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Pillars of Eternity II: Deadfire Campaign live on Fig

The underlying tags and intra-party reputation dynamics are things they've talked about already. They were clearly planned from the beginning and will be there no matter what.

I assume that the campaign is really more for marketing and a marketing budget. I'm sure some of the money will make it's way back into the game in the form of features, but most of this sounds like it'd already be a part of the game.
 
I like that it sounds more like a general relationship thing rather than just getting to bone who you want. It'd probably best if the actual romances were very few and took a long time to cultivate, or even only START in the game but don't actually get to any real end since that's kind of best saved for after completing the adventure.
 
3m goal is Companion Relationships FUCK I jinxed it:

https://www.youtube.com/watch?v=fIUqGbIUP6c

Although he makes them sound more complicated and interesting from Bioware relationships, also the video is funny.

Oh god damn it. I'm revoking my pledge (/s) if I can't have Eder have a relationship with a literal skeleton - the symbolism of my thoughts towards relationships in the vast majority of these games. It's always shit!


The video...... oh no
 
Just popped into my head here but have they mentioned any class specific changes? Wizards getting the familiars they talked about pre-PoE1, Rangers getting new animal companion, that sorta thing.
 
Just popped into my head here but have they mentioned any class specific changes? Wizards getting the familiars they talked about pre-PoE1, Rangers getting new animal companion, that sorta thing.

The Ranger companion has a bird, so that's new.
 
Can someone remind me exactly how much time has elapsed between the end of PoE and the beginning of Deadfire? I'm wondering if it's possible we'll see some familiar souls recycled in this game. For example, if you sacrificed Aloth in Dyrford, could you find his soul in a 3-year-old Huana child?
 
Sounds like a great system. Companion to companion development is pretty shallow in most games. Looking forward to seeing how things play out.
 
Fantastic update, and entertaining viewing as well.

At this stage, I see nothing to fear from this, and look forward to seeing more about how this is implemented. Thumbs up so far.
 
I really hope I can find the time to dedicate myself to PoE1 in 2017.
Is it a 100 hour rpg, or more?

I'd say with the two expansions, around 100 hours or maybe a bit more is accurate. I'm sitting about 80 hours with companion quests, a big side quest, and WM2 to finish. Pretty sure that'll throw me over 100 hours.
 
All right, companion relationship stuff sounds great! If that means some good romances too, then wonderful! Now to just figure out what to pledge. I want to be enthusiastic about PoE 2 but at the same time, PoE was probably the one Kickstarter I pledged the most to and yet, I haven't finished it. For whatever reason the world and lore never really grabbed me as much as I hoped. And yet, I'm playing Tyranny now and the world feels so much more interesting.
 
I'm surprised Josh didn't sneak any of his beloved cheeses into the video.

I'm curious, how does the community know about his beloved cheeses? Has a video or an AMA at some point mentioned it? While I was there we had a monthly cheese club meeting. I miss it, those were some damn good cheeses.
 
I'm curious, how does the community know about his beloved cheeses? Has a video or an AMA at some point mentioned it? While I was there we had a monthly cheese club meeting. I miss it, those were some damn good cheeses.

Obsidian has a weekly cheese group they do as a company and a couple of the devs will tweet out pictures of it from time to time.

Edit:

Mostly I see pics from Josh Sawyer and Katrina Garsten (Schnell)
 
I'm curious, how does the community know about his beloved cheeses? Has a video or an AMA at some point mentioned it? While I was there we had a monthly cheese club meeting. I miss it, those were some damn good cheeses.

I think he posted a picture of one of those meetings (or something about one of those meetings) on his twitter feed.
 
I haven't gotten to watch the video properly yet, but thank you, Obsidian, for the gift of Josh Sawyer with a rose. From what I read in the update, the relationship system does sound genuinely interesting.
 
Bless that video.
4AT8gXI.png

Oh. My. God. I'm dying.
 
I'm skeptical on the idea of romances. My view has always been that in order to do it right, it requires such a significant investment, not to mention talent, that unless it's a vital part of your game, it's better to avoid. A lesson BioWare could surely learn a thing or two from.

That said, the relationship system looks interesting. Inter-companion banter and reactivity is a welcomed addition. I can only hope that this system avoids manages to convey friendships, resentment, romances, and the numerous other relationship states in a natural and convincing manner, which is no small feat. The moment the player begins to think about gaming the system such that if I give her the Xaurip ornament, my love state will increase, and she'll fall for me it falls apart. I think part of this needs for there to be the option to turn off all relationship meta information, such as in Expert mode. Josh Sawyer appears to share a similar opinion, so I can only hope he'll either make sure it is done right, or scrap it if it doesn't work out.

companions1tnjse.png


The companion art looks nice.

companions2xxkf8.png


I wonder if they'll add another companion before the campaign is over. So far we have a:

Fighter/Rogue
Wizard
Paladin
Cipher/Barbarian
Ranger
Priest/Monk
? (Godlike Aumaua?)
 
Damn it's crazy how much this update has upped the pledge rate. It hasn't been this high for this long since I started tracking it.

ibq73FU.png


The pink bar is when the update dropped. I wonder if it would have had this effect if the possibility of romance had not been presented front and center? Because really romance itself is only an incidental part of the stretch goal.
 
Obsidian has a weekly cheese group they do as a company and a couple of the devs will tweet out pictures of it from time to time.

Edit:

Mostly I see pics from Josh Sawyer and Katrina Garsten (Schnell)

I just said I was part of the group back when I was with the company. ;) I was asking how people outside of the company heard about it. Twitter it is then.
 
Damn it's crazy how much this update has upped the pledge rate. It hasn't been this high for this long since I started tracking it.

ibq73FU.png


The pink bar is when the update dropped. I wonder if it would have had this effect if the possibility of romance had not been presented front and center? Because really romance itself is only an incidental part of the stretch goal.

(Hey, neat, ggplot) To what extent is the action on the lowess line being driven by your choice of bandwidth?
 
(Hey, neat, ggplot) To what extent is the action on the lowess line being driven by your choice of bandwidth?

A shit ton. Right now the default value looks like this:

umQjcFD.png


Arguably this is a better overall data summary than the previous graph, but I'm interested in the day-to-day fluctuations. But yeah, the line is purely a visual aid, it has no predictive value.
 
I love the look of both the new companions. I'm very excited to adventure with them.

That said, the relationship system looks interesting. Inter-companion banter and reactivity is a welcomed addition. I can only hope that this system avoids manages to convey friendships, resentment, romances, and the numerous other relationship states in a natural and convincing manner, which is no small feat. The moment the player begins to think about gaming the system such that if I give her the Xaurip ornament, my love state will increase, and she'll fall for me it falls apart. I think part of this needs for there to be the option to turn off all relationship meta information, such as in Expert mode. Josh Sawyer appears to share a similar opinion, so I can only hope he'll either make sure it is done right, or scrap it if it doesn't work out.

I think even a crude execution of the concept (tags, breakpoints, confrontations) will be cool. How far it solves the problem of organic relationships with companions will be interesting to observe. Banter gradually evolving with your reputation, with even battle cries changing on occasion, is a neat way of making the relationship feel immediate/concrete rather than an abstract number on a menu that doesn't move or matter until you separately engage the companion in conversation.

For breakpoint conversations to feel believable, it would help if the companions could somehow refer to specific decisions the player made and not just a general, "I don't think you love Eothas the way I do." I don't know if that's feasible.

I wonder if they'll add another companion before the campaign is over. So far we have a:

Fighter/Rogue
Wizard
Paladin
Cipher/Barbarian
Ranger
Priest/Monk
? (Godlike Aumaua?)

The moon godlike in the sketch looks great, and a godlike would make a welcome companion, but I'm wondering if this one is supposed to be a stand-in for the PC...
 
A good wrpg portrait is one of the little, best things about the genre. They make me so happy in Shadowrun and PoE.
 
Spent a few minutes checking the SA forum for more PoE2 information. It looks like Sawyer addressed a few questions/comments on companion relationships. Rather than screenshot them, I'm just going to paraphrase or make up the question Sawyer appears to be answering and then quote the response:

1. Will all companion reactions/interjections run through this procedural system?

JS: The systemic elements aren't a replacement for major story beats. They exist specifically to cover situations where it would be bad/pointless (for pacing or other reasons) to have companions interjecting in quests even though they should/would be paying attention to the choices you're making.

2. Can multiple factors influence a companion reaction?

JS: The system allows it. It's up to the individual writer to decide if they want to factor that in. Nothing in the scripting system prevents checking multiple reputations. One of the reasons why positive and negative reps are tracked separately is to allow for that.

3. Can confrontations occur anywhere?

JS: Where a conversation triggers will depend on the propriety of the individual conversation. If it makes sense to happen anywhere, we can have it happen anywhere. If it should only launch at one place, or seems inappropriate to launch in certain circumstances, we can control that, too.

4. Will companion reputations carry over from PoE1?

JS: We won't carry over Pillars reps w/r/t companion relationships, but we will carry over their story states.
 
Sawyer still being coy about the stronghold. "There will not be a stronghold as such...there will be something else where those kind of features come in."

We're totally getting a pirate ship.
 
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