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Pillars of Eternity Beta - Torment: Tides of the Beetles

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Fire Monk doesnt look good for dialogue roleplaying, which means its just not good at all.

emot-smug.gif
 
You could have bought a 3-pack for $60. You ripped them off.

He might have bought one initially for one friend. Then other friends could shown interest and he bought extra keys later. You don't know.
 
You could have bought a 3-pack for $60. You ripped them off.

They all bought them separately, I had no idea it would end up being 3 people otherwise yeah I would have done that.

Game is $45 on steam. $20 off is pretty nice.

He might have bought one initially for one friend. Then other friends could shown interest and he bought extra keys later. You don't know.

Exactly this.
 
That Fire Godlike Monk was my go-to build for every backer beta release as my favorite to play. Now I feel like a Hipster now that everyone knows its insane potential hehe.

does the race passive scale with level? Otherwise I don't see how it would hold up at higher levels. I have a strong suspicion that none of the Godlike are particularly viable for min-maxers because their passives probably not make up for the loss of the helmet
 
I might make a quick video to rapidly explain what attributes you should pick for each class. Might help you all out. But I fear no one will watch and keep asking the same question here.
 
If I want a good wizard I put points in INT and MIG?

Depends on what type of wizard you want to make.

Pure chaos DPS? Max Might and Int.

CC focused (sacrificing some DPS): Max Int and Perception (for interrupt bonus to take advantage of wizard implement's interrupts)
 
I PM'd the dude who is making the OT for this and made a proper request to include Sensuki's videos. Hopefully he pulls through. I browsed the Bloodborne OT and it has beginner guides so I thought our OT should have those as well and no better than to have Sensuki's right?

Good stuff.

i think its time for me to load up the backer beta and take the fire monk for a whirl.
 
I might make a quick video to rapidly explain what attributes you should pick for each class. Might help you all out. But I fear no one will watch and keep asking the same question here.

Following these stat discussions and then looking at in-game suggested ones makes you wonder why game suggests stats that very few recommend taking. For any class.

At least it's how it feels to me :/
 
Following these stat discussions and then looking at in-game suggested ones makes you wonder why game suggests stats that very few recommend taking. For any class.

At least it's how it feels to me :/

It's good for newcomers to the series. Non IE players will appreciate that part at least.
 
Depends on what type of wizard you want to make.

Pure chaos DPS? Max Might and Int.

CC focused (sacrificing some DPS): Max Int and Perception (for interrupt bonus to take advantage of wizard implement's interrupts)

Thanks. It's hard to choose the right build for my first character.
 
now that less than 24 hours remain till launch, I'll say this: I'm glad we're finally here. I'm glad the game made it. I can't believe it's actually so close that we can almost play it already.

I admit, I was a late backer. I only found out about Project Eternity near the end of 2013, so I missed the kickstarter (and even if I had found out about it in time, I'm unable to pledge through KS) and the rush that came with it. I missed all that adrenaline of finding out that Obsidian, the remnant of those great RPG studios from the past, was actually bringing the CRPG back. I found out late, but when I did... I followed it with great interest.
I wasn't a big CRPG player back in the 90s. I don't think I ever played one back then, but I knew of their existence. I liked how they looked. I thought the complexity was interesting. They looked like worlds, living, breathing worlds, that could be explored and discovered. But I never played any of them - my PC was unable to handle modern games, I never actually saw one of those RPGs in stores, they just existed in the pages of some PC Magazines my dad sometimes bought for me. They were pictures and ideas, but not much.

PoE was clearly something that scratched that itch. I had some sort of historical debt that I had to pay. I had to play one of these fabled CRPGs. I got Baldur's Gate 2 and started playing it (and fell in love with it but never finished 'cause of many reasons... I have to return to it someday). It was huge and complex and obtuse and scary - especially for a guy that never played one of them games before. A complete noob. But I knew it had that something, that special something, that made me love it anyway.

And so... PoE is almost here. It's a reality. After two and a half years of waiting, Pillars of Eternity is ready for launching. I missed the kickstarter period, I found out late, I never knew how much it meant for some people. To me, it means I finally have the chance to feel what some people felt back in the 90s, when Baldur's Gate was first released and wasn't the household name it is today. It's nostalgia for things I didn't have or felt but could've. It scratches an itch I never knew I had.

And for Obsidian... I just hope it's the start of something greater than everything that came before. They deserve this success.

It's almost here, friends. After 15 years, or just months, or maybe even weeks or days of waiting, it's almost here. Let's savor the moment. Let's enjoy.
 
Thanks. It's hard to choose the right build for my first character.

Some people here might disagree about the viability of the CC Wizard (maxing Perception instead of Might) but I say to hell with them. You will still get interrupts and it's "different" and "unique". I say *fudge* all min/maxers and go with what's creative. And I guarantee it'll be viable up to Hard, hell probably Path of the Damned from my own playtests.

Once you master the mechanics a bit, and learn to lead with your scouter in dungeons (scouting for traps, etc). and picking a good formation, and resting to get those extra bonuses, and using your consumables, and crafting potions/scrolls, planting traps, you can overcome any challenge in the game.
 
Steam IS a form of DRM, so the only DRM-free version you can get is from GOG.

That's not really true. Steam DRM is optional to devs and publishers. There are a ton of titles on Steam that are DRM free. That is, you can install them from steam (obviously you'd still need it to download), then play without ever turning Steam back on. Even removing Steam would be fine, so long as you start the game form a shortcut on the desktop.
 
It's good for newcomers to the series. Non IE players will appreciate that part at least.

I just would be happier if I never saw stats discussions. Now I feel that I need shift through all of that to find good stat spreads for classes so I don't do some shitty stats spreads.

Annoying and confusing at same time.
 
I just would be happier if I never saw stats discussions. Now I feel that I need shift through all of that to find good stat spreads for classes so I don't do some shitty stats spreads.

Annoying and confusing at same time.

Why do you need to sift through stat discussions? Just ask what type of character you would like to make, and we can offer suggestions on proper class and suggested attributes.

Have anything in mind? I could cook up some cool stuff for you? Pro Bono :)
 
now that less than 24 hours remain till launch, I'll say this: I'm glad we're finally here. I'm glad the game made it. I can't believe it's actually so close that we can almost play it already.

I admit, I was a late backer. I only found out about Project Eternity near the end of 2013, so I missed the kickstarter (and even if I had found out about it in time, I'm unable to pledge through KS) and the rush that came with it. I missed all that adrenaline of finding out that Obsidian, the remnant of those great RPG studios from the past, was actually bringing the CRPG back. I found out late, but when I did... I followed it with great interest.
I wasn't a big CRPG player back in the 90s. I don't think I ever played one back then, but I knew of their existence. I liked how they looked. I thought the complexity was interesting. They looked like worlds, living, breathing worlds, that could be explored and discovered. But I never played any of them - my PC was unable to handle modern games, I never actually saw one of those RPGs in stores, they just existed in the pages of some PC Magazines my dad sometimes bought for me. They were pictures and ideas, but not much.

PoE was clearly something that scratched that itch. I had some sort of historical debt that I had to pay. I had to play one of these fabled CRPGs. I got Baldur's Gate 2 and started playing it (and fell in love with it but never finished 'cause of many reasons... I have to return to it someday). It was huge and complex and obtuse and scary - especially for a guy that never played one of them games before. A complete noob. But I knew it had that something, that special something, that made me love it anyway.

And so... PoE is almost here. It's a reality. After two and a half years of waiting, Pillars of Eternity is ready for launching. I missed the kickstarter period, I found out late, I never knew how much it meant for some people. To me, it means I finally have the chance to feel what some people felt back in the 90s, when Baldur's Gate was first released and wasn't the household name it is today. It's nostalgia for things I didn't have or felt but could've. It scratches an itch I never knew I had.

And for Obsidian... I just hope it's the start of something greater than everything that came before. They deserve this success.

It's almost here, friends. After 15 years, or just months, or maybe even weeks or days of waiting, it's almost here. Let's savor the moment. Let's enjoy.

Hear, hear!

::raises cup::
 
Following these stat discussions and then looking at in-game suggested ones makes you wonder why game suggests stats that very few recommend taking. For any class.

At least it's how it feels to me :/

kind of like when you play a MOBA and the game recommends you an outdated item build. Players are very good at picking the underlying game system apart, finding 'broken' skills/combinations/builds and so on in a way that developers can't really anticipate
 
Why do you need to sift through stat discussions? Just ask what type of character you would like to make, and we can offer suggestions on proper class and suggested attributes.

What class benefits most from the three dialogue focused attributes?
 
Monks are so dull.

I always plays as Elf spell-casters.

Ohhh, so like an elven fire mage who has been cast out of his clan because of some accidents?

Registering my game on steam reminded me that I was on total black out until now and have to think about what kind of party I will make. Well I have the whole day tomorrow to think about it.
Good thing I have to go to work again after eastern.
 
Why do you need to sift through stat discussions? Just ask what type of character you would like to make, and we can offer suggestions on proper class and suggested attributes.

Have anything in mind? I could cook up some cool stuff for you? Pro Bono :)

Thing is that I haven't locked down class that I will roll tomorrow so asking for stat tips feels little eh. Also gives that feeling that I should look up all proper stat spreads so I would be prepared no matter what.

I know I'm making this more complicated than it needs to be, but I just get nagging feeling into my head if I follow game recommended spread while knowing it's "wrong".

That all said for now I'm thinking melee rogue as most likely class roll, maybe druid.
 
What class benefits most from the three dialogue focused attributes?

Where did you read that 3 of the attributes are more focused on dialogue?

I will refer you to Eric Fenstermaker's (Lead Narrative designer, correct me if I'm wrong) discussion on some of this:

"I wanted to give a couple notes on some of the choices we've made for the dialogue system here, so it's easier for everybody to distinguish between what's intended and what's not.

One choice we made is that a skill check is not necessarily a "win button" for a given encounter. This is a departure from many recent RPGs, and more in keeping with traditional pen and paper, where, sure, you can do a diplomacy check on an ogre, but he might just read that as you being soft and take it as a reason to rip your legs off. Skill checks in PoE open new paths to take in dialogue, some of them beneficial, some of them inconsequential, and some of them ineffectual. On balance they tend to help more than harm, I'd say. But we didn't want players to turn their brains off and just click the option that had a skill check associated with it, knowing it would lead to the best outcome. We want that element of the unexpected that makes the experience more engaging. To that end, we've also tried to include a number of dialogues where the "optimal" outcome is primarily related to the player paying attention to the character he or she is talking to, and choosing to treat that NPC in a way that the NPC is able to relate to on some level.

Another thing you'll see, and you'll see it all over the place in the beta, are personality reputation options. These are things like "aggressive," "benevolent," "cruel," etc. These generally do not lead to a drastically different course in a given dialogue, but over time the game keeps track of what kind of character you're roleplaying as, and there will be reactivity to it - a shady character might prefer to employ someone he knows has a reputation for deceit, for instance. Or a particularly honest player might be able to later use that reputation for honesty as a means of convincing people of his argument. (Personally I think it's cooler when we don't display that a given choice is cruel/benevolent/etc., and there is an option to hide them for a more organic experience.)

So for purposes of the beta, it's true, these personality reputation options will seem to do little to nothing. Over the course of the game, we are hoping it helps contribute to a feeling that the specific way you've chosen to roleplay your character in dialogue - not just the big decisions you've made - makes a difference to the way the world relates to you.

** minor beta spoilers**

The posters in this thread are correct that in the beta, skill checks can get you new information about the missing noble girl - the bartender, for example, can be persuaded to cough up a useful lead. (And actually two of the ways to convince him require a certain level of personality reputation, either benevolent or honest, which means they're probably not attainable in the beta.) The potion seller gives you the same lead without need of a skill check, but a skill check does enhance your understanding of what's really going on. In either case there should hopefully be a journal addendum once the currier Trygil's name comes up.

** end spoilers **

Really appreciate the feedback, btw. And if you find that you're experiencing bugs that are causing journal entries not to show up or whatever, please make sure to report them and I'll make sure they get taken care of. Thanks!"
________________________________________________
"Totally valid concern. A few things to know about this:

- Paying close attention is important sometimes, but for a lot of our "optimal"-feeling options, a skill check will also be involved. So good for you figuring out that some character is susceptible to flattery, but if your Resolve is too low, you won't be able to flatter in a way that doesn't seem hollow.

- It's often not the kind of logic that would require a high perception - just common sense in many cases. If you take the Perception option to tell the currier that no woman would ever lay with someone who smells as bad as he does, yeah he probably won't be as forthcoming with you. So maybe you want to think twice about choosing it in the first place even though it says [Perception] in front of it. Looking for some level of thought, not necessarily brilliant levels of deduction. Anything that requires a brilliant deduction will generally be gated behind an appropriate skill check.

- I would urge any player to really roleplay his or her character. It's not something I can enforce on my end so much as encourage, but I would want players to choose options based on how they think and what they would say. There are a number of other systems choices we've made here (personality rep and background come to mind, as well as our companion interactions) to try to help the player to develop a character over the course of the story rather than to just play some empty, static avatar. Hopefully it gives a little more meaning to the overall experience.

- I have to be careful with my use of "optimal" in reference to quest outcomes. What I generally mean is an outcome that avoids conflict, not necessarily the outcome with the most favorable end result. The idea being, if you're going to skip a fight, we want it to feel like it's a reward for both player and character ingenuity. Otherwise you've just missed out on gameplay. (Which I'll grant you some people prefer.)

All that said, if you find that some interaction really forces you to metagame to get the option you want, and requires you to act out-of-character, that's a serious narrative issue, so go ahead and report that as a bug. "
 
I highly, highly, highly, highly, highly recommend you include Sensuki's YouTube videos he made for this game in the OT. They have gotten much praise from all over the internet.

Sensuki's Pillars of Eternity Beginner's Guide - Character Creation
[URL="https://www.youtube.com/watch?v=GaCeUrG7Bc0"]Sensuki's Pillars of Eternity Beginner's Guide - UI, Controls and Mechanics
[/URL]Sensuki's Pillars of Eternity Beginner's Guide - Basic Gameplay and Combat

He'll also be making class-specific videos focusing on what attributes to pick, why, and showcasing the typical playstyles of the classes.
Also maybe outline which classes are not covered by companions
 
So are reviews embargoed till 9 am as well or can we expect some at midnight?

Brandon Adler:

"Since many are asking:
The embargo for streaming the game is up on March 23rd. I don't remember the specific time, but I think it is 6 AM PDT.
The embargo for reviews and critiques is up when the game launches. This is so all press have a chance to write up and release their reviews at the same time.
The press are getting press versions of the game. These are not final versions, but they are pretty close. Whether or not you feel that press reviews and Twitch/YouTube streams are important, they are. They will make an enormous difference in the reception of the game. We are hoping that official press and good word of mouth from our backers will create the best launch we could possibly have. This will ensure that we are able to make sequels and more expansions for everyone.
I understand that some of the backers may be upset that others get to review the game before you get to play, but it is necessary if we want day one reviews to be live. If we opened up the review build to backers the majority of the game would be leaked before launch day and the press would (rightfully) break their embargos so that their reviews are relevant.
Also, the backers are going to be getting a day one patch that has many additional fixes that the review build isn't getting. The biggest change is to the Enchanting UI. Trust me when I say you will want some of these fixes/changes for your full playthrough.
One again, I apologize to any backers that feel slighted. That is not our intention. Our intention is to have the best launch possible. We (Obsidian and backers) have spent over two years on this journey together and we can't thank you enough. We just ask that you understand what we are doing is for maximum exposure and the good of the game.

Thanks."

http://forums.obsidian.net/topic/71...backers-wait-for-the-26th/page-5#entry1590662
 
That's not really true. Steam DRM is optional to devs and publishers. There are a ton of titles on Steam that are DRM free. That is, you can install them from steam (obviously you'd still need it to download), then play without ever turning Steam back on. Even removing Steam would be fine, so long as you start the game form a shortcut on the desktop.

well, consider me schooled then. I did not know that!
 
Just looking over the OT. Checking links. Wondering how much crap I'm gonna get.

Make sure to include the official wiki:

http://pillarsofeternity.gamepedia.com/Pillars_of_Eternity_Wiki

The Game Manual (but please say it's outdated in many areas):
http://cdn.akamai.steamstatic.com/steam/apps/291650/manuals/pe-game-manual.pdf?t=1427302221

And the Manual's Errata:
https://eternity.obsidian.net/game/manual-errata

Rogue, Barbarian, and Monk are the 3 classes not used by the companions.
 
Obsidian's canceled "next-gen" game:

http://forums.obsidian.net/topic/71...-the-road-to-eternity-part-2-video/?p=1593148

Brandon Adler:
"Class-based Tetris.

You could choose one of three classes - Summoner, Warrior, and Scamp.

Warriors were good at clearing out blocks (specifically locked blocks that were tough to clear). One of my favorite builds revolved around taking the "Stun" skill which allowed a chance for temporary slowing of falling blocks on crits. If you paired it with two Blockade daggers, your line clears would crit pretty often. It allowed for lots of falling block stoppage which allowed you to set up huge line clearing combos.

Summoners were really good at block manipulation. Moving blocks from one row to another or one column to another. At higher levels you could do some really sick stuff. I remember the "Fireblast" spell was great for clearing out future blocks that hadn't dropped yet. It allowed you great choice in selecting a good block for maximum clearing.

Scamps were my favorite. They were strange, though. A lot of their abilities would get much better as more of the screen was filled with blocks. They were also the best at clearing locked blocks... in fact, they would get a pretty good XP bonus for clearing them. Normally you would avoid locked blocks, but they were your friend if you were a Scamp.

You gained experience by clearing lines and it would scale your experience gain proportional to your speed. The faster that you cleared lines, the higher the XP gain. You could also chain line clears (clearing a line every time a new block would drop) for some insane XP gains.

I was really sad when it was cancelled, but it was probably for the best."
 
I feel bad only learning about this game over the last week, still pumped to be playing it tomorrow with the rest of you!

My friend introduced me to DnD last year and I had a blast playing with a group of people from our uni residence. I also love video game RPGs so this seems like the perfect fit for me. I think I will start on normal because I have never played an Infinity Engine game before.

Also what do you guys think the system requirements will be like? I play my games these days on a Late 2011 Macbook Pro (through bootcamp). It is the model with an actual graphics card (AMD Radeon HD 6750M) and 4GB RAM. Hopefully I will be okay?
 
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