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Showing results for tags 'choice'.
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I'm wondering about the True to Form sidequest for Hiravias, and just which direction to steer him in in the end. While I'm inclined to follow Galawain's request in the end and send the souls to strengthen the Dyrwood, Hiravias seems happier in the end if he sticks with Wael instead of going back to Galawain. If I encourage Hiravias to follow Wael, though, he'll also encourage me to break my promise to Galawain and do what Wael wants, which will mean the Dyrwood will suffer (and the dragon fights in Deadfire will harder, from my understanding). What's the more ethical direction to encour
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- companion quest
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There is an ending where Maneha "Rediscovers her lust for battle, and her also having a lover, saying she had a life of violence, excitment, and passion. While there is an ending for Zahua saying that he took on a new apprentice, a female, trained her in everything he knew before she finally left for her own journey. Does anyone out there know how to achieve these endings? I've searched all over google and only know how to get every other ending on Pillars of Eternity EXCEPT those two. Has anyone ever got those two before? Thank you for your time reading this and hopefully having an answer
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I'm not going to bother with spoilers tags since this is a spoiler forum so just assume I wreck every single detail of every possible ending. In the last few scenes of the main story arc I found myself agreeing with Thaos' motivations, albeit not necessarily his methods. I convinced Aloth to take up the mantle of the leaden key after Thaos' death and I agreed with him in his conversation options during the final face off. I was really disappointed that there didn't seem to be any opportunity to be convinced that freeing Woedica is the right idea. I might have been able to be persua
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Been playing for about two hours. Each time I'm hit with a dialogue option that has a stat or skill attached to it, I've found that when I choose it, nothing really happens. I mean in the sense that nothing really new opens up, no new dialogue, no special action that you wouldn't get had you not picked that special dialogue. Is this for the beta only or am I just not meant to really use that mechanic in Dyrford?
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Very impressive, first off. Very awesome dialogue screen. By my count, the nine dialogue options boil down to this: - 3 regular responses - 5 stat responses - 1 multi-stat response (this blows my mind and makes me so, so happy) I'm going to assume that the three regulars all flow into the same reaction (plus Athletics), but what about the other five? We know that there will/can be up to twelve responses for one screen, but how many of those are just for flavor? Those five are all stat-based, so I'm a bit cautious. I'm going to assume Intelligence and Perception flow into one pe
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TLDR: Scroll to bottom for main points. I've been playing through Fallout NV recently. It's excellent quest design has brought to my mind a few points I'd like to share about NPC agency. Let's talk about the oldest trope in fantasy RPGs - that of the "quest". Usually a PC is given quests that entails "solving" problems for NPCs. If the player accepts a quest, then directions to complete said quest and possible rewards for doing so are made clear. If the player chooses to ignore the quest, then not much of anything happens (more on this point later). This plays into the power-fantasy that t
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I was wondering if it's possible for players to complete the game while using only your main character. I understand that a lot of these kind of games are suppose to be played with a group of characters. However, I was wondering if its even possible to go around solo. I personally like to invest in choices for just a single character, I tend to have a really hard time focusing on what every character is suppose to do, and keeping track of how i had planned to level up every single character in the party. Also, when you have like a 6 man party your main character kinda boils in the middle
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So after debating a similar issues on another topic, I thought I would bring this here. I am curious what people think, even though I know we wont have "fixed morality" in this game like previous IE titles.
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While I nonetheless expect this to be somewhat controversial, I want to start this off by saying that I appreciate Infinity Engine games for what they are, and this thread is not about what Project Eternity should be. Rather, I ask what Project Eternity is, which is very related to what Infinity Engine games are, or even more broadly DnD-based cRPGs. The reason is that I have noticed an increasing overlap in the past several years between the "action/adventure" and "RPG" or "role-playing game" genres, and it got me thinking about what the difference between them actually is. The obvious re
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Ugh, want to make a poll but too lazy and can't think of anything right now. Harassed this thread about this for a bit, because I didn't want to make a topic on it. There's many ways for expression to take place in the game. A pixel can do a lot. Text, Animations, Voice and still pictures/portraits. All tools for a more "representative" experience of the expression the Companion (or your character) is doing. In the attachments below there are some Examples of what I'm flirting with. JRPG's and Anime use lots of "emoticon" stuff that might not completely belong in Project: Eternity (I'm
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The questions of this poll were already disscused a bit elsewhere on the forum, but I'd like to raise them more specifically. So, what do you prefer: more choices and consequences that visibly affect things, or just more quests and bigger world, with maybe not so many real choices and visible consequences? And what is your opinion on adding stretch goals specifically dedicated to improving these aspects?
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Obsidian has said that there will be many complex and difficult choices that can make significant changes to your playing experience. So what is everyone's opinions on how big of an effect these choices should have? And how should they carry over to future expansions/games? Should you be able to cause major changes within a society? Perhaps by helping to liberate an underclass, or change their system of government, or maybe even set a civilization on a path to destruction? Should you be able to change the course of nations? Should you be able help an occupied nation overthrow its invad
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