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"Realms Beyond: Ashes of the Fallen" Now on Kickstarter

D&D kickstarter turn-based crpg

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#41
Fenixp

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In Pillars of Eternity, nope.

Eh, fair point

Have they confirmed them as being in the game at launch? If not, no dice.

FAKE NEWS
Dice exist regardless of teleporting being in game at launch.

Edited by Fenixp, 26 October 2018 - 10:08 AM.


#42
Dark_Ansem

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"Because they just have to be at launch, they can't be added at a later date ofc."

 

At a later ate doesn't count. Modders don't count. They have to be in the game at start. PERIOD. Have they confirmed them as being in the game at launch? If not, no dice.

 

They have been confirmed. So, yeah, plenty of dice.



#43
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Another quest related question: can you solve quests/gain xp also without combat eg through social stats? How much percent is each of the three pillars combat, exploration and social interaction/role-play??

 
  • TharagavverugCollaborator:

    Yes, you can also finish some quests with social skills and will gain experience for such solutions. Many quests will give you the option of different approaches - stealth (we will elaborate on our stealth system in a future update), diplomacy, combat. There will be several non-combat skills in the game and checks on these skills will appear in several dialogue - like in Fallout: New Vegas, for example, where every skill had a use in dialogues sometimes.

     

    As for the percentages, I honestly don't know. We don't design our content based on some formula, we design it based on what's fun and what feels consistent with the world and appropriate for the situation. Some sidequests will be pure combat crawls - deal with a bunch of demons rampaging through a village, for example. Other quests may only have non-combat solutions - reconcile an estranged husband and wife, for example. Most non-combat solutions wouldn't make sense in the first quest, and a combat solution wouldn't make sense in the second. But in a quest where different approaches would make sense - for example, deal with a group of bandits who have taken over a nobleman's castle, you can either fight them head-on, sneak inside and poison their supplies, or talk to them and try to negotiate - you will have multiple ways to solve the quest.

     

    In our quest design, we try to give the player as many options as we can think of, but we don't force a diplomatic option into a quest if it doesn't fit (or a combat option into a quest if it doesn't fit). We don't design our quests by any kind of formula or trying to aim for a certain percentage.



#44
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L0L Dark Ansem wants me to back this game. He even asked about Teleport and subraces on my behalf. :p II noticed as I was checking to see.

 

 

So, yeah, Teleport is in.  Subraces are a little unclear. they say they're in for 'modders'. That is useless. But, they also say  They need tom be part of base game. But, Teleport was the HUGE one since that is a staple D&D spell that most D&D games skip on. That alone could make up for not having subraces. Subraces are cool but Teleport is even cooler espciially sicne dwarves are usually screwe dover subrace wise in CRPGs anyways.

 

However, I also read in their FAQ how they fubared the arcane. They have no wizards. their wizards are basically sorcerers with the wizard name. They doin't have to memorize spells just can cast what they want when they want like a sorcerer. Uber fail there.

 

Still, teleport..  On the edge of backing...



#45
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L0L Dark Ansem wants me to back this game. He even asked about Teleport and subraces on my behalf. :p II noticed as I was checking to see.

 

 

So, yeah, Teleport is in.  Subraces are a little unclear. they say they're in for 'modders'. That is useless. But, they also say  They need tom be part of base game. But, Teleport was the HUGE one since that is a staple D&D spell that most D&D games skip on. That alone could make up for not having subraces. Subraces are cool but Teleport is even cooler espciially sicne dwarves are usually screwe dover subrace wise in CRPGs anyways.

 

However, I also read in their FAQ how they fubared the arcane. They have no wizards. their wizards are basically sorcerers with the wizard name. They doin't have to memorize spells just can cast what they want when they want like a sorcerer. Uber fail there.

 

Still, teleport..  On the edge of backing...

 

It's more about being irritated by people who lie deliberately.



#46
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Who lied? Certainly not me. All I stated was if there was no Telport or subaces in the released game I would not back it. That's not a lie. It's their job to sell the game to me. You got them to confirm Teleport is in. That's good.



#47
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Who lied? Certainly not me. All I stated was if there was no Telport or subaces in the released game I would not back it. That's not a lie. It's their job to sell the game to me. You got them to confirm Teleport is in. That's good.

 

You said "they aren't in the game". They are. Therefore you said something not true. Which is a lie.



#48
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You are full of kaka.  They should be thankful I don't let psycho fanboys like you  determine what games I buy or don't buy.    You certainly can't be on their marketing team because you are horrid at it. L0L

 

But, keep up your delusion.  It is entertaining. :)

 

 

Nowhere did I claim that theyw ere 100% not in the game. What I said was, I would  likely back it if they were iun the game. But, continue your lies  and spreading FAKE NEWS on what I actually wrote. L0L


Edited by Volourn, 26 October 2018 - 11:07 AM.

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#49
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You are full of kaka.  They should be thankful I don't let psycho fanboys like you  determine what games I buy or don't buy.    You certainly can't be on their marketing team because you are horrid at it. L0L

 

But, keep up your delusion.  It is entertaining. :)

 

 

Nowhere did I claim that theyw ere 100% not in the game. What I said was, I would  likely back it if they were iun the game. But, continue your lies  and spreading FAKE NEWS on what I actually wrote. L0L

 

Yes well, you can use all the bold you want, that doesn't mean you aren't full of bullcrap and well, once you've been outed as a fake news spreader, you can rage all you want, you cretin.

 

Also, big deal "requesting" here - if you had actually moved that lazy fat arse and, you know, asked, you'd have spared yourself being embarassed in public. Your "I didn't say 100% not in game" isn't fooling anyone. You are an idiot who makes assumptions without evidence, and you should have the humility to admit you were wrong.

 

Ah and your embarassing edits only make your hole deeper.


Edited by Dark_Ansem, 26 October 2018 - 11:50 AM.


#50
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Are you still crying?


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#51
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Seems great what they confirmed so far and i really like:

- turn based combat (they confirmed on their forum that there is already a speed up button implemented if it feels too slow and they also implemented an interesting minion-grouping system where all smaller enemies with the same initiative result moves the same time - to avoid issues like infitive hours of wolf attacks in fallout) and hexagon based combat maps

 

- they use 3.5 (becasue of open licence) but forming it in their own way to avoid some balance issues, add more unique mechanizms. i think that system is all right and not really exploited yet in turn based format. For magic, devs said inredients will need to be used which is freshing up the whole OP magic thing a little bit

 

- The devs showed the game at GC in August and core mechanizms seemed to be already in place that time (there is even a promising gameplay review about it) . The reason is that is partly that they already had assets from earlier projects so now they can be focusing on the writing/gameplay elements in more detail now with KS.

 

- they are thinking in deep system-customization and thats a good thing. In the Campaign description they expressed that they will share the EXACT same Editor which they are currently using to make the game (already during BETA). On the forum the devs empahsised that IF they see they dont have time/resources to include some cool idea the community already express their need for (like the hero's own castle/house/tavern, extra races, classes, weapons, deep crafting and even whole adventures) they at least want to implement a way to do it, so modders can easily add that/extend on it. they confirmed they have a pretty strong engine for that.

 

- they are "copying" Planescape Torments' type of dialogue system which i heard from other devs that its one of the (if not only) best ever

- about the main story they said they dont want a rushy main quest. im okay with that, a little bit tired of rushing/super epic-seem main quests... it should be interesting sure (which is not equal with super epic) but should not rush you from the beginning.

 

- like that you can interact with every item visible (even with spells like Telekinesis!), which is a good base for puzzles and adds to the immersion
 

- you can create the party from scretch from the start if you want (also you can start with only one hero and recruit others later). I wonder if there would be banters and scripted companion interactions we will see.

 

- adventuring on the map seems amazing and dynamic. To me, it has a little Heroes vibe. Love the shipping part as well and that there will be no "random encounters" but moving monsters/travellers/traders with travel schedules/habits. also camping seems interesting with a system decribed as similar to the one in pathfinder KM(but with some unique additions for example sleeping in armor would make the character not rested at all and similar) Also they are aiming to make it responsive to players choices: "If the player destroys a monster lair, or drives bandits out of a fortress, no more wandering enemy groups will spawn from these places. Some quests might even change the function a location has on the world map: an impoverished noble has tasked you to drive out the band of outlaws that has occupied his castle, and if you succeed at his quest, the area around the castle will be patrolled by troops loyal to this nobleman and merchants will now travel to the castle and sell their goods there."

 

- cough " Teleport spells will be there; in dungeons/level/combats as well as on the worldmap (Greater Teleport)."

 

- i agree with their point of view about loot system: "As for hand-placed content, yes, in locations like towns and dungeons everything is hand-placed: encounters, loot, puzzles etc. You won't find generic random loot of a +1 sword, a couple of gold coins and a wooden bowl in a chest at the end of the dungeon, like it often happens in games with randomized loot. Instead, you'll find a unique weapon with interesting magic effects and a history. We find hand-placed encounters and loot to be much more satisfying than randomized ones."

 

- i like the "use your brain a little and connect the dots" style of journal system they shared in the journal update.

 

- day/night schedule and NPC schedules. "Our NPCs aren’t just static quest dispensers, either. They have their own lives, setting off to work in the morning, having a beer at the tavern in the evening, and locking their doors to sleep safely at night. And not every NPC does the same things every day – most workers will stay at home during the night, and a tavern enthusiast may drink at a different venue every night. The alchemist goes out to gather new ingredients once a week."

 

- skill-check approach (they avoid RNG here to enhance tactical character planning): " The skill checks in our game are deterministic, otherwise people would just reload the game and try again. A char at the 2nd rank in "Sense Motive" always succeeds when talking to regular people but will always fail when talking with someone that has a higher rank in it (or succeeds in his opposing, deterministic skill check). We always have one leading character (who initiates the dialogue) and the dialogue partner mostly reacts only to him/her... but the NPC can react to party members as well which could result into different outcomes. So, sometimes it's better to approach the NPC without your party (just leave them 5 meter away), e.g. talking to the dwarven blacksmith with your dwarf but leave the elfish party member out of sight :)"

- necromancy approach, they confirmed some crucial questions already: "In our game, necromancy turns regular dead creatures to the undead/zombie versions of those. For example, a dead bear returns as dire bear with changed visual appearance, stats and portrait."

 

- they are thinking of a DM mode to implement after release already if the game is sucessful (like Larian did). That would be cool!

 

I just think they are indeed ticking the right boxes. They said there will be more detailed updates incoming so im looking forward to the rest of their KS campaign


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#52
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Are you still crying?


I am, and shaking too, the laughter at your abysmal incoherence and stupidity cannot be controlled. I need a beta blocker!

#53
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Seems great what they confirmed so far and i really like:

- turn based combat (they confirmed on their forum that there is already a speed up button implemented if it feels too slow and they also implemented an interesting minion-grouping system where all smaller enemies with the same initiative result moves the same time - to avoid issues like infitive hours of wolf attacks in fallout) and hexagon based combat maps


- they use 3.5 (becasue of open licence) but forming it in their own way to avoid some balance issues, add more unique mechanizms. i think that system is all right and not really exploited yet in turn based format. For magic, devs said inredients will need to be used which is freshing up the whole OP magic thing a little bit

- The devs showed the game at GC in August and core mechanizms seemed to be already in place that time (there is even a promising gameplay review about it) . The reason is that is partly that they already had assets from earlier projects so now they can be focusing on the writing/gameplay elements in more detail now with KS.

- they are thinking in deep system-customization and thats a good thing. In the Campaign description they expressed that they will share the EXACT same Editor which they are currently using to make the game (already during BETA). On the forum the devs empahsised that IF they see they dont have time/resources to include some cool idea the community already express their need for (like the hero's own castle/house/tavern, extra races, classes, weapons, deep crafting and even whole adventures) they at least want to implement a way to do it, so modders can easily add that/extend on it. they confirmed they have a pretty strong engine for that.

- they are "copying" Planescape Torments' type of dialogue system which i heard from other devs that its one of the (if not only) best ever

- about the main story they said they dont want a rushy main quest. im okay with that, a little bit tired of rushing/super epic-seem main quests... it should be interesting sure (which is not equal with super epic) but should not rush you from the beginning.


- like that you can interact with every item visible (even with spells like Telekinesis!), which is a good base for puzzles and adds to the immersion

- you can create the party from scretch from the start if you want (also you can start with only one hero and recruit others later). I wonder if there would be banters and scripted companion interactions we will see.

- adventuring on the map seems amazing and dynamic. To me, it has a little Heroes vibe. Love the shipping part as well and that there will be no "random encounters" but moving monsters/travellers/traders with travel schedules/habits. also camping seems interesting with a system decribed as similar to the one in pathfinder KM(but with some unique additions for example sleeping in armor would make the character not rested at all and similar) Also they are aiming to make it responsive to players choices: "If the player destroys a monster lair, or drives bandits out of a fortress, no more wandering enemy groups will spawn from these places. Some quests might even change the function a location has on the world map: an impoverished noble has tasked you to drive out the band of outlaws that has occupied his castle, and if you succeed at his quest, the area around the castle will be patrolled by troops loyal to this nobleman and merchants will now travel to the castle and sell their goods there."

- cough " Teleport spells will be there; in dungeons/level/combats as well as on the worldmap (Greater Teleport)."

- i agree with their point of view about loot system: "As for hand-placed content, yes, in locations like towns and dungeons everything is hand-placed: encounters, loot, puzzles etc. You won't find generic random loot of a +1 sword, a couple of gold coins and a wooden bowl in a chest at the end of the dungeon, like it often happens in games with randomized loot. Instead, you'll find a unique weapon with interesting magic effects and a history. We find hand-placed encounters and loot to be much more satisfying than randomized ones."

- i like the "use your brain a little and connect the dots" style of journal system they shared in the journal update.

- day/night schedule and NPC schedules. "Our NPCs aren’t just static quest dispensers, either. They have their own lives, setting off to work in the morning, having a beer at the tavern in the evening, and locking their doors to sleep safely at night. And not every NPC does the same things every day – most workers will stay at home during the night, and a tavern enthusiast may drink at a different venue every night. The alchemist goes out to gather new ingredients once a week."

- skill-check approach (they avoid RNG here to enhance tactical character planning): " The skill checks in our game are deterministic, otherwise people would just reload the game and try again. A char at the 2nd rank in "Sense Motive" always succeeds when talking to regular people but will always fail when talking with someone that has a higher rank in it (or succeeds in his opposing, deterministic skill check). We always have one leading character (who initiates the dialogue) and the dialogue partner mostly reacts only to him/her... but the NPC can react to party members as well which could result into different outcomes. So, sometimes it's better to approach the NPC without your party (just leave them 5 meter away), e.g. talking to the dwarven blacksmith with your dwarf but leave the elfish party member out of sight :)"

- necromancy approach, they confirmed some crucial questions already: "In our game, necromancy turns regular dead creatures to the undead/zombie versions of those. For example, a dead bear returns as dire bear with changed visual appearance, stats and portrait."


- they are thinking of a DM mode to implement after release already if the game is sucessful (like Larian did). That would be cool!

I just think they are indeed ticking the right boxes. They said there will be more detailed updates incoming so im looking forward to the rest of their KS campaign


Why thank you, this is a brilliant summary.
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#54
Epaminondas

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yeah, I much prefer turn based combat *and* real positioning. Granted, a lot easier to flank/back stab in Kingmaker, but I like the rules. 3.5 is my favorite even still. The do like streamlining the skills, though. With a good DM, all those skills could be put to good use, but even PnP it's tough, let alone in a CRPG.
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#55
Volourn

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Love their necromancy idea. :)

 

 

So new + = necromancy style

 

So new - = wizards are now basically sorcerors


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#56
Epaminondas

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Wait... What? Wizards are niw sorcerers? Hmm, I thought this was a 3.x game?

#57
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Wait... What? Wizards are niw sorcerers? Hmm, I thought this was a 3.x game?

 

There are only spontaneous casters AFAIK.



#58
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Which is the big difference between how wizards and sorcerors work. Not an absolute gamebreaker but rather poor decision. All this goal to make a legit 3E game only to completely change a fundamental part of a particular class. IIRC They have all their casters as spontaneous.

 

That said, teleport. That is enough of a siren call....



#59
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Yeah, that's a real bummer. Makes me wonder what else they'll change. On the other hand, I've learned to temper both my expectations and my ire pre-release. Hell, with everything being released early all the time, I've learned not to care. If It's really important that it not be buggy, I just wait until the 'official' release day.

Anyhow, my favorite class will always be a fast talking wizard, but I'm willing to overlook one or two twists if it gets the bulk of 3.5 right.

#60
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Did you like Deadfire, Battle Brothers, Age of Decadence?

 

Well, here's a stretch goal for you!

 

Two weeks into the campaign, almost 2/3 funding achieved and that’s a good occasion to reveal our next stretch-goal!


When reaching 115,000 EUR in funding, Casey Hollingshead and Scott Hamm, lead writer and contributing writer of the turn-based tactical RPG masterpiece Battle Brothers by our fellow indie dev friends at Overhype Studios, will join our writing team!

 

7579fdfffddeceabe08803bd6e3fbd3f_origina

 

 If you like challenging turn-based combat within a strategical open world map, you should definitely take a look at Battle Brothers! (official webpage, Steam)

Besides their work on Battle Brothers, Casey also contributed to the widely praised RPG Pillars of Eternity II: Deadfire (Steam) while Scott is known as a writer for the indie RPG gem Age of Decadence (official webpage).


Edited by IndiraLightfoot, 29 October 2018 - 11:12 AM.

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