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  1. Are the NPCs in their final form? Where you just click on them and see a wall of text? You can't interact with them or anything? I'm just asking because some of the things we were asked on the survey seemed to imply much more robust roles.
  2. Have you tried crafting yet? What do you think about it and enchanting? I think crafting and enchanting shouldnt be done by your adventurers. Food and SOME potions and scrolls are fine since you have wizards, druids, chanters, priests and such but I think some recepies should maybe be tied to the survivalist and lore abilities (make a party-wide check to see what the highest ability score is). I honestly think towns should have an "Enchanter" merchant though. It could be the person selling you the potions and ingredients in the village for example.Sure you have wizards, druids, chanter
  3. Hi, i am working in this project and it would be great to see the AI of Pillars of Ethernity enhanced, and some gameplay aspects or NPCs automatizable/trainable using the Singularity descentralized free IA project: http://forum.ethereum.org/discussion/882/congratulations-humanity-you-have-reached-singularity#latest I hope you like my Ethereum project.
  4. 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
  5. RPG's generally have a several ways party NPC's are done: - Blank slates. They have no personality and are basicly mercenaries with no meaningfullinteraction... OR you build the whole party yourself - Characters have their own personality and agendas. Now I've seen a few promising kickstarters that try to combine this by having personaltiy traits in character creator that affect how a NPC reacts to certain situations.. However, this is not about that. This is about the amount of influence the PC has over the party. Sometimes it seem they have too much influence - being able to
  6. A psuedo-introduction thread, because psuedo makes everything sound cooler! I believe that "Everything" is "Material". Reading some on the P:E Wikia I see relations between this board and what is being said there. I don't know if it is one way or the other (we are inspired by the Wikia or the Wikia is inspired by the forums). If the Wikia is inspired by the forums then your username and how you write here is also possibly an inspiration to characters and the world itself in P:E. So who do you see yourself as in P:E? Or as an inspirational material, what type of character would you
  7. Not companions, not major enemies, maybe faction leaders. Traders, quest givers, people you meet and interact with. They can be humorous, they largely set the mood of the whole rpg. Remember any who stood out as particularly awesome? For what reason? What kind of NPC's would you like to see in PE? A few examples. Icewind Dale (and 2). Nym the Drow merchant. Now I don't remember what kind of dialogue he had, but I do remember that I do remember him. Maybe it was just that he had a good selection of items and a some kind of a good reason to have that selection. Not a good g
  8. Hi there I heard about Pillars of Eternity about 6 hours ago, checked it out about an hour ago, and now I've thrown my money at you. There are many things that I love about RPGs, needs that I am confident will be fully satiated by this game, but the one desperate desire I wish to express this: give me one or two memorable and, hopefully, utterly mad (but in a nice way) characters. My favourite part of playing Baldur's Gate, and this is one of the best games I've ever played so there was a lot to love, was directing dearest Minsc, and his mighty Space Hamster Boo. I don't know how m
  9. With how things have been given to us and all the details said so for about the world of PoE, what NPCs would you think might or would possibly like to see in the world? I've got two so far that I'd like to see. Necromancer Healer - Sounds like an oxymoron right? Well, this necromancer would use his/her spells to reanimate the dead in the name of study, science, and health. Not only would he/she study how the newly corpsed person died, but if the death happened by a disease or illness, study and find means to create means to protect and heal those who haven't been afflicted by said ill
  10. Hi Im curius about wat type of characters you hate in games (we have alredy love ones) And here goes one that i simply hated Elanee (she was simply the worst character in this game) She was damp boring and over moralised And here goes another well done character Cassavir He is also boring like rotting wood nut he at least has excuse his fanatic paladin
  11. I was thinking about some of my favourite experiences playing infinity engine games and something really sticks out: some of the most immersive experiences were those where I was able to influence the thinking and character of NPCs. Anomen from BG2 really sticks out. Your choices in the game completely determine his fate. For me, the positive outcome he experienced on my second playthrough was made all the more powerful because in a previous playthrough I allowed him to fall down a dark path. It was a well executed piece of story-work - the implications of your decisions were foreseeable
  12. I personally believe that some old and new RPG's lack certain aspects of realistic cities. I personally would like to see standard daily routines on many of the NPC's throughout the city. Some of these elements have been added in past games (like Skyrim, BG2, assassins creed) but not to an accurate enough extent. I understand that some of you may disagree with me and may believe this to be a hindrance to aspects of the game. However, I believe it will add a certain beauty and also certain gameplay elements. Possible NPC time Cycle. (For this to work, a lot of citizen NPC models would
  13. Will we have to do a lot of dialog reading like the ole IWD classics or will we be treated to top notch voice acting? God Speed!
  14. I don't enjoy the idea of being overshadowed by my party members. That's mildly discouraging when they're another class, but when they're the same class it gives you the feeling of "why bother". I do enjoy some ego flattery, after all. Edit: I meant companion characters, obviously non-companion NPC's could be quite challenging
  15. What if you could discover an NPC that was created dynamically, and designed to be your Kindred Soul? So that he/she were a different class/build each playthrough depending on your own class/build. And only once you found them, together you could perform super awesome abilities, either in combat or spellcasting, or both, or in other ways. Or maybe there's a trade-off? And depending on your future actions, you either bring them closer to you or drive them away. It could cover some elements of romance/bromance and other complexities of party make-up. A power shift in companions, jealousy, or
  16. So simple question as always. I was little concerned about other thread here on forums by this question. Basicaly I think thats a waste of time to create quests related to death of my party member if its not part of story. It should be nice to have some short quest for those who would play Ironman mode but other than that I dont see much reasons to spend preciouse dev time on such thing but maybe I am in minority on this. Looking for your answears!
  17. It bothers me alot in roleplaying games that you see a bunch of npcs named for example citizen and one John. Well we know from the start that John has a quest for us or something. I would rather have a system were after a conversation mwhere the NPC introduce themselves ,the name appears above the npc. Also it is stupid that u walk to every npc and ask them if they need help. Quests should be done differently. 1. The NPC approaches you by himself 2. The NPC is in a situation which is visually presented 3. A information board,book,notice or a towncrier And many other possibilities which
  18. This isn't a major problem, but it is one that sometimes kind of bothers me when I look at the NPCs working with my character in a game. Often I don't think their level of power makes very much sense. So, in Baldur's Gate 2, you have party members from BG, who should be as powerful as you. You have a few local heroes/mercenaries who have proven their worth through their great struggles. Then you have characters like Aerie and Nalia, who should not even be anywhere close to your power. Aerie is just a former circus slave with a bit of teaching in clerical arts and magic, but who has never a
  19. Given that the NPC companions will be of an engrossing nature with their own personas and agendas, how severe can we expect conflict and consequences arising from derision to be? There was a moment in BG: ToSC when my party was deep within Durlag's Tower near death and out of resources, I attempted to rest before gracefully exiting that death-trap when an argument broke out. Khalid and Jaheria had decided that Montoron and Xzar weren't desirable company anymore, which resulted in my party hacking itself to bits in a squabble I had no ability to stop. It was an absolutely exquisite moment.
  20. Imagine, travelling through highland (possibly rocky montane area) around the rocky corner of the road you hear some not so distant sound of blast and rockfall on the way ahead (possibly down the pass or on the other side of linn/combe/ravine). Later you see that way (road) was blocked by rockfall you've heard and, when approached the site, you see dead bodies in white torn robes and body parts scattered among the rocks all around the place. Searching around you discover one laying male person that moving his limbs like still alive. Man, middle aged, wear white bloody robe above strange suit,
  21. Kind of, Quest events. Imagine doing Kivan's quest, but from being a third-party. Where he leads and you follow (and would you walk back he would continue forward). During the time you follow on his quests you would pretty much be a 7 man party, with perhaps some basic shouts a la "Watch out!", "Get over here", "Follow me for a while". You wouldn't have any mechanical control but this could be a tactical aspect in itself in combat (Controlling an out of Party companion with limited tactical management, controlling several? Lead an army? xD). Of course, the companion should have some proper
  22. Do you want to romance one or two of your companions? I do because the romanceable characters become more deep and intresting persons. It also helps me made my role-play in game diffrent and intresting every time. Developers please give us opportunity.
  23. I was browsing the possible pledges (again) and it struck me that if the 1000$ tier that allows a backer to name and design an NPC sells out, Obsidian will have to put 200 fan-made NPCs in the game. That is a staggering amount; in fact there are many RPGs out there that don’t have as many NPCs in the entire game. I was wondering therefore how they’ll solve this from a design point of view. It seems to me that it’s impossible to create so many unique NPCs and also give them a unique thing to do, i.e. a quest. So will people have to accept that their character will be a villager; a trader; a
  24. Given that souls play a major role in this game, your dead companions could come back in some kind of soul-bound way to an object, animal, spirit, undead, or even mind. I want my goblin-like herb-mixer remain in a talking voodo skull for example. Or your healer comes back as a ghost, the thief accompanies you as your shadow, the figther's soul in a weapon, the druid in an owl, the monk as a ghoul and so forth. In what form would you like to see a companion return to the world of the living?
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