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Found 16 results

  1. There is a dungeon as great as Endless Paths in PoE? Or what is the longest dungeon in the game?
  2. I played the game (without white march part 1) and i liked it. Sadly, i've noticed that the best dungeon is raedric's hold in the whole game. There are different ways to break into the castle and there are many ways/paths to move and reach raedric. I think, it's a great example of good level design. Maybe the temple of skaen is non-linear too. Other dungeons are tendentially linear. Honestly, I found Od Nua boring and repetiitive. There is nothing to do except to kill thousands of trash mobs. I don't know if there are non-linear dungeons in white march, but i hope that in future (expansions or PoE2) there will be more open dungeons (like raedric's hold). These are just my thoughts. P.S. Sorry for my english
  3. The door that leads to the dungeon in my keep is locked. It keeps saying I need a key to open it. I cant access the dungeon, or the endless paths.
  4. I like my dungeon. I can arrest people and just put them there. Why would I want to do that? Well at the moment I'm not sure, it doesn't seem to really be beneficial to me. The main problem that I see with the system, is that I lose out on their loot! So right now, I have to do every fight twice: Once to see if they have loot work killing them for. Once to arrest them if they don't. My solution? A chest in the dungeons that holds their "confiscated goods", so that you don't lose out on potential loot just by roleplaying and not murdering everyone when they surrender.
  5. Hey everyone, ran into my first real problem today, not sure if it's a bug or error on my part. Problem: Geyda, a visitor, came into my stronghold requesting a prisoner to experiment on. However, I do not know how to hand a prisoner over to him. Solutions Tried: 1. Tried to using a prisoner other than Nyrid. 2. Tried talking to the statue, jailer, Geyda (said visitor requesting a prisoner) and tried using the HUD Icon. 3. Tried to rest and come back, but the visitor leaves. 4. Tried leaving the zone and coming back. 5. Tried releasing Nyrid (Hoping he would be released to the Visitor) Of course, all the above failed or I wouldn't be here. Open to any suggestions and thanks!
  6. "As the tide turns and the waves roll in across distant shores, the echo of drums can be heard crashing in amongst the waves. A battalion like no man has witnessed this side of the free Palatinate, draws ever nearer. The village stirs as the shrill call of a horn pierces the early morning vale, a sound no one ever wanted to hear again. It marked the end of everything we held dear, of every moment of blood and sweat to carve out but a life for ourselves. In the end, none of it mattered. That morning was the day I took up sword and shield to protect those I could and avenge all that was lost." Kia ora, My name is Tony, AKA Neralyte, I hail from Middle-earth. A place not unlike the world of Eora, told as tales to enthrall the wide-eyed and curious of heart. I have a great passion for the cRPG genre and played through no small share of Roleplay in my earlier days. While I'm not always found these days by the fire-side spinning tales and imagining worlds beyond the corporeal, I'm still extremely interested in the stories others tell and the games woven of such tales. To celebrate the release of Pillars of Eternity and the awesomeness that Obsidian has given us, I will be streaming live on Twitch with a themed broadcast devoted to PE. I think the poster says most of what I need to say about the matter, come join us and enjoy this rather auspicious return to fantasy. I hope to see you there
  7. I am in the dungeon with the skull thing at the entrance. I have found a bunch of keys but none seem to open the 3 different door to the central room. Is this a bug or am I just too stupid to find the right keys. I have gone through every area in the dungeon holding down tab so I don't think i have missed any lootable items.
  8. I started playing The Mighty Quest For Epic Loot. I am not yet certain how much time I will spend in the game and there are grounds for criticism (ask Monte Carlo, who has a valid, understandable dislike for the game already). But for those who are interested, and because having friends in the game increases the fun one can get out of it. Here is a post about what it is: The Mighty Quest For Epic Loot It is a hybrid game, combining building a la Dungeon Keeper, with action rpg killing of monsters and looting of loot (a la Torchlight etc (yeah not going to say Diablo ). There are two parts to the game: Attacking and Defending. Attacking is pretty straight forward: you pick a castle to raid, travel to it (using magic or something) and try to reach the treasure room, dodging traps... and killing monsters on your way.... The gold and life force you loot you then store in your own treasure room, in your own castle. That brings us to the second part, defending: You are the proud homeowner of one flying castle. And just as you loot other people's castles, they can raid yours: To prevent that, you fill your casle with... traps of your own... and monsters of your own... All in an attempt to prevent would be thieves from reaching your Castle Heart (yeah... it's so not a Dungeon Heart...) As you level up your castle, you gain access to more creatures, more traps... more rooms... upgraded creatures... and a greater income Once you have build a castle you like, you have to validate it by raiding it yourself Once that is done, your castle goes public and is there for the community to enjoy. ------------------------------------------ So what is the downside? The game is free to play with a cash shop. Free? That is great! True... And nobody forces you to buy XP-Boosts, Loot-Boosts etc for real cash. Or to unlock new heroes through real cash. New heroes? Yes, as you start the game you can select one from a choice of three heroes: Mage, Knight, Archer. A fourth hero, the Roadie, is available through the cash store. The gems (the currency bought through real cash) can slowly be earned in-game, so a lot of things may eventually be earnable just by playing... a lot That doesn't change the queasy feeling you may get when looking at the store an noticing the "ultimate pack" for a LOT of cash. The other thing that can rub you the wrong way is the browser game style of logging in to have gotten raided repeatedly by random strangers while you were asleep. Luckily, once you get looted (I read somewhere that the looter takes 20% of your stash), your castle is shielded from further looting for 12 hours or so. That doesn't mean your ranking wont go down. On the other hand: ranking? Who cares? The fun part is building a castle and hoepfully watching replays of people failing at raiding it And it takes a while until you can unlock all the cool bits. Oh and of course: Ubisoft ------------------------------------------ Who is this game for? People who like building death trap dungeons. People who like to share what they build with friends and random strangers. People who like to raid dungeons and collect loot. But building is the main bit. So if anyone wants to journey to the lands of Opulencia, send me a friend request. I'm Melkathi ingame as well. So:
  9. 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 confuse things and to-do lists? Maybe it's just me, but I was sure the Dungeon was something extra that a player could play after the main campaign was over. Some sort of "Hey you, big bad adventurer, you're so famous now, why not try to solve this big bad problem out there?". And anyway keeping the in&out concept for the main quest-line of the Dungeon that surely helps convincing the player that the Dungeon is not just "a dungeon" but something integrated into the background of the World. Having the Dungeon the best loot and the hardest fight can lead to some problem in my opinion. Knowing the Dungeon has the best loot will lead the player to just level up enough to go down again and loot shinies to easily overwhelm the enemies in the main quest-line. Last but not least if I just ignore the dungeon... how the main campaign will be balanced? I will have anyway a decent gear to finish the game? And again, if I just stop myself before the last boss to go into the dungeon? I'll steamroll everything till the last floors? And when i've completed even the dungeon, with an extremely easy feelings, i'll come back with a huge xp boost, an overflow of powerful items and just steamroll even the final encounter of the main compaign? Honestly this kind of structure and integration of the Dungeon worry me a lot. Sorry for any errors, english is not my first language and i'm just recovering for a laser eye surgery
  10. Torches! Do I need to say more? I guess I do. Will there be expendable torches resources for deep dungeoneering and will it be an equipped slot (taking up the Sword slot). Seeing as it is a party game, one character who doesn't do much in battle could handle the light sourcing. Perhaps be able to place flares, or markers in the dungeon (and not only on the mini-map). It'd be easier to make something scary~horror if torches are included. Of course, Wizards should have abilities to light up (Gandalf style) as well as Flame Swords and the like. Thoughts?
  11. I've always liked some good puzzles (such as choosing the right combination to unlock a door), mini challenges (such as selecting one of your characters to beat a series of foes in a sequence of rooms) and labyrinths (both spacial and temporal) inside cRPG's, specially inside dungeons, castles, etc.
  12. Have lots to say about this but leaving space. In my opinion Rogues should be the best at disarming traps, but if I don't want a Rogue in my party, could there be items or other ways to overcome traps? Could a Fighter or Barbarian be able to stop that boulder rolling towards the party by physically stopping it? Can 2 melee Strength-based characters be able to open doors at the cost of stamina? (Holding up a closing stone door Indiana Jones style~). Could there be some sort of experimental equipment that nullifies poison traps? (gasmask thing, making you able to just walk over Gas traps like it was nothing). What kind of traps will exist in P:E and what kind of mechanics will be used to deactivate traps? Will we see more of a Grimrock style? Pitfalls? Spikes? Arrow shooting traps? Or will it be more in-tune with BG with no "buttons" or similar? Player vs Dungeon. Not really "What enemies are there?" but "What obstacles block the way forward?".
  13. Purely a discussion thread, this has nothing to do with Project: Eternity as a development. First off, what is Shadowkeeper, DLTCP and NearInfinity? Different modding tools to either enhance or God-mode your game. I found it very interesting to play around with these whilst me and my friend was playing our Baldur's Gate session. I felt as I was the Dungeon Master (giving the party some disadvantages at some points, some advantages). We didn't have a Thief in our party, so I decided to Multi-Class one of my characters into a Thief (Adding our own personal Lore to it, why and how this was possible). What I am suggesting is pretty much a DM-Mode in a future installment of a Baldur's Gate-esque game. Where you don't need to edit anything outside of the game (such as Shadowkeeper or DLTCP) but something where you can edit in-game. Per example, if I were the DM, and 6 posters on this forum where players in the game, I could enhance your experience as a DM. I could call upon monsters, or direct you towards a quest, give you appropriate experience and so on and so forth. Immersing the player's into an even deeper experience. Another thing me and my friend were going to start (which we never did, Guild Wars 2 took up his time) was a session where he would play the game and I would narrate the story (Skype = Share-Screen is great for this) as well as use Shadowkeeper and DLTCP to effect his game. Is this something you would like to see in a future RPG?
  14. I've seen a lot of people in dungeon-related threads asking for exits to the surface at every other level. Personally, I think this is a bad idea. In my opinion, the dungeon should be something you should finish once you've started, but obviously not in one sitting (which is why games have a save function). Even if it takes several days, or even more than a week to get through (depending on how often you play video-games). The idea of being able to return to the surface whenever you want willy-nilly to sell loot and pick flowers, before returning later on is ridiculous. It completely undermines the idea of being lost in the depths of an ominous, epic dungeon. Look at The Lord of the Rings for example. I'm pretty sure the fellowship didn't return to the surface from Moria every half hour to sell loot. Besides, I actually like the idea of being forced to make choices with regards to which loot I take and which loot I leave behind, rather than being able to clean the whole place out completely. It makes things a lot more interesting and also adds some replay value to the dungeon in another playthrough. And if you're someone who really finds the idea of dungeon crawling so tedious that you can't stand the idea of being stuck in a dungeon for any great length of time, the answer is simple - the mega dungeon isn't for you. Stick to the smaller dungeons. Hopefully it'll be tied to a sidequest anyway instead of the main storyline, and therefore be completely optional.
  15. This fellow comrad over there seemed to ask for one ("Meta-dungeons. I want one. With tunnels."). It stroke me curious. I have played many CRPGs, but this concept, I did not know. It seemed popular enough to be called that way without further explanation, but I could not grasp its meaning. You Americans can be so surprising. I was genuinely curious and it took me some time to realise I misread the title. I had smelt a scent; but *it* wasn't here. Now I'm left alone with it. What is a meta-dungeon? Why or how should Obsidian make one in Project Eternity? Meta is one of these words/prefixes/greek-wanamingos not always understood or properly used, but often found in these times of Internet, along with "virtual" or some others I cannot figure right now. XML is a metalanguage, as in "a sort of language for describing another language": fine. Steam achievements are called "meta" as in "a game above the game". Now, you'll define "metacarpus" as a bone spatially close to the carpus. But there is not one easy definition of metaphysics, is it? Meta-dungeons (or even... metadungeons) would benefit from being known, if only we could give as good definitions and examples as we can, from which one would arise. This is where you come in. [proposition] I'll try, you will do the same. If one of us comes up with a good idea in the end, we will notice. Pre-definition: a meta-dungeon is er... something er... potentially fun and cool... in a CRPG. DON'T BE SHY, soldier, push it, push it hard show me your wawa! your_head.pop()! Fine... a definition: a meta-dungeon is... no, wait. First, what is a dungeon? a trivial definition, not exception-proof. Remove the flesh, keep the bones: confinement, (incremental) spatial progression, danger, reward, exit (the end). Add in some flavor (not too much): verticality, dereliction, stone, traps, monsters, loot, final challenge. Now, we make something meta out of it. A definition: a meta-dungeon is a course of events involving no dungeon nor any of its required steps as defined, but forcing the characters to take steps in parallel that could be defined as the steps required to define a course of events as a dungeon. An example (?): Heroes arrive in this fortified village in the middle of Forest Nowhere. Camera sequence. An alarm: big wolf-beasts are back to harass the people, the doors are shut down. Some old curse. To get rid of it, you have to progress from one villager to another until you can finally convince the tavernkeeper to activate the old defense mechanism in his basement. But each NPC hates some each other and you have to convince one after the other to help the next-other. The stonemason (stone) won't help you until you could convice the old crazy (dereliction) ermit in the attic (verticality) of the temple to do something about the child catching (traps) mutant frogs (monsters), who won't do anything unless his cousin (...) at the end, the tavernkeeper is fed to the wolf-beasts (final challenge), they leave and you can leave too (exit). Or, maybe, a meta-dungeon is something completely different, you tell me. Help me help the game. You know the rules.
  16. I'd like to suggest that the Devs strongly consider the PS2 game Shin Megami Tensei: Nocturne and it's optional Labyrinth of Amala as inspiration for how to best implement the huge mega dungeon. For those that haven't played Nocturne here is a quick overview of how it worked. - The Dungeon first unlocks as a direct result of in game progress however entering it is strictly optional. - The first level of the dungeon is VERY hard for the level it unlocks but entirely do-able. Successfully completing it immediately grants very useful items for that point of the game. However if you wait until you're stronger to complete it the rewards will become progressively less useful. - Subsequent levels are unlocked by defeating difficult but (usually) optional bosses that become available as you progress through the game. - If you enter a dungeon level as soon as you're able too (by defeating the optional boss as soon as he is available to be fought) then completing said level will be difficult but do-able and you will be rewarded appropriately. The benefits for this I believe is as follows: 1. Every level has the potential to be challenging and rewarding -- but not overpowering -- for the time in game it becomes available. 2. It gives players basic gameplay ques as to when a new level is worth attempting (alternative to increasing difficulty of a dungeon without any real indication when you might consider trying it for a challenge), the player can then decide if they want a challenge and go immediately and not accidentally out level the difficulty curve of that level. 3. The game developers have an idea when a player will attempt the level at the earliest and may be able to work story progress both in and out of the dungeon. 4. Starting the dungeon at max level and then getting more difficult may sound fun -- but is there really that level of scalability for high level encounters that allows for 14 levels of increasing difficulty from the max level? 5. It gives the player a sense of progress as they get deeper into the dungeon and will look forward to the next time a dungeon level unlocks. 6. It prevents the dungeon by feeling like a grind by giving the player incentive to only tackle 1 or 2 levels at a time. Interested in hearing others opinion on the subject.
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