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Eifert Posting
Apr 1, 2007

Most of the time he catches it every time.
Grimey Drawer
Maybe I just did a good job leveling my dudes but I never found the game particularly tarpitty. If you fight long enough to give Abby a momentum he can blend like two to four dudes each round. Agatha is the same and if he position her for a good burst you can start taking down a couple dudes from the first round.

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FurtherReading
Sep 4, 2007

Just watched the psyker video from Slandered Gaming and I think I'm totally gonna turn Heinrix into a biomancer/pyomancer combo that's always on fire.

I'm still not 100% sure what to do with my main character. I'm focusing towards Marksman as an archetype mainly because I'll be going heretic and expect Argenta won't like that. I'm leaning towards Fortress World Crime Lord for homeworld and origin.

Perfect Potato
Mar 4, 2009
Probably going to spend 5 hours on the char creation screen in paralysis. At least with Pathfinder I had some tertiary 3.5e knowledge from NWN2

pentyne
Nov 7, 2012

Further Reading posted:

Just watched the psyker video from Slandered Gaming and I think I'm totally gonna turn Heinrix into a biomancer/pyomancer combo that's always on fire.

I'm still not 100% sure what to do with my main character. I'm focusing towards Marksman as an archetype mainly because I'll be going heretic and expect Argenta won't like that. I'm leaning towards Fortress World Crime Lord for homeworld and origin.

You lose so many class feats to the psyker tree that it's going to be tough to manage his defense in frontline combat, plus needing to take biomancer and pyromancer as well just to unlock their abilities. Maybe if you can respec him to take one of those instead of telekinetic it would work.

Taking a melee psyker past psy rank 3 is a lot of lost potential for defense and attack damage, and the abilities won't hit as hard.

The Lone Badger
Sep 24, 2007

Perfect Potato posted:

Probably going to spend 5 hours on the char creation screen in paralysis. At least with Pathfinder I had some tertiary 3.5e knowledge from NWN2
I plan to be a noble/officer wastrel with no skills other than shouting at Abelard and Agartha to kill them all already.

Lord Koth
Jan 8, 2012

Perfect Potato posted:

Probably going to spend 5 hours on the char creation screen in paralysis. At least with Pathfinder I had some tertiary 3.5e knowledge from NWN2

On the other hand, there are a LOT less options than in Pathfinder. You've only got 4 "classes" per se to pick from, as opposed to 25 (plus 150+ archetypes... and these numbers are still going up), and unless you're going Psyker the Home World and Occupation parts are more about just optimizing your stats and features for the class and role you want to play.

Terrible Opinions
Oct 18, 2013



Aramoro posted:

For me BG3 had set a high bar for encounters. Whatever else you think of that game I could describe a fight and you would know which fight it was and why there was a fight.

Theres no, walked 5 meters and found 6 absolute randos who pose no threat, have nothing useful and waste my time. Then move 10 more meters and get another trash mob but this time they have a sniper rifle? They're just time sinks in the game which maybe throw some wounds on your guy.
Maybe we played on different patches, but in my experience BG3 went from being what you described in act 1 with a steady decline into truly horrendous trash mob spams in act 3.

FurtherReading
Sep 4, 2007

pentyne posted:

You lose so many class feats to the psyker tree that it's going to be tough to manage his defense in frontline combat, plus needing to take biomancer and pyromancer as well just to unlock their abilities. Maybe if you can respec him to take one of those instead of telekinetic it would work.

Taking a melee psyker past psy rank 3 is a lot of lost potential for defense and attack damage, and the abilities won't hit as hard.

Oh drat I thought he just started with Biomancer. In this case I might need to change my character to achieve my dream of having a melee character who is always on fire.

Pattonesque
Jul 15, 2004
johnny jesus and the infield fly rule
WOTR encounters were after a while like, here's five babaus and three mariliths and three nalfashnees and two balors. now here's the same group again ten feet away.

Aramoro
Jun 1, 2012




Perfect Potato posted:

Yeah all those needle blight ambushes and generic zombie/wraith encounters in Act 2 were super memorable. Also can't forget the "ambushed by a half dozen doppelgangers" fight at the circus no wait under the temple no wait at the harper hideout no wait the wine tasting festival no wait the barber's no wait

I pretty sure I know every fight you're talking about there. So yeah I am right.

Perfect Potato
Mar 4, 2009
"I remember the fight so it's good" is not really something worth arguing so good on you I guess

Aramoro
Jun 1, 2012




Perfect Potato posted:

"I remember the fight so it's good" is not really something worth arguing so good on you I guess

That's not what I'm saying though? The fights are memorable, some of them are awful like the Power Word Kill dudes in act 3. But they are intentional and theres always a reward, be it plot progression or treasure. Pretend I said Divinty Original Sin 2 if you just dislike BG3. It's been years since I played that and I still remember the set pieces. That's good encounter design, there's often a little fun trick to the fight for you to discover.

Right now in the beta you land on the planet and there's folk fighting for some reason. You have to run from your little landing craft to to place you're going and there's I want to say 5 distinct groups of dudes? Just grunts that you fight, they don't seem to have any good loot, they don't really pose a threat. I've got loads of abilities that I just don't need to use, you just shoot and end turn. Its just a time sink until I get to the set piece where the guy turns into a warp horror which is good. It's frustrating because there's so many good things in there like setting up your dude before combat starts.

I really want to love this game because I love the Rogue Trader RPG and CRPGs in general. Maybe it will improve with the full release. The only owlcat game I've played before was Wrath of the Righteous and it seemed better than this, though it did have a little of here are some monsters just hanging out on the map for no reason.

Arglebargle III
Feb 21, 2006

The power word kill guys were a good encounter. They reward mobility and initiative. That fight is the opposite of plowing through trash mobs.

Aramoro
Jun 1, 2012




Arglebargle III posted:

The power word kill guys were a good encounter. They reward mobility and initiative. That fight is the opposite of plowing through trash mobs.

Depends who you have in your party and what you have prepared for me. I went in with Dimension Door prepared and it was fine certainly not my favourite and I'm not sure how it would have gone had I not prepared the way I did. But lots of folk seem to hate it so picked as an example, I think you might be the first person I've seen say they liked it. Trying to think of one I hated, the fight up the stairs before the final fight because I kept getting blasted off the side to my untimely demise.

A really fair criticism that you can level at Larian in all their games is sometimes you have to lose a fight to work out how to beat it.

Aramoro fucked around with this message at 23:17 on Nov 10, 2023

Nephthys
Mar 27, 2010

I don't believe there is any problem with having "trash fights" in CRPGs. They work in games where combat is partially about resource management so the challenge of the combat is more a question of whether to spend a spell slot or if you can get through the fight without having to heal after. It's also just fun imo to cut down hordes of enemies and optimise your party to beat those kinds of encounters without any trouble.

If anything, I'd criticise BG3 for not really having any "throwaway fights". There weren't many fights where I really felt like I was able to let my party just do what I built them to do without some kind of twist complicating things.

Perfect Potato
Mar 4, 2009
Maybe they changed that temple fight from launch since when I played it was "oh three guys on a ledge" *has like 20 thunder arrows and a hammer that causes AoE knockdown equipped* and then after the obvious happened I teleported down and beat the guy to death before he even got close to finish chanting.

I would also say there's plenty of random garbage fights in the Act 2 overworld map like that one nook where the moonrise pilgrims wind up if you force them to leave the tower. Maybe there was an item, I don't know. i don't really consider that when evaluating a fight. But even then I wouldn't go wide eyed with awe if some easy fight drops the 20th monk bracer that no one in my party can use seriously that poo poo was a bit overkill

cuntman.net
Mar 1, 2013

Nephthys posted:

I don't believe there is any problem with having "trash fights" in CRPGs. They work in games where combat is partially about resource management so the challenge of the combat is more a question of whether to spend a spell slot or if you can get through the fight without having to heal after. It's also just fun imo to cut down hordes of enemies and optimise your party to beat those kinds of encounters without any trouble.

If anything, I'd criticise BG3 for not really having any "throwaway fights". There weren't many fights where I really felt like I was able to let my party just do what I built them to do without some kind of twist complicating things.

a suggestion i have is to quicksave before a fight and then quickload after you win as many times as necessary

pentyne
Nov 7, 2012
Fight design for tons of these crpg games going back to their origin has always been a mix of trash fights and ones you should be quicksaving every time before attempting. The difficulty is either rng or the fact that without specific preparation for the fight you aren't likely to be able to do anything. Some just have a lot of moving parts and others are giant gently caress you encounters if you don't have the silver bullet.

A huge part of it is the legacy of DnD out of combat buffing, which seems to finally be on the outs as BG3 embraced the concentration aspect and games like Pillars just remove most pre-combat buffing in favor of short, very powerful buffs/debuffs once combat is started.

Trash fights are needed to some degree because most people who like to play the game at some level of challenge will still enjoy getting to curb-stomp some grunts with overwhelming power.

sebmojo
Oct 23, 2010


Legit Cyberpunk









The space port really is egregious

pentyne
Nov 7, 2012

sebmojo posted:

The space port really is egregious

That's more down to some real poo poo area design, with the map layouts having too many impassable area chunks you have to waste tons of movement circling around, and their half hearted attempts to make elevation work which just translates to some in place enemy snipers on the opposite end of the area going ham on your party with little to no recourse beyond sprinting someone to it.

Game desperately needs double movement at the cost of attacking.

sebmojo
Oct 23, 2010


Legit Cyberpunk









pentyne posted:

That's more down to some real poo poo area design, with the map layouts having too many impassable area chunks you have to waste tons of movement circling around, and their half hearted attempts to make elevation work which just translates to some in place enemy snipers on the opposite end of the area going ham on your party with little to no recourse beyond sprinting someone to it.

Game desperately needs double movement at the cost of attacking.

I think it's down to too many pointless fights. At least in Pathfinder you can just drag select your guys and send them to the other side of the screen

Aramoro
Jun 1, 2012




pentyne posted:

Game desperately needs double movement at the cost of attacking.

Theres a tabletop game called Decent that brought out a new edition that had lots of fancy bits and pieces in it. But the best thing to do every turn was move and attack twice every turn.

I feel this is where Rogue Trader is just now. I've got loads of abilities, getting tons of clues etc etc. But the best thing to do is just move and attack. There's no fun way to resolve these encounters. I'm not dropping a pillar on some fools or using some movement trick to get all up in their faces. You always have all your abilities so there's no real trade offs happening and you can't run or anything like that so even if you wanted to make a trade off you can't.

I guess getting wounded is a problem, but again it's a problem solved by wasting time running back to the voidship if you can or just softlocks your game.

pentyne
Nov 7, 2012

Aramoro posted:

Theres a tabletop game called Decent that brought out a new edition that had lots of fancy bits and pieces in it. But the best thing to do every turn was move and attack twice every turn.

I feel this is where Rogue Trader is just now. I've got loads of abilities, getting tons of clues etc etc. But the best thing to do is just move and attack. There's no fun way to resolve these encounters. I'm not dropping a pillar on some fools or using some movement trick to get all up in their faces. You always have all your abilities so there's no real trade offs happening and you can't run or anything like that so even if you wanted to make a trade off you can't.

I guess getting wounded is a problem, but again it's a problem solved by wasting time running back to the voidship if you can or just softlocks your game.

The fun way to resolve encounters is to quickly get a heroic moment on a fighter, kill 4-5 enemies in a single turn, then get a heroic moment for a marksmen and do the same. I was very mad about traversal problems in the beta and if there is any one ability that the Grand Strategist gets that seems vastly overvalued it's the "allies get free movement to target area" for the ability that has no range limit.

The trauma system seems about as poorly implemented as the rations system in Kingmaker, something that literally everyone who played it on PC agreed that even if you want to play 'honestly' you still wanted to disable ration requirements. Traumas are massively severe penalties even compared to their equivalent in the previous Owlcat games, they just do not work in any sense if you expect to go into battle with them.

There's 2 sections in RT so far that appear to be a situation where you can stack traumas with no recovery possible before the next combat. The entire introduction all the way to the end of the first major quest, and some of the back to back fights in Act 4, which places you in an arena and the game makes you fight several very hard battles one after another with no pause inbetween.

The arena battles are especially bad, because I either clicked too fast and missed it or something, but you need some gap between combat in order to equip quickslot items. A Pyro psyker can live and die by having a party equipped with flame grenades.

All in all, some petty gripes that seem to be a core part of how Owlcat makes games 'challenging', and thankfully something like Toybox is there to easily click a button and resolve the problem.

pentyne
Nov 7, 2012
Ship Combat in it's current state

https://www.youtube.com/watch?v=qBuThCVR1Dw

- Ship combat is described as more strategic and approachable then the previous Owlcat campaign mode games.
- Played on Core, felt that some combat encounters were very poorly balanced to the point of needing to reduce difficulty
- Added ability to drain holo-fields, Shield Pulse, cooldown 1-3 rounds at random
- Difficult to raise reputation with the ship vendor to get upgrades
- Ship Combat feels completely separate from the game, nothing really ties into the main story or plot
- Most ship combat can be avoided, but you pretty much have to engage with it in order to upgrade your ship for the mandatory encounters, but no other real benefit.

CommissarMega
Nov 18, 2008

THUNDERDOME LOSER

pentyne posted:

Ship Combat in it's current state

https://www.youtube.com/watch?v=qBuThCVR1Dw
- Added ability to drain holo-fields, Shield Pulse, cooldown 1-3 rounds at random

AHAHAHAHAHA YESSSSSS

Also, while I admit I do kind of agree with most of the points listed, I would also like to add that I found ship combat in RT to be a load of fun and therefore 100% mandatory :colbert:

AtillatheBum
Oct 6, 2010

Justice ain't gonna dispense itself.
I'd be more interested if you could control more than one ship. Give me some escorts I can bring along and get blown up. Just give me a turn based version of BFG:A.

CommissarMega
Nov 18, 2008

THUNDERDOME LOSER

AtillatheBum posted:

I'd be more interested if you could control more than one ship. Give me some escorts I can bring along and get blown up. Just give me a turn based version of BFG:A.

Unfortunately, while you can have at least 1 escort ship in your fleet, from what's been available you only control your own flagship; the other is AI-controlled. No, I don't know why Owlcat did it this way, and yes, I do agree with your sentiment that we should have more than a single ship under our control. On the upside, this escort ship seems to be freely replaced after every battle if it's blown up, and does a bang-up job of distracting your enemies, so it's not all bad.

Eifert Posting
Apr 1, 2007

Most of the time he catches it every time.
Grimey Drawer
I can understand not wanting to control it directly seeing as you're meant to be a particular character rather than the entire dynasty. That said it would be nice to be able to give non-specific orders. "Run interference, try to ram someone," etc.


I really enjoyed the ship combat. I am most excited about the empire Management aspects though.

pentyne
Nov 7, 2012
Good short video about the trade empire. I barely touched it in the beta so it'll all be new to me

https://www.youtube.com/watch?v=WvmTYFNaRO4

Trading/Economy
- less intrusive then the previous Owlcat management sims, more optional
- Profit Factor and Reputation are core
- Reputation is just vendors, rank up to get more access to their stuff
- Loot can convert to Cargo Inventory, is traded for Reputation
- All vendors accessible from a ship NPC
- Profit Factor: listed as PF#, improves via main story quests, colony develop, certain sidequest decisions
- PF is a static number, you can purchase everything below that number as long as you also have enough Reputation for it

Colony Management
- gained from exploration and some main quests
- Consumes resources gain from planet exploration
- Colonies can also produce resources
- Colonies can improve PF, award special weapons, improve Reputation, *one specific colony gives you the extra ship*
- Colony events require visits, no known time limits at the moment

All in all, the management sim comes off as mostly just extra bonuses to a lot of stuff and getting access to PF and Reputation boosts a lot more quickly.

Eifert Posting
Apr 1, 2007

Most of the time he catches it every time.
Grimey Drawer
It's very basic but it rules. I wonder if they balanced the economy at all though because I actually ended up with more than 100 profit factor pretty easily by min-maxing the colonies. Ironically considering the sector the only real hard cap I experienced for materials was people.

pentyne
Nov 7, 2012

Eifert Posting posted:

It's very basic but it rules. I wonder if they balanced the economy at all though because I actually ended up with more than 100 profit factor pretty easily by min-maxing the colonies. Ironically considering the sector the only real hard cap I experienced for materials was people.

It doesn't seem like there is much to balance out in the economy, unless the vendors don't restock/timed restocks so you have to manage your consumable use. It's all sort of progression based and if you minmax it, you get all the late game stuff faster.

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


Eifert Posting posted:

It's very basic but it rules. I wonder if they balanced the economy at all though because I actually ended up with more than 100 profit factor pretty easily by min-maxing the colonies. Ironically considering the sector the only real hard cap I experienced for materials was people.

They shouldn't change it honestly. Saint Karlus Markus was right again: it really is all about labor, and the imperium is just continually shooting itself in the feet.

Eifert Posting
Apr 1, 2007

Most of the time he catches it every time.
Grimey Drawer
One of the things I found just as a general rule in the beta is that it gave you a lot of hanging threads that were very fun to explore. I don't mean necessarily in the game, I mean thinking about outside of the game. It has the same effect Kotor 2 did for me where, even after finishing the beta, I was mentally going over potential conversations and power dynamics with characters in the game.


It's compelling and it's thematic in a way that you would want from a game like this. I can already tell that the full release, whether or not I consider it a great game on its own merits, is going to stick with me the way a bunch of great classic CRPGs have

pentyne
Nov 7, 2012
got this message today



i assume this is normal? Seems kind of late to remember to pull the Alpha version, not like I was gonna load that up instead of the beta test.

Eifert Posting
Apr 1, 2007

Most of the time he catches it every time.
Grimey Drawer
They did something to change the promotional material. Prob something relating to that.

Ryuujin
Sep 26, 2007
Dragon God
I too received that, and had apparently never gone to the effort of activating the beta code. No idea if I can still download it for Steam or if it would also be pulled because of the near release.

Kobal2
Apr 29, 2019
So for those of y'all who play/played the beta extensively, how playable/stable/unbuggy is the game so far, on a scale of 1 to Kingmaker (or a Total War title) At Launch ? Any blatantly broken things to report ?

evilmiera
Dec 14, 2009

Status: Ravenously Rambunctious

Kobal2 posted:

So for those of y'all who play/played the beta extensively, how playable/stable/unbuggy is the game so far, on a scale of 1 to Kingmaker (or a Total War title) At Launch ? Any blatantly broken things to report ?

When I was playing last the third act was more or less entirely unplayable because there was a big bug that stopped me from exiting the third acts starting zone and they straight up didn't have a working ending for act 2 if you went Benevolentia. But beyond that almost everything worked, if not as intended then at least I could finish like 90-95 percent of the content. So on a scale I would say like 6? But I also heard the third act was super buggy in general.

pentyne
Nov 7, 2012
Honestly I expect on launch day that everything not in the beta will probably be in the equivalent beta state, their 1.0 releases are pretty notorious for that post-Beta content being very rushed and broken.

I didn't really have too many progression problems but there were some. I did skip out on most of the colony management however.

- During act 2 the main quest trigger to meet the head Inquisitor was broken and I had to reload several times before it worked properly.
- There's a big boss fight where one of the bosses teleported to the other side of the area map, and I thought it was some mechanic gimmick but he just stayed there doing nothing and it turned out he was in an unreachable area so I had to kill him via Toybox.
- Charge frequently fails to work
- Party members would T-pose, not an issue, but then other times skip ahead in their pathing so you trigger a combat encounter while the rest of the party are dozens of spaces behind
- Semi-frequent pauses in combat, where the enemy NPC just doesn't act for upwards of a minute
- Heroic Moment icons would be lit up but I was not able to select them
- Tons, tons of missing text/images and placeholders, based on past history it's unlikely they be able to fix all of them
- Act 3 Jae didn't rejoin the party after the conversation where she was supposed to, just hung out as a non-responsive NPC in that same spot

It was playable but definitely some points where it soft locks. Combat was vastly simpler then Pathfinder so I wouldn't expect that to stay broken or buggy too long.

Act 3 was okay for me, I sort of sped through most of it but there was a lot of stuff that could have blocked my progression due to difficulty and not taking the optimal choice options as opposed to flat out not working. I was using Toybox to wipe out a lot of enemy encounters in general to get past it and make sense of the whole map. I don't think it should be hard to fix, there's no unique mechanics or complex events just a new map area with various access points to different sections. The only thing of note was a singular scripted event done via the storybook that was a bunch of very high skill checks and failure was a game over state.

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Kobal2
Apr 29, 2019

pentyne posted:

- Charge frequently fails to work

Oh that's ok, they'll probably fix it quickly. Four or five times.

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