catch-up with Katrina Garsten, a producer at Obsidian Entertainment on Pillars of Eternity II. Katrina manages the crowdfunding campaign, backer content and Pillars of Eternity II artists. She’s also the face of development team to the community, regularly hosting the numerous backer updates, like in their most recent video at https://www.youtube.com/watch?v=iFpzTTlTsV0

Tell us how you became involved with Obsidian Entertainment

I’ve worked at Obsidian for four and a half years now, and it’s all thanks to randomly meeting Chris Avellone at GDC back in 2013 (because who doesn’t know Chris Avellone?). Later in the year he recommended me for a production position at Obsidian, and that’s where I began my journey working on the production team for Armored Warfare. By the end of 2016 I moved on to Pillars of Eternity II: Deadfire, where I coordinated our crowdfunding campaign. Throughout the development of Deadfire, I’ve been the Producer overseeing all of our artists in addition to everything crowdfunding-related.

Where does Pillars of Eternity II: Deadfire fit in the grand scheme of gaming?

Pillars II is Obsidian’s first sequel, and it is a deeply reactive RPG where outcomes are not determined just by the choices you make throughout the game itself, but by choices made from the first Pillars of Eternity. It is a combination of ‘choose your own adventure’, open world exploration, and challenging, real-time with pause combat.



What are your favourite mechanics?

I love Deadfire’s companion relationships system. It adds another layer of immersion into the game, and makes you think carefully when responding in conversations. Each companion in your party has different likes and dislikes, and a companion’s opinion of you will change based on how you react in various situations. You need to carefully gauge your relationships with your companions, because it could positively or negatively impact significant moments in the game.

Okay… most challenging aspect as producer in helping create this title?

Pillars II is a huge game, and while we wanted to add every amazing idea that was proposed, we also needed to consider our timeline and budget. The most challenging aspect of being a producer on Deadfire was understanding how much work was involved in any particular feature, and figuring out if we had the time and budget for implementing it. All of the producers needed to keep a very specific task schedule for their teams, and had to develop solutions in case a critical task for that feature was delayed or took longer than planned.

Most rewarding?

The most rewarding aspect of being a producer on Deadfire is definitely seeing backers and fans happy with how the game is turning out. We have the most supportive backers who provide feedback where it is needed and play a huge part in making Deadfire even better. Fans say they love our games and will always support Obsidian, and that makes the occasional stress of game development completely worth it.


Why do you think RPG’s resonate so well with gamers?

RPGs are a genre that allow the player to go on a journey and be who they want to be. For some, it is an escape from reality and allows the player to do things they typically wouldn’t be able to do in real life, like flying or casting spells. It can help others gain self confidence and become part of a grand adventure to save the world. Ultimately, RPGs allow players to progress through the game however they want, casting a wide net to bring in gamers from all backgrounds and play styles.

Growing up, what’s your favourite game?

I was hopelessly obsessed with Pokemon and Kingdom Hearts growing up. It’s safe to say my obsession with those two games has remained firmly intact to this day.

What about now?

There are so many games I love, but if I had to pick a few favorites they would be Bioshock, Hollow Knight, and Skyrim.



Tell us your favourite aspect about Pillars of Eternity II?

My favorite aspect of Pillars II is the visuals and how far we’ve come from the first Pillars of Eternity. Most notably is our ability to cast realistic shadows from 3D objects onto 2D environments. Our environments are all 2D renders, so this new tech adds yet another level of realism into the game. Other visual upgrades bring a lot of life to areas, such as improved NPC reactivity, birds and fish, and our weather system.

Lastly, how would you sum up the game in a tweet?

Deadfire: Hunt a god, save your soul, sail the seas, and romance a shark boy.

https://www.impulsegamer.com/katrina-garsten-interview-pillars-eternity-ii-deadfire/
 

fantadomat

Arcane
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Joined
Jun 2, 2017
Messages
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Romance a shark boy, everybody!

Katrina Garsten Interview (Pillars of Eternity II: Deadfire)
We catch-up with Katrina Garsten, a producer at Obsidian Entertainment on Pillars of Eternity II. Katrina manages the crowdfunding campaign, backer content and Pillars of Eternity II artists. She’s also the face of development team to the community, regularly hosting the numerous backer updates, like in their most recent video at https://www.youtube.com/watch?v=iFpzTTlTsV0

Tell us how you became involved with Obsidian Entertainment

I’ve worked at Obsidian for four and a half years now, and it’s all thanks to randomly meeting Chris Avellone at GDC back in 2013 (because who doesn’t know Chris Avellone?). Later in the year he recommended me for a production position at Obsidian, and that’s where I began my journey working on the production team for Armored Warfare. By the end of 2016 I moved on to Pillars of Eternity II: Deadfire, where I coordinated our crowdfunding campaign. Throughout the development of Deadfire, I’ve been the Producer overseeing all of our artists in addition to everything crowdfunding-related.

Where does Pillars of Eternity II: Deadfire fit in the grand scheme of gaming?

Pillars II is Obsidian’s first sequel, and it is a deeply reactive RPG where outcomes are not determined just by the choices you make throughout the game itself, but by choices made from the first Pillars of Eternity. It is a combination of ‘choose your own adventure’, open world exploration, and challenging, real-time with pause combat.



What are your favourite mechanics?

I love Deadfire’s companion relationships system. It adds another layer of immersion into the game, and makes you think carefully when responding in conversations. Each companion in your party has different likes and dislikes, and a companion’s opinion of you will change based on how you react in various situations. You need to carefully gauge your relationships with your companions, because it could positively or negatively impact significant moments in the game.

Okay… most challenging aspect as producer in helping create this title?

Pillars II is a huge game, and while we wanted to add every amazing idea that was proposed, we also needed to consider our timeline and budget. The most challenging aspect of being a producer on Deadfire was understanding how much work was involved in any particular feature, and figuring out if we had the time and budget for implementing it. All of the producers needed to keep a very specific task schedule for their teams, and had to develop solutions in case a critical task for that feature was delayed or took longer than planned.

Most rewarding?

The most rewarding aspect of being a producer on Deadfire is definitely seeing backers and fans happy with how the game is turning out. We have the most supportive backers who provide feedback where it is needed and play a huge part in making Deadfire even better. Fans say they love our games and will always support Obsidian, and that makes the occasional stress of game development completely worth it.


Why do you think RPG’s resonate so well with gamers?

RPGs are a genre that allow the player to go on a journey and be who they want to be. For some, it is an escape from reality and allows the player to do things they typically wouldn’t be able to do in real life, like flying or casting spells. It can help others gain self confidence and become part of a grand adventure to save the world. Ultimately, RPGs allow players to progress through the game however they want, casting a wide net to bring in gamers from all backgrounds and play styles.

Growing up, what’s your favourite game?

I was hopelessly obsessed with Pokemon and Kingdom Hearts growing up. It’s safe to say my obsession with those two games has remained firmly intact to this day.

What about now?

There are so many games I love, but if I had to pick a few favorites they would be Bioshock, Hollow Knight, and Skyrim.



Tell us your favourite aspect about Pillars of Eternity II?

My favorite aspect of Pillars II is the visuals and how far we’ve come from the first Pillars of Eternity. Most notably is our ability to cast realistic shadows from 3D objects onto 2D environments. Our environments are all 2D renders, so this new tech adds yet another level of realism into the game. Other visual upgrades bring a lot of life to areas, such as improved NPC reactivity, birds and fish, and our weather system.

Lastly, how would you sum up the game in a tweet?

Deadfire: Hunt a god, save your soul, sail the seas, and romance a shark boy.

https://www.impulsegamer.com/katrina-garsten-interview-pillars-eternity-ii-deadfire/
You really didn't see this coming mate??? This gay just screams "I like to be creamed,you sexy beast of man!".
Portrait_Tek%C4%93hu_lg.png
 

bminorkey

Guest
For those who've played the beta, how does it compare to the first? Did they improve the combat? Is the level/quest design better? How about the writing?
 

polo

Magister
Joined
Jul 8, 2014
Messages
1,737
For those who've played the beta, how does it compare to the first? Did they improve the combat? Is the level/quest design better? How about the writing?
User lacrymas repeatedly said its the best combat in an RPG since ever. I think he said something along "100x better than BG2 combat, deep mechanics, like penetration, dr, improve IE games in every way possible". But hey, its his opinion.
 

fantadomat

Arcane
Edgy Vatnik Wumao
Joined
Jun 2, 2017
Messages
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Bulgaria
For those who've played the beta, how does it compare to the first? Did they improve the combat? Is the level/quest design better? How about the writing?
User lacrymas repeatedly said its the best combat in an RPG since ever. I think he said something along "100x better than BG2 combat, deep mechanics, like penetration, dr, improve IE games in every way possible". But hey, its his opinion.
Didn't he said how big and thoughtful the maps are and how casters are very good and their casting time is perfect and melee is totally balanced? But i don't take him seriously,he is far too fanatilly devoted to Eothas.
 

polo

Magister
Joined
Jul 8, 2014
Messages
1,737
For those who've played the beta, how does it compare to the first? Did they improve the combat? Is the level/quest design better? How about the writing?
User lacrymas repeatedly said its the best combat in an RPG since ever. I think he said something along "100x better than BG2 combat, deep mechanics, like penetration, dr, improve IE games in every way possible". But hey, its his opinion.
Didn't he said how big and thoughtful the maps are and how casters are very good and their casting time is perfect and melee is totally balanced? But i don't take him seriously,he is far too fanatilly devoted to Eothas.
Yes, yes he did.
 

fantadomat

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Messages
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he is far too fanatilly devoted to Eothas
Needless to add that he defends the idea that a parallel could be made between Eothas worshippers and zoroastrians. Something about getting to close to fire.
Yes,i do remember this. There was even a whole thread about it,and the whole codex agreed with him. It kind of makes me a little bit sad,we all sounded a little bit like sect there and he was our chief preacher. Ahhh the good old time of a week ago.
 

Sherry

Arcane
Joined
Jan 17, 2017
Messages
404
Location
Shrine of Compassion


Josh Sawyer said:
Good evening! Since it is only 4 weeks until the launch of PoEII, I would like to ask a frequently asked question again that has been answered only vaguely: How are various advantages earned (gift of the machine / Gift of the Machine) transferred to the sequel? And if so, which one?

It's only 17:00 here, but hello.

I will not say which talents (benefits) come back. I can say that we keep the most important decisions.


Hi.

wtf? WTF!

Josh is starting off with a hello? Is this an Adele song or something right?"

Hello, it's me Sherry.
I was wonder if after these years my character is the same?
To go over my character!
They say time is supposed to evolve.
But will I evolve?

okay nice try okay with that response!

Do you know why Josh does not want to say right? Right?? b/c the ones that are important for character development got screwed!!!

DEADFIRE! game of the year and all of that still with all its choices and save game choices and imports to change the story and the world but that means overlooking character developmentg right? Okay in Ultima I can important from Ultima 4 to Ultima 5 to Ultima 6 and because of this I get a bonus to stats and being the Avatar who saved the Britannia but what does that mean from Pillars right? Back down to level 1 and who made these important decisions to keep?? How is my character going to be my character from Pillars if YOU REMOVED IT?? OMG! :argh:

Who has seen this before right? witholding important information before games release because they know exactly what a perfect storm it will brew by mentioning it.

I WANT MY BARBARIAN AS THEY WERE SAVED!!!! OKAY?? BECAUSE 160HOURS OF MY TIME DESERVES IT!!!!

okay? Okay?! OKAY!!

If my Barbarian has these choices THEY KEEP THEM and they only get unlocked when I hit its level requirement but I KEEP THEM okay? OKAY! Put me back to level 1 but making my Barbarian level 1 but not letting me make my Barbarian as it was is WRONG!! It is a continued adventure if you make changes like this YOU INTRODUCE A NEW CHARACTER in a CHANGED WORLD based on the CHOICES made in PILLARS! WTF!!! Is thas to hard to understand right?


omg wtf happened to my Barbarian? WHY!

Thanks,
Sherry
 

Sòren

Arcane
Joined
Aug 18, 2009
Messages
2,377
User lacrymas repeatedly said its the best combat in an RPG since ever. I think he said something along "100x better than BG2 combat, deep mechanics, like penetration, dr, improve IE games in every way possible". But hey, its his opinion.

oh shit i almost thought you were serious here. be a little more considerate to naive people who didn't follow the thread.


the far right one is supposed to be female?

VqqG_f-maxage-0.gif
 

fantadomat

Arcane
Edgy Vatnik Wumao
Joined
Jun 2, 2017
Messages
37,181
Location
Bulgaria
User lacrymas repeatedly said its the best combat in an RPG since ever. I think he said something along "100x better than BG2 combat, deep mechanics, like penetration, dr, improve IE games in every way possible". But hey, its his opinion.

oh shit i almost thought you were serious here. be a little more considerate to naive people who didn't follow the thread.


the far right one is supposed to be female?

VqqG_f-maxage-0.gif
The fuck is wrong with you?! This is the only fuckable thing from the whole companion roster. There is a good reason for traps to be called traps. At least looks like female. The rest are illegals,furrys,niggers,sandnigger gypsy,gays and sharks. If you were forced to chose who would you fuck? Come on mate.
 

Sentinel

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Nov 18, 2015
Messages
6,673
Location
Ommadawn
What matters is how punchable their faces are. Pallegina and the 2 others to the right of her have this disgustingly pretentious or mongoloid look about them that just makes me want to throw them off the ship.
 

Sentinel

Arcane
Joined
Nov 18, 2015
Messages
6,673
Location
Ommadawn
are they really gonna keep that fuckhuge combat UI? it's ugly as fuck with tons of wasted space
game paused text even covers the icons lol. that should tell the UI designers that something's wrong.
 

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