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Found 60 results

  1. Hey guys! Good news! Beta Patch 3.03 is now up on Steam! Please be wary while playing in Beta, bugs may be present (back up your saves.) Check out the post from Badler: https://forums.obsidian.net/blog/7/entry-193-update-notes-303/ If you would like to participate in the beta, please refer to this thread. http://forums.obsidi...betas-on-steam/ When reporting on an issue, please tag your post as "[3.03 Beta]" in the title. Thanks and keep on rockin!
  2. Update by Brandon Adler, Lead Producer Hey, everybody. We have lots of cool Pillars of Eternity news for you today. Everything from our Update 3.0 Beta to a last chance to get your very own copy of Lords of the Eastern Reach. Last chance at Lords of the Eastern Reach! As most of you know, Lords of the Eastern Reach is a card game from Zero Radius Games that is based on the Pillars of Eternity license. The game had a successful Kickstarter last year and Zero Radius Games is about to send the game for printing. If you didn't get a chance to put in an order, but want to get your hands on the game in the near future, there is still time. Just head over to its Backer Portal and make a pledge! Even better, if you already have an account made for the Pillars of Eternity Backer Portal it will work with the Lords of the Eastern Reach portal. Update 3.0 Beta In preparation for The White March - Part II launching next month we are putting out a 3.0 Beta on Steam. The 3.0 Update comes with a ton of changes, bug fixes, and new features. We need your help in looking over everything to make sure that the community is happy with the direction of some of these changes. If you are able, we would really appreciate that you opt into the Beta patch and supply feedback in our forums. As always, you guys are what helps to make Pillars of Eternity the best game it can be. Here is a small list of features and changes that we would like feedback on: The value/feeling of Athletics and Survival, both on their own and relative to other skills. Do any of the Survival bonuses feel way out of line with the other bonuses? How do Knockout Injuries feel? Are they too punishing? Not punishing enough? Do any injuries feel way out of line with other injuries? Assuming you like the idea of Story Time, how does it feel to you? Does it make the game more enjoyable for you, or does it just remove combat as an obstacle that you didn't like in the first place? Do you like the new Stronghold Adventures? Do you like the narrative elements of them? How do the unique items you get from them feel? Do any of the unique items seem out of line with other items considering their relative difficulty level (i.e., comparing Minor to Minor, Grand to Grand)? Do you like the presentation and content of the Stronghold Visitor Dilemmas? How do you feel about the setup of the scenes? Are there any dilemmas that you don't like? Do you feel like the dilemmas all give you a good range of options for resolving them? Does the combat in the last third of the main game (from Elmshore on) feel better? Specifically, have we removed enough battles that feel like trash mobs or filler? Have we improved the fights there so they are a) challenging and b) more interesting? The same question, but on levels 7, 8, and 11 of the Endless Paths of Od Nua. For a more in-depth look at some of the changes and fixes, head over here and check it out. Obsidian Tools Localization Builder Hey, modders! Have you been looking for an easier way to translate Pillars of Eternity into different languages? The Obsidian Tools Localization Builder is the answer. With the Localization Builder you can quickly and easily translate Pillars of Eternity and The White March just like we do here at Obsidian. To get more information about the Localization Builder watch the video below. This video will tell you a bit about the Localization Builder and explain how to set it up. Note: The Localization Builder requires a legitimate copy of Excel to work correctly. If you use a pirated version it may not work properly. Note: It is also for Windows only. We have no plans on making OSX or Linux versions for the future. You can download the Localization Builder here. You can download the associated Excel files here. Unofficial Translations With the release of our Localization Builder, the Eternity team wanted to showcase some of the unofficial fan translations for Pillars of Eternity. Everyone here at Obsidian really appreciates the hard work that you guys put in to spread the game to as many people as possible. Here are some languages below: GermanGerman localizations here. (Created by Phobi666) ItalianItalian localizations here. (Created by improbabile) FrenchFrench localizations here. (Created by r-e-d) SpanishSpanish localizations here. (Created by MemnochPSA) JapaneseJapanese localizations here. (Created by fackman and Synctam) If people would like to assist in getting more translation fixes in, they can post here on the forums. GermanGerman localization thread here. ItalianItalian localization thread here. FrenchFrench localization thread here. RussianRussian localization thread here. SpanishSpanish localization thread here. If you would like to perform translations in new languages you can use the Obsidian Tools Localization Builder. Just check out the video above. That's it for this update. Our next update will be about Pillars of Eternity's latest companion, Maneha.
  3. Hello everyone! Update 02/05/2016: Adding additional changes with the new beta build (957). Pillars of Eternity 3.0 beta patch is now live on Steam! The 3.0 Update comes with a ton of changes, bug fixes, and new features. We need your help in looking over everything to make sure that the community is happy with the direction of some of these changes. If you are able, we would really appreciate that you opt into the Beta patch and supply feedback here in the forums. As always, you guys are what helps to make Pillars of Eternity the best game it can be. Please make sure you leave [3.0.XXX Beta] as a tag in the title and please take the time to read "How to Report an Issue" here. Feel free to check out the patch notes! We are constantly updating the patch notes as we have fixed quite a few things and it takes time to update the page. Thanks everyone! I look forward to see what you guys can find and come up with!
  4. Have found a bug with wizard grimoire switching in the recent beta patch (Feb 5). After the patch, wizard grimoires in quick item slots seem to be invisible and unselectable, meaning that my wizards can no longer switch grimoires in combat. If a grimoire is the only item in the quick item slots, the bag icon is NOT greyed out but mousing over it reveals an empty background plate. Adding extra items makes those items available, but still no grimoire, not even an empty space. Very annoying I must say. Tried everything to fix it. Started a new game, same problem. Messed around with graphics settings, reloaded old saves, even reinstalled the game from scratch, but nothing has brought my grimoires back I'm playing on an early 2011 Macbook Pro (I know, I know) running OSX 10.11. Previously had an issue with summoned weapons (having a summoned weapon in hand deleting quick item grimoires when clicked). The previous beta version seemed to fix it, but the most recent has messed it up again. This is the only significant and persistent bug I've run into in ~90 hours of play across multiple versions aside from the grimoire deleting one. Now I'm afraid I'll have to stop my playthrough until the next patch as grimoire switching is so integral to my playstyle (I like to be prepared. Real prepared). Really loving the experience so far and I hope that this issue is resovled so I can get back to it.
  5. So Josh will have this talk at GDC in March about how the stats-system evolved over time in PoE.. http://schedule.gdconf.com/session/gods-and-dumps-attribute-tuning-in-pillars-of-eternity The summary should probably explain why I'm interested Will anyone be able to record this, or manage to do a write-up of some kind themselves, or know of anyone who can be persuaded to do a piece on it? Or maybe Josh would be kind enough to post some version of the talk in writing..?
  6. The new survival bonuses have the same description for the racial accuracy bonus (+10 accuracy) at ranks 1 and 2.
  7. How can I get on a notification list for the beta and/or the release of this product? My job and family life prevents me from scouring the Internet to find factoids/interesting developments without some kind of time scale. I just want some way to subscribe with an email address so I don't miss it. My son and I love the PACG board game variant (our favorite board game out of ~300 I have on the shelf), but due to the setup time, don't play as often as we might otherwise. This would totally resolve that issue for us, and perhaps even double or triple our adventure shenanigans. Thanks to everyone involved. Kevin
  8. Update by Brandon Adler, Patch Wrangler Hey, everyone. The Pillars of Eternity team is still hard at work in stomping out bugs, balancing gameplay, and adding in some additional polish where needed. Patch 1.04, our latest patch that dropped earlier today, has a good amount of these fixes. You can find the patch notes at the end of this update. For patch 1.05, which we are targeting for a May release, will continue adding these fixes along with some additional new features. For example, we are adding in the ability to change your player's portrait and voice set any time during the game and adding new shaders for Afflictions (like Petrified). Patch Betas After consulting with the community the Pillars of Eternity team has decided to start making patch betas available. This will give players the opportunity to get new fixes faster and it will allow developers the chance to see potential problems in a patch sooner. Due to technical limitations, the patches are only being offered on Steam. We are investigating getting the patch beta process on GOG, but it may not be possible. When we make new patches available for beta we will let the community know on our Announcement and News forum. If you would like to join in the beta fun, please take a look at this post that describes the exact process for getting into the betas on Steam. Patch 1.04 Notes Here are the patch notes for 1.04: Items, Spells, and Abilities AOE indicators should now properly resize if the caster has a sub 10 Intellect score. Fixed an issue with over-time aura spells not applying the correct value on the final tick. Knock Down will now correctly be applied for the full duration of the effect. Mantle of The Dying Boar will now trigger at 33% Endurance with the effect of 5 Endurance a tick. Talisman of the Unconquerable will now give a 1.25 Focus multiplier instead of .25. Blooded should trigger properly in all cases now. Boar Animal Companion bonus damage should now work as intended. Prone Reduction mod should now work correctly. Quests and Companions Fixed Aloth and Kana speaking when they weren't in the party in one of the last levels. Sagani's fox-specific banters now require the appropriate items in the player inventory. Falanroed's dialogue no longer displays a script node. Durance will now properly discuss your dream with you if you've already discussed his staff. Relaxed some constraints on Durance's quest conversation. This allows all characters, regardless of background or stats, to finish his quest. Players can now loot the nest in Oldsong. Fixed an invalid conditional check in one of Pallegina's conversations. Heritage Hill tower will be fully revealed when exploring the map. Fixed spawn issue in a scripted interaction near the end of the game. Fixed an invalid creature spawn in the Ogre Lair in Od Nua. Sagani no longer references the antagonist by name before you know it. A container in the Catacombs of Od Nua will now remember if it was looted. The "Master's Tools" quest will now work if you have the required items before starting the quest. The "A Two Story Job" scripted interaction will not require a second grappling hook to climb down from the window if one was already used to climb up. General Fixes Fix for camera movement problems when the game is paused or in a cutscene. Fix to retroactively restore party movement in saves that display movement speed problems. Made some fixes to movement speed problems that were being reported with some items. Optimized Save/Load game system for better performance. Optimized how scene transitions are handled for better memory usage on 32-bit machines. This may allow players to transition to new areas without running out of memory. Sound Sets from hired companions will now be properly restored when adding them to the party from the stronghold. "All Stronghold Upgrades" achievement now checks 25 upgrades instead of 26. This will properly reward the achievement if you already have fully upgraded your stronghold. The "Kill All Dragons" achievement will now properly fire if they are killed indirectly (like by a trap). This is a retroactive fix and will be rewarded if the dragons are already dead. Fixed issue where store prices were getting exceptionally large after receiving a discount. Fixed issues with gaining infinite XP from bad Stronghold data. World time will not get very large in some cases after Save/Load. Modelling offset with Durance's head has been adjusted. Icon scale is now correct on Hearth Harvest and Reghar Konnek. All shaders will now compile properly under DirectX 11. Restored all the missing effects in the intro cutscene. Removed Blunderbuss item from an early game loot table. Changed the cursor type on the blood pool in the Temple of Skaen to conversation. Fixed a few save game issues with dead summoned creatures. Fixed issue where occasionally a crash would occur when initializing the Steam API. Draggable windows are now handled properly when running at very high resolutions. Swamp Lurker's animation wont spaz anymore when the game is paused. Fixed an issue to prevent binding mouse buttons to window controls. Game will now pause if you alt-tab during a cutscene in full screen mode. Audio will now resume properly if the game loses focus. Fixed an issue with infinite load screen if you transition while hovering over a container. Characters will now wait for their idle animation before trying to reload which fixes an animation sync issue. Damaged characters performing AoE attacks will not overload their AI state stacks anymore.
  9. Upon changing to the beta patch of the game on steam, my adventurer (not currently in party, hanging back at the stronghold) vanished, and all her equipment with her.
  10. Steam is downloading a 579.9 MB patch. I thought I already had the latest beta patch. Anyone know what this is? I don't see any announcements about it or anything.
  11. The Paladin is by far the class I've played the most, and since paladins are generally the class I favour the most, it is also the class that I have the most thoughts on. The Paladin class has a number of outstanding issues that I'd like to raise, but first, let's go through what the Paladin gets, level per level. Character creation. At this point, the Paladin gets to choose between Flames of Devotion, a 1-per-encounter Ability that does Weap.Dmg.+100% Burn Dmg. and Lay On Hands, a pitiful 3-uses-per-day HoT (Healing over Time) Ability. The Paladin also gets Faith and Conviction, a passive bonus to all defences that depend upon your Behaviour/Reputation; the Paladin also gets to choose an Order that defines what Behaviour improves or diminishes the bonus from Faith and Conviction, however, what disposition is celebrated or condemned by each Order is not actually explained or expanded upon, which is just all kinds of odd. Finally the Paladin gets +1 Lore and +2 Athletics, which strangely implies that the Paladin is more Athletic than even a Fighter. Skill Points and a Talent. Nothing special, which makes perfect sense and it's alright. All Paladins get to choose between a number of unique Talents, same as any other Class, really. Skill Points and a Class Ability. Apart from the aforementioned Flames of Devotion and Lay On Hands, the Paladin now has three more Abilities to pick from; Zealous Charge, Zealous Focus and Zealous Endurance. All of these are Modal Abilities that can be toggled, with a incredibly short range of 2.5m, acting as Auras, and as of v392, only Zealous Focus is remotely worth considering. Skill Points and a Talent. Nothing to see here, same as everyone else. Move along. Skill Points and a Class Ability! This time, the Paladin adds the following to his list of choices: Inspiring Triumph, a passive Ability that triggers a defensive bonus to all allies within 5m every time the Paladin downs an enemy; Sworn Enemy, a once-per-rest Ability that targets a single enemy and gives the Paladin (and only the Paladin) a damage and accuracy boost until that one enemy dies; and finally, the first "Command"-style Class Ability, called Liberating Exhortation, a once-per-encounter Ability that lets a single ally ignore Hostile Effects for 15 seconds (they will resume afterwards). Skill Points and a Talent! Skill Points and a Class Ability, go figure! Again, the Paladin gets to choose from all the previous Abilities that hasn't already been chosen, and adds Deprive the Unworthy and Reviving Exhortation to the list. Both are "Command"-style Abilities, but for some strange reason, the offensive Deprive the Unworthy does not follow the same pattern of being named as an Exhortation. You'd think they'd at least come up with something analogous, such as Depriving Judgement or something. Anyway, Deprive the Unworthy is a straight-up offensive version of Liberating Exhortation, and it suppresses the Beneficial Effects of a single enemy for 15 seconds. Strangely, the Paladin only gets two-per-rest of Deprive the Unworthy, whereas Liberating Exhortation is once-per-encounter. Reviving Exhortation, also added at this level, is also a once-per-encounter "Command"-style ability that allows the Paladin to revive a fallen ally with a modest amount of Endurance restored, much of which will be taken away from him after 15 seconds. Guess what. Skill Points and a Talent. Booyah. Skill Points and a Class Ability! Another two Abilities are added to the list; Righteous Soul, a underwhelming passive Ability (why are passives even offered up as Class Abilities?) The exact nature of this passive is questionable, because the wording of the Ability is ambiguous at this point, but it supposedly makes you resist all Poisoned, Diseased, Charmed, Dominated, Frightened and Terrified Effects, as well as reducing their duration by 5 seconds. Potentially powerful, but again, why would passives even be offered up as Abilities? Passives are by their nature and definition passive, and even if powerful, definitely not contributing to interesting choices in combat. Second, Reinforcing Exhortation, a twice-per-encounter Ability that increases the Deflection of a single recipient ally for 20 seconds. Another "Command"-style Class Ability. Skill. Points. And. Talent. Skill Points and... Class Ability! This time, only a single Class Ability is added: Hastening Exhortation. This is unsurprisingly another "Command"-style Ability, but this time it's three-per-rest, and it multiplies the attack speed of a single ally by 1.2. Final level. Skill Point and a Talent. Final stop. Everyone get off the rapetrain, it turns out that it's got brakes after all. Now, after going through all that, let's take a look at the available Talents as of v392: Critical Focus; Improves Zealous Focus. Deep Faith; Improves the defensive bonuses of the Order-dependent Faith and Conviction passive. Greater Lay on Hands; increases the healing of Lay on Hands. Intense Flames; Increases the damage of Flames of Devotion. Untroubled Faith (Paladin); negates some of (removes?) the negative effects from Reputation on Faith and Conviction. At the very least, this should be renamed, because it really stands out with that "(Paladin)", since no other Talent is class-marked like that. There are also several Order-dependant Talents, all which affects either Flames of Devotion or Liberating Exhortation (for some damn reason), or triggers on kills: The Black Path, Bleak Walkers; similar to the Inspiring Triumph Class Ability, except it Frightens all nearby enemies whenever the Paladin kills someone. Remember Rakhan Field, Bleak Walkers; nearly identical to the Intense Flames Talent, except it adds 50% Corrosion Damage instead of 50% extra Burn Damage to Flames of Devotion. Inspiring Liberation, Darcozzi Paladini; affects Liberating Exhortation, and gives the target ally a bonus to Accuracy in addition to the normal effects. Fires of Darcozzi Palace, Darcozzi Paladini; affects Flames of Devotion, giving the Paladin a Flame Shield upon using it. Enduring Flames, Goldpact Knights; causes Flames of Devotion to also cause a Burn-dmg DoT equal to 50% of the total damage. Bond of Duty, Goldpact Knights; whenever the Paladin uses Liberating Exhortation, the target ally also gets a large defensive bonus against Charmed, Confused and Dominated. Strange Mercy, Kind Wayfarers; again similar to the Inspiring Triumph Class Ability, except nearby allies gain Endurance every time the Paladin kills someone. The Sword and the Shepherd; Kind Wayfarers; every time the Paladin uses Flames of Devotion, all nearby allies heal a trifling amount of Endurance. Shielding Flames, Shieldbearers of St. Elcga; similar to the Kind Wayfarers ability above, it grants a small deflection bonus to nearby allies every time the Paladin uses Flames of Devotion. Shielding Touch, Shieldbearers of St. Elcga; again, the target ally gains an Accuracy bonus when the Paladin uses Liberating Exhortation. Yawn. Now that I've gone through all of that so that everyone gets a more or less clear picture of what the Paladin has and can get, several thoughts and ideas have occurred to me based on playtesting paladins in v392 BB. In no particular order of importance, here are some issues and potential solutions. Mileage may vary. • First of all, the paladin suffers from a lack of combat options. This is particularly glaring for the first 5 levels, which in the context of Pillars of Eternity is a figurative eternity. The fact is that at the moment, Flames of Devotion doesn't just appear to be a default assumption made by the developers that the Paladin is expected to have (judging by Talent support, more on that later), but it completely obliterates Lay on Hands. So while every (almost?) other class gets either multiple uses per encounter of one ability or another, or gets something that hinges on being deployed tactically, the Paladin gets a once-per-encounter ability that is swiftly blown (because there is often no reason whatsoever to not use Flames of Devotion almost immediately, or even attempt to initiate with it) and is then relegated to autoattack. At level 3, when the Paladin gets to pick a new Class Ability, all that is offered up are auras. Now, likely to inflate the sense of combat options artificially, Auras have been turned into a "Combat Only"-Ability, but it doesn't functionally change the fact that it is completely passive. It is not until level 5 that a Paladin can even think about doing anything in combat that isn't healing 3 times per day, or use flames of devotion once per encounter followed by auto-attack. • Second, the supposed core abilities of the Paladin is seemingly lost in translation. It is my understanding that a few aspects of the Paladin was intended by be part of his core concept, primarily Commands (Exhortations + "Deprive the Unworthy") and Auras. Due to the way ability gain has been modeled, however, it is entirely possible to opt out of these things completely. This isn't necessarily something bad, and it depends largely on what the developers want to do with the class, but it is definitely something that should be discussed. What is the concept of the Paladin, what assumptions are made? This ties into a third point. • Third, the Order-specific Talents are somewhat out of whack. Why is it that the Order-specific Talents all favour either Flames of Devotion or Liberating Exhortation specifically? There are two notable exceptions, The Black Path (Bleak Walkers) and Strange Mercy (Kind Wayfarers), both which gains on-kill bonuses to nearby allies. It is still a very strange, lop-sided favouritism that seems to assume that these two abilities are part of any Paladin's core skillset. The Paladin-specific Talents need to be looked over, and spread out to apply to more or different Abilities. Not a single Order-specific power affects Lay on Hands, for example, even though you'd think that such a thing would fit the Kind Wayfarers like a glove. Even though there only exists two different Paladin abilities that can be taken on creation - Flames of Devotion and Lay on Hands - only one of them is consistently affected by Order-specific talents. This is very odd and jarring. This also goes double for Liberating Exhortation. If Flames of Devotion seems to be a default assumption of the class that can conceivably be missed, it is currently very unlikely that anyone would. Liberating Exhortation, however, enters the scene when there are multiple possible abilities to choose from, and it is entirely possible to build a Paladin completely without picking up Exhortations. • Fourth, the oddity of the 2 Athletics, 1 Lore starting Skills. It is odd that a Fighter would be notably less Athletic than a standard Paladin, but I also think that there is a missed opportunity at play. I would suggest that instead of cementing the starting Skills of the Paladin, make the starting Skills 1 Athletics, 1 Lore, and 1 Order-dependent as such; http://forums.obsidian.net/topic/69902-v392-class-skills-starting-skills/?do=findComment&comment=1553094 • For some concrete suggestions, partly based on personal preference and interpretation: Revamp and look over all the Order-specific Talents, to diversify them based on more open-ended assumptions. It should not be assumed by the entire system that you end up with very specific Abilities, unless these Abilities are specifically granted. There are many Exhortations, why only favour one? There are two starting abilities, why only favour one? Lay on Hands need to be considerably buffed. In earlier versions, healing was stronger than it is now, and it was supposedly nerfed across the board. I do not think it would be inappropriate for Lay on Hands to be a premier healing Ability that blows others out of the water; it is per-rest, and potentially a core ability of the Paladin class as a whole. It should also not be a HoT; it should be instant. The Greater Lay on Hands Talent could add a HoT to the Lay on Hands ability instead. For some reason, there is no "Extra Lay on Hands" or "Extra Flames of Devotion" Talents. This should be rectified, and the former should add two additional uses of Lay on Hands per day, and the latter should add one extra use of Flames of Devotion per encounter. It is not interesting, but it is useful and consistent with what other classes can often get. Make Auras a core part of the Paladin concept; on Level 2 or 3, allow the Paladin to choose one of the three auras independently of other Abilities. Additionally, there should be Talents to support all Auras, not just Zealous Focus, an aura already well-known to currently be the only worthwhile one. Rebalance the auras. Especially Zealous Charge is utterly useless due to the Engagement system's current implementation making movement in combat largely meaningless. Also, auras as "Combat Only"-abilities (if "Combat Only" is to be a thing at all, rubbish as the concept is) is utterly ridiculous, an artificial buffer at the initiation of combat meant to inflate the feeling that the Paladin is doing something worthwhile besides auto-attacking. Stop it. Auras are passive modals that should be on at all times if the Paladin wishes it to be so. Rework the Exhortations (including the oddly-named Deprive the Unworthy); ideally, they should similarly be part of the Paladin's core skillset in some capacity, possibly being granted outside of the regular choices offered to the Paladin. Additionally, they should all either be Per-rest (preferably not) or have a similar Per-encounter use (preferably). Them being so conceptually similar as to share names almost across the board, but mechanically dissimilar feels odd and contrived. Instead of making the core functionality between them different, balance them based on the assumption that their functionality is conceptually similar, such as "2 per encounter", "1 per encounter", or "3 per day". Create the framework for how the concept is meant to work, and balance it based on those assumptions afterward. If all Exhortations would be offered outside of the normal Paladin Ability choices, all of them would ideally be offered up at once, instead of the odd progression that they go through. There is no conceptual reason why Liberating Exhortation should be offered before Reviving Exhortation, and I believe this to be a vestigial holdover from a time when the Exhortations were granted at given levels, rather than as a choice amongst a plethora of different abilities. Righteous Soul is terrible. Complete passives should never be offered up as full-fledged Class Abilities. This feels much more like a high-level Talent than anything else. The Paladin already suffers from combat option(s) starvation, and while flavourful and perhaps powerful, this is a bad choice not from a player perspective, but from a development perspective; it should not be offered like this at all. Inspiring Triumph should be made into a Talent. There are several Paladin-only Talents with the exact same functionality, but with different effects, and this has no business being a Class Ability to begin with. It would be much better served being turned into a Talent. Doubly so not only because of it's relation to how other Paladin-specific Talents already work, but also because of the aforementioned "passives are bad as Class Abilities, especially for Paladins"-issue. That is it for today, and I hope that this doesn't read as an enormous wall of text. I did my best to avoid it, but I'm not sure how successful I was. I hope the relevant developers take the time to read this brick, and any thoughts not just on my thoughts but also on the Paladin class in general would be greatly appreciated. It is not uncommon for large posts to kill their own threads, but I hope people instead see it as cause to discuss the Paladin class and possible perceived issues with it. This is by no means an exhaustive list, and is just some thoughts and notes on my perceptions of the Paladin class and issues I've discovered during play or from subjective analysis.
  12. Through your help and feedback, the Pillars of Eternity team has spent the past two years creating a fun, fulfilling experience. An open development has enabled us to interact with our fans and backers in a way we weren't able to in the past, and this has really helped shape Eternity into a game that we all hoped it would become. Plus, with the Backer Beta, we have been able to get excellent feedback from our backers that we are using to shape Eternity into an even better game. We really can't thank you enough. To incorporate as much feedback as possible, polish every nook and cranny of the game, and make sure we don't ship a buggy game, Obsidian has decided to push the game's release into early next year. We are going to use the extra time to make Eternity shine for our backers, and a game that we were proud to call our own and would live up to your expectations. Once again, we want to thank you for making this all possible. With your help we can bring Eternity across the finish line.
  13. Just tried to make a female human hunter in the character creation for first time and there is no continue button after i enter the name for my character. I cant get into the game.
  14. Here's a place to compile all information pertaining to if you want to livestream the beta on Monday. And please, do link to your stream in this thread. The more the merrier. Step 1: Download Open Broadcaster. Step 2: Read the OBS Quickstart Guide. I clicked the YT links. The visual guides are awesome. Step 3: Make her open the box. Step 4: Find a suitable streaming site. Twitch is great, but it has a huge con: a sixty second delay between your game and the stream. DailyMotion doesn't have this problem, but the chat box is a comment box and it deletes your videos after thirty days. As of now, I'm rocking a Twitch channel (http://www.twitch.tv/aspie_lad). I plan on streaming as soon as the beta is installed on my Steams on Monday. I'll have to deal with pesky birthday BS throughout the day, but I'm sure it will be fruitful. Due to the lag, I won't be able to be as interactive as I'd like.
  15. So far it seems that 0 devs have been taking our gameplay feedback into acount. you could say their focusing on bugs. i hope thats true. but it just seems like even after the bugs are fixed ( i hope) their not going to even look at our ui gameplay feedback at all. Do you think we are waisting our time? ....it this game going to end up like shadowrun returns? TONS of peaple regretting backing it? Becase right now im a tad more highped for icewind dale enhanced edition.
  16. Hey guys got some really good new's theirs going to be a update possibly tonight. but if not then well have the update by at least next Wednesday, and it well be the first of many. calmed my fears a bit :D Monday is a company holiday for them no patches on that day. But this is great new's. Thank's Darren! happy...holiday.. lucky you get off on Monday lol what holiday is that lol I Hope its tonight it least to make the game playable lol its fun but its needs a patch bad.
  17. I'm trying to bind Move, Interact, and Attack to my Right Mouse Button (the idea being to have the game control like a modern RTS) but the control options won't let me. I can bind them to the left mouse button just fine, but not the right.
  18. I was expecting combat to unfold in much the way that Baulder's Gate handled it but I'm finding the combat not very intuitive. The auto pause on combat start does not seem to work, nor do I really seem to have an idea of whether the commands I'm giving my party members are actually being carried out or not. I don't know when a spell has finished being cast or if I am interrupting a spell that is in the process of being cast. Is there some sort of instruction book or guide that has been put together for the beta? I feel like I'm coming into this completely blind. Thanks!
  19. They look to be the same icons used in NWN2. As such, I'm seriously hoping they are placeholder. The neon coloring is very abrasive to the eyes and I personally would raise an eyebrow, and perhaps sneer disgustedly, if I found that the devs are actually planning on having NW2 icons in the final release of this game.
  20. As one of those poor souls lacking the wealth to fork out £110 to get to backer beta tier, I'd be interested to know how much those who do have it are enjoying it, and why.
  21. Every so often the zoom bugs out (I think sometimes when I alt tab? Not sure.) and it'll only zoom the Fog of War and some visual effects like shadows, whereas the actual view stays the same. Reloading fixes it. I can't attach an image right now because I can't reproduce it, but it's happened twice.
  22. I would really love to have an option to toggle volume for all kinds of voice-acting in the game. Combat shouts and the "affirmative" type of deal when you move characters around kinda get really old after a while so an option to mute them would be very welcome!
  23. My impression of the first hour of play I really enjoyed it, the feeling is great and the graphics are excellent without losing the old school touch! Here is some feedback of the things I found strange, not to be negative, just to let you guys know: - I really like the character creation, like the way how you can fine tune a character and the dept of it, would love to see more faces and haircuts to choose from, some more portraits that match the hairstyles and faces would be nice to. Some portraits don't match the game's feeling and feel out of place. - Wizard spells during character creation have no info like range, damage, aoe. - Graphics are very impressive, but the game backgrounds and nature like the trees and grass look extremely static to me. - Missing item descriptions and what the product / item / weapon does at the traders and shops. Some items only give info after placing them in the trade bar, why not with a mouse scroll over. - Loading screen really needs a polish, too much black, the cetic / medieval font is great, why not use some of that awesome artwork? - Tavern sounds could be upgraded with a little more chatter and ambience noises for a more cheerful effect. - Damage bars in the portraits go from top to bottom, i don't know why but it gives me the creeps, why not from bottom to top like the normal way. - The aoe and range cursors could use something more fancy than a yellow line. - Minimap would be nice to have. - Auto save after going to a new map would be nice. - I played all of the BG, Icewind Dale, and Planescape games, but the encounters here are very hard for me, I played on normal, and I am not a fan of easy games, but just the lions and the beatles alone gave me a hard time, that took the fun out of the exploring. I rushed into battle and did not buy any gear, or changed something in the party. Perhaps i missed something. It took the fun out of the game after six party wipes in 30 min. Fight's don't feel like fun and it's very difficult to know whats going on. Overal this game is awesome, can't wait for another beta or the end product, but keep in mind that there are lots of quantity games out there, what gamers need is quality! So please take your time to make something special, don't rush it, and keep up the good work!
  24. Hello, as a passionate Linux user i have to wait 'a few weeks' until i can play the beta. Luckily i have other stuff to do at the moment, so there is little time to get jealous over the Windows beta Well, Steam seems to have this 'Library Sharing' feature for sharing games with family and friends. And i also know this fellow Backer who would test the Beta on Windows - and a little later on, when the Linux Beta goes live, i really would like to help find and fix Bugs in the Linux version of the game. Would it work to share my Beta-access via Steam, and would it work cross-platform? And what do the developers think of this? I am also really interested in the Linux and Mac part of the development process. Will the devs share details on this? Maybe in an update or in the documentary? (Train of thought is: does Unity do all the cross-platform work? If yes, why the delayed Linux&Mac Beta? If no, what are the encountered problems? Will those problems lead to Linux/Mac specific bugs? Yay, more testing needed on the platforms with smaller userbase!)
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