What went wrong?

What went wrong?

Other urls found in this thread:

wwwDOTtwitchDOTtv/paradoxinteractive
rpgcodex.net/content.php?id=10231
twitter.com/NSFWRedditGif

no xp for combat

too high of expectations for a game from a company with a history of disappointments

I have no idea what that game is but Im just here to say that the art style is top notch

How is that a bad thing?

Getting xp from combat is what ruins modern Deus Ex games.

nothing
they set out to do a cRPG entirely based around nostalgia with an obsidian twist
that's exactly what came out.

If anyone is interested, Josh Sawyer, lead project director of PoE, and Brian Heins, project director of Tyranny, are now in a panel at PAX

wwwDOTtwitchDOTtv/paradoxinteractive

no xp from combat = trash mobs everywhere

No one enjoys encountering monsters that serve literally no purpose and just stop you from reaching the next part, getting exp from them is a reward for dealing with them, getting nothing at all is just the most fucking stupid idea.

you get EXP until you complete their bestiary entries.

One of the most boring games I've ever played, and I love cRPGs.

A bloodlines style of progression where you only get rewarded exp for finishing quest stages/discovering hidden stuff is objectively superior desu - at least as long as the dev is decent enough to not put trash enemies everywhere like it's some fucking diablo clone - and the quests are set up so you can be rewarded for both finding ways to avoid encounters or smash through them

Having to knock out everyone to optimise exp gains in new Deus Ex games is beyond stupid design

le epic balance man

nothing wrong with sawyer

Doesn't like beer
Hipster vegan cyclist
Bad systems designer

You're going to explore every screen anyway, right? What difference does it make how they dole out the experience points?

You shouldn't be annoyed that the trash mobs don't give xp, you should be annoyed that they're there at all, because they serve no purpose either way.

Who is this qt3.14

>What went wrong?
sensuki autism

Eh, it was ok. It had it's good parts (fucking party of 6 rangers) and it's bad parts (walls of text for every "look-into-their-past" person), and all things inbetween.

They played it too safe

My problem is that you couldn't go five steps without having to fight something.

>bad stat system
>terrible character progression and classes
>boring tryhard setting

Too bad all this great art was wasted on a mediocre game

Does it run on toasters?

i thoroughly enjoyed it and don't understand the sour attitude that Sup Forums has towards it. it's a great crpg.

the only major complaint that i have for it is too much balance. single player games don't need to be sterile and balanced. it's okay to have super duper impossible areas and it's okay to have stackable abilities or cheap, overpowered items.

It was simply nothing extraordinary. Not bad at all, but not fantastic.

Wrong
>weird twist on traditional gameplay stuff like tanking and health
>a bunch of useless skills and some you want to spam every fight
>story had promise but was kinda stupid
>hard to care about most of the party members
>the stronghold felt shallow and tacked on (pretty much was too)
>second half drags on

good
>gorgeous visuals, please bring back this style of 2D backdrops again. art design was 10/10
>nice music
>the party members that were likeable were very good imo
character customization (but again, held back a bit by unbalanced skills)

For me it was worth a playthrough, I feel like I can't complain too much in this drought of crpgs

It just didn't do anything great and had too many annoyances.

It'll crash on loading screens if you don't have enough RAM.

What the fuck are you talking about? If theyre there, give them a reason to be there. I hated the fact that they give nothing.
I loved to encounter enemies in baldurs gate, because that meant that I'm going to get stronger each fight.
I loathed enemy encounter on PoE. It was fucking useless time waste

>My problem is that you couldn't go five steps without having to fight something.
This.
At the least in Shadowrun you did get tools to avoid dealing with said combat, sneak around it, or rush past to get objectives.

Looks like Megan.

8GB would be sufficient I hope?

I think so.

yeah

A decent but unfortunately failed attempt at a unique worldsetting.

Pillars of Eternty's world didn't really grab anyone, the characters were okay but also not terribly memorable. I played through about half the game before I got bored and quit.

The combat/stat system needs a lot of work- it feels like one of the many half-assed attempts to make a non-d20 system and it doesn't work.

I literally cannot remember a lick of the game outside of the fact my guy can see ghosts or something.

Gorgeous art and good music though.

I disagree with likeable companions there was only one likeable person - Durance.

Dunno, I played through the city (did tons of sidequests) and right after I met that druid guy I lost all interest in playing.

>Having to knock out everyone to optimise exp gains in new Deus Ex games is beyond stupid design
It was the same in HR as well, and for the longest time the developers said that this was the first feature from HR that they axed in MD.
Apparrently the player needs to be inconvenienced for balance.

>many half-assed attempts to make a non-d20 system

Shit still boggles the mind. With the OGL there is literally no reason not to use D20 as the basis, and some asshole will still try.

I truely understand /tg/ games needing and wanting a unique system for their game, but for video games it's just retarded.

I feel like a lot of complaints are from people who just couldn't get into the game because it was so depressing. If you go in expecting high fantasy with jolly characters spouting random stuff everywhere you'll most likely quit 5 hours in.

The game's world is very dark, and so are the characters. There's constant mentions to rape (described even), racism (Edér for example hates niggers), crisis of faith, family values, abortion/loss of a child (grieving mother), respect for cultural values (Edér, Sagani), and just really abstract themes like the importance of the Gods. I think a lot of people have trouble with the story because the Gods are really abstract beings and the player never meets them, and Thaos pays the player no mind whatsoever. He literally doesn't give a shit about you.

I'd be extremely curious to see how people would perceive the story if, instead of written descriptions of them, we'd get to actually see them in their planes like in the Elder Scrolls games.

I thought that it was missing personality. Other than that it emulated old wrpg's in a decent way.

If by "axed" they might have meant they somewhat evened out the exp you gain for killing or putting someone to sleep

Does nothing about how retarded it is in the first place

What about Hiravias?


The most disappointing companion quest had to be Sagani's. It was such a letdown that it actually turned me off the entire game.

>What went wrong.
You made this thread about a successful game.

This might have just sold me on the game.

Thanks user.

Does it even matter?
It lays the foundation for a successful sequel, but that sequel is already ruined. It's placed in the nigger republics and sawyer is the king of SJWs. he'll shove niggers in your face until you like it.

Everything about the game was just ok. Nothing shined.

The setting, for example. It's decent, it makes sense, it has a variety of cultures. Nothing amazing. It could work as a backdrop to a decent plot.

But wait, the plot is actually just... ok. Nothing to write home about. But still, it could work as a good backdrop in a game with fun gameplay mechanics.

But wait, the gameplay mechanics are just ok. Combat is not very good. Stats and character advancement not great.

Part of the genesis of the Pillars story in particular was the observation that in most fantasy settings, the gods are taken for granted. You know they're up there on Olympus or in the heavens or wherever, and you have some idea of how your afterlife is going to look, and what steps you have to take to improve your standing in that regard. Characters in these worlds, on some level, aren't quite human if they don't have to wonder about these things. It's a romantic and appealing fantasy to have all of that figured out and to only need to worry about killing your enemies and pleasing your gods and boning other similarly carefree and attractive violet-eyed adventurers, and that's resulted in the prevalence of that kind of setting within the genre. But if you go that route you miss out on one of the best ways to test your characters and see what they are made out of, and you also miss out on a powerful source of relatability that just about every other genre has access to (and futuristic sci-fi often thrives on)

a big concern I had was that the player's story gets into a lot of talking about big ideas that are often not grounded in specific, relatable realities. That is, as a player, you don't have the same emotional hook that, for example, The Witcher 3 has with the main protagonist searching for essentially his adoptive daughter. It's a big challenge to solve with a silent, player-defined protagonist. BG II was able to draw on the preceding game and use Imoen (although, oh man did I want to let her rot in prison), which was another tool we did not have the luxury of.

"I made some attempts at solving the issue in reworking pieces of the player's backstory, but that only got me so far. The bigger thing we did to help develop an emotional core to the story, which I felt was more successful, was in working the themes into the designs of the companion arcs and quests. The degree of success varied from character to character, but when I did a full play-through of the game late in development, I found myself enjoying the game's story most when I was seeing the deeper layers of these characters exposed, and their worldviews challenged."
>"Sagani's finale might be my favorite - I found that scene to be very moving."
What did you dislike about it?

>I can't help but be amused by people who've expressed concerns that Pillars' story is nihilistic (and that's been a number of people), because that's much more a projection of how they've synthesized what they've seen than it is a reflection of some authorial message.

I like everything except the actual gameplay

Everybody who contributed anything of value left Obsidian before or as this game was made.

Was more Lionheart: Legacy of the Crusader than Baldur's Gate.

such as?

>I can't help but be amused by people who've expressed concerns that Pillars' story is nihilistic (and that's been a number of people), because that's much more a projection of how they've synthesized what they've seen than it is a reflection of some authorial message.
That sounds like a pretty nihilistic attitude, actually.

rpgcodex.net/content.php?id=10231
Shed some new light on the whole game for me honestly.

Oh man! I can make my character into this elemental of death dude that everyone distrusts and is basically a social outcast! Lets do eet!

"Oh hey random adventurer! How are you?"
"Greetings friend!"
"Hello fellow traveler!"

> Uninstall

Kids these days don't like reading
Obsidian should have just used image macros instead of text.

I liked it.

what games had everyones dialogue change based on your reputation? Fable did some stuff but it was just superficial

Should have gone full fantasy like PS:T, and ditched elves, dwarves, gnomes, humans and dragons.

What the fuck happens if you spec "Holy Radiance" into your rogue character?

DO you literally get the priest ability on a rogue?