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  1. Greetings, all! While Obsidian is stlll in the mood to heavily modify things via patches, I find this a good time to include suggestiosn for future Pillars of Eternity versions. Note that I am generally enjoying what I've played so far and wish to make this game even more perfect! Suggestions 1: Please allow us to manually name our saves! Dragon Age: Origins did it. Baldur's Gate did it. Divinity: Original Sin did it. Being able to name my saves tells me where I've been and lets me tell myself where to go next and what to do there. 2: For those who have completed the intro sequence, pl
  2. WARNING - some spoilers. (not many though) Secondary Warning, fairly lengthy. Bugs---- So far I've encountered relatively few bugs, and none of them have caused me any real headaches. I generally look in the steam discussions (forums) for answers to whatever I'm looking for. When this inevitably fails, I head to Obsidians forums (this generally fails as well), but this means I'm constantly alt-tabbing in and out of the game, which may be why some of these appeared. I'll list em, starting with the worst of them. - After alt-tabbing quite heavily I went to save my game in case I'd fo
  3. The Paladin is by far the class I've played the most, and since paladins are generally the class I favour the most, it is also the class that I have the most thoughts on. The Paladin class has a number of outstanding issues that I'd like to raise, but first, let's go through what the Paladin gets, level per level. Character creation. At this point, the Paladin gets to choose between Flames of Devotion, a 1-per-encounter Ability that does Weap.Dmg.+100% Burn Dmg. and Lay On Hands, a pitiful 3-uses-per-day HoT (Healing over Time) Ability. The Paladin also gets Faith and Conviction, a passive
  4. It would be great if threads which OE responds to were marked with a little OE badge, like on some other popular game forums. Clicking the badge would filter and show just the OE responses in the thread. (Or at the very least jump to the first OE post.) This will make it much easier to see which topics already have an official response and what it is. Thanks!
  5. When you hold Tab, it highlights interactible objects and shows labels over the heads of NPCs and stuff. It would be nice if clicking on those labels allowed you to interact with the person/thing, sort of how in Diablo games when labels are showing for items on the ground you can click on them to pick them up instead of hunting for the specific item's model on the ground. Also, in general I wish it was easier to click on people to talk to, it seems like I have to click on their feet where their selection circle is, but it's counterintuitive that clicking on their bodies does not work.
  6. One of the staples for the RPG crowd are mini and/or hidden bosses. Bosses that are hard to find, hard to fight, and are not part of the linear storyline. I realize that with 6 months to go and most lines pre-recorded that most of the gameplay is locked down this far into development, but I think this would really add to the gameplay with relative minimal effort. They don't have to be neccasaringly a mandatory part of the storyline, and thus, won't negatively effect the turnaround time as much. Suggestions for hidden bosses are: Darth Chef MechaStreissand Sally Struthers (in her Jabba t
  7. Sorry I'm tardy to the party I just learned about this entire thing a few hours ago! I went through all of the updates and saw all of the videos...after spending a while crying tears of happiness I finally composed myself and decided to share my thoughts and express my thanks to all of the developers for continuing my favorite type of games! Thank you very much. ----Pathing---- -Pathing is massively important. In IE games I really disliked indoor / close corridors fighting because the characters would often waste time running in a wrong direction. It was especially annoying if a pi
  8. Oddly enough I haven't seen topic like this here, so I will be first to start. In this thread we post things and features from our favourite RPGs we'd love to see in Project Eternity. I'll start with few games I have known and loved very dearly. Fallout 1&2: -Humour (some might find it bit childish though) -Very high verbal quality of dialog -Ability to talk your way out of most conflicts (if having necessary stats&skills) -Very free exploration (esp. Fallout 2) -Ending slides -Refreshingly daring take on sex (especially for it's time) -Random encounters (funny and scripted
  9. Hi all. So of the various classes in PRoject Eternity, ciphers were one of the most highly anticipated, based on the rudimentary polling done in the General Discussion Forum. So I wanted to hear everyone's ideas for mechanics and where the devs should get their mechanics ideas from when it comes to ciphers. Also, feel free to ask any questions here that you guys would want answered from the devs. Maybe, we can hlp each other out and find quotes to answer some questions. I personally wonder if ciphers will have consumable resources like "wounds" for the monks. How are ciphers g
  10. Rats are very intelligent animals, they have no fear of water and in fact are great swimmers, they are notorious for stowing away on ships, and are found in abundance near any source of water. All we know about the Aumaua is that they are large and they live near the water. Imagine a giant bi-ped humanoid river rat, long tail, hunched posture, able to jump long distances, fast reflexes, doesn't fear anything, and highly intelligent. For reference think of the movie: The Secret of Nym. Also think about the character Reepicheep from the C. S. Lewis book "Voyage of the Dawntreader
  11. I'm sure "This is an idea I came up with" has become an automatic eyeroller of a phrase for many people on here, not least the developers themselves. Nevertheless, this is an idea I mentioned in a thread on the Wasteland 2 boards that almost immediately struck me as a good fit for PE, and people seemed to like it a lot over there, so I think it's worth copy-pasting. Probably worth noting that I was here assuming a hard threshold-based system of Speech checks, as in New Vegas. That may or may not be the case for PE, but I think at least some of this is still salient regardless. Oh, and F
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