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Found 24 results

  1. By modifying Assembly-CSharp.dll one can achieve with ease many frequently requested things that are otherwise not possible or very difficult. I have decided to make this tutorial instead of mods since mods for Assembly-CSharp.dll have some drawbacks (see below). Difficulties with Assembly-CSharp.dll modding - A modified Assembly-CSharp.dll won't be properly recognized by patches. So one has to use the BACKUP and patch the game or reinstall it. After that one has to redo all modifications to the new Assembly-CSharp.dll. It helps if one keeps track of the changes in a text file. - Assembly-CSh
  2. My ship crew has been stuck at 4 stars for ages now while the captain keeps gaining. Had me wondering. Is there a cap to how good the crew can get? Crew members are about to hit 110 xp and they've been at 4 stars (either 4 for one job or a mix 3+1 etc) for a very long time. The only exception I found was at brass citadel. There's a 5 star (3+1+1) recruitable member there but she's not getting any better since I got her either. Edit: Just to answer my own question after completing the game, yes 4 stars is the most they get (with one exception at brass citadel) at 25 crew xp iirc. If
  3. How come my companions don't have the same XP, preferably the same XP as me, regardless of wether they're in the party or not? I was "encouraged" to bring along Tekehu for a romp through The Gullet, and he changed places with Aloth. After going through that area and a few more side-quests, I wanted to switch back to Aloth - only to find him a couple of thousands of XP lower than my existing party and missing a level to boot. Why? I'm hard pressed to see any benefit to this, though I see a lot of con's. Con's - It discourages trying out companions you're not instantly loving - It disc
  4. Hello, I increased the Dexterity of Merisiel to d12 + 1 and the hand size of Valeros to 5 cards. When I try to start a new game with these characters, if I click “load existing character,” the system says the character is already in a game. If I click “make new character,” the character’s are available, but without the experience level-ups that I mentioned. How do I play the game with characters who have experience level-ups? Thanks, Paolo
  5. I'd love it if the design team could address this question at some point. I'm not in the habit of using message boards, so apologies if I'm missing some of the etiquette or if this is addressed elsewhere (But I don't think it has been). If a veteran of RPGs plays PoE 1 with all the latest updates and expansions on the highest difficulty level, its entirely possible for them to advance levels very quickly relative to the core game content, particularly if they seek out and pursue lots of challenging side content. This is paradoxically offset by the frustration of *not getting XP* for kills,
  6. I made a review of PoE recently after I finished it for the first time (http://forums.obsidian.net/topic/92610-my-late-review-of-poe/). In it, I mentioned that PoE1 v3.05 had, personally, two major issues to be fixed: 1 - Encounter design and the limiting nature of combat mode, 2 - The leveling up system. As for n.1, I have reasons to believe it will be quite improved in PoE2. We already have sneak peeks showing us exploding kegs and difficult terrains, we know that Maia's bird will be able to scout and adding to the bigger number of ability options with the new subclasses and multiclassin
  7. Well, I know this is quite trivial and that I can easily test it, but perhaps I can get a quick answer here. So, during the Council of Stars quest you pray to the gods and you have to tell them the right words, or else they summon monsters to attack you. Either way your praying conversation continues and the quest progresses. My question is, does it benefit me to answer correctly or not? Do I get more xp perhaps? I'd like to kill more monsters instead, for xp, for loot, for fun... But I am not sure about the potential rewards xp-wise. What's the difference in those two approaches then, anyone
  8. Hello everyone ! I create this topic because I have a problem with my quests. I did the whole Sanatorium Main Quest and spoke with the statue at the end to finish it (after : "SPOIL SPOIL" : Choosing Azo fate "END OF SPOIL"). I received no XP, so I checked my journal to discover that the quest was finished. I reloaded my quick save (I just did one before talking the the statue) to check the XP on my characters and retried it. The XP didn't changed after the quest ended. On the wiki it says it's a quest with a Major Experience Type and an Experience level of 4. My characters
  9. For version 1.03.530: I found the hexcode change for modifying the experience requirement per level formula. 1. Go to your game folder: ...\Pillars of Eternity\PillarsOfEternity_Data\Managed 2. make a backup copy of Assembly-CSharp.dll 3. open the original Assembly-CSharp.dll in your favorite hex editor (I like HxD found here: http://mh-nexus.de/e...hp?product=HxD) 4. Search for the following hex code: 07 6F F2 02 00 0A 26 38 0D 00 00 00 02 7B 0C 05 00 04 07 09 6F F3 02 00 0A 12 02 28 F4 02 00 0A 3A B1 FF FF FF DD 0C 00 00 00 08 8C 7F 00 00 1B 6F 1A 00 00 0A DC 2A 00 41 1C
  10. First, let me start off and note that there is most likely going to be some spoilers mentioned as I write this. The reason I'm still posting it in General Discussion is because this is a very general topic, but if someone is feeling particularly stingy today, a mod can feel free to move this thread to Character Builds, Strategies & the Unity Engine, despite the thread likely having nothing to do with any of that. Second, before I start, I expect to get some flak on at least some of the points, or possibly because of the entire thread, because I'm overly critical, and maybe some accusat
  11. Right now I have my character (Rogue) and 4 companion characters (Wizard, Priest, Fighter, and Chanter) all Level 4 doing the Temple right now on Hard difficulty. I would love to hire a 6th character (a fighter that is a tank so I have 2 tanks) but I'm afraid that the hired character will steal experience from my other characters and I only plan on using him until I gain one more companion.
  12. Is the experience cap only 28,000 i.e just hitting level 8 ? if this has been written else where, I did not find it when I did a search. Thought the cap as 12, that i have read, but in the beta (If I can say this here) it was/is currently 8 levels.
  13. Quote from J.E.Sawyer (full post), emphasis added: That part in italics seems misguided, for a very simple reason: Disarming traps and picking locks is a Mechanics skill check. Therefore, reaping all XP rewards will require a Mechanics-focused character in your party. None of the other sources of XP require specific skill focus. Between bestiary, exploration, and quest/objective rewards, together with carefully-designed levels, progression should be plenty frequent without forcing players (or at least "power players") to max Mechanics. That skill's plenty desirable without binding
  14. Old thread. In the red corner, we have people who want to stick with the tradition of Infinity Engine games. Over in the blue corner, the wide eyed idealists who want fair XP distribution for all players regardless of playstyle. And apparently there's a few people who lept in and started painting another corner yellow advocating for learn-by-doing. Still have plenty of corners in this ring, it's not a triangle. So give your feedback. But I want a nice clean discussion, no low blows or personal attacks.
  15. As I understand they've said they just want combat to be for the fun of it. Taking away experience rewards from enemies just seems like it will leave the combat a bit unrewarding. I feel like I will skip even trying to get in fights because there's not much benefit and mostly detriment. You risk your characters getting hurt/knocked out/killed for what, beating enemies juts for the fun of it? There's always a balance of risk vs. reward in these kinds of games and it seems that balance has been upset. Sure some enemies may drop items, but that'll be the only reward of combat? I think it's a
  16. I did a bit of searching, but couldn't find this question anywhere else. Currently I am playing Icewind Dale 2 with a single character in the party - and it's a blast. This is only possible, because experience is split evenly between party members. So the fewer characters you have, the more experience each of them will get, making them stronger. This is the essential mechanic that makes it possible to play such a game with an arbitrary number of characters. For me, this is very likely the greatest replay value factor, also, because of it's implications.
  17. Hello everyone, I'm writing a couple of thoughts after reading this article published on RPS a couple days ago. To be more specific, these lines: So... my doubts follows: The Dungeon will be fully integrated in the main storyline? Or it will have an own story line wich lead you into and out of the dungeon? For such a huge thing like the Dungeon, having to go in and out soon, pausing exploration to level up, won't it be a little distracting from the main quest-line? I mean, the main concerning should be the main quest-line to me. Having that and the Dungeon quest-line do not risk to
  18. This isn't a particularly long one, because the title really says it all. In BG, classes had different experience requirements for each level. This meant that those level ups were generally spread around and didn't all occur at the same time. By contrast, in NVN2, experience demands were standardised, and everyone levelled at the same time. Given that levelling up is one of the major gameplay rewards of rpgs, I always felt that the BG system was more rewarding and offered more of a "I'll just play one more hour..." encouragement to keep playing. I understand that exp will be quest
  19. I've had some thoughts on experience (most of it gathered up in my wall of text in my signature though) and how I view experience. I am slightly concerned about P:E (as thus far revealed) being tied to Objective Based experience. I like it a lot, but I'm also scratching my head about it; "Are there more ways to improve it?". Now I don't realize to what extent this is going to be implemented and "How", merely just discussing and sharing some thoughts on what I see could be an issue.. to the point: Being rewarded after getting from point A to point G. I experience a lot during the journe
  20. Brainstorm = Cipher ability Hi I've had some thoughts on a system lately and it's starting to form more and more. The only issues with it (until I get feedback from lovely you ) is the Non-Lethal path (which wouldn't get as much combat skill or armor, not in the same way). First of all I've got thoughts on an Experience gain for more than just the Character and/or Out of Combat (coming soon in another issue of the WoT). Here goes: Growth Weapon Experience Sword Level 1 67/500 to Level Up (Caps at Level 5) So enemies, regular enemies, give experience, but only to the weapon yo
  21. Okay, I can tell I'm going to make a fool of myself and my limited knowledge of the DnD system used by the games that have inspired Project Eternity, but oh well. Traits and statistics. The qualities and numbers, respectively, that define our characters. What would we like to see in Project Eternity? It might be intuitive to think that Project Eternity will mirror the classic cRPGs in this regard, but there is always room for innovation. ============================================================================= Statistics broadly fall into two categories: basic and derived. Basic st
  22. Is experience inequality, in every situation, always bad? There have been many discussions over the experience mechanics in PE and this question seems to be underlying all debates. Should all choices in a situation give the same or very similar experience? Many people seem to assume yes. I've seen this reason: once people learn the 'most beneficial' way they will always do that. With onreadig this assumes that in every instance diplomacy or combat will offer greater rewards. This is not necessarily true. Potentially, sometimes combat could reward greater than diplomacy and the reverse. Wha
  23. A simple question, should experience scale with player level or should experience be static for enemies killed? Example of level scaling experience: At level 1, Billy kills a rat and gains 5 experience. At level 2, Billy kills another rat and only gains 3 experience. At level 5, billy gains no experience for killing rats. At level 10 Billy kills Firkraag, and gains 96,000 experience experience . At level 20 he kills Firkraag again (damned cults, resurrecting evil dragons...) and earns 6,000 exp. I'm a fan of scaling experience myself - I like it because it keeps numbers on
  24. One thing I miss about the Infinity Engine games is the old AD&D Level Progression tables, you get a much more satisfying feeling earning 1000XP for a quest, instead of 100XP (a la 3rd edition, Star Wars, all other games using that d20 model). i really liked the fighter's progression table Level 2: 2,000 Level 3: 4,000 Level 4: 8,000 Level 5: 16,000 Level 6: 32,000 Level 7: 64,000 Level 8: 125,000 Level 9: 250,000 Level 10+: +250,000 XP But yeah larger numbers feels more rewarding (and more of a monolith to obtain). In conjunction quest/monster XP rewards should be
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