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  1. #661
    Citation Envoyé par Molina Voir le message


    Grolard doit être en vacances pour ne pas remonter cette vidéo. (Attention spoiler de la grande ville du jeu).
    Tout juste
    Mais je suis rentré

  2. #662

  3. #663


    une petite vidéo sur Obsidian. On apprend pas grand chose sur Pillars 2 à part un truc : la prod était sensé être terminé le 4 août (!!!!). Bon, je sais pas si ils ont respecté les délais (a priori non) mais ça m'a pas mal surpris parce que la campagne fig est pas si vieille que ça
    Du coup je me demande si ils n'ont pas sérieusement l'intention de le sortir début 2018... Bien sûr je m'en plein pas et effectivement en voyant les vidéo, le jeu a l'air très avancé, mais les ajouts de stretch goal étaient tout de même assez nombreux...

  4. #664
    Citation Envoyé par Grolard Voir le message


    une petite vidéo sur Obsidian. On apprend pas grand chose sur Pillars 2 à part un truc : la prod était sensé être terminé le 4 août (!!!!). Bon, je sais pas si ils ont respecté les délais (a priori non) mais ça m'a pas mal surpris parce que la campagne fig est pas si vieille que ça
    Du coup je me demande si ils n'ont pas sérieusement l'intention de le sortir début 2018... Bien sûr je m'en plein pas et effectivement en voyant les vidéo, le jeu a l'air très avancé, mais les ajouts de stretch goal étaient tout de même assez nombreux...
    J'ai juste survolé la vidéo. mais d'après un ordi, ça a été filmé le 9 aout.

  5. #665
    https://soundcloud.com/usgamernet/ax...ns-josh-sawyer
    Une petite interview en anglais, plutôt intéressante. Voici le résumé trouvé sur RPGcodex :

    Ha, Berserker confirmed as barb sub-class, Streetfighter as rogue subclass, Josh likes the combo
    Streetfighter likes being flanked and benefits from getting bloodied, Barbs have Carnage, so it's synergistic
    No restrictions on multiclassing companions, apart from starting class
    Intra-party shenanigans sound cool, not designed top-down with a checklist (N romances, M friendships, E enmities...), but emerging from how the characters were written, Carrie Patel credited
    Edér is your racist uncle LOL, you can attempt to steer conversations away from risky areas
    Eric F. and Carrie P. mostly responsible for choice of returning characters -- Edér and Pallegina were kind of no-brainers, Aloth was a bit trickier.
    Boat is "nothing revolutionary" -- idea borrowed from KOTORs and ME; the ship is something you go back to (but by the sound of it, it's pretty rad actually)
    Lots of at-sea encounters -- reefs, whales, sea monsters, dilemmas with your crew and so on, play out differently depending on crew, stats, choices
    There is a ship duelling system! Nice -- manoeuvring, sails, naval artillery, etc!
    Crew development, multiple ships to choose from, you can switch from the Defiant to other ships you've acquired, you can customise them both cosmetically and mechanically -- which cannons to use, who mans your battle stations, you get trophies from defeating other ships
    Your ship can get pretty devastating, so you can turn pirate, with reputation consequences with factions -- nothing to stop you from hunting ships all day long if you want to
    Fallout 1/2/BB style main map, quest-content focused maps (references BG2); starting out "you see a very small part of a very large map," Josh wants to give the feeling of having areas with just ocean in every direction, and secret things to find, although you can just follow the crit path if you want to -- again very cool!
    Focusing on encounter diversity and not having too many fights & filler content; using patrols to shake things up and provide stealth challenges, "it is actually okay if the content on the screen isn't a fight"
    Lots of callbacks to choices made in P1 (e.g. meeting someone you dealt with... cites Tyranny and the way it referenced the prologue)
    ... and pause ...
    Interesting, Josh says flat-out that he thinks the console version of P1 is a bad idea, "surprised" at the changes made to it in the process, says totally a Paradox project, with Obs only providing feedback

  6. #666
    Voici le dernier update, qui concerne le multi-classage. Le plus gros changement est l'abandon du système à la D&D 3e qui avait été décrit jusque-là au profit d'un système à la AD&D dans lequel on choisit sa combinaison de classes à la création du personnage :

    https://www.fig.co/campaigns/deadfir...te=480#updates

    Update #40 - Multiclassing Part II
    POSTED: 09/20/2017
    Greetings, citizens of Eora! We're very excited to bring you an update that goes over the multiclassing system in Pillars of Eternity II: Deadfire. You may remember way back in Update #7 when we discussed how the system would work, but changes were made and we wanted to make sure we discussed them. So, join Josh and some of the Deadfire team while we talk about all things multiclassing.





    The video touched on some of the changes, but Josh himself has some words on what has gone into the multiclassing and subclassing system. Take it away, Josh!





    Hail, elves.

    It's time for a big ol' update on multiclassing and subclassing. Both features are new for Deadfire and we wanted to let you know how they've developed over the past eight months.

    Our original design for multiclassing was based on D&D 3.X's approach, where players pick classes level-by-level. You could build a character as a wizard for 4 levels, then add 2 levels of fighter, then switch back to wizard for 3 levels, and so on. Because 3.X multiclassing has some mechanical problems with how spellcasters progress (barring certain prestige classes like the Mystic Theurge), I designed a system that separated each class' power source advancement from its level advancement. It was designed to create a more reliable advancement curve for each class' abilities. It more-or-less succeeded at that, but we noted some problems early on, including after the announcement:

    People had a difficult time understanding the relationship between individual levels and power source progression.
    Selecting powers worked pretty well if you knew exactly what you were doing, but you could easily wind up with casts per encounter from levels of spells you had no spells for (e.g. 2 third level casts but no third level spells).
    There were some shortcomings with building characters level by level in different orders.
    Displaying power source progression in the UI was either confusing or took up an inordinate amount of space.

    After talking things over with the other system designers, we discussed what the most important aspects of multiclassing were.

    Allowing people to realize hybrid class character concepts. "I want to be a fighter and a wizard."
    Keeping the overall power of the character competitive with single-class characters. The character should be viable. It's okay if it winds up over- or a little under-powered compared to a single-class character as long as it's not fundamentally weak.
    Allowing players to emphasize one aspect of the hybrid more than others. "I'm a fighter and a wizard, but more of a wizard."

    The original design allowed the first and the last aspects, but the middle aspect suffered because of the high degree of flexibility. It was still easy to make non-viable characters. A non-viable character can be part of a viable party, but still feels bad to play. The high degree of flexibility also strained the first aspect, the basic character concept. A character with 18 levels in fighter and 2 levels in rogue is less of a character concept and more of a strategic build choice.

    I went back to the drawing board to revisit an idea I had around the same time as the original design, which was based on AD&D 2nd Edition-style multiclassing, where the player chooses to opt into multiclassing at character creation instead of selecting classes level-by-level. In such systems, the core concept is established from the beginning. A player who says, "I want to be a fighter and a wizard," can be that (a battlemage) from the beginning instead of picking one class and then alternating to the other later on. Progression is also easier to understand from the beginning as access to abilities and the increase of their power is consistent from multiclass to multiclass. A fighter/rogue (swashbuckler) gains access to 2nd level abilities for both classes at 4th level, as does a priest/monk (contemplative), barbarian/chanter (howler), and druid/ranger (beastmaster).

    In a strict sense, the new system allows for less overall flexibility, but multiclass characters now get two abilities each time they hit a new power level, one from each class. This means that a multiclass character starts with more abilities and will always have more abilities than a single-class character of the same level. However, multiclass characters get access to each power level later than a single-class character and their abilities progress in power at a slower rate. A wizard has access to Fireball at 5th level, but a battlemage (fighter/wizard) does not gain access until 7th level.

    A multiclass character also uses the average of their classes' base health and defenses. If one class begins with 48 health and the other begins with 30, the multiclass will start with 39 health. If one class gains 14 health per level and the other gains 10 per level, the multiclass will gain 12 per level.





    In actual playtesting, multiclass characters have terrific flexibility even though they lag power-wise compared to their single-class counterparts. In my personal experience, they are a lot of fun to play and there is a huge amount of variety to how a multiclass character can be built even before subclasses are taken into account.

    Subclasses add an additional dimension to character conception and development. As in our original design, players are allowed to choose a subclass for each of their classes. The only classes that are required to have a subclass are paladin and priest. Subclasses all have trade-offs, though some subclasses change the core playstyle of the class more than others. A sharpshooter plays similarly to the pure ranger, but emphasizes the ranged aspect more and suffers more in melee. A stalker needs to stay close to their animal companion to avoid penalties and take advantage of the subclass' melee-oriented benefits. A ghost lodge ranger plays much differently from the pure ranger because their animal companion is only present as a spirit summoned in combat. There are very few restrictions on multiclassing combinations. Only a few paladin orders and priest deities are restricted from combining for mechanical reasons (i.e., contradictory Dispositions that affect their abilities). Otherwise, the player is free to combine classes as they see fit.

    And now, the lists you've all been waiting for... first, the multiclass titles! These titles are displayed on your character sheet along with the individual classes and subclasses your character uses.





    And all of our subclasses with a brief description of what the subclass is all about.

    Barbarian

    Corpse Eater - Targets unconscious enemies to devour their flesh and gain power. Powers cost more to use.
    Berserker - Has a more powerful Frenzy, but attacks can damage friends as well as foes while Frenzied.
    Mage Slayer - Gains spell resistance and can disrupt enemy spells, but cannot use potions or scrolls and beneficial spells have shorter durations.

    Chanter

    Beckoner - Summoning invocations are cheaper and summon more creatures, but the creatures are weaker.
    Skald - Offensive invocations are cheaper and melee crits grant phrases, but all other invocations are more expensive.
    Troubadour - Phrase linger is 50% longer, Brisk Recitation as a modal that increases the rate of phrase elapses, but shortens linger. All invocations are more expensive.

    Cipher

    Ascendant - Powers and Soul Whip are more effective when used at Max Focus, but Focus drains quickly if left at Max for long.
    Beguiler - Illusion powers are more powerful, but Soul Whip suffers when used against targets that are not vulnerable to Sneak Attack.
    Soul Blade - Offensive cipher that can dump Focus into a Soul Annihilation melee attack for extra Raw damage. Shred powers have reduced Focus cost. Lower Max Focus.

    Druid

    Fury - Shift into storm blights and gain bonuses with elemental spells. Cannot cast Restoration spells.
    Lifegiver - Rejuvenation spells are cast with increased Power Level but cannot cast Summon spells.
    Shifter - Druid can shift to any animal form, once each, per combat and heals damage each time they shift back. Cannot cast spells while shifted.

    Fighter

    Black Jacket - Bonus weapon proficiency, reduced Recovery when switching weapon, but lacks Constant Recovery.
    Devoted - May only be proficient in a single weapon. Higher Penetration and crit damage with that weapon. Suffers Accuracy penalty when using other weapons.
    Unbroken - Bonuses to Engagement and Disengagement Attacks, but lower Stride.

    Monk

    Helwalker - Begin all combats with Wounds, gain Might for every Wound. Wounds require more damage to acquire.
    Nalpazca - Drug effects last longer and Wound cap is increased while under the effects of drugs. Penalties while not under the effect of drugs.
    Shattered Pillar - Gain Wounds by inflicting damage with melee weapons (fists or otherwise). Lower Max Wound cap, does not gain Wounds from receiving damage.

    Paladin

    Bleak Walkers - Flames of Devotion (Remember Rakhan Field) generates black flames and does Corrode damage. Healing given and received is reduced. - Cannot multiclass with priests of Eothas, Berath, or Skaen.
    Darcozzi Paladini - Lay on Hands (Flames of Darcozzi Palace) creates a flame shield around the paladin. Lower Zeal power. - Cannot multiclass with priests of Berath, Magran, or Skaen.
    Goldpact Knights - Sworn Enemy (Gilded Enmity) creates protective gold armor on the paladin. Cannot learn Zealous Auras. - Cannot multiclass with priests of Magran or Wael.
    Kind Wayfarers - Flames of Devotion (Sword and the Shepherd) heals nearby allies. Does less damage against enemies vulnerable to Sneak Attack. - Cannot multiclass with priests of Berath, Magran, Wael, or Skaen.
    Shieldbearers of St. Elcga - Lay on Hands (St. Elcga's Grace) prevents the target from being knocked out for a short duration. Cannot use Lay on Hands on self. - Cannot multiclass with priests of Skaen, Magran, or Wael.

    Priest

    Berath - Can learn Decay spells from the druid list, cannot learn Condemnation spells. - Cannot multiclass with Bleak Walker, Kind Wayfarer, or Darcozzi paladins.
    Eothas - Can learn Elemental spells from the druid list, cannot learn Protection spells. - Cannot multiclass with Bleak Walker paladins.
    Magran - Can learn Fire spells from the wizard list, cannot learn Restoration spells. - Cannot multiclass with Shieldbearer, Kind Wayfarer, Goldpact, or Darcozzi paladins.
    Skaen - Can learn rogue offensive abilities as priest spells, cannot learn Inspiration spells. - Cannot multiclass with Shieldbearer, Bleak Walker, Kind Wayfarer, or Darcozzi paladins.
    Wael - Can learn Illusion spells from the wizard list, cannot learn Punishment spells. - Cannot multiclass with Shieldbeaer, Kind Wayfarer, or Goldpact paladins.

    Ranger

    Ghost Heart - Animal companion must be summoned as a spirit. They are not affected by Bonded Grief and the companion is more powerful, but the summon is limited duration.
    Sharpshooter - Bonuses to Penetration and Accuracy at range, but slower actions and lower Deflection.
    Stalker - Stalker and companion gain bonuses to Deflection and Armor Rating when close to each other, suffer Bonded Grief when too far apart.

    Rogue

    Assassin - From stealth or invisibility, weapon attacks have bonus damage, Penetration, and Accuracy. All incoming damage is increased.
    Streetfighter - Sneak Attack and crit damage increases when Flanked or Bloodied (<50% Health). Recovery is slower when neither Flanked nor Bloodied.
    Trickster - Gains access to Illusion spells from the wizard list. Sneak Attack deals less damage.

    Wizard

    Conjurer - Conjuration spells are more powerful, cannot cast Evocation or Illusion spells.
    Enchanter - Enchantment spells are more powerful, cannot cast Illusion or Transmutation spells.
    Evoker - Evocation spells are more powerful, cannot cast Transmutation or Conjuration spells.
    Illusionist - Illusion spells are more powerful, cannot cast Conjuration or Enchanting spells.
    Transmuter - Transmutation spells are more powerful, cannot cast Enchantment or Evocation spells.

    The subclasses are still undergoing testing, so there may be changes to the specifics of implementation along the way. We hope that this glimpse into Deadfire's multiclassing and subclass systems gives you endless ideas for different characters you could build until the game is released. Thanks for reading.

    --Josh Sawyer, Game Director, Pillars of Eternity II: Deadfire



    Announcements

    The time to pledge for Deadfire high-tier items is coming to an end. If you want to get an item in the game, you have until next Friday, September 29th, to pledge for that tier. After that, they will no longer be available. The tiers this affects are as follows:

    Name a Pet
    Create an Item
    Portrait In-Game
    Create a Super-Pet
    Create a Spell
    Create an Inn
    Build a Pirate Party
    Top Backer

    All other tiers will remain open until October 31st, so mark that date if you want to up your pledge or let your friends know to get in on Deadfire early!

    We hope you've enjoyed this update and we'll be back in a few weeks with another From the Feed of the Director. See you then!

    If you want to discuss this update, head on over to our forums! If you missed it, be sure to check out the last update.
    Plus quelques détails sur le tumblr de Josh Sawyer :

    https://jesawyer.tumblr.com/post/165...em-still-allow

  7. #667

    Ce que ça ouvre comme possibilités
    Par contre l'UI c'est dur après DoS2, je sais bien que ça fait partie de la fibre nostalgique du truc mais ça fait vraiment daté à la fois visuellement et en terme de confort de jeu.

  8. #668
    Du tout bon tout ça!
    On va encore se regaler.
    Je sens bien mes 200H tassées avec un run en POTD

  9. #669
    L'arbre de skills à la titan quest, ça fait un peu cheap.
    Le reste
    "Elminster this, Elminster that. Give ME two thousand years and a pointy hat and I'll kick his arse!"

  10. #670
    Qu'est-ce-que tu entends par "cheap"? La présentation ou le système lui-même?

  11. #671
    Citation Envoyé par Sannom Voir le message
    Qu'est-ce-que tu entends par "cheap"? La présentation ou le système lui-même?
    La présentation. Le système, j'ai rien contre. Je me demande juste si on peut pas trouver autre chose, mais on le remplacerait par quoi ? Un système d'achat de skills à la Gothic ? Ou de profs à la Oblivion ?
    "Elminster this, Elminster that. Give ME two thousand years and a pointy hat and I'll kick his arse!"

  12. #672
    Citation Envoyé par Vroum Voir le message
    Par contre l'UI c'est dur après DoS2, je sais bien que ça fait partie de la fibre nostalgique du truc mais ça fait vraiment daté à la fois visuellement et en terme de confort de jeu.
    C'est de la pré-alpha, ça va probablement changer.

  13. #673
    Oui et non, c'est assez similaire sur le premier et Tyranny. Du coup il y aura peut être quelques améliorations mais je ne pense pas que ça change radicalement.

  14. #674
    Dans mes souvenirs l'UI du premier était plus propre.

  15. #675
    Citation Envoyé par nAKAZZ Voir le message
    Dans mes souvenirs l'UI du premier était plus propre.
    C'est une alpha. Normal que ça soit peu peaufiné.

    Tien le jeu à trouvé son éditeur, c'est Versus Evil (jamais entendu parlé) maintenant.
    Je me demande pourquoi ils n'ont pas gardé Paradox...

  16. #676
    Citation Envoyé par Grolard Voir le message
    C'est une alpha. Normal que ça soit peu peaufiné.

    Tien le jeu à trouvé son éditeur, c'est Versus Evil (jamais entendu parlé) maintenant.
    Je me demande pourquoi ils n'ont pas gardé Paradox...
    Les épisodes avec les adaptations consoles ont surement dû les échauder j'imagine?
    (François Rabelais) "Celui-Là qui veut péter plus haut qu'il n'a le cul doit d'abord se faire un trou dans le dos."

  17. #677
    Maintenant que je boycotte Paradox ça m'arrange.

  18. #678
    Citation Envoyé par Kornog Voir le message
    Les épisodes avec les adaptations consoles ont surement dû les échauder j'imagine?
    L'adaptation de POE1 a été bien reçu pourtant ?

    J'ai regardé ce qu'avait édité Versus Evil, et c'est vraiment ultra indé... je sais pas si ils ont les épaules pour PoE2 mais bon, j'imagine qu'Obsidian sait ce qu'il fait...

  19. #679
    Citation Envoyé par Grolard Voir le message
    L'adaptation de POE1 a été bien reçu pourtant ?

    J'ai regardé ce qu'avait édité Versus Evil, et c'est vraiment ultra indé... je sais pas si ils ont les épaules pour PoE2 mais bon, j'imagine qu'Obsidian sait ce qu'il fait...
    Paradox prenait 99% du CA si le jeu faisait moins de 97/100 sur metacritic .

  20. #680
    Ils y vont fort au niveau des nouvelles mécaniques pour cette suite quand même : écoles de magie (et pas seulement pour les mages), classes qui peuvent emprunter le répertoire d'autres classes relativement facilement (prêtres de Skaen qui peuvent piocher dans les pouvoirs des roublards, Farceurs qui peuvent piocher dans les sorts d'illusion du Mage, etc.), pouvoirs dont l'effet change en fonction du type d'arme utilisé, il y a pleins, pleins de choses qu'il faudra réapprendre!

  21. #681
    Citation Envoyé par Grolard Voir le message
    C'est une alpha. Normal que ça soit peu peaufiné.
    ->
    Citation Envoyé par nAKAZZ Voir le message
    C'est de la pré-alpha, ça va probablement changer.

  22. #682
    Citation Envoyé par Molina Voir le message
    Paradox prenait 99% du CA si le jeu faisait moins de 97/100 sur metacritic .
    Nan mais sérieusement.

    Après moi ça me va qu'ils aient laissé tomber avec Paradox. Ils pourraient se contenter de proposer le jeu en téléchargement pour ce que ça m'importe.

  23. #683
    Greetings Watchers!

    You may have heard that we partnered up with Versus Evil for Pillars of Eternity II: Deadfire. You may have some questions on what this means for the company or the game, so hopefully this FAQ will help out with that!

    What is this partnership about?

    This is similar to other publishing partnerships in the gaming industry: Versus Evil is taking the lead on marketing and distribution of Pillars of Eternity II: Deadfire, while working very closely with Obsidian’s internal development, marketing, and PR teams. Versus Evil can devote its considerable resources to expanding the reach that Deadfire can attain, while Obsidian continues to focus on making the best possible game.

    Why Versus Evil?

    Versus Evil is a small, dynamic, and incredibly passionate publisher that typically works with independent development teams. As such, their philosophy is grounded in transparency, support and developer ownership of how the brand is represented across all marketing and distribution channels. Obsidian’s approach and vision for Deadfire lines up perfectly with Versus Evil’s, so both sides will be working to achieve the same goals.

    I donated money so Obsidian could take on this project solo, why take on a partner?

    Obsidian is 100% handling the development of Pillars of Eternity II: Deadfire. Versus Evil’s involvement is only in the publishing, marketing, and distribution areas. Deadfire will still reflect the unique vision and passion of Obsidian and its developers, who will work closely with Versus Evil to ensure that their game reaches the largest possible audience so that more fans can experience it.

    Does Obsidian still own the IP for Pillars of Eternity?

    Yes.

    Will Versus Evil be handling any parts of development of Pillars of Eternity II: Deadfire?

    Obsidian is still fully in charge of development and will continue to be so all the way through launch and beyond.

    With Versus Evil on board, is more money being given to the project?

    The development of Pillars of Eternity II: Deadfire is still being funded internally by Obsidian and through the generous support of our crowdfunding backers. The scope hasn’t changed, with Obsidian still 100% in charge of development and every penny raised by the backers going toward development. The partnership with Versus Evil adds support and funds on the marketing and distribution side of the equation.

    I’m supposed to receive a backer reward, has anything changed?

    Nothing has changed on this front. If you were promised an item, whether it be digital or physical, rest assured that you will still receive it. If you have a participatory aspect to your reward (for example, if you get to name a pet), don’t forget to submit your preferences to Obsidian before the deadline. For more information on how to do this, please visit https://eternity.obs...e-backer-portal.

    Versus Evil will be helping with distribution of some of the physical items, so that backers get their rewards quicker.

    When will Pillars of Eternity II: Deadfire be released?

    As communicated previously, we are expecting to launch the game early in 2018 on PC, Mac, and Linux platforms and the publishing partnership has not changed this projected launch date.

    Is this the precursor to a merger between Obsidian and Versus Evil?

    No, Versus Evil and Obsidian are working together on this project only. There are no plans for any larger relationship at this time.

    So there you have it! If you have any questions, please let us know!
    La date de sortie prévu n'a pas l'air d'avoir changé...

  24. #684
    On note qu'ils ne citent pas leur ancien éditeur. Rien de surprenant à cela hein : je suis sûr que si on leur demandait, ils diraient que c'était un grand plaisir de travailler avec eux et toute la langue de bois habituelle, mais je serais vraiment curieux de savoir pourquoi le partenariat n'a pas été renouvelé. Désaccord entre personnes ? Ventes trop faibles ? Marketing considéré comme trop faible de la part de paradox ?

    Surtout ce dernier point, quand je vois la façon dont ils font la promo de SDN44, qui doit cumuler au moins les deux derniers défauts, avec seulement quelques rares vidéos de présentation par cKnoor qui peine à aligner deux mots d'anglais à la suite et qui a l'air, dans tous les streams de tous les jeux paradox qu'il fait, de se faire royalement chier et de se creuser à fond la tête pour dire quelque chose d'intéressant... Enfin bref, on verra bien.

  25. #685
    En même temps le coups des version conchiottes dans leur dos . . .

  26. #686
    Citation Envoyé par Turgon Voir le message
    On note qu'ils ne citent pas leur ancien éditeur. Rien de surprenant à cela hein : je suis sûr que si on leur demandait, ils diraient que c'était un grand plaisir de travailler avec eux et toute la langue de bois habituelle, mais je serais vraiment curieux de savoir pourquoi le partenariat n'a pas été renouvelé. Désaccord entre personnes ? Ventes trop faibles ? Marketing considéré comme trop faible de la part de paradox ?
    Je ne serai pas surpris qu'Obsidian veuille s'occuper eux-même de certains aspects du marketing et que du coup ils n'ont plus besoin de Paradox. De ce que j'ai compris, les méthodes de marketing de Paradox ne sont aussi pas adaptés à un RPG, dont une partie de l'intérêt dépend de l'histoire.

    Citation Envoyé par Dieu-Sama Voir le message
    En même temps le coups des version conchiottes dans leur dos . . .
    Je doute qu'elle ait été faite dans leur dos ou qu'Obsidian y ait perdu beaucoup. Par exemple, je suis certain qu'Obsidian ne gagne pas grand chose dessus, mais je suis aussi certain que leur implication a été minimale afin qu'ils puissent se concentrer sur leurs autres projets.

  27. #687
    Citation Envoyé par Turgon Voir le message
    On note qu'ils ne citent pas leur ancien éditeur. Rien de surprenant à cela hein : je suis sûr que si on leur demandait, ils diraient que c'était un grand plaisir de travailler avec eux et toute la langue de bois habituelle, mais je serais vraiment curieux de savoir pourquoi le partenariat n'a pas été renouvelé. Désaccord entre personnes ? Ventes trop faibles ? Marketing considéré comme trop faible de la part de paradox ?
    Je sais pas pour les autres raisons, mais le jeu s'est vendu à 1,150 millions d'exemplaires rien que sur steam... Ce qui est loin d'être dégueulasse !

    Citation Envoyé par Dieu-Sama Voir le message
    En même temps le coups des version conchiottes dans leur dos . . .
    Je ne vois pas en quoi des version consoles contrarieraient Obsidian... d'autant que les retours de ces versions sont bonnes me semble t il (bon ça me dépasse un peu de vouloir jouer à ça sur console, mais après tout...)

  28. #688
    Citation Envoyé par Molina Voir le message
    Paradox prenait 99% du CA si le jeu faisait moins de 97/100 sur metacritic .
    J'ai lu ça, je suis
    C'est sérieux ? Comment ils ont pu accepter ça ..........

  29. #689
    C'est une blague, une double référence à la cupidité (par DLC interposés) de Paradox et à l'histoire des 85% sur Metacritic qui ont coûté à Obsidian un bonus sur New Vegas.

  30. #690
    Citation Envoyé par Sannom Voir le message
    Je doute qu'elle ait été faite dans leur dos ou qu'Obsidian y ait perdu beaucoup. Par exemple, je suis certain qu'Obsidian ne gagne pas grand chose dessus, mais je suis aussi certain que leur implication a été minimale afin qu'ils puissent se concentrer sur leurs autres projets.
    D'après leurs réponses sur twitter et leurs forum, c'était même pas une implication minimale, en résumé :
    "Pour tout ce qui concerne les versions consoles, voyez avec Paradox. On ne s'est pas occupé du portage, on bosse sur PoE2, c'est Paradox Artic qui s'est chargé des portages consoles".

    Et ensuite on tombe sur un bel exemple d'investigation journalistique chez JV.com :
    Bien naturellement, l'interface a été refondue pour fluidifier la navigation au pad et le travail a été soigné par les équipes d'Obsidian.
    Aucune mention de Paradox et encore moins de Paradox Artic qui s'est tapé tout le portage.

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