• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Pillars of Eternity Beta - Torment: Tides of the Beetles

Status
Not open for further replies.
The cipher had some pretty big quest altering conversation options in the backer beta for sure, gotta figure it'll be the same in the main game. I'm tempted to go cipher, but I'm much more keen on the rogue skills.
 
The cipher had some pretty big quest altering conversation options in the backer beta for sure, gotta figure it'll be the same in the main game. I'm tempted to go cipher, but I'm much more keen on the rogue skills.
Oh I didn't know that! That complicates things... I was pretty settled on rogue up until now.
 
Oh I didn't know that! That complicates things... I was pretty settled on rogue up until now.

I expect every stat, ability, and class to have a good amount of representation for dialogue/quest options in the final game. They've been pretty clear about it.
 
The cipher had some pretty big quest altering conversation options in the backer beta for sure, gotta figure it'll be the same in the main game. I'm tempted to go cipher, but I'm much more keen on the rogue skills.

Could you use your cipher companion to do the talking?
 
Could you use your cipher companion to do the talking?
I think only the main PC's skills/stats/class matter when it comes to conversations options. This is only based on what I've seen in videos though, so I could be totally wrong. I just remember seeing someone being unable to make an Int 14 check despite having a priest with 18 Int in the party.

Edit: Just asked a friend with the beta, and he said that conversation options are based on the character you create, even if you initiate the conversation with another character.
 
This is a hard design decision for party-based RPGs really. On the one hand, it doesn't make much in-universe sense for only the magical "main character" to be able to do the talking (or take actions) in the dialogue interface. On the other hand, if you allow the entire party to do so, you end up with a situation where you can basically pass every check.
 
This is a hard design decision for party-based RPGs really. On the one hand, it doesn't make much in-universe sense for only the magical "main character" to be able to do the talking (or take actions) in the dialogue interface. On the other hand, if you allow the entire party to do so, you end up with a situation where you can basically pass every check.

This is true. I think they balance it pretty well in Wasteland 2 though, at least on higher difficulties. You could feasibly pass any check by building each party member in a different convo style and then just switching, but I've found situations where I'm just getting by in combat by upgrading other skills, that it's really hard to juggle putting points into convo skills to pass checks AND survive haha. So there ends up being a barrier that way. I have no idea what the best way is though really, because your point is a good one.
 
This is a hard design decision for party-based RPGs really. On the one hand, it doesn't make much in-universe sense for only the magical "main character" to be able to do the talking (or take actions) in the dialogue interface. On the other hand, if you allow the entire party to do so, you end up with a situation where you can basically pass every check.

What about a middle of the road solution, where you get to pick which party member will do the talking at the start of every single conversation. Say somebody told you to go talk to person X and mentioned he's a bit of a coward. You have a hardass/intimidating character in your party, boom. Obviously the whole thing could backfire, because maybe the reputation person X has doesn't actually match his personality, etc. Which would only make the whole thing that more interesting.
 
Why is that bad? You get to play it early, no? Well, I guess it's probably a different thign to play for review and play for fun.

Playing before release date = playing somehow unfinished game (in terms of bugs, polish) and without all those Day-1 patches which bacame a norm. If PoE will be exception I'll be the happiest man alive :) Plus: I wanted to buy myself the Adventurer Edition. Now there's no point :P
 
I prefer the Wasteland 2 style where you can have party members interject in the dialogue. Gives them more personality, and allows you to cover more ground in the conversation side of the game.

But yeah, it needs to be balanced. Improving conversation skills needs to hurt a little bit in other ways.
 
This will be my first real venture into RTwP - what class would you guys recommend that is interesting to play and not too overwhelming in complexity which this game will bring a lot of in itself I suspect?!
 
It would be nice if they were to implement a stand in dialogue option like Dragon Age has used where you can defer to a companion on a matter that they have more familiarity with. I always liked that approach, even though it wasn't often used.

I enjoy when companions take a more active role in dialogue segments, even if I'm not in control of it. Some people might not like all the interjections, nor the feeling of not being the absolute main focus and driving force of a convo, but it feels way more natural and enjoyable for me.
 
This will be my first real venture into RTwP - what class would you guys recommend that is interesting to play and not too overwhelming in complexity which this game will bring a lot of in itself I suspect?!
I think the Cipher could be a good choice. Their spells and abilities seem to be really good.
 
I expect every stat, ability, and class to have a good amount of representation for dialogue/quest options in the final game. They've been pretty clear about it.

Well it wouldn't make sense for every class.

It's not like you would expect a barbarian to be getting by on their oratory skills.
 
Well it wouldn't make sense for every class.

It's not like you would expect a barbarian to be getting by on their oratory skills.

Choices in dialogue for PoE aren't exclusively speech checks, many of them are checks on knowledge on a subject, and there are also checks for actions you can perform in an encounter or event. It's pretty cool stuff. And it's not just events when you're talking to people either, there are also those adventure game events with static artwork, where you can pick from a choice of actions to advance.

Some examples:
HmulEjF.jpg


U50ASbn.jpg
 
This will be my first real venture into RTwP - what class would you guys recommend that is interesting to play and not too overwhelming in complexity which this game will bring a lot of in itself I suspect?!

Really it doesn't matter, pick what interests you. This game is a party based game, and seeing as there is no companion AI you're going to be controlling the entire party on everything. So you won't just be playing as your Player Character: Sir Wiggles the Fighter; but also as the 5 other party members who you'll have to direct to do everything. From where to move to, to who to attack and to what abilities to use. Your PC is just 1 of 6 participants in combat. So on the grand scale it doesn't really matter what class you pick.

3 of the classes aren't represented by companions though. Said three classes are Rogues, Barbarians and Monks. So any of those three are solid options since none of them will be represented by a companion, allowing you to experience the most of what the game has to offer class wise and make more diverse parties. But that might not matter to you at all. As well the way you approach combat might make it more advantageous to choose another class and even double up on a class a companion also shares like a Fighter or Paladin or Chanter.

So basically just choose whatever class interests you and you think will be fun to roleplay as.
 
I'm not sure if they've said anything about companion interjections in dialogue and whether it can influence quests, but I wouldn't be surprised if there are some. You can't judge this from the beta since there are no proper companions.

In general dialogue checks will only be for the PC however there also the scripted interactions, there's a few cases in the beta where you can involve your party where it makes sense, like asking the strongest party member to move a heavy object.
 
This will be my first real venture into RTwP - what class would you guys recommend that is interesting to play and not too overwhelming in complexity which this game will bring a lot of in itself I suspect?!

Semi spoilerish stuff....
Of all the companions you get none of them will be a barbarian, rogue, or monk. So I would pick one of those classes. As for cipher, the one you get is named Grieving Mother and is written by Chris Avellone. I'd totally rather have her.
 
Having looked up some stuff and watched some videos last night, I'm leaning towards Monk or Rogue. Monk looks more fun to play in combat, but Rogue would probably be better for roleplaying.
 
Josh Sawyer says:
What I would say about additional content other than that, is that I would like to see any gameplay tweaks and changes we make in an expansion get rolled into a free patch. So if you don’t want to buy an expansion, you get all the same gameplay benefits without the extra story.

This is great news, I think. I'm going to play the game on release, with all its quirks, and then I can replay it with the tweaks the expansion adds.
 
I wonder if the game does well and they decide to make a sequel if they will continue to use unity.

Are there any major drawbacks with Unity with what they're currently attempting to achieve? And is there any other engine out there that would serve them better? They could always make their own, but unless PoE sells through the roof and convinces them there is a demand and market for the genre outside just a sequel I'm not sure that's worth the investment.

Josh Sawyer says:


This is great news, I think. I'm going to play the game on release, with all its quirks, and then I can replay it with the tweaks the expansion adds.

I'm happy that the expansion is going to enhance the main game as well, making those advancements a free patch is even cooler. It's always annoying when a game gets a big expansion, or even stand alone mini sequel, that markedly improves upon the base game, but doesn't actually add those improvements to the original. It will make subsequent replays after the expansion comes out all the better with whatever improvements they're able to implement. Especially if it's stuff like companion AI and stuff which will really alter the flow of the game.
 
Are there any major drawbacks with Unity with what they're currently attempting to achieve? And is there any other engine out there that would serve them better? They could always make their own, but unless PoE sells through the roof and convinces them there is a demand and market for the genre outside just a sequel I'm not sure that's worth the investment.

It isn't as moddable as it could be. There was also one time where they had to wait on Unity to issue a fix for something. They have their own engine but apparently the middleware stuff would cost too much to use. Anyways I hope they reuse the engine so we can go from a BG1 --> BG2 like jump.
 
As much as I like the 2D backgrounds, I also wouldn't mind going to full 3D for a sequel, assuming POE did well in sales and they could afford to do 3D justice.
 
As much as I like the 2D backgrounds, I also wouldn't mind going to full 3D for a sequel, assuming POE did well in sales and they could afford to do 3D justice.

Yeah I like them too but I think full 3d would make mod tools and user generated maps a lot easier. Dno it's a weird trade-off.
 
I played the beta when it frist came out and they nailed the presentation overall. The backgrounds are just gorgeous and full of detail. The 3D characters are a significant upgrade from the odl school sprites, the dialogue trees are out fo this world. The game, even that tiny slice of it, felt lived in and was full of lore and itneresting things to discover.

The combat, on the hand was a bit of a mess. Buggy, confusing, frustrating.

Playing through the latest beta, you can see the polish that everything's gotten, most critically: combat. The game now surfaces critical information to you so that you always know what everyone is doing and to whom. You'll know about status effects and stats at a glance, everythign feels more rensive and the UI is slicker.

Basically, combat is now better than BG2, IMHO. This is the complete package, my friend.

That's encouraging to read.

I tried the Beta for a couple hours the day it was released and everything but the combat felt right to me. The combat seemed like a bit of a chaotic mess- hard to tell what was really going on, not much in the way of feedback and just basic things like targeting an enemy weren't visualized very good. Everything else was good enough that I felt content putting it aside so I can go in fresh when the whole thing properly releases. So its nice to read that the combat is in a much better state now than it was when the Beta first hit.
 
I know, there's something... intangible about 2D backgrounds that feels good. But well done 3D means more content, plain and simple. It's easier to work with.
I know what youre saying, but something along the way was lost in Neverwinter Nights. The user made content was a cool plus tho.
 
As much as I like the 2D backgrounds, I also wouldn't mind going to full 3D for a sequel, assuming POE did well in sales and they could afford to do 3D justice.

nooooooooooooo :(

I know, there's something... intangible about 2D backgrounds that feels good. But well done 3D means more content, plain and simple. It's easier to work with.

There are more than enough 3D games already.

One of the main reasons this came around was the demand of people for a 2D isometric game.
 
Josh sawyer says:
You can explore, and we try to allow players to do that as much as possible. Obviously we don’t want the player to feel shitty for looking around. We always try to place things in the environment that makes them feel like they’re rewarded for taking on that challenge. I will say that a lot of the side content is specifically made to be more challenging than the critical path. Play the critical path, and it’ll be kind of challenging, but if you go off the beaten path, that’s where you find the really nasty challenges.

Not really a surprise, but there you go. They will also try to make the combat log less annoying.
 
Whaaat..
How big the beta client size as of now?
I read that an update alone is as big as 1gb, it's indeed a concern for me. :/

The backer beta is only 3.37 GB on my disk, but I'm assuming most of the assets (for the full game) aren't present in the installation folder.
 
I just read on the wiki, I guess it's kind of a spoiler.
So theres no rogue companion? Whos gonna be picking my locks, detecting traps and scouting out areas?
 
I just read on the wiki, I guess it's kind of a spoiler.
So theres no rogue companion? Whos gonna be picking my locks, detecting traps and scouting out areas?
tbf I think you just need to invest in the mechanics skill as any character to be able to do 2/3 of those
 
Status
Not open for further replies.
Top Bottom