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Siegdarth

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  1. I heard the budget was $14,000,000 They used 4 mil funding plus 10 mil of there own money I also heard 500,000 copies was the break even price No way it was 14 million. Mass Effect andromeda cost 40 million (10 of those was for marketing), Witcher 2 cost around 10 million and the first game cost around 5 million, and the branching storylines are more complex than Deadfire. I'm putting together marketing costs in the bill also. If POE2 cost 14 million to be made it should have way more content. I would say it was done with most 5 to 6 million tops. PO2 Marketing campaign is far from what those games I mentioned spent because cRPG it is a niche market. You don't see expensive cinematic trailers on tv or youtube. Only in some major magazines, and is not that expensive. Just to put things into perspective, the game has no complex cinematics ( what they have is easily done in after effects or other programs), no facial rigging, no big worries with lighting and environmental effects, doing those in a third person/first person game is way more expensive, simple combat animations (All the attacks are the same despiting using totally different skills, most spells share the animations by class, I love 2 handed because it has 2-3 animation sets, while all other weapons have 1-2), and no dialogue character animations. The effects of spells and abilities are top notch, but not so expensive. The models are good, but the customization is pre-defined. What is really expensive about the game is the sheer amount of programming in making all those systems and quests conditions and so on. The writing is really important, however, the price is not nearly the amount of other assets. And one of the most expensive things they already did with POE, they adapted Unity to their needs to the point InXile reached them to use their conversation editor, systems, and tools to create Numenara. The amount of voice over made a lasting impression on me. But let's be sincere, a soulbound weapon that speaks doesn't cost 250K, there are entire visual novel/narrative games with voice over which are made with half that value. To create a single NPC companion would cost around 200K when you say you would have twice more voice-overs in the game for the same value? To implement the Berath's blessings would cost another 200k? I would trade the talking weapon for another companion or more interesting and complex characters, I would trade UI customization for more dialogue at my characters romance options. Do you think they would need 1 mi to add multiclassing to the game? The skills don't even interact directly with each other! They just added the other class skills, removed 2 power levels and that's it! When they said they needed 1 mi for multiclassing I was thinking about a warrior with a psyblade and using it to do long-range attacks or pulling the enemy close to them with a psi power, a rogue that can use a psi power to enter stealth or even a holy warrior that used flames of devotion mixed with knockdown and it changed the skill to Smite. Another question to spin your mind. You can kill all the companions and bring none to the new game. So you party will be exactly 5 (Xoti, Druid, Cipher, Ranger, Player Character) If Xoti wasn't founded would you think the developers would deliver a game with 3 companions ( not enough to form a party) and without a Priest? Imo, if they spent 14 mi in this game probably they had a bunch of development or money management problems and needed the 1.1 campaign to finish the game. The extra money they had it was used to produce the DLC. Oh and 3 DLC every 2 months after the lunch means cheap content or it was already in production. But don't mind me, i'm probably wrong because i love theorycrafting =P. Game dev budget will probably go 2-3x further in Poland than in the US. It depends, most of the models and non-vital assets are often outsourced. Models - Riggs - Animations - Music - V.O - some SFX - Cinematics are outsourced Design The programming - Writing - QA - Debugging- Art direction (style/concepts and moods) are all made in-house. So it comes way cheaper because you buy on demand. And even if you choose to do everything in-house the people are contracted by development phase. When you finish all concepts on pre-production you don't need the artists on your payroll, same is valid for every other aspect in the game. So, what you expend in each development phase is cheaper and manageable. The illusion of "2x to 3x" the cost is because of the polish top professionals already work for U.S contractors, so the price will be more expensive, but still cheaper than those in the U.S. Even here, at Brasil, if you try to contact a professional that already work for major companies he will charge you for the same value. A concept art from a professional cost around 200 reais, which is about 60 - 70 USD, however a professional already in the international market will charge around 200 - 300 USD, around 1000 reais, still cheaper since the same art at LA would cost around 600 USD (of course depends a lot of the art, but lets say its for the same piece). However, you will always have great professionals, but still trying to get know outside, that will be cheaper. Of course, I'm not taking account of life costs/taxes/ and etc. Living in an expensive city tends to eat away your resources if you are an indie company.
  2. I heard the budget was $14,000,000 They used 4 mil funding plus 10 mil of there own money I also heard 500,000 copies was the break even price No way it was 14 million. Mass Effect andromeda cost 40 million (10 of those was for marketing), Witcher 2 cost around 10 million and the first game cost around 5 million, and the branching storylines are more complex than Deadfire. I'm putting together marketing costs in the bill also. If POE2 cost 14 million to be made it should have way more content. I would say it was done with most 5 to 6 million tops. PO2 Marketing campaign is far from what those games I mentioned spent because cRPG it is a niche market. You don't see expensive cinematic trailers on tv or youtube. Only in some major magazines, and is not that expensive. Just to put things into perspective, the game has no complex cinematics ( what they have is easily done in after effects or other programs), no facial rigging, no big worries with lighting and environmental effects, doing those in a third person/first person game is way more expensive, simple combat animations (All the attacks are the same despiting using totally different skills, most spells share the animations by class, I love 2 handed because it has 2-3 animation sets, while all other weapons have 1-2), and no dialogue character animations. The effects of spells and abilities are top notch, but not so expensive. The models are good, but the customization is pre-defined. What is really expensive about the game is the sheer amount of programming in making all those systems and quests conditions and so on. The writing is really important, however, the price is not nearly the amount of other assets. And one of the most expensive things they already did with POE, they adapted Unity to their needs to the point InXile reached them to use their conversation editor, systems, and tools to create Numenara. The amount of voice over made a lasting impression on me. But let's be sincere, a soulbound weapon that speaks doesn't cost 250K, there are entire visual novel/narrative games with voice over which are made with half that value. To create a single NPC companion would cost around 200K when you say you would have twice more voice-overs in the game for the same value? To implement the Berath's blessings would cost another 200k? I would trade the talking weapon for another companion or more interesting and complex characters, I would trade UI customization for more dialogue at my characters romance options. Do you think they would need 1 mi to add multiclassing to the game? The skills don't even interact directly with each other! They just added the other class skills, removed 2 power levels and that's it! When they said they needed 1 mi for multiclassing I was thinking about a warrior with a psyblade and using it to do long-range attacks or pulling the enemy close to them with a psi power, a rogue that can use a psi power to enter stealth or even a holy warrior that used flames of devotion mixed with knockdown and it changed the skill to Smite. Another question to spin your mind. You can kill all the companions and bring none to the new game. So you party will be exactly 5 (Xoti, Druid, Cipher, Ranger, Player Character) If Xoti wasn't founded would you think the developers would deliver a game with 3 companions ( not enough to form a party) and without a Priest? Imo, if they spent 14 mi in this game probably they had a bunch of development or money management problems and needed the 1.1 campaign to finish the game. The extra money they had it was used to produce the DLC. Oh and 3 DLC every 2 months after the lunch means cheap content or it was already in production. But don't mind me, i'm probably wrong because i love theorycrafting =P.
  3. Ignore the decay thing, the upgrades of this armor are great. You can deal aoe dmg, heal allies or engage more enemies. For a pure tank build I would still use the Platinated armor since the 20% - 40% chance of stun at melee is hard to surpass.
  4. Because the new steam private policy it's hard to say for sure. But I would bet it is around 120k to 150k copies. The first game to this day, last time I checked steamspy before the new rules, was around 1.6 mi copies A game with 4.4 million and costing 50USD, such as this, would pay itself around the 120k copies. But its hard to be precise, since some people, like me, got the deluxe pack. So it probably paid itself around the 90k to 100k sales. Anything more than that is profit. Remember that the game is also a franchise, fans also spend money on shirts and stuff, so it can be more than that. https://steamspy.com/search.php?s=deadfire
  5. I don't have crashes, but i have to restart the game from time to time because the stuttering becomes incredibly annoying.
  6. I'm loving the game, but I will put it on hold due the poor optimization and bugs. My coolers literally scream about death and corruption. Every time someone explodes the game freezes or after casting some spells. Sad and annoying =/
  7. The main issue is because Gods are a reality in the fantasy setting, so not believing in them is somewhat problematic. Most people treat the gods as something real, but distant. The question is not if they are real or not, but what are humans to them. That's the problem with applying our world notions into the games. Pellegina believe in the Gods, she knows she is a child of Amira (Hylea) but in her entire life, she was treated as a good or bad Omen and not as an individual and in an abusive family. Her father hated her because her birdlike features wounded her mother's womb and made her sterile. Because of that, she hates the gods. If you remember the first game at the moment you defeat the Azure Dragon, Pellegina lashed out at Hylea and was ignored. The point is: Pellegina is not Atheist, but she hate the gods and think nothing they do will help kith, and that's why she serves the Republic with so much devotion. At the other extreme, we have Xoti. I think if you are able to put people souls at your lantern and free them it means something else. You may think she is a take on "foolish religious practices". Most of the priests you encounter in the game are dedicated to their faith and have a personal relationship with their gods to the point of sounding foolish. The problem with Xoti is how she is too much vocal about it because of her young age and the need to prove herself even among her people. I found myself also annoyed with Duran and how he was preachy. I tend to dislike people that focus their speech too much on their belief system. That's why I was a bit annoyed with Eder, Durance, and Hiravias on the first game and now Xoti and Takehu are the annoying ones. Yeah, but you have your belief system and the situation presented. Would you lie to save someone life? If your people are often persecuted around the world since birth, would you allow a man to do a research on how to detect your people before the infant is born? I find more amazing is how people don't want to accept the consequences of their beliefs even in games. (I'm putting myself here because I did reload sometimes =p ) The question is not the legality of abortion, people on Eora already do it, the moral question is about interfering with someone's life because something he may or may not do. "Person X created a source of energy that would help the world and potentially save millions, but his research could be used to create a weapon of absolute destruction, would you kill him and destroy it to prevent the use of the weapon?" However, instead of asking you directly the kidnappers started a philosophical game question without telling you what is what. Following my proposed question: Quality of life is more important than life itself? Yes or No? A person created an invention that gave prosperity to his homeland and destruction to his enemies. Is he good or bad? If your enemy declared war against your country, would you destroy his entire civilization to protect yours? Yes or No? This type of monochromatic thought is inherently biased, but we do it constantly. Is abortion good or bad? Are drugs Good or bad? Is war good or bad? and so on.
  8. I did play a totally good character and I didn't feel any kind of forced evil. Destroyed the Principi, Destroyed Delver's Row, Freed the Dragon while maintaining watershaping, sided with the Huana, but convinced takehu to reform their unfair caste system and convinced the royalty to feed the roparu. Helped the Valian to advance animancy, but destroyed the evil research, killed/arrested the priestess on Wahaki island for the deaths of the valians. In my entire playthrough, I didn't choose any "evil" choice or even morally ambiguous ones. I even made an alliance with the Naga on Hasongo =P. I did use intimidation sometimes to get good results, don't think this as being evil =P.
  9. I am waiting for the 1.00 patch, so I can properly roll my Monk. Played a bit, but it was too easy even on PoTD. Did a Shattered Pillar plus a Barbarian - Ravager and I loved it. Barb has a lot of great passives for DPS and the best full Attack of the game: Barbaric Smash because of the + 30% crit chance + 50% crit DMG and the bloody slaughter passive: + 20% of crits + 50% crit dmg if the target is Near Death. If kills you get the rage is refunded - 20% recovery for x seconds + refresh. And it's amplified by the 30% lightning Fist, the + 25% DMG from Burning Wheel and the sheer amount of stats from the buffs. The Rooting Pain + Carnage makes me always full on Wounds because of the constant AOE So I usually engage with Fists and Fury on, turn the Thunderous blows, use flagellant path (Giving me full wounds) and Barbaric Shout to remove their deflection and power Level and + 3 Engagement. After that is Skyward Kick + Barbaric Smash. If you targeted a squishy you will be full of wounds again and get a kill so - 20% recovery and a refresh and do it Again. If you get yourself into a tough spot you can use blade turning + the soul mirror passive will keep you alive and still doing dmg. Gear I had before waiting for the patch. - Head - Woedica hood - Cowl of piercing gaze or blackened helm. Not any good picks for a fist monk Body - Devil of Charock breastplate- +2 all resources - 20% recovery, heal on crit and immunity to mind afflictions Neck Baubles of the Fin or +2 resolve Bracers - Gatecrashers + 2 might and prone on crit. Cloak - Anything + 2 resolve or + 2 might Rings - Chameleon touch + 1 might and etonia's ring + 3 defenses per engagement or 2 improved regeneration rings Boots - Boots of Stone. Belt - The undying burden
  10. Same happens to me. I was playing my cipher and even with Sefaren the bonus from Soul Whip. But I was delivering huge dmg Spikes anyway. So I did some testing and the 20% does apply, but like elemental damage, it's not listed In the sheet.
  11. I like the way they handled resting and challenge, despite the lame bug with level scaling. Previously I got to a dungeon with 4 supplies, cleared everything without using most of them. If was too challenging I went back to town for more supplies. In the end was just draining my time, instead of playing I was going back and forth to get more supplies. "oh but you have on rest abilities, that can change the pace of the game, that makes the game more tactical" Nope, since you just go back to town for more supplies and refresh the abilities. The only resource you have to take care and really planning is the use of potions and scrolls, and those are really mandatory on PoTD or Dragons in POE1 In the end, is just an illusion of tactical importance which is easily avoided without any punishment. The same thing goes for "You have a % of chance to fail the test" or "If this companion takes too much damage he will die permanently" only leads to save scuming or constant reload, even on PoTD or iron man modes. The only thing that really bothers me is how 5 characters are still too much, the experience is more balanced with 4 characters in my opinion. I find the game more fun in the early levels because the fights are more slow and paced. On later levels is a cluster**** of spells and abilities that annoys me. Is feels like going from Dragon Age to Diablo in a few hours.
  12. I believe the Engwithans created not only the Wheel but the entire concept of Soul, a technique used to give a will and energy to golems. Thaos credited the creation of the gods to the lack of hope of "creatures" and desire for something superior that gave sense and control to their lives. Barath was the leader of the project and creator of the idea. All kith, including the Amanua, where created to fuel the energy needed to create gods by the collection of memories and consciences. The lore calls it "Essence". In the ruin of Poko Kahora you can see murals of the Huana being sacrificed to the Engwithans. To absorb such energy, they found/created a mineral named Adra and used them to house the energy and probably all information contained in the "soul". After that, they created the Wheel, which is also based on the concept of Samsara/Oruborus/Wheel of fortune tarot card, to keep the energy flowing like a mill. With the energy, the scientists elevated themselves to Godhood and also served to maintain their existences and powers. But it also meant the destruction of the Engwithan society, the experiment was a success, but created a storm, much like a biblical event, that destroyed everything. The survivors created the previous Neketaka, but it was also destroyed by Ondra to keep their secret. Aons later, Eothas desired to put an end to the Gods machinations and tell all humans the true nature of their lives. Magran gave the god bomba and Eothas was killed in the war. At the second coming of Eothas, instead of leading the people to the truth, he decided to destroy the Wheel and stop with the cycle and reveal everything by force. By destroying the Wheel the consciences will stay in the world and the artificial system of cyclic life will end, the gods will lose the energy that powered them and their godhood. However, the animancy is the science used by the Engwithans to create the souls, the Wheel, the in-between and addra pillars. In drywood the experiments with the hollowborn crises fueled the research on the proprieties of the soul and how to insert them into Vessels (with is like the burnt bodies are called along with zombie flesh) including how to insert animal souls into kirth bodies. That's why Thaos desired to destroy Animancy and stop with the research. On Neketaka, animancers are discovering how to enter the in-between, a dimension of pure consciousness, and how to use the addra to house souls and even how to manufacture the pillars. That means the that current developments suggest the possibility of the Kirth controlling the cycle without a Wheel, the creation of another one, along with new gods, or even the use of Kirth souls to power a civilization. Berath - Project Leader Woedica - Project Manager Margan - Chief of Security Ondra - Sea-biologist Galawain - Zoology and evolutionist expert. Hylia - Reproduction expert. Abyddon - Chief Engineer Wael - Researcher -Psychology Eothas- Genetics and creator of Kith. Rymwhatever - Was a scientist responsible for creating the souls that resented their creation and wishes to put an end.
  13. Nah. I have a Melee Cipher and works GREAT. Cipher is not about endurance, is about Deflection. If you get an Medium Armor (like scale mail) and with a 2 handed sword or even dual wield (2 attacks) you will able to generate a good amount of focus. Also you wont lose "spell power", you should use Fast and Average spells for Raw damage vs enemies with high DR or to deal AOE damage. The maximum focus you can have is a fixed value based your "Caster Level". But think this way. Melee you will need fast or average powers that have nice damage and some CCS. While ranged you can use more slow powers with more powerful CCS. Anyway 2 weapons will make you able to cast spells very often since you do 2 attacks per turn and have plus 20% attack speed, meaning a lot of focus to spend. Bows and Guns lacks the speed necessary to keep the inflow of focus.
  14. Hi everyone! I'm doing this because i really love this game. Not only because its an amazing game, but how it let you create your own class the way you want. I hope you all enjoy this simple guide. Stats and Classes. Right know you know how the stats work but the classes must fit the base stats of the class to be useful. As example lets take the Cipher, right now everyone thinks about how its squishy, most people would rather put him to be a ranged class, so it would keep him from harm. But my Cipher is a frontline damage dealer wielding a 2 handed sword and using a scale mail (medium armor) and is my party off tank. So i will explain this in a simple way. THE SURVIVAL. Most people thinks that Constitution means the survival of the character, but for low health classes, that already have a low base health and a low health scaling, the extra points on Cons will give your character a fixed % increase on the final value. That means if you put 20 points,which is a lot for a starting character, on Cons you have 30% extra health, but on a character that on level 5 have 70 points of endurance and 270 health will mean an extra value of 21 health points. But in the case of the Cipher its base deflection is already high, means that 5 points on Perception and Resolve will give you way more chances of survival than 10 points of Const. Also remember that each stat governs 3 aspects, so you will have more passive defenses (reflex, fortitude, will) than choosing Cons as your primary stat. Armors are divided and damage reduction and the resistance to the type of damage. Crush, pierce, slash and elemental. THE DAMAGE: The damage you can deliver are based in two aspects: Auto Attacks and Skills/Spells. Auto attacks are governed by Might, Dex and Weapon Value. Both have their own casting and use times. Instant, Fast, Average, Slow, Very Slow. Spells are Spell damage + Might. Skills: The damage is Weapon + Might + % from skill . As example, the Skill A with +1.25% means. 18 (from the weapon roll) +20% of that value + 25% of that skill. So the DMG will be applied. This means that if you character is purely based on Skills your attack rate is not relevant. Auto attack is Weapon + Might. But now there are a lot of factors involving the attack rate. First you will have the weapon rate: Fast, Average, Slow and Very Slow = Small, Medium, two handed and Firearms. After that you will have to apply the armor size which scale from 0% up to 50% penalty to attack rate. Meaning the more the armor you have the slower will be your attack rates. Another point on dealing damage is the concentration vs interrupt. With Interrupt you can delay a little bit the attack of the enemy and concentration is to resist a interrupt. AOEs and Duration: Intelligence is one of the most important stats if you want to have any buffs, debuffs or AOE. It increases duration and area of effect. THE ARCHETYPES: The Jack of all trades : Chanter Pros: This **** can be anything he wants and be effective. Oh, forgot to say you can summon a dragon =_=. Cons: Endure the singing at the start of every combat. Obs: You can create any kind of Role with the classes if you want, since everyone can use any kind of armor and weapons. but the lack focused mechanics will make them harder to sustain in that role, but with a good player they can even be effective. Tanker: Fighter, Paladin, Chanter. Fighter: Easy Pros: The defender stance confers + 2 enemies engaging, means you character will be able to hold 3 enemies from your party and deflect more incoming hits. With the passive Hold The Line the warrior will be able to keep 4 enemies away from your party and if any of those try to leave you will deliver a free attack with a bonus damage. Also have a passive regeneration talent and a AOE Knock Down. Cons: Lack of overall utility skills, Auto attack dependent. Attributes: Cons> Resolve > Perception> Intelligence. Paladin: Average Pros: Have a large amount of utility. Extra healing, Burning Damage, Auras that gives a lot of party bonus to deflection and damage absorption. Also the commands can improve a dps attack speed , revive and several useful effects. Cons: Engagement limit is only 2, with hold the line bonus. Stats: Cons > Intelligence> Resolve> Perception. Recommended Orders: Kind Wayfarers, Darcozzi Paladini. Melee Dps. Fighter, Paladin, Wizard, Monk, Rogue, Cipher, Druid, Barbarian. Fighter: Easy Pros: Knockdown is more useful now, since you can deliver large amounts of damage, a lot of per encounter self buffs. Cons: No active damage skills. Auto Attack dependent. Might - Dex - Per - Cons. Paladin: Average Pros: A lot of utility and the Flames of devotion does a good amount of damage. Also the auras increase accuracy, Critical Chance and commands increase the overall damage. Cons: Only one direct damage skill. Auto attack dependent. Recommended Orders: Bleak Walkers, Kind Wayfarers. Might - Dex - Per - Cons. Wizard: Hard Pros: With the correct self buffing spell the wizard can be a fearsome force on the battlefield. Spirit Shield will grant you Medium armor the DR of a heavy. Infuse Vital essence will grant enough health to make you comparable to a Fighter. Deleterious Alacracy of motion will make your character attack with more 50% attack speed, making it the faster attacker of the game. Also there are a lot of other spells the gives more defenses or martial power. And if you want to deliver some spike damage or AOE you can always pick other spells. Cons: Have to cast everything before going to the fray. Might- Int - Dex - Per/Resolve Monk: Average. Pros: Can use fast attacks or heavy hits to deliver massive amounts of damage. Most of attacks are interlaced with effects and debuffs. Mixed build are rather ineffective. Cons: Need to take damage to use skills. Heavy hitter : Might - Cons - Int Speed hitter : Might - Cons - Dex Rogue : Average Pros: Can use a lot of debuffs that provides the sneak attack. Yes you can back stab with a great sword. Cons: No active damage skills. Might - Dex - Int - Per. Cipher: Average Pros: The psych aura on the weapon is freaking cool. The spells are good, rechargeable and delivers a good punch. Has good amount of deflection. Cons: Need to hit to generate resources. Might - Dex - Per - Res Barbarian: Hard Pros: Can deliver massive amounts of area damage, and also is cool to see a heavy weapon dude running and screaming on the battlefield. Cons: Usually takes a lot of damage, so need the attention. Might - Dex - Int - Cons. Druid: Pros: You can cast spells, swing a sword and be a Werewolf or even better a Werewolf that can cast spells!!! Cons: You can't turn into a Weredragon. Might- Int - Per. Ranged DPS : Ranger, Rogue, Wizard, Cipher, Druid. Ranger: Easy Pros: Have an awesome pet and a ranged focus. Cons: Its only effective using bows. Might- Dex - Per Rogue: Easy. Pros: Great mobility, most of the skills, if not all, can be used on range. Cons: Low armor Wizard Pros: Besides having spells a pistol or a bow can add up the dmg. Cons: Low armor Healer: Priest. Pros: Only him can heal. Cons: Only him can heal. Might - Int - Per. Cipher Pros: can use a bow to generate Focus and use its spells do damage you debuff the enemies. Might - Dex - Int. For More Details. http://pillarsofeternity.gamepedia.com/Class
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