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Please take a look at the screenshot:The text is not formatted correctly. It's the first time I experienced this issue, in all other cases the text was formatted fine.
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I'm playing a morally-ambiguous rogue, correcting wrongs where profitable and punishing douchebaggery where affordable. I've barely set foot inside Defiance Bay and there's already been a few cases where the more lucrative course of action was at odds with my own morals, but made the most sense in light of character. Some of it involved the deaths of NPCs that I didn't want to see dead (spoiler: like Moedred because I..uh..my character, wanted to loot his office) and the resulting inner conflict has only made the game more interesting. Anyone got stories like that? Does your character do the things you would, or do you do things your character would?
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Hi guys I just got Durance the priest. Not bad at all, lots of good spells. I just dont understand the alignment thing. His Holy Radiance is affected by my main characters reputation? If I mostly choose to use Benevolent\Diplomatic conversation options, his Holy Radiance effect will get weaker? (Since Magranians are Clever\Aggressive). Another thing, what are those "vessels" which receive burn damage from the Holy Radiance? Thanks!
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I have previously played BG2 and Planescape Torment as good or at worst neutral main character, and the immersion was superb. I had also started playing IWD2 a while ago with a good/neutral party and immersion was ok (story too linear, but thats a different issue). A few months backed I decided to replay IWD2, because I had never finished, this time I chose to play as an evil party. And I was thoroughly disappointed, I must say. 95% of all quests were "save person x" or "save the world" (game plot). "evil" dailogue options where available, but almost never went beyond "give me more gold for it" and even then a very selfish character would never have undertaken them (children got lost in the forest... come on!?). The last chapter is absolutely stupid for an evil party, you have to actually imply to a slave that you could kill his masters to be able to complete, then you get ridiculous quests like organize more food for slaves... The first time I thought "cool" was when I got the quest to kill the stupid mage in the mage tower to earn membership in the mage school... however it is impossible to do, as the quest giving NPC betrays you immediately and trying to still attack the mage on top of the mage tower (what an annoying fellow!) immediately kills your entire party. Then you start the ritual and lo! I am actually offered allegiance with Xvim, which is what my characters had in mind all along (after all they are EVIL and a Cleric of Bane is among them, you know Bane, the Daddy of Xvim who all these folks pray to?).... BUT epic disappointment, striking a deal with Xvim has actually no effect on anything, it just forces you to start the final battle earlier (which is also a lot lot easier then many other encounters in the game)... poof the bosses are dead and instead of being able to take over the hand (which Xvim promised to me), I flee and am celebrated as the hero of Icewind Dale... what a pathetic destiny for a Cleric of Bane. ok, enough of whining, what I am getting at is: I hope this will be different in PoE. I'd rather have entire areas and side quests as well as main story *exclusive* to certain alignments, factions, races whatever, then being able to generate 5K different types of character with little to no influence on gameplay. And I hope it will be possible to be cruel and selfish and all of that, and it being worthwhile, i.e. have extra quests for this that go beyond "OK, I am going to save poor Emily from drowning, BUT ONLY IF I GET TWO COPPERS EXTRA" -- which is *not* a good answer from an evil character.
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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 but not obvious, and by the time you see the full outcome of your words, the seeds are long planted and outside of the salvation of a quick-load. I would love for this to explored more deeply in RPGs... PE seems like a great opportunity. Imagine being able to influence NPCs to change alignment. Much of George R.R. Martin's success as an author is due to the fact that his characters can be viewed in different lights, with very few of them having a true alignment as such. Classic D&D seems to veer towards a more Tolkeinian nature - your characters and their alignments are carved out according to the rules, in opposition, with polarity such as Good vs Evil, Lawful vs Chaotic generating all conflict. Before people jump up and point me to the 'No Good or Evil Choices' thread, hold up. I'm not necessarily talking about player decisions, i'm talking about the characters around them and how they might change. I would love to see a more malleable approach to NPCs in gaming. Besides immersion, such an approach allows for greater flexibiity in party formation. For e.g. Minsc is an awesome character but unfortunately incomptable with an Evil BG2 playthrough. Surerly a scheming, intelligent player should be able to turn him over to the dark side, via manipulation and taking advantage of that bump to his head?
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I've been thinking about the above statement and you know what it really reminds me of? One of the best written dramas in the PE universe. That of Walril Blanc. Some called him a magician but he was really just a cook. He was known for creating svef and maintaining a relationship with the most feared and seedy elves in the region, known as Gusvaer Frieyngdir. Anyway, the drama is about Walril, along with his companion Jesgkki, trying his best to provide for his family to the best of his capabilities. He isn't a bad man, and while the story is about selling svef, you can't help bad for him. The drama was a huge success throughout the realms. -------------- If the quality of writing for PE is meant to be at the same quality as that of the drama of Walril, then I'm sure this game will be a smashing success.
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According to the fact that Project Eternity is the closest thing to a sequel to Planescape: Torment we'll ever see, what will you people miss the most from the ol'game? Maybe some of it is to return (slang ? complex architecture? amnesic he... no, wait), some will probably not. I liked the D&D Planescape's settings. Portals that could be opened anywhere at anytime, mostly accidentaly: the world felt mysterious and insecure. I also liked gods being tangible and having bad temper. Above all, I liked the alignment system. I know, I know, this is often despised, but in Planescape, it is so absurd (the whole universe is based on alignements) it is brilliant and offers the best dialogue trick I have ever seen in a videogame: the ability to lie, in a relevant way. You know, dialogue options where you could choose "1. [truth] I like you" or "2. [lie] I like you" etc. Dialogues shaped your alignment, and in Planescape, your alignement mattered (where in Forgotten Realms/Baldur's Gate it does not do anything). I will miss that for I see no way to redo it without copying. What about you?
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