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Update #36 - Deep Diving Into the E3 Video


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#21
smjjames

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Do you plan to release a transcript of the video for persons with hearing impairments (and those who prefer to read rather than watch)?

 

The Closed Caption subtitles (English only) have been updated to accurately represent what is being said in the video, so that should be able to help you greatly. :)

 

What about the Twitch Q&A on July 12th?



#22
Mikey Dowling

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I'll do the best I can!


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#23
rjshae

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That Titan was ineffectual. It made only three attacks during the battle and spent most of its time looking confused. I hope that was just done for demonstration purposes.

 

Looks good otherwise.


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#24
DexGames

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I'll do the best I can!

 

If you're looking for someone to do this on every upcoming content from Obsidian, hire me (lol?), I'd be happy to help.

Can translate to French aswell if needed.

 

I could do previous Q&A aswell if needed. (Could take a while though  :yes:).



#25
Quillon

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Deep diving into the video: 

 

- Suspected this back when ships revealed...so why are we controlling whole party on board the "small" ship when there is no combat going on? 

- More varied and better weapon swing animations needed. Eder swings his sword like hammering in a stake half the time.

- Melee wep. hit sounds are missing most of the time . Also what is that metal on metal scrape sound we're hearing often in combat?

- Destructible wall part needs a slight delay in "destruction" and more dust to obfuscate the transition more I think.

- *Arquebus smoke*

 

for the positives:

 

- Everything else looks great :p


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#26
Jajo

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Pillars II Executive Producer, Andy Brennecke!

 

FTFY.

 

Thank You for doing this, because we do like to hear interesting information from you all, but we will not get that from IGN.

 

"So is this like a dungeon?"

-- Professional Journalist


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#27
Osvir

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Deep diving into the video:

- Suspected this back when ships revealed...so why are we controlling whole party on board the "small" ship when there is no combat going on?


This is a good point. Could companions hang out on the ship in these situations? (Instead of following the Playr)
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#28
Aramintai

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Am I the only one who thinks that the world map looks very bland? Water is so so, but land looks empty and in desperate need of details.


Edited by Aramintai, 27 June 2017 - 10:50 PM.

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#29
Jajo

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Am I the only one who thinks that the world map looks very bland? Water is so so, but land looks empty and in desperate need of details.

 

I'm hoping for something of similar quality to the global map in PoE I.


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#30
smjjames

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Deep diving into the video: 

 

- Suspected this back when ships revealed...so why are we controlling whole party on board the "small" ship when there is no combat going on? 

 

Yeah, that seems a bit silly, would be cool if the other companions hung out on the ship doing random (sometimes productive) things or chatting with others when it's just the ship and no combat going on.


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#31
FlintlockJazz

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Am I the only one who thinks that the world map looks very bland? Water is so so, but land looks empty and in desperate need of details.

I was assuming that it was still an early build of the map and would naturally be improved by the time the game releases, but I realise that this is an assumption of mine, so good job on raising this and count me as seconding this! :)


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#32
Furism

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Loving the changes so far. Two things though:

 

- I love that the character on the overland maps looks like Gandalf the Grey. However I hope you'll animate him because it's kind of weird to see the figurine just moving but not being animated. Doesn't have to be high-resolution animation, just make the stick move or something (but if you can do more advanced stuff, by all means!).

- I think the remaining cast time isn't very clear. I mean the long-duration spells that we can see Aloth using. I think this indication should be crystal-clear, more than it is now, very obvious so you can't miss it in the heat of battle - and more importantly, you can clearly see that somebody's targeting your Wizard and is interrupting him. I play on Path of the Damned usually and that kind of quick, reliable, visual feedback is key to read the battlefield efficiently.


Edited by Furism, 28 June 2017 - 01:19 AM.


#33
Nail

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Awesome work with capes - no collision that's awesome.

Also animated character in the inventory menu looks amazing.

https://youtu.be/_Es15qyjoJ8?t=257 - at the bottom dual wielding warrior (I guess) strikes 3 times with right hand - is it a glitch or it's supposed to do so?



#34
Quillon

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https://youtu.be/_Es15qyjoJ8?t=257 - at the bottom dual wielding warrior (I guess) strikes 3 times with right hand - is it a glitch or it's supposed to do so?

 

Interesting. Guess they gave barbaric blow(?) some flavor.

 

Ed: Same ability hits the titan twice without recovery also(with different hands) and hits twice with the pollaxe later on in the dungeon.


Edited by Quillon, 28 June 2017 - 03:11 AM.


#35
Tuckey

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I'm not fond of the sailing ship piece on the map. It just looks boring to me. It would be better if it looked like Sid Meiers Pirates somewhat.

pirate_hell_0.jpg

I wouldn't have it at this angle but I hope you get the idea regardless. I want to see my ship move through the water and have island features come into focus as I get nearer.



#36
rjshae

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Am I the only one who thinks that the world map looks very bland? Water is so so, but land looks empty and in desperate need of details.

 

I actually like their approach -- it looks very 'tabletop gaming' in style. If anything, I think they could go even more retro and make it look like a nice quality Portolan chart complete with Rhumb lines.


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#37
Archaven

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Few comments from me:

 

- Is the sailing world map final? It looks plain and maybe it can be polished and made more beautiful

- Inventory screen, the 3D character is too huge. maybe reduce it to suit the UI and look better.



#38
Aaden

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That "Beyond" bit at the end begs the question: Can we push enemies off there or are in danger of getting pushed off? As there is a system for environmental hazards in place anyway, it would be pretty silly to have an invisible wall at those edges where characters get pushed against. The same obviously goes for all kinds of cliffs or walls without any protection against falling.

 

It would have to be balanced to not become trivial or frustrating. A high chance of success save roll maybe, or you only get pushed off if you're technically pushed X meters beyond the edge, or pushing off is only possible below some health threshold or some such. One would have to figure out what feels both natural and balanced, but I think it would make for a cool addition to the whole multi-layer and environmental hazard business.



#39
IndiraLightfoot

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Am I the only one bothered by that land party piece not walking, but sliding as if on wheels or ice?

Also, I'd like it to move slower, indicating that passing through jungles and terrain on foot is a lot more sluggish than going by a sailing vessel.



#40
Messier-31

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Am I the only one bothered by that land party piece not walking, but sliding as if on wheels or ice?

Also, I'd like it to move slower, indicating that passing through jungles and terrain on foot is a lot more sluggish than going by a sailing vessel.

 

It resembles a pawn, why shouldn't it slide?


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