Hi It's my first post on this forum. I should share some thoughts with you earlier. English isn't my native language but I would try doing my best with this feedback. 1. How have we been at communicating with you guys? I read most of dev diary and other stuff about Pillars of Eternity and now Tyranny, I frequently read this forum. I watched many interviews on youtube (those with Matt Barton was very insightfull and funny) and read other things across internet. I watched panels - like the one where Josh explained design behind the attributes system. So I guess communication is one of your best qualities. I like to know how the game was made and why some features were designed in the way they are. Thanks to you I know a lot about production of your games. You are probably the best studio out there if consider communication aspect. It's like Feargus said, what changed after starting Obsidian - transparation. He means mostly internal transparation during work on a projects but now everything is transparent for players. Probably thanks to Kickstarter. 2. What did you like about us? I don't know where to start. I spend thousands of hours playing all your games - those based on Infinity Engine and both Fallouts when you were still working in Interplay/Black Isle, publishing or developing the most memorable cRPGs. Later, when Tim founded Troika Games I spent huge amount of time with the best adaptation of D&D 3.5 - The Temple of Elemental Evil. I played through Arcanum a lot. Then when Feargus gathered people under Obsidian banner I fall in love with KotOR 2 and later when Neverwinter Nights 2 came out - first spiritual succesor to Baldur's Gate (and Mask of Betrayer as spiritual succesor to Planescape Torment). Both sequels are imho better in every way than original games from BioWare, which were great so your works is even better. You even managed to bring back true Fallout atmosphere and actual quests and interesting NPCs in New Vegas. I played Alpha Protocol few times - great nonlinear story, characters and awesome spy feeling - too bad you don't have rights to the franchise, sequel would be great. Even Dungeon Siege III was fun to play and now I'm watching entire South Park tv show to prepare before playing Stick of Truth. I play all of your games to this day. And I finished my favourite at least 20 times - what can I say? "I like songs that I know". (I'm not sure if this saying is the same in english). 3. What you like about Pillars of Eternity? Pillars of Eternity announecement was like dreams come true. I regret that I coudn't afford to give you my support before, when you started Kickstarter campaign. Pillars of Eternity is everything what I like about your games. Your style of writing an incredible, and what most important, personal story with strong themes, interesting, multidimensional characters, rich background and exposition of setting. I love how you break stereotypes in Planescape Torment and KotOR II. I admire how you use strong themes in different way, for example - I like how you pictured war in KotOR II - not as a conflict with gunning and blowing in galactic scale, but as something quiet, something what touched Exile and his companion, changed all of them. I found similar style in PoE - something bad happened and it changed the nature of the world, a part of the world for sure. I like how you succesfully push players in pursuit for answers. Nothing is plain and simple. There is room for conjectures and interpretation. It's unique feeling - while I was playing KotOR II I felt like I was playing another Planescape Torment, then I felt it again in Mask of Betrayer and now in Pillars of Eternity. It's the feel of understanding things that affected my character in past and shaped me for the future. I like how you constructed dialogs and quests. Players not only make a choice, but they know why they pick specific solution to situation, players can find personal motivation behind each choice. The best type of choice and consequence, like in Fallout. Reactive world as simulation, logic sequence of cause and effect. It's great in Pillars of Eternity thanks to reputation system, factions, personal motivations, background and skills that open players a new way to resolve quest or simply choose the right path for themself. I like how characters seems to be real people - for example Eder, his beliefs and background, his doubts, even sense of humor which reminds me of Atton. The way how insightfull they are - like Durance, or mysterious and shocking like Greving Mother. They act like real person. There are subtle things that give them more personality, even small things like battle cries - Pallegina's "For the Republics!" (she's like jedi knight sometimes). I like your attention to details - from ranger weapons reloading animation to things like footsteps in snow (which is incredible seeing this in 2D environment) or warm breath out of mouth in cold air of the White March. The same details in building real, reactive world - like giving knife to the boy and after a while hearing about that he accidentaly cut off fingers. I like how you crafted Eora as unique, grim, renaissance setting, drawing inspiration from history of mankind. I missed this type of setting since Lionheart. Like Josh, I have a degree in History. Eora is fresh and yet familiar. Game mechanics are well done. I have excellent understanding of system you created for this game. I like how you designed physical warriors in the way D&D 4th edition does - they have exploits comparable to great magical powers - special attacks etc. And what I like the most, Pillars of Eternity is transparent manifesto against metagaming: no exp for each slain enemy, no buffing before combat, restriction in resting system and other things which make Pillars of Eternity similar to real RPG sessions. 4. What kind of things would you like to see us improve on? - First of all bring back MCA or at least cooperate with him. Chris is one of the coolest writer and designer in game development. - Stronger use of main character's background (but you allready did this in Tyranny I heard). If you played any of awesome Shadowrun games from Harebrained Schemes, there are certain etiquettes which bring more role playing approach and new solutions during dialogs. It could be similar with character's background. - If you will add romance options in new games, please try to bind them with the story, like in Mask of the Betrayer or Alpha Protocol. - Speed up save and load process. - Give greater role to factions, like in New Vegas. More unique, exclusive content for each other. - Quicker path to available companions, so players could use them and hear them throught most part of the game. I gather all companions in 2-3 hours last time, but until I'll have chance to recruit Zahua, Maneha or the most difficult - Devil of Carock at least 1/3 or even 1/2 of the game will be "done". - Expand the setting for new places, exploring cultures we heard playing first Pillars of Eternity. - More sketch of items, not only for soulband items but like it was in old Infinity Engine games. This build great vibe and seams more real and immersive. - Living soul trapped in sword made of adra, with personality on the same level as character's companions. Talking sword like Lilarcor. I thought it would be great for this type of setting, bound the soul in adra and learn something from "it" mistakes when he or she was alive. - More items for caster classes (more robes, hood, different cosmetic changes). - Strong aspect of both Baldur's Gate II and Pillars of Eternity are huge sidequest stand alone adventures with consistent story, memorable NPCs. Like Roedrick Castle, Skaen Temple (or Umar Hills, Cult of the Eyless etc. in BG II). This is the best option for side content. - It would be cool to visit puzzle dungeons and locations, like Ice Temple of Auril or Fell Wood in Icewind Dale II or Watcher's Keep in Throne of Bhaal. - More cutscenes on game engine, like those in Baldur's Gate II or KotOR II, between the chapters, foreshadowing characters or important parts of the plot. - I like long description in dialogs, like those used in vanilla Pillars of Eternity or in Shadowrun from Harebrained Scehemes. It adds a huge vibe, build up atmoshpere. I felt like White March was missing some of this type of texts. But long narration between character's lines breaks voice acting. It is possible, to make longer pauses between another spoken lines played in dialogs if they are separate by additional narrative description? 5. Pillars of Eternity missing features. - I would like that each book, note, poem or anything else which contain a lore about Eora would be added to separate section in the journal. Like codex entries in Dragon Age/Mass Effect series. This way players could read the lore in any time they want and have easy access to it without filling inventory with many books to read in the future. I'm lore freak. - I would like that clicking right mouse button on any avatar could plays its sounds. Like rightclicking on sprites in Infinity Engine games played NPCs voices or monster's sounds. Some of them were unique and coudn't be heard otherwise (for example Firkraag's lines in Baldur's Gate II). - I'm playing expert mode for the most of time, my first playthrough was hard difficulty with expert. It's great way to play PoE but with all new mechanics and new spells, abilities there was something missing - area of effect markers. It's strange that expert mode doesn't allow that, while for example in D&D playing on the grid players could precisely target AoE spells. - Can you please allow players to wear cloak and neckles at the same time? Only for cosmetic purpose. I like my wizard or priest or paladin wearing a cloak, but sometimes neckles have better benefits. 6. Combat: The hardest fights: Concelhaut, Adra Dragon, Alpine Dragon, Llengrath, fampyr Roderick, Nalrend the Wise. I think that those fight are the most difficult because all bosses have minions. Fighting dragons, liches, archmages in Infinity Engine games or later in Neverwinter Nights was always combat designed as party vs single oponent. Nalrend the Wise was hard because those ogre druids cast a ton of healing spells and insect plague. Some fights with fampyrs or spores are hard because of charm effect, but I will test that soon. I didn't have problems last time I fought Radiant Spore. The easiest fights: Thaos, Kraken. I'm playing now on normal difficulty and I think that entire game is too easy on this level. Design of high difficulty is very good, path of the damned is challenging but I'm not into artifical stat increasing in cRPG. 7. Balance issue. - Divine Mark, I guess it was designed as spell against boss type oponents. It has bonus +15 to accuracy vs Will (which is probably one of the lowest defence) and this spell does a huge amount of damage and lower deflection making a target easier to hit by conventional weapons. As vs boss spell it has issue close range - because of the minions it's quite dangerous to use, while in early game this low level spell seams too powerfull against normal enemies. - Dextirity, I think this one attribute gives the least benefits for any character. I never min-max, I always make my character balanced, like natural living person without dump stat. And 3% to speed up recovery action seams negligible when you spent only few points over 10 in that attribute. Attack speed, casting speed generally affects frequency of making actions. So if attack animation's speed is constant until recovery action reach 0 seconds, is it possible to make greater benefit from Dextirity and still don't reduce the time of recovery action to the point, when attack's speed animations will speed up, making attack not more frequent but faster? - Maybe will you reconsider adding some range to casting spells, like from one of attributes or talents or class specific abilities, or even items? 8. Bugs. People are saying "Obsidian makes buggy games". I'm very upset by this statement so I made this meme. I spend thousand of hours in your games, and I encounter only 1 gamebreaking bug in the final of Alpha Protocol (missing helicopter). What I experienced during Pillars of Eternity: - Aloth's line when he introduces himself. The one short sentence with his name and last name - the sound is tearing. - In my first playthrough of the White March part II, just before the great final, there is conversation with all party member about things to come (like in BG II before final fight with Irenicus at the tree). Eder (he was sent on adventure from Caed Nua, he wasn't even im my party at the time) spoked his line as same as my five active party members. This glitched timer of adventure and it never finished. I had to call Eder off from adventure. I'm not sure but it was Lanveder and Lye or Liminal Spaces aventure. - Each time I fight Will O'Wisp when I clear out cortyard of Caed Nua before I go down to find Maerwold, fps drop to almost zero during this one mosnter animation. Sometimes game even freez and crash because this one Will O'Wisp there. - While holding left mouse button to drag up and down text displayed in narrow window (from certain notes, letters and poems) it glitches scrolling by mousescroll - text just instantly jump to start if mousescroll was used after leftbutton draging I mentioned. Clicking on navigation up/down arrows at the right side of those narrow windows of text resolve this issue and mousescroll can be use again. This bug occures only in narrow windows (like letters in Ruined Temple of Eothas) while other books and journals displayed in wide windows works normal even after "draging" text by holding left mouse button. 9. Not Bugs but making me freaking mad: - Right mouse button closes open window of books, notes and other windows with description of items, spells. Sometimes I accidentaly click right button that interrupts reading and this makes me angry. There is "x" to close window, there is escape button on keyboard. Why add this feature to right click? Maybe I'm too impulsive :D 10. Wishful thinking: - Please design at least one sci-fi setting for isometric cRPG or real world cRPG (real world could be in any form, not preciesly isometric, like you did with Alpha Protocol). Something new, rare and unique like Tyranny (it has a strong Dark Sun vibe). - Is there any chance for releasing some artbook or guidebook? I bought Pillars of Eternity Guidebook vol. 1 but I want more this type of collectable cool stuff. - Any chance for polish translation of Chris Avellone's novela? Even as some kind of e-book format. EDIT. Some thoughts I missed before: - I will add something about interactive text-based cutscences - more of these. We had chace to use some spells in scenes like that in White March. Like casting ice spell on floe so it won't break under feet. I think this could serve as additional options in conversations or even to solve some mini quests. Beamdog used this type of creative thinking in Siege of Dragonspear. Mage could turn water into a wine (or rather cheap wine into high-end liquor)via dialog option instantly finishing this quest instead of asking dukes of Baldur's Gate for some wine from their storage or stealing from them. - Failure should be consider as consequence equal with other outcomes of decisions - there is good example from New Vegas while working for Mr House, he want courier to save president of NCR but with negative reputation with NCR, outcome of this quest is instant failure.