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Pillars of Eternity Beta - Torment: Tides of the Beetles

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higher dexterity = better at finding and hitting vulnerable weak spots in the armor
it works, kinda

I guess so, and I was thinking something like that could work, but that isn't all that different from just the difference between a regular hit and a crit.
 
See, that's something I'm not worried about at all :P
At worst, you'll just have to pause to get your bearings, no big deal.

Well that's my problem even when paused the obstructions will still be there. This thread on the Obsidian forums points out how the game does a poor job of highlighting characters compared to the IE games and other cRPGs and how a great number of aspects make clarity an issue in combat even when paused.

Different colored character circles for you party would be quite helpful. But there are bigger changes that would really make things more helpful like increasing the contrast on a character model when they're highlighted and a whole bunch of other things.
 
Just a friendly heads up for anyone else who pre-ordered off Nuveem. Someone on the forums is saying that the keys won't be available until 14:00 BRT tomorrow, which is roughly the same time the game is actually set to launch on Steam.

The person who posted the information doesn't seem to be an actual staff member of Nuveem, but I just wanted to give a heads up if anyone starts getting antsy about no key from Nuveem yet.
 
My real problem with Obsidian's system is that I just don't like how it abstracts the numbers away from the characters the numbers represent. What does a high might character look like? No one knows; perhaps athletics (or maybe both) would probably be a better indicator. And then, when you ask the same question about a high might wizard, everything goes sideways.

Tying damage or accuracy to physical attributes doesn't make any more sense than abstractions like Might. does a strong man necessarily do more damage in a combat? All his muscles and strength will be for nothing if he doesn't know where and when to hit. Might is an abstraction of how your character focuses his time and attention. A high Might character could be someone who has learned where and how to attack for maximum lethality. Or possibly a wizard who decided to focus his time learning to maximize his lethal spells. It actually provide more information about my character because it's less strictly physical, it leaves room for my own personal interpretation of my character.
This sort of abstraction is not new and it's actually in vogue in various P&P RPGs because it leaves more room to interpretations. I've seen several systems with just a general Combat attribute.
 
BTW, has there been any word about the availability of addons on the backer portal expiring? Like, is today the last day to get shit like $25 extra copies, $20 expansion preorders, etc?
 
So I played BG2 back in the day and loved it. I've also played NWN 1 and 2. But I'm no expert to the genre. Do you think I should go for Normal difficulty or Hard?
 
So I played BG2 back in the day and loved it. I've also played NWN 1 and 2. But I'm no expert to the genre. Do you think I should go for Normal difficulty or Hard?

You can always change it, so either start normal and bump up if you are feeling brave, or start hard and knock it down if you aren't enjoying the difficulty.
 
So what's the deal with the reviews? Kind of weird to let youtubers post let's plays but not allow reviews.
The review embargo is tomorrow at 9am (I believe), but given that review copies were only sent out last Tuesday, it's hard to imagine critics having enough time to give it a thorough assessment by then. Since there's no restriction on thoughts or impressions, I imagine you'd have heard by now if the game was broken or sucked.
 
Tying damage or accuracy to physical attributes doesn't make any more sense than abstractions like Might. does a strong man necessarily do more damage in a combat? All his muscles and strength will be for nothing if he doesn't know where and when to hit. Might is an abstraction of how your character focuses his time and attention. A high Might character could be someone who has learned where and how to attack for maximum lethality. Or possibly a wizard who decided to focus his time learning to maximize his lethal spells. It actually provide more information about my character because it's less strictly physical, it leaves room for my own personal interpretation of my character.
This sort of abstraction is not new and it's actually in vogue in various P&P RPGs because it leaves more room to interpretations. I've seen several systems with just a general Combat attribute.

The problem is when you want to use the attributes in dialogue or scripted interactions. Then you need a concrete interpretation of the attribute, because you need to describe specifically what happens.
 
Any idea how patching will work? Is it via an in-game launcher (like NWN etc) or not? Not sure whether to go for steam or gog.com
 
The review embargo is tomorrow at 9am (I believe), but given that review copies were only sent out last Tuesday, it's hard to imagine critics having enough time to give it a thorough assessment by then. Since there's no restriction on thoughts or impressions, I imagine you'd have heard by now if the game was broken or sucked.

Have you lost much sleep over playing the game yet?
 
Preordered the game this morning and it is preloaded and ready to go. I think I'm going to make a Cipher, it looks like a fun class.
 
The problem is when you want to use the attributes in dialogue or scripted interactions. Then you need a concrete interpretation of the attribute, because you need to describe specifically what happens.

That's true, and that's a problem that usually won't come up in P&P RPGs.
I'm guessing that's mostly going to be a problem in the story book segments. I think you could suspend your disbelief enough in those to explain anything that's wonky.

It's not perfect, but I think the benefits far outweighs the negatives.
 
I don't see why there needs to be a solution at all. Your denial of the existence of muscle wizards is a personal problem. :P
I think the problem is not that beefy wizards are viable but that basically every wizard has to be physically strong (at least from a rp perspective, unless paragraphs related to might stat checks change depending on your class) in order to deal significant single-target damage (if I understand correctly)
 
Is it accurate that Avellone contributed very little writing to this game? That would be a little disappointing tbh. Not that I've ever played a not well-written Obsidian game with our without Avellone but I had hoped for an all star line up to develop this thing.
 
Is it accurate that Avellone contributed very little writing to this game? That would be a little disappointing tbh. Not that I've ever played a not well-written Obsidian game with our without Avellone but I had hoped for an all star line up to develop this thing.

all I know is that his 2 charcaters got rewritten or at least changed quite a bit.
 
Well that's my problem even when paused the obstructions will still be there. This thread on the Obsidian forums points out how the game does a poor job of highlighting characters compared to the IE games and other cRPGs and how a great number of aspects make clarity an issue in combat even when paused.

Different colored character circles for you party would be quite helpful. But there are bigger changes that would really make things more helpful like increasing the contrast on a character model when they're highlighted and a whole bunch of other things.

Another thing that would probably help is if there is an option to not show helms when they are equipped. Hairstyles are probably different from character to character where helms can tend to get same-y. Anyone know if there is a "don't show helms" checkbox in the menu?
 
I think the problem is not that beefy wizards are viable but that basically every wizard has to be physically strong (at least from a rp perspective, unless paragraphs related to might stat checks change depending on your class) in order to deal significant single-target damage (if I understand correctly)

I don't think that's fair. If you're looking for single target damage, you probably shouldn't be building a Wizard in the first place. Might is certainly helpful for Wizards (for everyone, really) but it's by no means required. Intelligence is probably the most important stat, and you could pump Dex instead of Might to increase damage (by casting spells faster).
 
Well rewrites aren't unheard of in project this size and he most likely was involved in rewrites too. Doesn't mean he did bad job on them.

they had to cut like 90% of the stuff he had planned for the characters. He doesn't even take credit for the rewritten companions anymore
 
I recall hearing that as well. Not liking the ring of it at all honestly.

personally I'm not worried I'm sure they are interesting characters. The stuff he wanted to do with them sounded really ambitious to the point that I think they would have needed a bigger budget to incorporate them. Talking about grieving mother's mind dungeons or whatever.
 
they had to cut like 90% of the stuff he had planned for the characters. He doesn't even take credit for the rewritten companions anymore

Yeah he had these grand asperations for character quests which needed to be cut. I'm sure the core of the character is still there just not as rounded out as he would have liked.
 
Yeah he had these grand asperations for character quests which needed to be cut. I'm sure the core of the character is still there just not as rounded out as he would have liked.
Also there was an interview saying he wanted to go, very very very dark with them.
 
These types of games are not a one man show, I'm sure everything that was cut was for the benefit of the game (either because of budget or consistency.) I'm sure content was cut left and right.
 
He said they were scaled down to 1/4 of what they were, not 1/10. I'm not too worried. MCA is a great writer but so are the other members of the team. I'm sure no one would notice had he not said anything. Though now I'm sure a whole lot of people will be crying about how poor they are knowing that changes were made to them from what Chris originally envisioned.
 
Also, since I have not done any research for this game ever since it was kickstarted, did they actually create two cities with the size of Athkatla (or close) as promised?
 
Also, since I have not done any research for this game ever since it was released, did they actually create two cities with the size of Athkatla (or close) as promised?
I think it was mentioned on Kotaku that they're not quite as big as Athkatla, but more along the lines of Baldur's Gate. Which is 100% fine by me.
 
Also, since I have not done any research for this game ever since it was released, did they actually create two cities with the size of Athkatla (or close) as promised?

there are two big cities, as far as I know: Defiance Bay, which was shown in one of the streams, with 4 or 5 districts... and the other one, which I can't remember the name of. They haven't shown that yet, so we don't know exactly how big it is (and even if those with the full game have reached it already, they can't tell us).

EDIT: And yeah, they've said the cities aren't as big as Athkatla, but still large enough.
 
Do enemy encounters differ by difficulty? Noticed Path of the Damned says it has all enemies from every difficulty, so figured it must be different each one. Was considering going Hard but might go Normal so I can see differences on a second playthrough (and I would probably never play Path of the Damned).
 
Do enemy encounters differ by difficulty? Noticed Path of the Damned says it has all enemies from every difficulty, so figured it must be different each one. Was considering going Hard but might go Normal so I can see differences on a second playthrough (and I would probably never play Path of the Damned).

Someone can explain it better, I'm sure -- but yes, pretty much. Each difficulty has different enemy placement for encounters. Like Hard might have more enemies, and different ones in an encounter you'd see on Normal.
 
Do enemy encounters differ by difficulty? Noticed Path of the Damned says it has all enemies from every difficulty, so figured it must be different each one. Was considering going Hard but might go Normal so I can see differences on a second playthrough (and I would probably never play Path of the Damned).

Yes they all differ. That's a big part of why I'm going Normal for my first playthrough even though I doubt I'd have any trouble with Hard.
 
He said they were scaled down to 1/4 of what they were, not 1/10. I'm not too worried. MCA is a great writer but so are the other members of the team. I'm sure no one would notice had he not said anything. Though now I'm sure a whole lot of people will be crying about how poor they are knowing that changes were made to them from what Chris originally envisioned.
I thought that happens wiith most characters in games/books, we only get to see a small percentage of what was originally/totally envisioned in the creators mind?
 
I thought that happens wiith most characters in games/books, we only get to see a small percentage of what was originally/totally envisioned in the creators mind?

Depends, but yeah it's super common across all mediums. Just you normally don't hear about it, let alone before the product is out.
 
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