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Found 44 results

  1. Disclaimer: No spoilers. Close to finishing the game for the 2nd time, and first time actually taking her with me. In my opinion, this really is the best written character I've had the pleasure of experiencing in pretty much any RPG. I've played Baldur's Gate (1 + 2), Neverwinter Nights, Planescape Torment, etc, but this character... just wow. On my first playthrough (around release), I played a Cipher, so I thought "hmm she seems interesting, but I'm have a Cipher and having 2 would be silly". But now after 3.01 patch, and buying both White March DLCs, I re-started with a Monk, and decided to take her along with me. Loving every second of it. I urge anyone that never gave her a chance (because of stats, class, or any other reason) to grab her ASAP. My experience with her was so intense, I just had to go somewhere and express my appreciation. Thank you. Kudos to who ever is responsible for the script of that incredible character. One of my best gaming experiences ever
  2. Is there a reason to defeat Nemnok from the RP perspective for a not-too-aggressive PC? The settlers seem to like the arrangement, as do the people (including the flame naga) working for him. If Nemnok wasn't the strongest non-dragon boss in PoEII and one of Junvik villagers wasn't unhappy with his son's occupation, would you attack him? Also, I took Nemnok the Petite to visit Arkemyr. No reaction from either of them.
  3. Mokeha appears to not be anywhere in Satahuzi. Not in her lodge, not in the chieftain's lodge, nowhere in the general area. I could find her just fine before the latest beta patch.
  4. Bug: NPC "Weto" in location "Sayuka" replies with the text *missing string 66*. Repro: 1. Go to the town of Sayuko. 2. Participate in the conversation event between "Weto" and "Tipa" in front of the "Huana Longhouse". 3. Listen to both sides, exhaust options, eventually support Tipa. Minor Huana rep gained by choice. 4. Talk to Weto again after conversation resolved. 5. Observe that *missing string 66* displays in chat as well as above "Weto", however audio plays as intended, DxDiag.txt
  5. Greetz everyone, I read a German review saying that some of the new companions in Deadfire are rather shallow, with the notable exception of Xoti. But Tekehu was called "annoying", for example. I cannot play the game myself at the moment due to strict time constraints. But I would like to know this. In your opinion, are some of the new companions in Deadfire shallow and if so which ones? I hope you can diminish my worries! If you want to go into detail about a companion for explaining your opinion: Mild spoilers are okay. Please put heavier spoilers into spoiler tags though. Thanks, Fluffle. PS: Generally I'm interested in all new companions about this topic. But I'm especially interested in Tekehu. Also everything is relative of course. So comparisons to Baldur's Gate 2 or Dragon Age and Mass Effect games (minus Andromeda) would be appreciated.
  6. Geyda asks me to help her with her research, and I decided to pay her for hiring mercs to catch as many monsters as she need. After 4 days she returns to my stronghold and wait for audience, but doesn't appear in the hall, so I can't speak to her. Probably it's a case with another audiences like this.
  7. Greetings community! I've been playing Pillars on and off since release. I know, it's been quite some time now and I'm still on my first playthrough! My party is level 10 and I've gotten to the Pit, though I have not gone in. I also did some of the White March quests but I've hit a level wall there. Anyways, my current part is as follows. Charmain (Wizard) Eder Sagini Kana Grieving Mother Aloth I've done all the NPCs quests, I think up to this point. I was pretty set on this party going until the end, but one thing I always wanted was a priest. I don't use walkthroughs or anything so I just now bumped into Durance doing a bounty. Now I'm in dilemma. Priests can heal and have other valuable defensive powers. I feel this is lacking in my group and this is why I'm unable to progress in certain areas, but I'm not sure. I've read around and some people say a priest is invaluable and a must-have and others say priests are unnecessary in this game. So my question to the community is this. Should I take Durance? Would a priest really help this group out? If so, who should I leave at the keep when I take him?
  8. I'd like to write about NPC reactions to the player characters actions (especially stealing or aggressive actions), and how in a lot of even really good games the dynamics of this have been disappointing to me. And give some suggestions and hear other peoples thoughts. First, I often find it frustrating and amateurish when all NPC's of a certain faction immediately attack you when you do something too aggressive. Even in amazing games like BG2 this happens; to me it seems in some degree laziness on the part of developers. Or lack of time to implement something more interesting. For example, this is bad design to me: when you fail a pickpocket check against an overweight, old merchant NPC in a large town, and he turns red and immediately attacks your party of amazingly well-armed adventurers in full plate mail. He just suicides. His friends suicide too! And all the women and children in the room run at you to impale themselves on your spears as well. All unarmed and wearing colorful shirts. A little better would be the merchant shouting... "help, guards! thieves!" and then you have to run away before the guards arrive. If the guards catch up to you (i.e. get close enough) then they say "come with us, you are under arrest!" and then you have to decide... kill the guards and really have that whole faction hate you, or agree to be arrested and be transported before some official. Where you must pay a fine, or be imprisoned for a day, or who knows what interesting situations might arise. It could all be done with cut-scenes and a generic small "courtroom" that is used for this purpose no matter where in the game world you are (other than wilderness areas of course). Stealing could affect your reputation generally with that town/faction, and specifically that merchant might not ever sell to you again. Perhaps even better would be: If you fail to steal or pickpocket, or do something too extreme in general... you don't always get caught immediately. First, maybe usually (if pickpocketing, say) you just don't get the item and can't try again for some time. But to avoid the "reload game" response to failures in pickpocketing, stealing, or any other aggression... you could find that even after you successfully pull something off, maybe three days later suddenly guards accost you the next time you enter that area, "you are under arrest, we have 3 witnesses who saw you steal from that merchant!" Then you have to decide what to do and how to handle it. If you want to reload you really can't do so easily, because too much game time has gone by, so now you have to deal with the consequences. The same could occur if you publicly kill some innocent NPC. Rather than guards coming to get you immediately, or the entire town turning red and attacking you, maybe 3 days later you find yourself in trouble with the town guard; the forces of lord so-and-so whose merchant you just killed. Ten well armed guards say "come with us now!". Reload would not work so well there, you have to deal with the consequences. If you steal from someone in the wilderness or far away from a city, they should only attack you as a last resort, and only if they think they can beat you (and have a chance). Otherwise they should run away, or stop talking to you after accusing you, etc. I know all this is extra work but it might make stealing, pickpocketing and other "aggressions" actually work. In BG2 for example, pickpocketing was a joke, if you succeeded it was free loot, if you failed, you just reloaded and tried again, because the consequences were so severe and immediate, and not nuanced at all. Also, unrelated to stealing... I would love to see only armed guards or competent people rush to attack you, no matter what you do to some other NPC. The way a lot of games work it would be like, six guys walk into a bar with swords and kill someone, and then everyone who is unarmed at the bar just instantly and collectively decides to rush the swords rather than run for the exits. Most people run for the exits unless they are well armed and well trained, id like to see most NPCs and even some creatures (xaurips working in a mine, for example) behave this way too. It would make killing more realistic and would also mean a lot less meaningless slaughtering of weak NPCs.
  9. I was playing PoE today in Path of the Damned mode with Trial of Iron and I am in Defiance Bay in the Goose and Fox inn, I was doing the quest for trading illegal herbs, so the Doemenel gang entered and I chose to defend the Gareth (NPC), during the combat I use some AOE spells and Gareth got hit and Doemenel Wizard did the finishing blow but all the sudden all the NPC got mad with me and turn red. Since I am in Trial of iron mode I cannot load the game, but I was able to sneak out of the bar to avoid further conflict, now my question is if those NPC will turn green after some time or reset if I advance to another ACT through the game? Thanks in advance for any good reply about my current issue.
  10. Hey guys, so, I am really stoked to play POE2. I love POE 1 and everything in it and I am glad that I can help crowdfunding a sequel. Even with the decision to play with a party of 5 instead of 6 I am on board with now (was against it when I first read the announcement but I decided to trust Obsidian that it will be a better experience). So up until now there were only amazing bits and bytes to read about the sequel and really cool stretch goals....right until today.... I am really sad to say that I absolutly despise the watercolor-style portraits, if they stay the same which they are right now in update 4 (really strong word, I know). I dont know why, but I love the detailed and colorful portraits in BG1/2 and POE1. I never had a problem with the fact that only a fraction of the npcs had a individual portrait. I really try to like the waterstyle-portraits but they just doesnt work for me at all (assuming they are exactly looking like in update 4). So my questions: Are those the same portraits for the recruitable npcs? It would be strange to have two different types of portraits for npcs (and/or main char) but I really dont want those watercolor-style portraits for my party. I guess it would be okay for me if they are only for non-recruitable-characters (I just waiting for someone to throw the words "wait for a mod" at me). But if they use the POE1-style portraits for all recruitable-characters and the watercolor-style for every other, i am 100% onboard with the decision and the stretch goal! And how do you like the portraits? Like i said, I really wish I would like the Portraits but I am a sucker for those detailed POE1/BG/BG2 portraits.
  11. Craft Shopkeeper in Caed Nua is, apparently, amnesiac. Saying (as in voiced) things like “Good day, stranger” and something about “traveller” when you start a dialog with him. I'd expect him to recognize the lord of the place… :} Save's there: https://yadi.sk/d/mmrToZewjLpKq (Dropbox didn't seem to like my browser's security settings…) Though I'm not exactly sure it is needed here.
  12. On Madhmar Bridge, the backer NPC, Aerthuris, has an extra long backstory because it was copied and pasted twice.
  13. If one of my party member approaches friendly NPC, he automatically engage with NPC. and when he leaves NPC, disengage attack triggered and combat begin. I have to kill all NPC. I can't interact with any NPC! Please help! I am playing v1.03.0530 [save file] https://www.dropbox.com/s/y1a8y4v8vqavp7f/b6567708abd9426db6022234c24de1c0%2019600847%20CaedNua.savegame?dl=0
  14. Due to my own stupidity, I was stuck in a situation where I had no choice but to remove Durance from my party after recruiting him. After removing him, I cannot find him at all. I've checked in Brighthollow, the stronghold, and the inn in Gilded Vale, and nada. His quest still shows up in my quest log, so I'm assuming he's still alive somewhere, but he gave no inclination as to where he would go in his departing lines, so either a) I can't find him because I'm overlooking something, b) he's no longer available and the quest is erroneously in my log, or c) he's supposed to be available but is not actually present. Can provide save games and/or screenshots if necessary.
  15. According to the thread Wailing Banshee, I'm supposed to be able to speak to Niah after I've gotten the log book from the lighthouse in order to unlock dialogue options to resolve the quest without having to attack Lilith. However, in my game, Niah is no longer at the location where I first found her, at the square platform at the docks, just a short ways right from the lighthouse. The NPC is missing, and I can't find her anywhere along the docks in Ondrana's Gift. Here's a link to screenshots, my save game, and system info: https://www.dropbox.com/sh/curm1fsga3vvyds/AADWG2x21fAfII5K0Pz7Awcqa?dl=0
  16. During my adventure with Pillars of Eternity (btw. great game:)), I have faced issue related to quest "The Man Who Waits". I have already finished initial part of the quest, opened the door downstairs the sanitarium and talked to Freyol, who advised me to find Caedman Azo in his laboratory - room next to his office on the map. Unfortunately, NPC does not spawn in this place. Therefore I cannot complete the quest. Steam version of the game owned Thank you in advance for your support ! Please find attached prt screen and saved game to check if it works on another computer. I tried to check game files via steam and reinstall it but it did not resolve the problem. saved game (cannot store it under this post - files are too large): https://hubic.com/home/pub/?ruid=aHR0cHM6Ly9sYjEwNDAuaHViaWMub3ZoLm5ldC92MS9BVVRIXzA0YTI0ZDAxN2MxMDMzZTg2NGFiNDc2NDA0ZDgwNzEzL2RlZmF1bHQvLm92aFB1Yi8xNDI3NjMwMzQxXzE0Mjg0OTQzNDE/dGVtcF91cmxfc2lnPWZhM2MzMTczNzVhNDNlNWY4OTE3ZjJhMTRiZTQyYTQ4MDhkNTkwMGEmdGVtcF91cmxfZXhwaXJlcz0xNDI4NDk0MzQx
  17. Let's make a comprehensive list of everything in the game so far that has been Backer Made. Obviously, this will be filled in over time, but for now, I think we can get started with a few of the Backer Portraits and the Celestial Sapling. The rules are simple. We post images and/or name of people, places, and things such as: LARS WESTERGREN UNKNOWN CELESTIAL SAPLING ---- UNKNOWN UNKNOWN And then we fill it in as needed.
  18. 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?
  19. 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.
  20. 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, chanters, priests and such of your own but it would feel weird if a team of fighters, rogues, and rangers would be able to enchant. In games that have crafting and enchanting I always hoard materials first and then in-between quests or locations I sit down, have a good think and craft/enchant. It feels unecessary to be able to do it on the fly. To me it should be a ritual thing done during moments of pause since it tends to be a big deal, and giving a face to those moments via an NPC that facilitates the craft as a service would help flesh out the system and give it more personality and inmersion, imo. This is of course my issue on how the mechanic is implemented and presented, not about the mechanic itself and the metagame of it. Feel free to give your opinions on that.
  21. 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.
  22. 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 these games have historically filled. The player is either a White Knight travelling from town to town solving problems or an Evil **** (my own label) who benefits from said problems. This has always struck me as shallow and ultimately conceited; the White Knight's motivation is seemingly helping others in need but in actuality, his/her true motivation is the feeling of power gained by doing so. And if the player chooses not to engange in a quest (for whatever reason) then nothing changes because the NPC is incapable of handling the problem without the player's intervention. In my opinion, Kreia (from KOTOR 2) is the best NPC character I have ever encountered in any game. Her interactions with the player shred all the preconceived notions about being both a White Knight or an Evil ****. The conversation where she tears the player a new one for the ostensibly "noble" act of charity toward the traveller trapped at the port in Nar Shadda is permanently etched into my mind. "Such kindnesses will mean nothing, his path is set. Giving him that which he has not earned is like pouring sand into his hands." The notion that simply doing good deeds for others is the end-all cure to their problems was in desperate need of being thrown out with the rest of the simplistic moralism espoused by a lot of fantasy games - and Kreia was the one that did it for me. Back to New Vegas - one aspect of the quest system that really stood out to me was it gave the player the choice of not only solving the problems of NPCs but empowering NPCs to actually solve their own problems. A great example is one of the first quests you receive: Ghost Town Gunfight. Instead of merely eliminating the Powder Gangers and "solving" the problem, the player is put in a postition to empower the people of Goodsprings to help themselves. Rally the troops and have them play to their strengths in order to fight off the invaders. There is certainly a sense of satisfaction to be had from helping people help themselves. Sadly, this was not done nearly enough (even in NV). By declining to do a quest, the NPC would usually see you off with a "I'll be here if you change your mind" and then simply wait around for you to return and help him/her out of the problem. The quest that comes to mind is the one where the Brotherhood of Steel initiate asks you to return the laser pistol he dropped in the wastes while running from Radscorpions. I wanted to tell him that if he snuck out of the bunker for target practice, he can certainly do it again to retrieve his pistol, and if he's too cowardly to do so, he can talk to the quartermaster, admit his mistake, and bear the consequences of his actions. In short, he should SOLVE HIS OWN DAMN PROBLEM. Sadly, this was not an option provided in the dialogue tree. I left that quest undone on moral grounds, even though to complete it would have probably netted me some free supplies from the quartermaster. For those of you who are still with me, here are my simple recommendations for dealing with NPC agency in quests: Ensure that there are noticeable outcomes (positive, negative or otherwise) for both choosing to accept a quest and NOT choosing to accept it. If possible (because it isn't always possible) enable player to help NPCs solve their own problems. Seeing as how both the games from where I have taken ideas are Obsidian games, this is probably already well understood by the devs. I'd simply like to see more of it.
  23. 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 sway any party member to their POV. Sometimes it seems that no one else seems to have any influence on them except the player. that is something I want to avoid. Basicly I desire a party that feels real. NPC's that influence eachother (you say no, the other party member sez yes, the NPC likes him more than you and he does it), have their own agendas and thoughts and aren't there just to be the PC's underlings, or mouthpieces for something.
  24. 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 be? Are you one of the Gods, one of the Companions? The bar owner? Are you the jester? How would you see yourself? Let me explain, when I went theater class we did some Commedia Dell Arte which is about putting on a "mask" and acting on the mask. The mask doesn't necessarily have to be like the picture seen below (there are millions of different masks, what kind of mask are you?), it could be a person, you put on and act on a different body language than your own really (Method Acting). We had one class where our homework was to go out to town and research, watch people and find one person to imitate (body language) then twist it up a notch making it hilarious and exaggerated (could get really awkward too if not authentic). A casual step forward could become a long slow motion awkward step forward. It was super fun to work with. Basically this is a thread about everyone. If you are imitated into P:E and exaggerated/twisted/tweaked similarly as explained above, do you have any "demands" on how you would wish to be presented or do you give Obsidian free reign? Getting to that awkward part where I haven't thought out ways I see myself and getting to that awkward point of presenting myself (which feels rather awkward)............. So... thinking about it a little bit, how do I see myself? As a Chanter, Cipher, Druid, Wizard or Monk. Tinkering and thinkering, friendly and passionate. A philosopher, necromancer in a sense, a Socratic individual (Socrates had to drink a vial of poison because his philosophy was not welcome, he was executed for his ways, I'd say that could be seen as "necromancy" in the eyes of the people who wanted him dead e.g., authority). Socrates was also believed to be a mad man by everyone, yet he is one of the most important historic figures for us today in philosophy. Irony right? I absolutely love to travel, Druidic and nomadic in that sense that I love the land. I intend to travel Europe next summer. When I was in Boulder, Colorado last spring I hiked a lot in the mountains and camped out as well. Boulder, Colorado is absolutely gorgeous, and they've got some pretty sweet rock climbing spots. "So Crat Es" in Latin translates to "So was the art". I like cryptic and deep riddles~information. Something that is more than meets the eye, something that can transform from one thing to another and/or deconstructed and then constructed again. I want to have an open mind and an open heart, often deciding to be positive before reading anything. A title in the Forum saying "Mini-Game", I can decide if I'm going to think "Not going to touch that blegh!" or "Oh! Mini-Games, I already get 11 ideas by the title itself!!". I've taken apart many computers just to put them back together just because I was curious. Self-aware and conscious what I am writing, how I am wording and how it is structured (where I put comas and parenthesis as well). I edit a lot post-posting because I notice structural failure when I've posted (In a sense it is like "production complete" and then I can work on polish/details). As long as the post isn't posted it is a work in progress, and there is a sense of relaxation and "rewarding success" when you've actually posted. A post is like a program, you won't notice some bugs until you've actually released it (because you didn't have the same mindset or whatnot pre-posting). I was asked once by a stranger (who felt like my sister) what my superpower was, and I told her "Kindness". I only want good. I stand with two feet on Mother Earth, and not with two feet in a country. I feel we are all family and friends on one planet, a floating big ball in space. I'm definitely a Chanter, being singer-songwriter. I like everyone here on the forums and think everyone has interesting points, thoughts and ideas Alignments A mix of Chaotic Neutral and Chaotic Good, trying to be True Neutral. Sometimes gets bitten by Chaotic Evil (in essence, being a selfish jerk), though I dislike being bitten by it and always feel bad about it (it happens you know, sometimes you've got a good day sometimes you've got a bad day). I feel strongly for having honor and a sense of duty, but not enough to touch Lawful Good. Osvir is a well thought out screen name, which started on a roleplaying board as "MaskedMan", wherein Os Vir literally translates to "Bone Man". It's my "Avatar"/"Alter Ego", like a character in World of Warcraft is (otherwise I would display my real name, I have told Obsidian my real name because they tell us their names, just felt it respectful). Os by itself can translate from Latin to English as "Mask", but seems to be more related to "Speech", "Mouth", "Lips", "Bone", "Source", "Mien", structure and presentation. Os is also "Opening", "Effrontery", "Impudence" and "Countenance". Vir can be "Lover", "Husband", "Virility", "Soldier" and "Manhood". ^I relate who I am to these, which is pretty funny and coincidental to me, been using the screen name Osvir for a couple of years now and I relate to the Latin translations. I'm a crazy and confused individual from time to time, and do weird things, but I'm not harmful, I don't bite (hard ). I'm just human like all of us. In video games I always play the good character for a more Passive Story Playthrough, and an evil character for Hack & Slash Action Playthrough and laughs. Laughs for both actually (Good/Evil). Who are you?
  25. 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 guy, not super evil either. Was there even a chance to fight him in iwd 2? Fallout 2, First Citizen Lynette. OMG what an arrogant uptight b*****. Set the tone for the whole vault city experience just perfectly. It's not an evil place and she's not evil, but... hell. And she's kind of a major NPC, so breaking my own rules straight away.. Fallout NV, Little Buster Now he's a minor NPC. Doesn't give missions, doesn't really help you at all, doesn't say much, but every single line he has is quotable comedy gold.
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