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Pillars of Eternity (NO SPOILERS)

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  • smeagolheartsmeagolheart Member Posts: 7,963
    Is this game released yet?

    can't wait
  • meaglothmeagloth Member Posts: 3,806

    Is this game released yet?

    can't wait

    @smeagolheart‌ think December. Christmas presents.
  • badbromancebadbromance Member Posts: 238
    meagloth said:

    Is this game released yet?

    can't wait

    @smeagolheart‌ think December. Christmas presents.
    I bet I will get deployed just in time to miss release :/
  • NWN_babaYagaNWN_babaYaga Member Posts: 732
    This looks great and the old school feeling combined with our todays possibilities is just awesome. couldnt look any better. It´s a perfect balanace... do i get some money for being such a slimy fan for this game?
  • BelanosBelanos Member Posts: 968
    Awesome, another game to add to my "To Get" list!
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,735
    edited June 2014
    Yes, I saw this update as soon as it was released but it didn't bring anything really interesting, I thought, that's why I didn't post.

    But since this update has been brought here nonetheless, I've found something really interesting, I think:

    "Our team is still discussing whether or not we are going to do Early Access. Early Access has pros (influx of money, additional feedback from the community) and cons (releasing the game in an unfinished state to the general public, lesser impact of our final release), so it isn't really a slam dunk either way. As a gamer, I am not a huge fan of Early Access and I am usually wary of games that go that route. It is a good thing for some games (I think WL2 did a great job of using the money to help polish and finish out their game), but other games use it as an excuse to have a never-ending development.

    PE's asset list and feature set is essentially locked at this point. There are still a large amount of bugs to fix and things to polish, but we aren't really generating additional content (besides audio, VFX, and a few B priority weapon and armor sets). Any money raised would likely into future projects (PE XP1)."

    "Let's say that EA is a $10 premium over what we would normally sell the game for on Steam. This isn't necessarily the number, but it is an okay placeholder. Say we sell an additional 10k - 25k copies of the game as EA. Again, I am not sure if this number would be legitimate, but it seems reasonable. Assuming that EA cannibalizes our future sales, this would generate an extra 100k - 250k in cash. After Steam takes its cut (30%) that leaves anywhere from 70k - 175k.

    That isn't a paltry sum of money, but it also isn't enough to really affect the game's development in any substantial way. That is enough to pay for an extra couple of weeks of development on the game. We have to weigh that against all of the potential problems and ill will if things aren't handled perfectly. EA is like playing with fire, in my mind, and if it isn't handled correctly it could burn the project (and the company)."

    http://forums.obsidian.net/topic/66210-the-possibility-of-a-delayed-2015-release/?p=1453767

    I think these posts give some insight into money generated and also imply that right now Obsidian are fixing bugs rather than adding new content - they want the most bug-less start there can be. As the story of BG:EE shows, Obsidian seem to be right.
    Post edited by JuliusBorisov on
  • jackjackjackjack Member Posts: 3,251
    I just realized that EA = Early Access. That can't be good.
  • ChowChow Member Posts: 1,192
    Looks pretty amazing and I'm glad they're taking their sweet time to make sure everything's fine.
  • RavenslightRavenslight Member Posts: 1,609
    edited June 2014
    This is looking better and better. I can’t wait to get my hands on it!
    “Obsidian can go as dark as they like without having to worry about alienating the money men.” I love this. Give me something with a bite for a change.
  • ChowChow Member Posts: 1,192
    I hope it doesn't go too dark, though. I love some more moral spectrum than being either the saint or Satan, but quite frankly I could go without stuff like half-ogre rape factories in Arcanum.
  • meaglothmeagloth Member Posts: 3,806
    Are there custom portraits though?
  • Sylvus_MoonbowSylvus_Moonbow Member Posts: 1,085
    Could Obsidian release an editing toolkit though, when the game engine they're using, is not their own?
  • The user and all related content has been deleted.
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,735
    It seems it's one of the few times when Russian press have something new:

    http://translate.google.ru/translate?hl=en&sl=ru&u=www.rpgnuke.ru/2014/07/04/informaciya_iz_prevyu_demo_versii_pillars_of_eternity.html

    There will be 140 locations in Pillars of Eternity. (!)

    Going to a wounded opponent, the player can kill him, feed him, to try to convince and so on.

    There will be no rounds/turns in the game.

    The ranger can bring your pet, and some members of the party may have satellites.

    After meeting with a new monster in the bestiary player will write about it to help find the strengths and weaknesses of the enemy. This record can be supplemented, if, for example, the monster will apply unprecedented ability. (!)

    The full version of the game will be ready for winter.
  • elminsterelminster Member, Developer Posts: 16,316
    edited July 2014
    Nobody seems to have posted this so here goes.

    https://eternity.obsidian.net/news/update-81-the-front-line-fighters-and-barbarians- (might be an easier read)

    Update #81: The Front Line: Fighters and Barbarians
    By BAdler on June 25, 2014 10:04 AM
    Update by Josh Sawyer, Project Director

    In this, our final class update, we will be discussing fighters and barbarians. Along with the wily, pain-powered monks (covered in Update 52), these three classes form the front line. The front line defines the heart of any battle, where two sides tangle face-to-face. The responsibility of the front line is more than simply dealing damage. It means holding the line no matter what tries to break through. If the party rogue needs a breather, the characters in the front line need to be able to cover her retreat. If a swarm of xaurips descends on the group after the wizard hurls his fireball, the front line needs to be able to neutralize them en masse or absorb their attacks before they overwhelm the entire party. Designed to take punishment and tackle hordes, the front line are the first in and, more often than not, the last standing in any battle. Next update will focus on some brand new creatures that we haven't shown yet, so be on the lookout.

    Each class holds the line in its own way. As covered in Update 52, the monk absorbs damage to fuel special attacks through the use of accumulated Wounds. These attacks can stun, push, or weaken individuals or small groups around them. While monks have to be monitored to ensure their Wounds do not overwhelm them, they can absorb a large amount of punishment and hamper enemy movement on the battlefield. In contrast, the fighter holds the line the traditional way: by standing her ground, blocking opponents, and being infuriatingly difficult to knock out. Barbarians are designed to jump into the fray swinging wildly. Lacking the accuracy and strong Deflection of the fighter, the barbarian makes up for his lack of discipline through sheer speed, savagery, and abilities tailored for fighting groups of enemies. We've already covered the monk's Wounds and how they play into their use, but the other two front line classes differ in how they stem the enemy tide and how players monitor and use them over the course of combat. To show you how they differ, let's look at the details.

    Human Female Fighter

    If one of Pillars of Eternity's eleven classes is the rock (we'll skip the obvious "pillar" joke), it's the fighter. All across Eora, fighters are known for their discipline, skill, and durability. In the Eastern Reach, they are often employed as caravan guards, soldiers, and personal bodyguards. Accustomed as they are to long marches, strange places, and life on the road, all fighters gain a minor skill bonus to Athletics, Lore, and Survival.

    In combat, fighters are steadfast and stalwart. Even novice fighters enjoy the highest base Deflection defense of any class and the ability to passively recover a small amount of Stamina every second. As the levels rise, fighters gain access to weapon specialization, modestly increasing their overall damage for all weapons in a specific category. These categories are broader than they were in the Infinity Engine games. E.g. the Knight category covers battle axes, swords, morning stars, crossbows, and war bows. The Peasant category includes hatchets, spears, quarterstaves, hunting bows, and blunderbusses. The selections are designed to cover a variety of damage types, to include one- and two-handed options, and to always feature at least one ranged weapon. At even higher levels, fighters gain abilities to recover Stamina immediately after being wounded, to protect nearby allies from incoming attacks, to knock down groups of enemies, and even to yank enemy passersby into the fray. Overall, fighters are designed to be low-maintenance, reliable, and long-lived even in marathon battles. Here are more detailed descriptions of some of the fighters' abilities:

    Defender (Modal) - Allows the fighter to trigger Melee Engagement on up to three enemies and increases the fighter's Deflection. While active, the fighter's attack rate is reduced.
    Vigorous Defense (Active) - Dramatically increases all defenses for the fighter for a short period of time. 1/encounter.
    Unbending (Active) - For a moderate time, the fighter will recover 50% of lost Stamina from an attack over the 5 seconds following it. This has no effect on the amount of Health lost and does not prevent the fighter from being knocked unconscious from a temporary dip in Stamina from a strong attack. 3/rest.
    Confident Aim - 20% of a fighter's Grazes are converted to Hits. Additionally, the minimum damage for any melee weapon they use is increased by 25% of the range between the minimum and maximum.
    Critical Defense - 20% of all incoming Crits against a fighter are converted to Hits.
    Crippling Guard - When a fighter Hits or Crits with a Disengagement Attack, the target is automatically Hobbled for a brief duration.
    Unbroken (Active) - This ability can only be activated when the fighter is at 0 Stamina. When used, the fighter will stand back up with 50% of her Stamina. For a short while, her defenses and Damage Threshold are both increased. 1/rest.
    A QA (Quality Assurance) favorite at Obsidian, barbarians are the wild, unconventional counterparts to fighters. Barbarians need not be from the "hinterlands" of Eora, though the vast majority are. In the Eastern Reach, barbarians most often come from Eir Glanfath, though some can be found in rural Dyrwoodan communities or drifting in from abroad through port cities like Defiance Bay and New Heomar. Barbarians are often used as shock troops for dealing with mobs or simply to intimidate the easily-cowed with their ferocity. As the Dyrwood has settled down over time, the regular employment of foreign barbarians has slowed significantly, but they still make up the majority of Glanfathan front-line forces. Barbarians all have a strong skill focus in Athletics and lesser focus in Survival.

    Aumaua Barbarian

    While fighters rely on disciplined adherence to proven combat techniques to weather difficult battles, barbarians charge furiously into melee and wreak enormous damage to everyone around them. Barbarians are relatively inaccurate, but every melee attack they make gives them an opportunity to strike out at bystanders. Barbarians have the highest Health and Stamina of all classes, which they need given their low Deflection -- a defense that suffers additional penalties when the barbarian frenzies. A barbarian's Frenzy is one of his most valuable tools, allowing him to dramatically increase his damage output and Stamina for a short period of time. However, in addition to suffering penalties to Deflection, the barbarian's Stamina and Health meters are obscured for the duration. It's not uncommon for barbarians to suddenly drop unconscious -- or dead -- when their frenzies come to an end. Many of the barbarians' higher-level powers shine when they are surrounded by a throng of enemies, outnumbered and often badly-wounded. Even so, they are designed to burn brightly and expire brilliantly in the unfortunate event that a battle drags on. Due to the nature of their abilities, barbarians are a higher-maintenance class than fighters.

    Carnage - When barbarians hit with melee attacks, they automatically make reduced-damage attacks at all additional enemies within a short distance of the target.
    Wild Sprint (Active) - The barbarian gains a large movement bonus that lasts a few seconds. While active, it allows the barbarian to ignore the stop effect from Engagement as well as the hit reaction from an Engagement Hit. Additionally, his Deflection is reduced during the sprint. 3/rest.
    Blooded - When a barbarian falls below 50% Stamina, he gains a bonus to damage for as long as his Stamina is below 50%.
    Thick-Skinned - Allows the barbarian to take only 1 Health damage per 8 Stamina damage received, instead of the normal 1 per 4 ratio.
    Brute Force - When finesse fails, barbarians rely on brute force. On any attack that normally targets Deflection, the barbarian will automatically target the enemy's Fortitude if it is the lower defense.
    One Stands Alone - When barbarians are Engaged by two or more enemies, they gains a bonus to melee damage. They cannot be Flanked unless they are Engaged by more than three enemies.
    Vengeful Defeat - When barbarians are reduced to 0 Stamina and have melee weapons equipped, they immediately make instant Carnage attacks at every enemy around them. 1/encounter.
    Heart of Fury (Active) - In a blur of movement, the barbarian performs a melee attack with each equipped weapon at every enemy within 2m. Each attack does increased damage and Carnage applies. 1/rest.
    Our take on the traditional front line classes attempts to capture the spirit of their Infinity Engine predecessors while introducing some interesting and fun differences for players to experiment with. We hope that you've enjoyed this and all of our other class updates. More importantly, we hope that you enjoy making all the parties you can imagine when the game comes out. As always, let us know what you think in our forums. Thanks for reading.
  • jackjackjackjack Member Posts: 3,251
    edited July 2014
    Final class update?
    Now I'm really getting excited about this!
  • CaloNordCaloNord Member Posts: 1,809
    Oh yea. I've been waiting for this since I first heard about it. I think pretty much everyone had.
    The information about it is absolutely top notch, the lore is amazing. The maps are amazing. The armour is amazing. Not to mention ORIGINAL IP! Which is awesome. It means they aren't stuck with licensing problems or to a set of rules and laws and precedents set up by someone else. They have their own playground to do whatever they want in. Should be pretty bloody AMAZING.

    I think we can safely say. This will be epic.
    Not to mention the possibilities with the engine. . .
    *Drools all over the floor*

    I'm just going to sit here and rock until release. . .
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,735
    And now GET EXCITED about this:

    Hey, everybody. I just wanted to announce that we have decided on a release date for the Backer Beta: August 18th. We will discuss all of the particulars in a formal Kickstarter announcement, but we wanted you to hear about it first.
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