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continue vs load
ok thanks
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continue vs load
I scanned the list and could not find this reported elsewhere. Sorry if it has been reported before. Whenever i use the continue button at start up it always goes to the most recent save for the first character I generated. It does this regardless of which character I saved last. I can access other character's saves but I have to use the load button to get to them.
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Korgrak's Head disapears when moved to MC's Inventory
I had a problem with it too on one run through but it worked other times. When it failed I picked it up and it went into my quest item box. when i try to complete the quest I dont get the conversation line that allows me to give it to the pig farmer. Same thing occurred with the broken dragons egg and the lady at the potion shop.
- New stretch goals for companions and wilderness areas?
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Potraits
I had read that the BG1 portraits were based on portraits of real people that worked on the project or were friends & spouses. It think that is why I like them better ... they were more realistic and less cartoony.
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What Made The Baldur's Gate's Great That Eternity NEEDS
greenmonster replied to I_SERVE_THE_FLAMING_FIST's topic in Pillars of Eternity: General Discussion (NO SPOILERS)What made BG great was it was so new and different when it came out. It was a quantum leap forward in terms of game mechanics and NPC interactivity. It also benefited from some memorable voice actors and characters but what made it great was that it was novel. There was a sense of discovery in terms of discovering the game as well as the content of the game. Consider it vs Daggerfall, Might & magic circa 1998, or Pools of radiance. It blew them away in my opinion but almost 15 years later it does not seem so new and fresh. An IE type game today will depend more on its content for success. In PE I am not expecting another quantum leap. Where BG was as much about discovering the game as the content I think PE will be more about the content. I do expect to see improvment and refinement of familiar tools, but I hope for a sense of discovery therough some new rules and a great story.
- Update #61: In-game Art
- Update #61: In-game Art
- Update #56: Paladins and Wild Orlans
- Update #41: D&D: Dwarves and Doors
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Update #29: Fulfillment and the Pros and Cons of Nostalgia and Realism
I enjoyed the discussion of armor. Here are my thoughts on the subject. Getting hit and taking damage are 2 seperate issues. Avoiding the hit is a function of movement (ie strength and dex). I see armor and shields a preventing damage when you are hit. If you do not combine these attributes into a single armor score you get more options for light, medium and heavy. So, light would be better at avoiding but offer less damage reduction. Heavy would get hit more often but have high damage absorption. Medium would not be reduced to the murky middle that is useless as soon as you can afford heavy. It would offer a compromise between avoidance and damage reduction and be more utilitarian. The trick here is creating a variety of ememies with different ratios of hit and damage ability. For example Standard opponets are reasonably avoidable in light but heavy often takes hits for less damage. So after a few, say 5, combat sequences the likely damage to both would be equivalent. Light = 3 misses and 2 hits averaging 5 damage per hit for 10 damage. Heavy = 5 hits averging 2 damage per hit for 10 damage. Some specialized opponets are harder or easier for different armors based on damage dealt, number of attacks, precision, type of damage (elements, blunt, sharp, etc). So a precise attacher with low damage would be hard for light but easy for heavy and normal for medium. High damage low precision would be the other way around.
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What classes would you like to see?
I don't have particularly strong feeling about class types as long as they are somewhat balanced. One thing I have always disliked is rage/beserker effects that give a temp increase in hit points that wears off right after a fight and then you die. I'd much rather see damage reduction than a temp increase. Or, if a a temp increase is given then make it drop you to 1 HP instead of death.
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Using Looted Clothes and Armor
Picking up a weapon and using it makes sense. Armor not so much, especially across races and genders. At the same time it may be a drag on game play to have to schlep back to town. In a lot of ways this is like magic item identification. Maybe having a non-combat skill (armorer/blacksmith/etc) that allows adjustment would be a good compromise. If you dont want to schelp it, spend the points.
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Why I'm not entirely happy with Update #7.
greenmonster replied to Sylvius the Mad's topic in Pillars of Eternity: General Discussion (NO SPOILERS)I am not worried about a dual Xp system affecting balance. Since you have to invest time in one or the other is effectively the same as making a choice within a single XP system.
- Should there be player-generatable companions?