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  1. Hey guys I'm having some trouble on XBOX360 in trying to buy armor at the elven kingdom store, the game crashes the whole thing just freeze and I have to resart the videogame. Please help guys thx
  2. As these are the three classes which haven't really been talked about by Obsidian, I thought I'd bring them up for discussion, particularly as to some degree I think they are all classes which have had conceptual problems in some games, so more or less just opening this up to have a place to debate a bit at what these classes are about/how to fix the problems. MONK Issue 1: Monks as the loot-poor class. I think this is perhaps the most pressing issue of the class historically in D&D as far as IWD2, NWN and NWN2 had it - because the whole point of monks was that they are a class which relies on their own body as a weapon they don't really get to partake in looting in the same way as all the other classes. This can be fixed to some degree by having robes for their armour slot, but I found many of the robes from the Neverwinter games not very exciting, finding a robe with resistance to 1 point of slashing just isn't even the same as finding, say, a +1 suit of chainmail. You obviously don't want them to become too similar to fighters as part of their appeal is that they are so different. This is also putting into account that Obsidian have stated that they want to be able to have anyone wearing any armour if they want to. The weapon thing is similar. So how do you make them be able to get loot (which I consider a cornerstone of the genre) without ruining the class concept? Issues 2: Monks as a low choice/linear class. The other big problem I see with monks is how they were handled in the D&D games had very little "give" in their levelling up/character creation. You would level up and though there were certainly feats you could use, there weren't really any designed for them. You got lots of cool abilities but you didn't have any say over them. How do you inject some player input into the design of a monk, without either breaking the class concept or going the opposite end and becoming overly "move" based? DRUID Issue 1: Druids, wildshape and spellcasting. I think one of the biggest problems with any class is that Druids are a two focus class, and those focuses don't really mesh well in combat - a cleric can go whack someone with a mace on the front line and then cast a spell the next, but when you have wildshape it doesn't gel well with casting. Yes, there is the NWN2 solution of giving the player a feat to cast spells while in animal form but that didn't quite work for me - it felt a bit silly to have a wolf stop in the middle of combat to cast a traditional spell, and if you are going to do that it should have been built into the class rather than having to take a feat to make the basic premise of the class useable. So, how to balance shapeshifting with wildshape? Issue 2: Wildshape becoming redundant At this point I'd like to clarrify, I really feel like wildshape is something that really makes druids stand out as a class, sure wizards can do it too, but not to the same degree. However, I do think the focus should generally be on versatility - in the 3rd edition games there was a bit of an issue where really, only the most recent shape you learnt was actually useful, the rest became gradually more redundant. This especially felt a bit of a shame when you progressed onto the elementals, which although technically less powerful, felt less cool than turning into, say, a polar bear. Is there a way to keep the wildshapes relevant throughout? Issue 3: Wildshapes outside combat This has never really been addressed in any of the IE games/NWN, but one thing I feel hasn't really been done is use of wildshapes outside of combat. Even if it were limited to anonymously scouting as a fox or eagle or something that wouldn't arouse suspicion (with some risk of being detected from other spellcasters perhaps so as not to be too useful) or to reach a certain place quickly using the form of some fast animal, it's never really been explored. RANGER Issue 1: Making Rangers stand out. I do feel rangers have been sometimes treated as a bit of a generic hybrid between rogue and fighter, but how do you make them more unique compared to those two? This was done in D&D by use of favoured enemy, spells and animal companions, but are these things you want in the class? Could they be elaborated on more (having favoured enemy options including classes perhaps?) or is there some other feature that you think would fit the archetype? Anyway, I do have my own ideas on these but for the mean time I mainly wanted to see what everyone else's thoughts on these were?
  3. Deletion of this thread would only mean that this actually IS a spoiler and therefore a truth! Behold:
  4. Everyone here at Obsidian is thrilled that the feedback to the first look at Project Eternity was so overwhelmingly positive. Thank you for all the encouragement - It really means a lot to our artists and the rest of the team. The outpouring of support and donations over the last day has been amazing. Thank you! Over the next five days we have a lot of fun things planned to wrap up the Kickstarter campaign. First, crowdfunding and Kickstarter has allowed us to open up our doors to you, literally. Today you can spend a few hours with me at the Obsidian Office, and you will get an inside look into a development studio. Check out what an atypical day is for me at the office (running the Kickstarter is pretty atypical for a game developer). I promise to wear pants! We plan on doing more of these live events at the office during production. Tomorrow I plan on playing Icewind Dale II by Interplay and Black Isle Studios. Icewind Dale II was the last Infinity Engine game to be released a decade ago in 2002. Before production starts on Project Eternity, I want to revisit some of the magic that Project Eternity aims to bring back. Join the stream and have some fun! Special Obsidian guest developers will join in on the fun, and you can heckle me while I try to make my way out of Targos and through the Dale to Kuldahar. How long will I play? 8 Hours? 12 Hours? 20 Hours? Longer? Watch and find out. Be sure to check out tomorrow's update with Tim Cain. He is going to answer more of your questions in a special video update. Here's the rest of the scheduled events for the next 5 days: Friday, October 12 11:00am PDT - Inside look at a not so typical day with Adam Brennecke - UStream. 3:00pm PDT - PC Gamer Live Chat with the Project Eternity Team - PC Gamer. Saturday, October 13 10:00am PDT - Adam plays Icewind Dale II all day - UStream. Monday, October 15 10:00am PDT - Reddit AMA with the Project Eternity Team - Reddit. 5:00pm PDT - Game night at Obsidian. Watch us play D&D at the studio! - UStream. Tuesday, October 16 12:00pm PDT - The final countdown starts at the Obsidian Office - UStream. 6:00pm PDT - The Project Eternity Kickstarter ends! Updates to the schedule will be sent via Twitter, Facebook, and posted to our forums. New Novella Audio Book Reward and Add-on We have a new digital add-on for everyone. For an add-on of $20 you will receive the digital Audio Book of the Project Eternity Novella by Chris Avellone narrated by a professional voice actor. If you already pledged at the $165 tier and above you will receive it for free! Two Stretch Goals Hit and The Endless Paths is Larger We've hit the $2.7M stretch goal, which means Paladins and Chanters are added to the game, and I'm happy to say we just hit the $2.8M stretch goal in record time! George Ziets will be joining the team! The team is very excited to have the opportunity to work with George again. One more level has been added to The Endless Paths because of your help. The depths grow deeper by the day, and we are getting very close to 20,000 likes and 60,000 backers. 2 more levels incoming! Our next Facebook goal is to hit 40,000 likes - if we can reach that milestone it means we will add one more level to the dungeon! How low can we go? And last but not least, I leave you with a new concept art piece of Forton the monk. Thanks, and see you on the live stream! Update by Adam Brennecke Like Obsidian On Facebook - Help grow the Mega Dungeon!
  5. Flagellants were mentioned in Shadenauts' post in the Monk topic; I think they're an interesting concept - what if they were one of the classes of PE? Here's a few ideas : 1) Overview So, who are we dealing with exactly? Using Warhammer as a point of reference : In other words, flagellants in Warhammer are usually simple people who have, figuratively speaking, gazed into the abyss, but the abyss gazed into them - and their minds simply snapped. It could've been a supernatural event, or a personal loss. Sanity was then replaced with fanaticism - this renders them utterly fearless and nigh unstoppable. They have little regard for themselves. 2) Combat role and ability proposals - Flagellants would fight in a frenzy, making them equally dangerous to foes and friends alike. - Their conviction grants them supernatural strength and makes them immune to psychological effects (there's simply nothing left in the world that could scare them anymore). - Highly resistant to magic, especially psionics. - Through practice of self-mutilation they can empower themselves even further, but at the cost of their health (think blood magic). - Martyrdom - protecting their companions with their own bodies. 3) Implementation - Having one as a companion seems feasible - with a flagellant being a subset of a priest or monk class. - New class (or a subset of a priest or monk class), available to the player - unlikely, but possible with some changes. 4) Companion Interacting with those crazed individuals opens up some interesting opportunities. First - having them fight by your side is a big gamble - the risk is certainly high, but so is the reward. Perhaps the player will help them exorcise their horrors once and for all (which would allow them to control their frenzy) ? Or maybe send them even further down the spiral of insanity (that'd increase their combat prowess but render them even more dangerous to their friends) ? Also, who wouldn't want to have a Malkavian in their party? 5) Concept art example What are your thoughts?
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