Jump to content

Infinitron

Members
  • Posts

    2244
  • Joined

  • Last visited

  • Days Won

    14

Everything posted by Infinitron

  1. I love this: https://www.kickstarter.com/projects/546845775/demiurgos-path-of-the-leviathan
  2. http://www.rpgcodex.net/content.php?id=10683
  3. Article: http://www.pcworld.com/article/3201184/gaming/pillars-of-eternity-ii-deadfire-shows-off-old-friends-and-a-mysterious-new-world.html
  4. IGN: https://www.twitch.tv/videos/152057985?t=02h04m00s GameSpot (shorter):
  5. Grimoire made it through long ago.
  6. Oh hi there: http://store.steampowered.com/app/650670/Grimoire__Heralds_of_the_Winged_Exemplar/
  7. New video here: https://www.bleedingcool.com/2017/06/15/cannibals-slaves-dead-children-catching-pillars-eternity-ii-e3/
  8. https://forums.obsidian.net/topic/92761-306-live-on-steam-gog-and-origin/
  9. https://twitter.com/TyrannyGame/status/874552207110275075
  10. https://twitter.com/TyrannyGame/status/873945585732243457
  11. https://steamdb.info/app/291650/history/?changeid=3067596
  12. Oh hai there https://twitter.com/TyrannyGame/status/873574749552640000
  13. Don't think about it in terms of reducing complexity or increasing the ease of gaining a true understanding of the underlying mechanics. Think about it in terms of SPEED. Getting through character creation as quickly as possible. Shapes allow you to select the value of several stats with a single click. CLICK and off we go into the game. I believe the basic motive here is that visually overwhelming, time-intensive character creation sequences scare people away from RPGs. It doesn't really matter so much how "difficult" the underlying mechanics are. The real problem is that you have to spend a significant amount of time comprehending and then manipulating a wall of numbers before you get to play the game, regardless of the true difficulty/complexity of the system they represent (although of course those things are correlated to an extent).
  14. Companions are typically among the last things to be written in an Obsidian RPG.
  15. https://forums.somethingawful.com/showthread.php?threadid=3807509&userid=17931&perpage=40&pagenumber=5#post472394599
  16. https://jesawyer.tumblr.com/post/160375258916/is-the-per-rest-empower-resource-still-a-thing
  17. https://forums.somethingawful.com/showthread.php?threadid=3807509&userid=17931&perpage=40&pagenumber=4#post472057845
  18. Yep, like I said, the idea of having both a per-rest and per-encounter resource, with the latter being tied to a stat (per-class!) that also determines ability power and more, seems a bit over-elaborate, so it wouldn't surprise me if something gets the axe.
  19. As far as I know, the per-rest "power points" and these per-encounter resource points are two different things. One is a resource cost for using abilities, the other is a resource for boosting their power. Although if this per-encounter resource concept is a new thing, it wouldn't surprise me if the per-rest power point concept gets cancelled or folded in to it somehow. Maybe. If I'd seen that post on its own, I'd assume that Zeal, Discipline etc. are different names for the power points that can be used to empower per-encounter abilities. But on the screenshot, we can see that abilities seem to have Zeal costs just to use. Something doesn't add up. There's a name for those per-rest power points. They're explicitly called "Empower", and they were described as causing an ability to function as if the user's Power Source (such as Zeal or Discipline) was N points higher. It would therefore be unusual if Empower was the same thing as those Power Source-derived points. More importantly, going from the screenshot it would seem to imply that the game had backtracked on making almost all of its abilities per-encounter and not per-rest, as there's no mention of the ability's Zeal cost being optional. So my assumption until shown otherwise is that it's not the same thing.
  20. No I didn't. Achilles, I get the feeling you've made a bunch of assumptions about the way this game this work which haven't been verified. You're spreading misinformation by assuming this know-it-all stance. Not to mention being kind of annoying.
  21. As far as I know, the per-rest "power points" and these per-encounter resource points are two different things. One is a resource cost for using abilities, the other is a resource for boosting their power. Although if this per-encounter resource concept is a new thing, it wouldn't surprise me if the per-rest power point concept gets cancelled or folded in to it somehow.
  22. The point is there's an important difference, feels-wise, between these two definitions of a Power Source. 1) Discipline: For every N points of Discipline, you gain an additional per-encounter use for all Fighter abilities. 2) Discipline: Your Discipline is the maximum value of the resource you spend to activate Fighter abilities in combat. You either start out with your Discipline resource at max at the beginning of every battle, or you have to build it up by some method the same way a Monk builds up Wounds and a Cipher builds up Focus. The former is what you'd expect given the way Fighters and most other classes worked in PoE1, and it seems to be the most natural understanding of the way Power Sources were described during the Fig campaign.
×
×
  • Create New...