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Found 75 results

  1. So, I won't be playing the game for at least a few more hours. Got a job interview with Lego soon. Anyone want to recommend builds for this party set-up?: Chanter Fighter Rogue Eothas Priest Bleak Walker Paladin Wizard 2nd Fighter/Barbarian
  2. Ever since the stream, I've been thinking about custom party members. This is going to assume you can only have a party of seven. I've been thinking up names, races, classes, and what stat specialization they would be. What would your hypothetical party hypothetically look like? At the current moment, here are my ideas for my custom adventurer's party: Main (Wizard): Shiloh Death Godlike, Female, Old Valia, Mercenary Int/Might/Con Bruiser (Fighter): Tank Boreal Dwarf, Male, The Living Lands, Hunter Might (20)/Con Buffer (Chanter): Shortstack Human, Female, Aedyr, Aristocrat Resolve/Con/Int Archer (Ranger): Oz Wood Elf, Female, The White That Wends, Hunter Might/Dex/Per (Resolve WAY DOWN) Crowd Control (Eothas Priest): Taylor Death Godlike (Head 2), Male, Old Valia, Artist Int/Might/Dex Defensive Support (Rogue): Calvin Human, Male, Rautai, Laborer Might/Int/Perception/Dex Offensive Support (Druid): Hobbes Human, Male, Rautai, Scholar Might/Int/Resolve Calvin and Hobbes are twins, by the way. They will have the same avatar.
  3. So, say I get Eder and then five other custom heroes (since it is possible via stream-knowledge to get an entire custom party at the beginning). Then I come across Aloth. What happens? I've yet to unlock the Stronghold. Can I just not get Aloth until I can store party members?
  4. I want to just start with a bunch of Adventurer's Hall Characters, but I don't know how to remove the default party members. Is there a way to do that?
  5. I excluded Priest from the poll due to the 10 choice limit per question. I figure that as the only true healing class most party's will include one regardless of usefulness. That said, please feel free to tell everyone if the Priest is awesome or terrible in the comments!
  6. I'm thinking: 1: Priest (party healer) - Fire Godlike (for the DT bonus to keep the squishy priest around) 2: Fighter (obvious tank is obvious) - Coastal Aumaua (Resistance to stun) 3: Rouge (DPH and all dat stealth skillz) - Hearth Orlan (dat crit bonus + sneak attack) 4: Wizard (Crowd control and AoE) - Pale Elf (nothing really "screamed" wizard soooo... burn and freeze resist i guess) 5: Paladin (second-liner and party buffing) - Moon Godlike (heals everyone when pally takes enough damage= aaawwww yis) _____________________________________________________________ Would love to hear some feed back on what would make the best party! What about you guys, what's your "power-five"?
  7. There's been some discussion of how some players prefer a game where it is possible to make bad character design decisions. Given that the game is being designed to avoid bad builds, would it make sense to add optional background picks that deliberately create an unbalanced character? For example, a background pick that starts with the PC receiving an initially negative reception from some key factions, but the pick is partly rewarded by gaining a specific bonus talent.
  8. So, given how the classes act in Beta (yes, I know Chanters are going to be nerfed, but let us face facts: they are way too powerful), what do you think your makeup will be? So far mine is thus: - Paladin Main - Chanter Support or Barbarian with max Might Paladins are amazing with their stacked traits and their passives.
  9. I would first like to say hello to everyone. I've been lurking around the forums for a long time but I've only made a few posts. I thought that a party composition discussion would be interesting now that we have all of our class updates out of the way. In the IE games my PC would usually be on the front line as a fighter, paladin, multi cleric/fighter, or something along those lines. So I was really looking forward to update 80. How do you think paladins will compare to fighters in a tanking role? A damage role? Do we know if the Paladin abilities such as coordinated attacks, zealous march, and inspiring triumph will stack if more than one paladin is in range? If these abilities do stack would it be better to have a few paladins in a group working off of each other rather than having a mixture of other classes on the front line? For my first party I was considering having 2 paladins and a barbarian up front. If the barbarian's accuracy can be boosted by both paladins then his/her carnage ability might put out some crazy damage. What do you think? Do you have any other ideas for possible synergies? I'm sorry if some of these questions have already been answered.
  10. 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.
  11. Hello everyone, So i got hunger for some rpg when waiting for P:E. And then I realise I actualy never complete any campaign in NWN 2. And before I start I would like to hear some suggestion on how to play it. Are there some good mods which are not overpowered? For example ranger is my favorite class but he quite suck in original NWN2 as far as I remember (but i didnt complete game because some bug). Also what party you recommend for SoZ? I remember that I die quite quickly in SoZ. Any tips or hints are welcome. peace Dude
  12. This was an idea in the "Small Suggestions..." thread, and it was growing a bit big there, so I decided to move it here. The idea is for the game interface to allow the player to utilize inter-character teamwork (in some form) to pull off things like friendly-fire-avoiding AOE abilities, or any other ability in which an ally's position would detriment the effectiveness of an attack. The initial idea was callouts, much like the "grenade out!" in a lot of shooters (as such things are actually used in military group tactics so that no one inadvertently charges into a grenade zone or something, etc). I realize now that what I'm after may be achieved through various implementations (not simply callouts). BUT, maybe the callouts are codewords (like I said, so the enemy remains unawares), and maybe they, at the very least, give your allies who are within the blast zone a bonus modifier to defense/evasion, since they know it's coming? I guess it just seems silly to me that there's almost NO synergy there in avoiding friendly fire. It's like 1000% of the control for even very simple AOE scenarios comes down to the player. It almost feels, in most games, as though you need to meta-game your way around things, so that everyone will be in the desired position, and your spell/ability will go off at the desired time. Almost... What if we simply had more positional control? As in, maybe your Fighter (or other melee combatant) who is engaged in direct melee combat with an enemy can "Push back" to a targetable location (short-range) at the cost of defense/attack effectiveness? So you can feasibly get enemies into better positions for simple, small-scale AOE's, without it simply being a matter of "Welp... friendlies are in the cone. Do I hurt them, or do I just stand here like an idiot because I can't really do anything else...?" The type of character cooperation/capability I'm after makes more sense if thought of in terms of non-magic abilities, like ducking melee arc-swings or side-stepping arrows from archers, etc. There's a huge difference between the player selecting a character and saying "You there... you STOP fighting and move 3 feet to the right!", and letting that character know that another character needs them out of the way for an attack or ability to land, and having that character be able to time a sidestep in the midst of combat. *Le shruggles* EDIT: Just realized that the Wizard's Familiar enables additional positional control over spell "aiming." I just didn't really think of that before. That's along the lines of what I'd like to see, rather than a Wizard who has to run around for 10 minutes like he's trying to get a good spot at a concert. Hehe.
  13. Ok, I recognize that we have a lot of different threads about individual classes or sets of classes. I'd think a major issue is really how each class fits into a role within a party. While the designers have expressed a desire to have flexibility enough where a party can be comprised entirely of one class, it's also been expressed that certain classes will naturally be stronger in certain areas than others. So, I think looking at the system from a bird's eye has some value. I'm going to provide a sketch of what I perceive as class tendencies and their natural roles, and others can add their feedback on how they'd like to see the roles develop: * Fighter: Best tank class. Many strong defense abilities. http://eternitywiki.com/Fighter * Barbarian: DPS Tank. "Rage" or equivalents increase damage output. Weaker defensive abilities than warrior http://eternitywiki.com/Barbarian * Paladin: Support tank. Moderate tanking. Provides buffs. Also provides area of effect damage. http://eternitywiki.com/Paladin * Ranger: Ranged support. Ranged DPS. Weak tanking. Skirmisher * Monk: Weak tank. Skirmisher. Possible light DPS? * Rogue: DPS. Skirmisher. Tactical combat using contraptions? http://eternitywiki.com/Rogue * Chanter: Moderate, passive buffs/debuffs. Versatile supporting abilities. http://eternitywiki.com/Chanter * Cipher: Primary crowd control. Charms to distract and disrupt enemy tactics? Possible secondary skills? http://eternitywiki.com/Cipher * Wizard: Ranged Area of Effect DPS. Moderate crowd-control? Weak tactical combat using contraptions? http://eternitywiki.com/Wizard * Priest: Strong buffs/debuffs. Possible weak/light combat? http://eternitywiki.com/Priest * Druid: Distraction through summons? Possible secondary skills? When the wiki has something, I've included it, but for rangers, monks, and druids, the wiki did not say very much directly about the class. I'm speculating that wizards are more DPS oriented, due to their roles in many other games(project eternity seems conventional in that sense), leaving druids to be a more likely option for summoning. With rangers it's the fighter description that suggests rangers are the strongest ranged class. Additionally, by putting this forward, I am not saying that wizard-tanks, or rogue-tanks are outside of consideration, only that the class will tend to guide a player towards certain builds. I think Obsidian seems to favor flexible classes that can fill many different roles, but also classes that tend towards certain roles. Even if they had another idea, this also seems the most reasonable approach to class builds, to seek to allow a rogue-tank, but to tend to specialize a rogue's talents elsewhere. So, here's what I'm seeing from the current class system: 1) More caster variations than IE. IE tended to only have 2 different types of casters: divine or arcane, where divine types were interchangeable, and arcane types were interchangeable. PE seems likely to have 4 different types of casters: Druids, Ciphers, Wizards, and Priests, each of which going down a different pathway. 2) Because there are too many casters, this also suggests that PE casters are not as obligatory as IE games. So in IE, it's harder to play through without an arcane caster and a divine caster in your party, and it's expected you'll have both. We can't be expected to have 4 caster classes. So, this suggests a vision of different compositions of spell-casters. And maybe a stronger role for the Bard as the guy who can handle more cross-class casting. 3) Possible better specialization than IE? So, in an IE game, a Paladin really only seems different from a Warrior because he can wield a Holy Avenger sword. In this case, specializations seem more likely to be more deeply rooted in the build. 4) More varied combat styles? Because specialization is better, classes are to be treated as more interchangeable, combat is better because there are different ways it can be run. Different buffers to use. Different distractions to use. Different tanking methods. Etc. I dunno, anybody else have thoughts about party builds?
  14. I would like to get some opinions on this topic, although I'm guessing that there won't be any consensus. Followers are NPCs that you can add to your party. Typically, in this sort of RPG you have a pool of followers that you choose your current party from and I believe it has been said that that will be the case in Project Eternity as well. Now, my question is: How much influence do you, as the player, want to have over these NPCs? Basically, it comes down to how much micromanaging you want in the game. I think the poll covers the two most important aspects - gameplay and stats (I left out inventory managing because I see no alternative there, but I might be wrong). To elaborate, the gameplay part of this concerns the following actions: Managing their movements through a dungeon Making use of their abilities (lockpicking, detecting traps etc.) Looting chests Ordering them around in combat These are all things that they could do themselves if they have powerful AIs. There's no reason for the player to tell them this. But is it feasible to have them do it themselves? Is it fun to order them around? My personal answer to that last question is a definite "no". I hate micro-managing and I especially hate having to juggle 4 different classes at the same time. Every time I start a D&D based CRPG, I'm thinking "I won't play a wizard, wizards are too complicated for me to handle right now". Then a couple of hours into the game, I get my first wizard in the party and I realize that no matter which class you choose at the beginning, you usually have to play all of them at once. The followers often don't have AI of their own or they have only the most basic AI, forcing you to do most of their moves. I also do not want to concern myself with their level-ups, which fortunately isn't necessary most of the time. But here there is another reason: in my mind, I think of these NPCs as characters with their own will. I am in control of my own character and I have no right to tell them which skill to increase next. They're not my characters. But of course, having to level-up followers of sometimes 8 different classes is also way too much micro-managing for me, especially if I don't know and do not want to know their classes very well. In my opinion, playing a CRPG should be like playing a Pen & Paper RPG with a group of friends with me being the dedicated leader of the group. They all have their own characters and they do with them whatever the heck they want, and while my character can give them orders, I cannot. So what do you think? How much influence should you have over your party, and why?
  15. So does the game end or can we continue to treck on in the world? This could go in the category of "Narrative Second Wind" but wanted its own topic. What I am suggesting is that the main characters role is rather slim and it is the party's role that is overcome objects. Not only does this add more intensity to a solo play, but I think it might create some pretty interesting plots. And hey, if you die with your character on a solo play that's pretty much that anyways. Basically, your main character dies, and you can continue the game with the party that you have (No Gameover). With the Adventurer's Hall, some might say "That's abuseable!" but if hiring companions at the Hall actually costs gold (and more gold for higher levels) you wouldn't be able to do it over and over and over again (too much). Story-wise, one player loses his main character early game, another mid-game and someone late-game. Most people probably don't. But for those who enjoy experiencing a story (in a game) it could be a twist to the player story and adds for lots of replayability. This would mean that other party members could act as the "Front figure". Taking over the "Choice" mechanic basically. However, if one of your characters has a high reputation and dies your average party reputation should lessen (which is another question) Individual reputation? E.g., Forton has 4 Reputation, Cadegund has 3 Reputation, some Party Math Stuff makes some average rounded down to 3 Party Reputation.
  16. Only a couple of days in and looks like a really passionate project by two guys - check it out:
  17. 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!
  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 adventured. Nalia is just another slumming noble. Neither character should be even close to the strength of the hero of Baldur's Gate, even if you fudge it. Another example is Anders in DA2. Anders was a party member of the hero of DAO in a quest that happened after that hero killed the archdemon, presumably one of the most powerful creatures in the world; defeated Loghain, one of the most powerful warriors in Fereldan; and possibly defeated Flemith, a legendary witch, so Anders should be about as powerful as needed to do these things. Even more so, he's merged with a spirit who is about as powerful as all of these things. Now remember, that Connor, a barely trained apostate who became an abomination due to a much weaker spirit than Justice was able to siege and possibly destroy Redcliffe. Combining Anders with Justice should result in an abomination able to perhaps level cities or something like that, one of the most powerful beings in the DA universe, not a being that has much to really fear involving templars, certainly not one with a lot to gain from your barely tested hero. And again, ME1 has the same issue with Liara. Your character is one of the best commandos in the galaxy at the start of the game, that's why he/she's joining the most elite commando squad in the galaxy, the Spectres. Ashley, a random grunt found on a backwater planet, is stretching things to have as a companion, however Liara, a scientist without any significant martial background is really stretching it to the point of question. Shepard, along with all other members of his team, have had to push themselves to the limits to get the experience they have, and despite being at the top, have gained more practice in recent events as well. Then they're joined by Liara who has no reason to really be at the top, and especially not the top of the top, and yet she can jump in and carry her weight. Once again, this isn't a game-breaker to me. I'll live on, even if my party is comprised of novices who can somehow jump into the action against god-slaying abominations. Sometimes some fudging is even for the best. It does bother me though to have this inconsistency.
  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. Baldur's Gate II followed up these conflicts well with many other characters ending in irrevocable impasses where the PC had to make serious choices that could result in party members leaving forever or dueling to the death. I am very excited at the prospect for these consequences; particularly in a no-reload environment. Is this an aspect that anyone else looks forward to?
  20. Hello friends, my first post here and i hope that is a "new topic/discussion". I hope u enjoy the poll.
  21. I've always thought it strange that, in party-based RPGs, while lots of time is spent recording dialogues and conversations, there's always only a tiny pool of audio cues that are used when selecting them / giving them orders. Why is this? A large percentage of the player's time is spent clicking on their portraits and giving orders, so why is it that we're stuck with hearing the same 'I stand ready' phrases over and over again? Given that OE don't need to worry about full voiceover for companion dialogue in PE, what I'd like to see (or rather, hear), instead, is greater variety and nuance to the audio cues we hear when giving orders to the party. Here are a few examples: Location specific: relaxed quotes when in Taverns, wary ones when in a new and threatening area, urgent when in battle, whispers when in a crypt, that sort of thing. Emotion-affected: It always jars for me when I've had, say, an argument with a party member in a conversation, or an emotional reveal has taken place, and then when you're back in gameplay, you're back to the standard sets of chirpy responses. It would be amazing if sometimes that could affect the voice sets as well. 'Huffy' or 'distance' responses after an argument, for example, or cheerful after a humerous exchange. If you wanted to be really interesting about it, you could use this as a cue to the player as well. If a companion's audio phrases suddenly sound pensive, or sulky, talking to them might open up a conversation. Level / story affected: This is a big one, but wouldn't it be good if, say, a character's voice set became more confident as the story progressed / levelled up. A character might join the group and be quite non-expressive and professional when being given orders, but as time passes and he's travelled with the group and becomes more relaxed, his tone may change. Or a cheerful character, after being witness to an evil player character's awful deeds and derision in conversation, would become more downbeat. When you've got the voice actor in the studio, given the lack of need for extensive recording, I wouldn't have thought it would be too hard to get them to instead spend a bit of time recording different nuances of responses? I asked about this in the reddit Q&A, but unfortunately didn't get a response. What do you guys think?
  22. Hello I really like the drinking minigame and mechanics from Witcher. I think that drinking whould by a exellent addon to the project. to find out something interesting such as gossip or to obtain information from the NPC that normally would not have to get drunk shared. It is good ifea of spending some time with your companions or other npc. Drinking beer with dwarf, wine with elf companion or simply vodka with human mercenery. What do you think about adding drinking (alkohol not potions) to the game, when you are resting in tawern or simply in your base-camp, partying with companions all night long hehe :D I whould like your opinion about that subject so don't by shy
  23. What if it were not taken as a given that our protagonist was master of all he surveys, what if he had to work to persuade the party to follow his course, and pursue his personal objectives. Currently doing a playthrough of Origins, and the character of Alistair has gotten me wondering what would happen if the man had possessed a functioning spinal column, if he had taken control of the party and decided its actions and strategy after the battle of Ostagar. Say for instance he had chosen which quests to pursue and we had merely a chance at persuading him otherwise within dialogue and asking additional questions, so that originally it seems we are more a junior partner in his struggle against the blight. If we kept persuading him to follow our path or challenging his decisions eventually we'd have to resolve our roles within the party, through persuasion, threats, violence or even blackmail we might try to seize control. Obviously other party members would have something to say on these matters, and an unpopular player character might be challenged by all and sundry if he tries to seize control without the proper legwork. Then again the opposite might be true, and a protagonist who has pleased all the companions and advised the party leader well might be approached to lead the party as everybody sees the benefit of his leadership. Would this be feasible I wonder, would it create too much of a dissonance when we are controllling the party but our character is not the primary decision maker. Would it take away too much of our sense of agency, when we are not driving the plot but rather steering from the sidelines. We could still be fairly free in the short term, free to wander where we choose within areas, begin converstaions with who we please and conduct business with merchants and craftsmen, but in the long term we'd be bound to follow the party leaders mandate and path. Or perhaps work against it, so as to harm his reputation? I'm not sure what to think of my own idea honestly as I can think of as many bad points as good, and it might be a nightmare to implement.
  24. 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.
  25. Hey! One of my favorite things about Icewind Dale 2 and BG2 (and Temple of Elemental Evil, which I just found and started playing!) was the ability to have an entire party of PCs, skipping the PCs entirely (or almost entirely). Do you intend to have this as an option in the game, or will it be more like Planescape: Torment, where there's only one true PC, and then you get a bunch of controllable NPC sidekicks? Game looks really neat, look forward to seeing great things!
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