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  1. As of now the developers is implementing a slow down option. Thus they can implement a speed up option with minimum hassle. Why we need speed up? Moving the party from location X to location Y will be less of an hassle. Hearing "You must gather your party before venturing forth" because not all your party have the boots of speed is annoying. Running here and there for quest, merchants, may generate too much idle time waiting for the party to get there that it breaks the mood. Waiting the party to get to the armor / spell / potion/ craft / gem merchmants to buy / sell loots for the hun
  2. I wanted to talk about the difficulty of P:E. I skimmed the first few pages and couldn't find a topic about it, so I decided to create one. Maybe I haven't looked hard enough, but here we go: I've been replaying DA:O on nightmare and couldn't help but notice how easy it is. When I played it for the first time I found it was more difficult than other games this generation, but that feeling went away when I got used to the mechanics. Now I just wail on the enemies and wait for them to die. That's not good combat. I know Obsidian is trying to capture the IE games, but those weren't *hard* per s
  3. I have thought about this idea for rpg's for a few years and I think you may be able to pull this off. In real life we meet and loose companions and sometimes run into them again and again, A companion role has been for the most part stagnant they level up but never really grow. Loves and enemies crop up from time to time, they may go off and have families. They should age and evolve based on the relationship with the Player Charachter. for example: in the Fallout universe we acquire companions based on our karma etc. they travel with us and exchange weapons etc. but the charac
  4. I'd love having the ability to shift-click to queue up movements (aka. waypoints), even if the pathfinding works flawlessly it'd be a nice feature to have to navigate in close quarters. Also, playing BG2 again, after having played a number of more recent squad/group based games, I've missed being able to tell a character to cast a spell, then shift-click an enemy to queue up an attack command. The commands would be executed in order, and discarded if impossible. I understand adding the ability to queue up any amount of actions can have a number of implications on gameplay, but it's somethi
  5. (Warning-this may be long). Let me start out by a childhood story. I was at the local Fred Meyer's as a child. So young I had to be held up by my armpits to play the arcade boxes. This game called "Dragon's Lair" cought my eye. I was so totally enthralled with it. I begged my Dad and Uncle to play it. The response (Son, that is not a game, it's just a cartoon you have to put quaters in to watch and hit buttons every once in a while) Once I got older, and found an old box, I realized they were correct. It was not a game at all. Several years later, and home/PC gaming was intr
  6. Something little I enjoyed in older RPG's (mostly before voice acting) was the ability to change the names of your dev made follower NPC's. I think this would be a nice addition to P.E. and make your play-through just a little bit more personalised. I know it's something very small so please don't shout at me for making this thread I know I am foolish xD
  7. So I'm a huge fan of the first Dragon Age game (and a huge not-fan of its sequel, so let's set that aside for a minute). At the time, DA:O represented a really significant and explicit attempt to pay homage to Baldur's Gate and the like, sidelining Bioware's ongoing trend of focusing the protagonist over their party and producing ever more cinematic gameplay. If we're talking about a return to the values and tactical play of the Infinity Engine classics, then it might be worth pondering DA:O's solutions to essentially the same problems, and figuring out what it got right and what it got w
  8. Hey kid, we have different stories about it. What do you think about building storyline mechanics with respect to different difficulty options? I mean that gameplay would vary not only in difficulty, but in storyline or amount of quests that player receive. It may look like developer have to build handful unique stories and will demand double of money and HR. My idea is to build one complete main plot and set of side stories/quests, and until certain difficulty modes (suppose those 3 special most difficult goals) player wont get all side quests (developers may even randomize offered set) an
  9. Hello, members of the Order! I'll just post something I was discussing with some of your friends in the Kickstarter page. It's about XP System, and started with someone saying that doens't agree with the XP gain from killing a monster. As I never liked it, I said something I used to do in my days of pen and paper rpg. Here's what I wrote in KS page: "As for XP system everyone's been talking about, I'll write something I said earlier: I always felt like killing people/monsters and level up really makes no sense to me. As for leveling up I imagine you as a experieced player (as it's what
  10. We've got a crowdfunded project with many many rpg veterans chipping in. I'm ready for some innovation and experiments. Here are some features of my imaginary, perfect 'Project Eternity', add your own below! Resting Spells/abilities regenerate instead of becoming unavailable after use until the party rests. The party acts at 100% efficiency when well rested, but gradually becomes more vulnerable and loses effectiveness in all skills when tired. Spells not only cost mana, but tire casters independently. The same holds true for physical skills without consuming mana. The party can rest anywh
  11. I was thinking about magic use in RPGs and would really love it if this game did not use the massively over used mana system. I think it'd also be pretty cool if magic wasn't mostly reactive and combat based. Some random ideas and things I'd like to see... Spells you had to plan ahead to use Maybe you need reagents the use of symbols/runes/glyphs on your gear/weapons or the ground an altar of some kind sacfice something to gain something all of the above If I'm playing a mage I'd like also to see and use magic in every aspect of the game, to see/feel/hear things others don't, to b
  12. I understand it's hard to put a protagonist in peril but something that super bothered me about BG and IwD (probably the only thing that bothered me) was the amount of time my 18 int mage character walked into a trap that I, as the player, spotted from a mile away. I'm not talking about a physical trap, but the moment the enemy jumps out from behind a sofa and goes 'BWAHAHAHA you did exactly what I wanted you to! Ambush!' and I let out an audible sigh as I the story forced me into that situation. I know it's picky but it does get frustrating
  13. Being able to play through the game again when you have finished it with your already somewhat levelled character would be great. I really like new game plus in other games and it encourages me to play through a game more than once. This could be especially significant if the game has meaningful choices or hidden things, an option to change race would also be great but not absolutely needed. Enemies would be appropriately levelled of course.
  14. i still dont catch if the game will be 2D like BD2 or 3D like neverwinter nights 1 or 3D like neverwinter nights 2 this is very important, i like the way nwn2 works cus we can get nice isometric look and we can close up the camera to the companions to see in details how they are
  15. Passage of time in RPGs Quite some time have passed since the birth of RP video games, and we have seen innovation after innovation deepen the immersion and revitalize not just a game genre but also a culture. The introduction of 3D did a lot to the first-person branch of RPGs for example, and the obvious demonstration would be the Elder Scrolls series. The advancement of internet also did a lot to RPGs which by nature is based on gameplay including several players, if you consider their origins, and today we have a genre called MMORPG. I have always thought of the element and mechanics o
  16. Hi guys I'm trying to find out if I can swap items between players and/or have different characters buy stuff. It looks like you can only buy using your main character but at the moment I have Lucas running around with loads of gear and Anjali with practically nothing. Any assistant would be appreciated Thanks A
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