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Showing results for tags 'Quests'.
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Hi. add dedicated servers to grounded. so that 40 people play in one session (1 session = 40 people). add co-op pve missions for 3 people (sometimes outside the map). also pvp mode for 10 people (5 vs 5). solo quests with a different storyline, sometimes outside the map (an interesting location with different enemies). pve and pvp modes are common (united) for players of all sessions. make clans if possible. clan wars in pve and pvp modes. clan players are awarded clan points. total points are summed up. chat for session, friends, clan and region chat (one language, one region). quickly translate the game into Russian language. the game was popular in the CIS. This is a large region who knows Russian language. pure survival genre = low popularity. you need to mix it with other interesting genres and mechanics.
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I have a problem with the VTC quest line. After finishing Skipping Ahead Director Castol said I should talk with Govenor Alvari, but she is not in her office. In fact I have never seen her so far. Her office is always closed. And I checked the VTC headquarter every time I visited Neketaka. I have finished Dirty Laundry and I believe I have finished The Storms of Poko Kohara without ever speaking with Alvari. The main quest is on the final step (The Coming Storm). Now I'm a bit at a loss as how to proceed to advance in the VTC quest line. If I gatter the information on the internet right, "A Vote of No Confidence" should start now, but no source explains as to how and where. P.S.: I play on PS4, if this has some relevance to the problem.
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Took Parvati to meet Junlei, then spoke to her on the ship. No follow up quests triggered. Only one I'm missing for the achievement. Ps4 here. Any ideas would be appreciated. Edit: I messed something up, says I talked Parvati out of a relationship... sigh. Be careful what you choose in this game. The choice system is awesome tho.
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Hi, I have the death ray weapon and have bought the Battered Mardet Datapad from Glenys but doesn't matter how many times I inspect the datapad there is nothing new to read or to search on the captain's terminal so the quest won't update itself. What am I doing wrong?
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First of all, I send you big greetings from Russia. You do a great job and making outstanding games in era of degradation in computer games. YOU ARE BREATHTAKING! Anyway, according to all I know about Outer worlds, there would be a place for unusual quests and interesting scenarios. That's why I send you my ideas of quests, events or easter eggs which I would like to share. 1) SHE-WOLF IN SHEEP'S CLOTHING Woman is crying on a street and ask player for help. She tells that her husband kicked her out of their farm and now she has no place to go. However, there is a jewelry box in this farm and if we get it, she would have money to survive. She tells that her husband is unsociable and rude person, so the only option to get jewelry box is stealing. Farmer, actually, is rude and he do not want to talk to strangers (including player). Player has options to pass the quest in stealth way or by battle with farmer and his robots. While we are at his farm if player or his companions are good in perception, they can find old photo of Farmer and his real wife on a wall. Also near the farm player can find her grave. If player is good in diplomacy, while talking to Rude Farmer player can find out that farmerâs wife has died few years ago and he lives alone for long time. If player find out information about real wife, woman disappears from her place and quest is over (you get experience) when we came back. If player did not find information, he gives her jewelry box and she acts as if you had saved her life. After some time player find out that she is in WANTED DEAD OR ALIVE list, so there is good reward for her head. She is wanted in several systems for fraud and crook business. You can find her in a secluded shack, whose location need to be found by collecting scraps of information. When we find her and she realizes that she was revealed, she stops pretending and turns out to be a very intelligent and powerful thief. There are options for player to kill her and get money reward or ask her to join the party and get powerful thief and liar. If she joins your party, in cities she always puts a bandage on her face. 2) MISTAKE WITH ZERO In the end of regular quest for corporation, their accountant accidentally send you more money, than he should - 5000 coins instead of 500. Player has several options: Walk away with pokerface, act like nothing happen. That means that lawful companions will condemn your actions, reputation in this corporation will fall and after you can identify this accountant as a bum on a street, who has no idea why he was fired. Pay attention to the error. That means chaotic companions will condemn your actions, because they think itâs dumb not to use that chance. After a lot time you can meet this accountant, who became a big boss inside the corporation, so now he can give you special quest or help you. He identify you as honest people. 3) FOR FUN ONLY Novice comedian ask you to retell him all the jokes you can find, so it would help him with his material. He notices that you travel a lot, talk to different people, so it would not be hard for you. Player retells him, for example, 10 different jokes from 10 different NPC all over the game world, which is available for player at the middle of game. Quest is over, experience gained. After we see this comedian performing on stage with these jokes and he recognizes player and allow to easily access and loyalty of his Producer â rich person from another quest, which loyalty is not easy to get. I still have another ideas that I will describe when I'll have time.
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I have a bit of a hang-up with games like Pillars of Eternity: I get really, REALLY anxious when I run into a "skill check" or something and my stats aren't high enough in one area to achieve success in it. The best example is probably Neverwinter Nights 2, which was my favorite for years. I tended to want to play high Intelligence, high Charisma characters, even if that wasn't the key stat for my class, because I didn't want to fail Diplomacy, Bluff or Intimidate checks, since my own character was the only one in the party who could USE those skills, and I also wanted to be able to select conversation options from other skills like Acrobatics, Lore, and Spellcraft. This led to me using cheat codes so my Shardbearer could basically make every skill check in the game by themselves. My admittedly limited experience with Pillars of Eternity, both in the game itself and from reading the builds on these forums, indicates that this game is gonna drive me crazy. Each of the checks I've seen in the introduction sequence alone requires a stat of at least 15, and there's literally no way to make a character with a 15 in each stat. There IS a way to get 1 rank in each skill starting out by picking backgrounds that fill the gaps your class has (a Cipher/Slave, Fighter/Drifter or a Monk/Merchant or Scientist). And all the builds I've seen insist on dumping one or more stats down to the bare minimum to get their core combat stats as high as possible, so they can do things like Solo or Path of the Damned, which I've really got no intention of doing as I'm here for the story. So where does that leave someone like me who doesn't want to get a bad outcome to a quest because one of my stats wasn't high enough, or where the kid in Defiance Bay loses some fingers because my Survival wasn't high enough by the time I reached him in the game? I'm a real perfectionist/obsessive-completionist when if comes to the RPGs I play, and I'm well aware that I can't do EVERYTHING in this game (the Knights of the Crucible, the Dozens and House Doemenel are mutually exclusive), but I want to get the best possible outcomes in everything I do, and I'm not sure how to build a character capable of doing that with ANY class...
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Various bugs
SamHam posted a question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
Not completely done with my playthrough of the game, but I thought I'd make note of some of the most glaring bugs up until the end game. I've noticed that many bugs occur when one explores without obtaining the quest beforehand, for example: In the Gullet, I decided to enter the sunken city hoping to find the roparu basically sentenced to death by that overzealous city watchman. While I was there I obviously explored EVERYTHING and threw myself at anything that sparkled. This way I obtained one of the seashells that open the gate into Ondra's temple (I left the seashell in the gate). I later stumbled upon Dereo, who tasked me with obtaining the second conch from a pompous fool in Serpent's Crown. At this point I could complete the quest by "presenting" the conch I left in the temple door and continue a dialogue tree which would suggest I got the conch from Takano in Serpent's Crown and got attacked after obtaining it (which obviously wasn't the way it played out). After a reload I did the quest as intended. After reaching Takano I could again "present" my conch, which obviously was still in the temple door, and the game would crash. After a reload I backtracked, retrieved the conch, showed it to Takano, stole his (duh ) and did not get attacked (don't know if this is supposed to happen after stealing Takano's seasheel). After this the quest seemed to work fine. I killed the itsy bitsy Kraken guarding the temple door, looted the temple and presented my findings to Dereo. Midways through the game I was asked to free slaves held captive at Crookspur. I did so AND killed the slavers, including their leader. This seemed to advance some quests I did not yet obtain from the Rauataian or the Wahaki tribe, that is; the Royal Deadfire Company would deploy their fleet and take over the Island while the Wahaki tribe, which I encountered much later, would thank me for disposing of the slavers and immediately assume I helped the Deadfire Company set up base there at which point I got dismissed by their Ranga. (I am presuming that Allot's "The Painted Masks" quest is also undoable at this moment). There's many more of these weird bugs, but since I didn't write them down, I can't elaborate. As for another big bug, it has to do with the end game quest Honor among Thieves. I decided to side with Aeldys, which I believe to be the lesser of two evils. After freeing her I was tasked with killing Furrante and all his lackeys. Here I noticed several bugs. 1. After descending the tower I could proceed right down the stairs and kill the council members and the surrounding pirates, which would trigger the cutscene where Aeldys scampers down from her prison and automatically assumes that I want to side with the Principi and find Atlant... Ukaizo. After the dialogue I would proceed towards the exit and notice that some left over pirates were still hostile towards me (the guys I didn't clear out). They would attack and Aeldys and her cohort would also turn hostile towards me, 2. Clearing out the pirates from the exit towards the middle of the tower would alleviate the above problem, but the Honor among Thieves quest would remain unresolved, until I left the tower. At that moment it would fail (although Aeldys dialogue would not change). Lastly I would like devs to check out the Cypher class. Many a time I've had Serafen die instantly in the beginning of any combat without it being reflected in the combat info window. I am guessing this has something to do with the Psychic Backlash ability looping due to the cypher being attacked by a foe or due to them casting a spell on themselves (the latter also being a problem in PoE 1). -
It tells me that the first step is to sail to Tikawara which I did. I talked to every NPC in town, I cleared the island map and killed everything I encountered. I saved the caged creatures before killing the broodmother. Nothing I did will trigger this quest to update and I don't know what to do at this point to complete it.
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Went into something weird & probably not intended. I found it accidentally by missclicking a Dialogue Option : [Didn't found it mentionned] Run into the "Delemgan Encounter", [for exemple], outside of Tikawara. This Encounter is supposed to block the way, preventing you from passing through it if you don't interact with it. Choose, "Go back from where you came" option. [meaning you just leave] But when you do, the "Encounter Disappears". Then, you're free to pass through.
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Mac - One Gamebreaking issue plus several minor ones
Lasweetlife posted a question in Backer Beta Bugs and Support
I have run across several issues while playing the Beta on my 27â IMac, one of which makes it impossible to continue: âDuring the fight with the Titan, at some point a Scarab pops up. As soon as the scarab fires a projectile, the game crashes to the desktop. âWhenever I quit the game, it goes to a black screen and freezes, instead of taking me back to the main menu. âI have gotten random freezes and issues at the end of deck to deck fights at the end of ship battles. In a few instances the end summary shows no items gained and lists no information, on one instance the game froze on the summary page. âOn two occasions, dialogues indicated that a character was going to give me an item but I could not find the item anywhere in my inventory. One is the dwarf I rescue from the cannibal pirates in the temple ruins. It sounds like he rewards me with a cloak but I canât find it anywhere. I canât recall the other occasion (itâs not the broodmother, I know to find her item on the ground) but Iâm 100% sure there is a 2nd occasion.- 1 reply
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After finding out where the fruit was hidden, I told Rongi I would consider his request to lie about the fruit. See screenshot for the error that occurred.
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During a fight my animal companion (antelope) got stuck in the wall and couldn't move. Even after combat it was completely stuck there and I couldn't go anywhere. Reloading the game solved the issue though. Around the same place the thief discovered something but I couldn't really find what it was. There was nothing highlighted.
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Not sure if there is already one of these threads, but if you have any suggestions please drop them below. Hopefully the devs will take them into account. Suggestions: 1: A way to purchase a reduced price RoTR extra content bundle for when you already have all of the things purchasable with gold, since $25 feels like too much for whatever that extra deck comes with. 2: A higher chest tier which only gives items you don't have yet or which lets you pick the deck the items are drawn from. 3: Re-spec heroes for 500 gold. 4: Making teleport boots ignore movement restrictions. 5: Adding optional objectives for quests. 6: Adding more daily missions so we have options and more variety. 7: Having a confirmation screen when clicking not to close a location, or when it happens while encountering a boss let us use that character to close that location again, as it was a clear mistake. Thanks for reading
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Description: When the party enters the Abbey of the Fallen Moon and Maneha is in the party, the dialogue bubble appears on her portrait. The Player can talk to her. As soon as the party starts moving, the same conversation starts automatically again. Steps to reproduce: 1. Have Maneha in the party. 2. Enter the Abbey of the Fallen Moon area. 3. Notice the speech bubble on Maneha's portrait. 4. Talk to Maneha and go through the conversation. 5. Move the party anywhere in the same area. 6. Maneha initiates the same conversation with the player. Expected behavior: Maneha shouldn't initiate the conversation if the player has already had this conversation with her.
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I spoke with Beregan and didn't tell her that I'm sent by Stalwart, just that I'm looking for the Leaden key. She gave me the Leaden Key's expedition's stuff and allowed me to leave in peace. I however attacked her shortly after the conversation was over. Now Renengild's son Uldric acts as if I've went with the diplomatic solution and Beregan is still alive. Savegame to test talking to Uldric and check that Beregan is dead: https://drive.google.com/file/d/0B2n9OkZ4rwZMVEhDVFJwUnBLeEE/view?usp=sharing
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Release Giacco from his cell in Raedric's hold. Then accept Raedric's offer and turn against Kolsc. Go to Kolsc's hut in Magran's Fork and attack Giacco. The rest of Kolsc's crew doesn't react, except for going into combat idle animations. They won't attack you while you fight Giacco. When Giacco is dead and the game shifts out of combat mode, everyone returns to normal idle animations.
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First, hello everyone, I'm big fan of PoE, I started playing this game since I called sick in school, that was almost a week ago, now I have 43h 34m 46s spent total in this game. Amazing, experience. Anyhow, the actual question, well it's more of a concern. My companion Eder, I've reached certain point with his quest "Fragments Of A Scattered Faith" where I am supposed to deliver a steel ornament, found near fields of Cliban Rilag, to Dynryd Row's ciphers. However, due to my inattention and brilliant main storlyine, I got carried away with Lady Webb and Defiance Bay's latest developments. As you know, city is in chaos, anarchy has taken rule, I am worried with happens with Eder's quest? After Lady Webb was found dead, I escaped the city, but now all city's regions are gray and unavailable to enter... So my concern is, how am I supposed to deliver that ornament to ciphers from Dynryd Row, when I can't enter the damn city!?
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This will be a short impression. To start with I should mention I haven't played any IE games, I tried to play them several times but never could get a hang of them. I don't read every single piece of lore in an RPG; I read all the gameplay dialogues and much less of codex entries. I'm not a fan of "IE style" nor 2D backgrounds, I was neutral on that topic and I think I'm an open-minded player so I got on board with Pillars and I don't regret it one bit. I played 5 of Obsidian's games before Pillars which are Kotor 2, NWN2, Alpha Protocol, Dungeon Siege 3 and New Vegas. I loved all of them except DS3; guess it wasn't buggy enough :D I don't remember much of DS3 but I remember ıt wasn't interesting enough to continue playing. So in Pillars, everything's bland from story to companions to items. I don't have any complaints for combat and I don't much care about the items&equipment to complain about them. Stronghold and companions could have been better but my main issue is with the story; not the main story but all of it and not what it is but how I experienced it. It's strange that before Pillars I could doubt every feature in an upcoming Obsidian game but the story. I can't think of many things to base my point on except for everything I did felt bland. It felt like devs tried too hard to avoid everything which had been done before: like there were no long quest chains in different acts(most quests were too quick to reach conclusions), no duel situations with spectators, no big trial/evidence gathering etc. Yeah there were no NWN2 stuff :D but instead of things like these there were no new interesting things either. So why make it this way? To kickstart a fantasy universe in the cleanest way possible so you can branch it and make it interesting later on? DAO started a new fantasy universe(which went down the **** in later games) but it never felt bland in that game. Yeah it didn't feel as original as Pillars and there was the biggest cliche of all that the evil army threatening to destroy the world. But quests in DAO felt more connected and were not so eager to reach an end. Companions were more involved in story and side content(*they also could talk directly to the NPC you were talking to and get a response much more often than in Pillars*). And romances may have helped with DAO but I never felt the lack of romances in Pillars so that was not it for me. Don't get me wrong. I liked the more mature theme and realistic approach to most things(I wouldn't have minded if the universe was magic-free :D no, I'd have been overjoyed if that was the case); the hollowborn situation and how gods are displayed. But the game generally lacked flavor. Maybe it's because(it's a big game but) current events take place in and effect such a small part of the world we don't know much about. Maybe it's cos of the safe/controlled approach to a new IP or something else. Anyway, had to get it out of my chest. Thanks for reading and sorry for my grammar.
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Hello All, I am making this post because the other post were kinda ended up as a spam, becuase the edit time is low and i was forced to repost them. Therefor i am starting a new POST where I will have EVERYTHING in Each Post OF its OWN...ACT 1, ACT 2, ACT 3. Everything will be orginized and easy to find. If this Guide Helped Please BUMP it =) T Thank you all again for Enjoying this Wonderful Game. ACT 1 A Moment's Respite âș Pillars of Eternity âș Act 1 âș Saving Heodan âș Quest Guidehttps://youtu.be/lmSEVG_YL9s?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza The Ruins of Cilant Lis âș Pillars of Eternity âș Act 1 âș Dungeon Guide âș Quest Guidehttps://youtu.be/kOBIbepM2eA?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Vengence from the Grave âș Pillars of Eternity âș Act 1 âșDifferent Outcomes âș Quest Guidehttps://youtu.be/Np3-DOw557Q?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Late for Dinner âș Pillars of Eternity âș Act 1 âș Quest Guide âș Saving the Dwaft âș Inn Discounthttps://youtu.be/NDlBrvbquI8?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Against the Grain âș Pillars of Eternity âș Gilded Vale âș Act 1 âș Quest Guide âș Walkthroughhttps://youtu.be/wWaZq-yb41U?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Buried Secrets âș Pillars of Eternity âș Gilded Vale âș Act1 âș Quest Guide âș Walkthroughhttps://youtu.be/4fsfnYsv1E0?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Mother's Plea âș Pillars of Eternity âș Gilded Vale âș Anslog's Compass âș ACT 1 âș Quest Guidehttps://youtu.be/QPGRUVnJIHI?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza The Smith's Shipment âș Pillars of Eternity âș Gilded Vale âș Black Meadow âș Act 1 âș Quest Guidehttps://youtu.be/YF7jo8_3vN0?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza The Whispers and Visions âș Gilded Vale âș Valewood âș Act 1 âș Quest Guidehttps://youtu.be/YIn7XHYwzsQ?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza The Old Watcher âș Maerwald âș Pillars of Eternity âș Endless Path of Od Nua 1 âș Caed Nua âș Quest Guidehttps://youtu.be/GyWweTopND4?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Lord of a Barren Land âș Pillars of Eternity âș Raedric's Hold âș Esternwood âș Act 1 âș The Dungeonhttps://youtu.be/oO2gOyoeyGA?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Complete Quest Guides - Tutorials/Walkthrough - Pillars of Eternity - Act1 - Full Game Review (BETA and Release) - Playlist
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During the quest Child of Five Suns, the first thing you have to do is speak to Agosti at the Vallian Embassy. When you enter the embassy and approach Agosti, Pallegina draws him into a conversation. However, the problem comes when your character has to pick a dialogue option - choosing to interject freezes the conversation, not allowing you to proceed with the game and forcing you to quit. The only thing you can do is to choose the 'stay silent' option, given the other two options break the game, which can lead to breaking the role-playing, depending on the character in question,
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Hello again, I will edit this thread everytime I encounter something odd or contradictory from my perspective; all of the "issues" posted here are mere nuances that I share with you all in hopes of sparking a few laughs and talking about how finicky we all are. Needless to say SPOILERS AHEAD. Let's get to it: On the quest Built to last, the scrivener you're supposed to rescue resists to tell you anything about how her research works, afraid that she might give away too much and cause trouble again. A few lines down the dialogue, she willingly HANDS YOU the entirety of her research and entrusts its fate to a complete stranger. So much for learning your lesson. Finding a stolen manuscript for the Elder Archives in an attempt to conceal secrets grants you "unlimited access" to their secrets. Sharing those secrets is a part of the cult, I get it, but It feels too quick and too much. That's all I've got for now. Feel free to add/comment as much as you like. IcosahedronXIII.
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Hello Backers, So it appears that we have a large amount of missing string data in various locations throughout the beta. Since these issues need to be resolved individually, I am building a master list of the missing strings. This is both to organize the data in a way the developers can easily fix and to relieve pressure on the forums from these bugs being posted multiple times. Please post any findings of Missing Strings in this thread and I will come through periodically and update this post with the full list. Screenshots are still great for this, as it gives us a clear visual of the location of the issue. So please attach any screenshots of the missing string to your posting. I'll be starting the list with an example of some known strings. In an effort to keep the list readable, a primary location where or on what the string was found followed by a short description will be how I will be listing them. MISSING STRINGS Races Character Sheet - Human's Fighting Spirit description (when clicked) Character Sheet - Coastal Aumaua's Towering Physique description (when clicked) Character Sheet - Island Aumaua's Long Stride description (when clicked) Character Sheet - Boreal Dwarf's Hunter's Instincts description (when clicked) Character Sheet - Mountain Dwarf's Hale and Hardy description (when clicked) Character Sheet - Pale Elf's Elemental Endurance description (when clicked) Character Sheet - Wood Elf's Distant Advantage description (when clicked) Character Sheet - Hearth Orlan's Minor Threat description (when clicked) Character Sheet - Wild Orlan's Defiant Resolve description (when clicked) Character Sheet - Death Godlike's Death's Usher description (when clicked) Character Sheet - Fire Godlike's Battle-Forged description (when clicked) Character Sheet - Moon Godlike's Silver Tide description (when clicked) Character Sheet - Nature Godlike's Wellspring of Life description (when clicked) Classes Character Sheet - Chanter's Chant descriptions shown in the character sheet (when clicked) Character Sheet - Rogue's Deep Wounds Ability (when clicked) Inventory - Druid's Spiritshift weapons for all forms (Bear, Boar, Lion, Stag, and Wolf) when moused over or right-clicked Wizard Spell - Thrust of Tattered Veils has missing string in its description and debuff tooltip Talents Character Sheet - Hold the Line description (when clicked)Items Item - in Winfrith's Shop named Missing String purchased for 90cp also has missing description Item - Weapons with Reach show a missing string in their description Item - Weapons with 10% Graze to Hit effect show a missing string in their description Bestiary PƔgra - lacking flavor description when selected in the cyclopedia/bestiaryOptions Options menu - Missing String shown when selecting Polski language Controls menu - Missing String shown under Cancel Action key binding Graphics menu - Missing String shown when mousing over resolution Misc. Loading Screen - from front end "Did You Know? : Missing String" Party Records - Various enemies display their names as Missing String Lle a Rhemen - Staircase inspectable displays Missing String when clicked Thank you all for your tremendous support !!
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Hello Not sure if this is actually a bug, I recruited a level 2 warrior and a level 1 Cipher, and proceeded to clear the temple ruin, and halfway through the first level, the Cipher appears to leave the party halfway through combat. I don't think that they died. Just a text notification that char had left the party. Did I do something wrong?
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Hello devs/others, I just wanted to offer my feedback on the game. I haven't gotten all the way through yet, I'm only about 55 hours in, and level 9 (the next plot quest in my queue is "Undying Heritage"), but I wanted to leave a lot of my initial impressions type feedback now, while it's still fresh in my mind. I normally don't play games on release (I held out until Witcher 2 EE was released to play it at all, despite loving the first), and I'd been planning on waiting till the expansion to play PoE, but my excitement got the better of me. It's been 2.5 years! I've read every kickstarter update, and been checking the forums and dev tracker religiously since last summer, but I almost never post, cuz I'm a Watcher. I was not in the backer beta, and I jumped into the game on hard/expert, without actually reading the manual too much, thinking a modern game should do a fine job of explaining itself. If it helps qualify my feedback, I'm mostly a powergamer, I've spent hundreds of hours in the IE games, and my top 10 RPGs of all time are: ****************** GENERAL FEEDBACK *********************** For starters, I love the game. I think my pledge was totally worth it, and I'm glad I ponied up for the expansion and some playing cards as well. I think you guys delivered on what you promised, and the game deserves the 93 metacritic it has right now, and a 9.5 from users. Seriously. I want to be very clear about this, because I'm going to say a lot of things shortly that might seem overly nitpicky or critical, but I only say them in the interests of making a Perfect Game in the future, via sequel or expansion. AND because Jorge said you like every bit of feedback, so blame him. I like the music, particularly the main title. I know some people have complained about the combat music, but to be honest I just tried to remember what it sounds like, and I have absolutely no idea. After spending hundreds of hours in BG2 the only music I can remember off the top of my head is from character creation also, so maybe it's just me. The slow mo mode is great The fast speed mode is even better, but I really want a 4x option, not just 2x. It's still tedious walking back and forth across maps. In the IE games I just enabled the cheats and would teleport my party around city maps, to avoid having to watch them walk. I miss party AI a lot The graphics and sound are everything I would ask for. The dyrford area is particularly pretty. I've found a number of technical issues (most of which are minor), which I've reported in the support forum, but in general the game has been very stable for me and run very smoothly. I'm generally pleased with the level of technical polish. I do have a background in software engineering, though, so maybe I'm more understanding/forgiving of these things than your average user. I wish you'd stood strong on the locks and traps xp, and left it in the past where it belongs. The things in the chest are the reward. I actually like the bestiary xp, on the other hand. It's a pleasant reward as I fight things (and there are lots of things to fight on hard, apparently), but it doesn't encourage me to wipe every map clean. Plus it makes sense that I gain xp as I learn about a creature, but once I know all of its secrets the xp flow stops. Good good. I like the idea of the "accurate" fonts in the almanac, and the notes in the margins and stuff, but I have to really concentrate to read that gothic font I know this probably isn't your guys' fault, but it's slightly disappointing my physical copy hasn't shipped yet. Not that it really matters, I don't have the collector's edition and I already have a digital version of the game. ****************** USABILITY/UI *********************** I like the general look of the game HUD (I've only used the solid version). Since I'm playing on hard, I've never seen any of the little creature UI bars or anything like that, but I honestly think they're unnecessary. For me, I have all the information I need just looking at my screen. Which is great! I wish there were hotkeys to quick cast abilities and to switch weapon sets It would be nice if the companion quests had their own category in the quest section, because their names are hard to remember and I keep clicking on them looking to decide which quest to do next. If they don't get their own section, highlight them somehow so they're clearly companion quests I like the inventory, journal, and stronghold UIs The buying/selling UI is awful. I have to click like 100 times to sell up all the xaurip **** I picked up (which is apparently my main source of income for a while). There should be an option to select all [level of quality] items, or move every item of a certain type into the sell box. It's also tedious to scroll through the vendor inventory, and the sort buttons should actually remove items from the list, instead of just greying some of them out. I think not showing spell area indicators on expert mode is a huge mistake. I cannot for the life of me understand why someone would want to play without being able to see the exact AoEs of their abilities. It's not like counterstrike where no-scoping makes you a pro, and not having AoE indicators in the IE games was a failure of UI, not something that should be replicated. This game is about pausing and planning exact movements and strategies. Since I never played with the circles, I had to straight up guess at my abilities when I started playing, and as a result I'm completely unable to carefully place area spells amongst enemies I'm engaged with. All 4 of my friends I mentioned that "feature" to thought it was ridiculous also. the links and tooltips to explain game mechanics are very useful When I first started making my character, the game asked me to choose a race before ever explaining the attribute system. It would be nice if the char creation screen featured the same tooltips that the rest of the game does, because I had skip forward to the attribute allocation, read about all the attributes, and then go back and start again. I could've minimized and dug out the manual, but to be honest I didn't trust its accuracy, because I know lots of things can change in the last month before release The enchanting UI isn't super clear. I initially held off on enchanting things at all until i was level 7 because I didn't know if I could later overwrite or remove enchantments. Actually, I'm still not sure if you can remove them. I know portraits are super time consuming, and it's unrealistic to expect a portrait for every 3d face in the game, but the godlike options are quite limited in terms of portraits, at least for death godlikes. Also a lot of the portraits were a little more... happy? than I'd like. I don't make whimsical characters with bright eyes or wide smiles, I make characters that kill whimsical characters with bright eyes or wide smiles. I felt like some of the more serious portraits were kind of over the top with snarling or making angry faces. I actually almost reconsidered my character archetype because I couldn't find a portrait I liked, and eventually chose a helmet with horns that very vaguely resembled my godlike's head. If it helps, my favorite set of portraits from the IE games was from IWD2, by far. Actually, does anyone know if you can import portraits into the game? I'll just copy those over. I wish the game actually did the dps calculations for me, so I could see EXACTLY how changing armor types is affecting my damage output. ****************** COMBAT/MECHANICS *********************** On the whole, I think the new/updated mechanics are great, I think the design team did an excellent job Engagement is good. Third ed D&D had engagement in the form of of attacks of opportunity, and I think the ability to control areas makes this game far more tactical, not less I think the tactical choices between different spells and damages types is pretty good. I always look for which saving throw type an enemy is weakest against, and cast that sort of spell at it. I don't bother to check enemy, DR values for different physical damage types, but I know that I should. I just don't need to. My initial impression of spell diversity is that it's pretty good, in terms of both effects and damage types, but could definitely stand to be fleshed out a bit. A good starting point, though. Thank god there is no ammo. Dealing with ammo is ****ing tedious, and there's no point to it. Thank god for the stash. Filling every inventory with gems and other **** you're just going to sell so you can pack it out of the dungeon is also tedious. I like how some items automatically go to the stash There seems to be absolutely no incentive whatsoever to diversify skill selection. Seems like every character should put points into one skill, and only one skill, with the possible exception of athletics, because damn that priest getting tired is annoying. As far as I can tell, survival is useless and mechanics is super, super, super important. Stealth is useful for stealing some trinkets, but not really important either. Lore lets me use scrolls, which is moderately useful It's tough for me to tell how useful any of the skills but athletics would actually be in conversation, because expert mode doesn't show me dialog options I can't choose, so maybe some of my perceptions are off I wish I could stack bonuses from items. I understand this is hard to balance, but it also lets me customize my character more heavily The rest supplies limiting... I understand why it was put in, but ultimately it doesn't actually keep me from just going to the inn, getting some more, and heading back down. It makes rest spam more tedious, but doesn't actually remove it. It might be an unsolvable problem, though, aside from just removing the ability to rest in dungeons, which is far more realistic, but maybe a little too punitive. I don't know. I think the resting supplies was maybe the best possible solution, but that still doesn't make it a great one. I really dislike the whole "stealth is scouting" thing, it just makes me creep around the map really slowly so I don't miss anything secret. It's tedious I also don't really like how every combat starts with stealthing the whole party in Characters should be able to stealth invidually I think the general combat and game balance are vastly superior to the IE games, as they should be. I'm going to enclose a ranting digression about why I believe this is so in spoiler tags here, because it's not completely germane ****************** CLASSES/RACES/ATTRIBUTES*********************** I think wizards and rangers are by far the weakest classes, just from my experience with the companions The wizard's spell selection just doesn't seem to be as good as the druid's, at least early on. Seems like the druid not only has a bigger spell selection because he's not grimoire-limited, but he also has great untargeted (returning storm, anyone?), and single target damage options. Druids also have the summon, which is amazing. I couldn't imagine beating the game without a priest, which I think is a problem. I think the buffing and healing should be distributed a bit more amongst the other two heavy caster classes, so you don't HAVE to have a priest. I also think the priest should have a little more offensive capability in terms of spells, but that's just me. Every fight he just casts buffs or heals constantly, unless the fight is easy, in which case he just stands and fires his rifle. Ciphers seem to be amazing. I'm totally going to make a cipher as a second character. Three bouncing mind blades at the start of every fight? My cipher OWNS groups of enemies. Not to mention the damage amp spell (hourglass icon, can't remember the name) is fantastic against boss type enemies. She even hits pretty hard with her attacks, thanks to soul whip. I don't think the value of immediately available, limitless, per-encounter abilities can be overstated. The chanter seems to be sort of a reverse version of the cipher in that he has to wait a long time before casting one ability, then wait a long time again, and it's definitely for the worse. I think the idea of the class is really cool, and the passive, customizable chanting is good, but it absolutely pales in comparison to my aforementioned bouncing blade salvo at the start of every fight. My chanter will get off one, maybe two spells per encounter, and while some of them are really good, it's just not as powerful. I think the speed at which he sings should be sped up, so he can cast real spells sooner into combat (the first 10 seconds of combat usually determine how things will end), and I think his chanted verse effects should persist a bit longer. I think the mage desperately needs more per-encounter abilities. I carried the mage companion until at least level 6, and he was the main reason I had to rest. That, and the stupid priest running out of health constantly. He just doesn't have enough spells on demand to compete with the cipher in terms of damage, particularly since all his damage spells I've found also hurt my party, and he can't sustain damage output. I think the wizard should be able to use one free spell of every level he knows, per encounter. That way he's useful and exciting in easy and moderately difficult fights, without completely blowing his load before things get serious, if you know what I mean. I can't speak to the paladin, barbarian, or rogue, because I've never seen any of them. The latter two look good on paper, though. Haven't read much about the pally yet. The ranger seems to be bad. Which is really unfortunate, because I like playing them. I think the issue with the ranger is they're penalized so heavily when their pet dies, and the pet just dies like crazy. That thing lives to die. My experience with the ranger (who I carried with me for 2-3 wilderness maps worth of encounters) was that any time the pet is engaged in melee, it is dead. You really need to attack the target your pet is attacking, which means if the pet is engaged you can't focus the same target as the rest of the party, and disengagement attacks destroy the pet immediately. Also any creature actually attacking the pet destroys it immediately as well. Then the ranger is useless. I think the pet needs per-level bonuses, if it doesn't get them already, and at least needs its tankability increased greatly. Maybe make it so the pet can't engage targets, or at least not without a talent, but make the damn thing hard to kill. I think it needs to be more like a ranger pet in world of warcraft to be viable. I'm happy with the bowman actually doing all the damage in the background, but since the pet is so important to the ranger abilities, it needs to be able to survive much better. I plan to make a custom party next, and carry a tank of some sort, a fighter or barbarian for damage and secondary tanking, a cipher, priest, druid, and maybe a rogue. All the character creation options are great - the backgrounds, abilities, all the little choices In general I like the attribute system, although I'd rename might to power and dexterity to speed Shouldn't interrupt be based on how much damage I do? Having one's arm chopped off tends to disrupt one's casting, after all. Or maybe it could just be based on weapon type, with a % chance to interrupt on the weapon that's checked on every hit, with an increased chance to interrupt on crits I don't really get perception and resolve. Like, if I make a high perception character, what have I just done? I'm good at interrupting? Is that a thing? Will that make me master of the universe? Might, con, int, and dex are all very clear, I could see basing characters around those stats, but perception and resolve I sort of stared at for a while, wondering if I should put points into them. Seems like those two stats could maybe be combined, and the saving throw bonuses be redistributed a bit so everything's even. I do like how multiple stats influence each saving throw type I also like how every stat is actually useful for every character, and I'm not sure how someone could complain about this. No, an int-only fighter isn't GOOD, but it's not ****ing wretched like it would've been in an IE game, either. Sometimes leveling up does feel a little bit empty, even though it's more exciting than than leveling up in the IE games. I think the game should show me what passive stats I gained on the level up screen. It would also be nice if I got stat points occasionally, just to spice things up. Have you guys played Wizardry 8? Best level ups I've ever had. Lots of stat and skill points to allocate every level, new spells, AND new skills unlocked by maxing out stats. Plus you leveled often, which is exciting too. I also really liked how in that game you'd increase skills by using them, it made every combat important and rewarding, even if you didn't get phat loots. I realize that as an IE successor that sort of thing is maybe a little non grata in these parts, but it was still cool. In general, I like how every class can use every item, weapon, and armor, but I feel like maybe they should be differentiated a little more. Maybe certain classes are better with certain armor types, but there's no reason you can't just wear whatever you want. Even after playing all this time, I still have no idea what the best way to build my chanter or cipher would be, partly because the game doesn't nudge me in any particular direction, and their mechanics aren't so straightforward I can just eyeball the best way to increase their dps. Most notably, I'm not sure if they're better in melee or ranged. ****************** QUESTS/ENCOUNTERS/LOOTS*********************** Unfortunately, I think the game is generally too easy. Or maybe just the optional content is too easy (at least so far). I completed all the wilderness areas around gilded vale, then went to Od Nua before completing raedric's hold (cuz I got the bug), so I was without what I have to think was a large chunk of xp. I had 5 chars in my party: my high might, con, and perception death godlike fighter who wears plate and dual wields swords (I call him "the grim reaper" because I took the bloody slaughter trait, I wanted him to specialize in finishing things off), the fighter companion, wizard companion, chanter companion, and priest companion and delved straight down to level 8 of the mega dungeon. I think I was level 4 or 5 when I started? I didn't go to defiance bay at all. I did have to come up and rest and resupply a few times, of course, but there was no point in the dungeon where I ran into something that made me think "ok, I've hit a wall, time to go elsewhere." Which is what I was expecting. Some of the battles were hard, don't get me wrong, but not so hard I couldn't beat them. I'm sure there was no way I could've beaten the whole thing right then, but I expected it to be harder, like I'd only get through 2-3 levels at that point, particularly without a full party. In light of the above, I think enemy leashing should be removed, at least on hard and super hard, and all the enemies in a room should aggro if any one of them is. Or maybe they're supposed to, and it's bugged? Yeah, I know kiting and abusing the leashing is cheating, but killing the same group of ogres 5 times gets tedious. It's just a shortcut to something I could've accomplished anyway. Pulling is too easy, and since my strategies all revolve around choke points, I usually don't even know there were un-aggroed creatures until I've already killed the first half, and proceed further into the room. I think the hardest area in the game for me by far was the temple in gilded vale. I tried to do it first, before I even had any companions, and then again after I got one, but was unable to beat it until I had 3. Even with three, I had to go do some other things first, because there was one shade fight I just couldn't seem to beat. As a result of my doing a lot of the optional content first (I went straight from Od Nua to Dyrford), the critical path is now very, very easy. I can even just run through the encounters with slow-mo disabled, like in the IE games of old. I like the quests so far. I've done all the optional content up until defiance bay, and a lot of the optional content within, from what I've found. I've done 3 of the plot quests in the city, also. The absence of fetch quests is nice, and organizing things into quests and tasks is great. It's GREAT that there are different solutions to some quests, and a lot of things are not what they initially seem On the whole, I'm a bit disappointed with the loot in the game. The fine/exceptional/superb progression is clear, but kinda boring. There seems to be a huge shortage of boots and belts in the game, and I kinda miss having a separate cloak and necklace slot. The unique items are cool, but I feel like there aren't that many of them, and the abilities they give are largely... soulless? I'm not expecting every weapon to be a Lilarcor, of course, and some of the items are really cool, but there's a lot of +1 to a stat, or +25% frost damage, and the like so far. Things that are good, but I haven't seen anything like a vorpal weapon, or a crom faeyr, or a wave halberd, or a belt of inertial barrier, tansheron's bow, heartseeker, blackrazor, the answerer, psionicist's blade, etc. Things with cool extra effects or abilities. I do really like the items that improve specific class abilities I feel like I have a ton of money, but can't find anything good to buy with it. I've already cleared out the shops in the stronghold, defiance bay (that I've found, and I've been to 4 of the areas), and dyrford village The shops in the stronghold are disappointing, also. They didn't sell much I was interested in; I expected them to have some really high level things. Maybe the really cool loot is waiting for me down the road, but I'd rather have it available now, just really expensive. One of my biggest pet peeves in a game is not giving me the loot I feel like I deserve. For example, I see that this drake in od nua has a room STACKED with gold and treasures, and I go to an awful lot of bother to kill him. I think to myself that I am now in the money, and rub my palms together with glee. Except the giant pile of gold turns out to be what I'd refer to as a "pittance" of coppers when I actually loot it. Somehow, a group of people in another area whose whole thing is that they're slaves, serfs, and the homeless downtrodden are considerably more wealthy than 7 levels of mega dungeon combined. On average I'd say I got maybe one usable item per level? Some of it was pretty good, don't get me wrong, but I felt like I didn't get much out of some of the levels, except the ability to go to the next level. The enchanting system is cool, and I think the crafting system has potential, even though I haven't used it (I'm level 8 now, I think) For the mega dungeon, I kinda wish there were more levels that were purely diplomatic, or at least, not super combat-heavy. It gets to be a bit of a slog wading through darguls room after room. I even wouldn't mind some levels that were just one encounter. One unique, tactically different encounter, maybe bookended with some dialog. I love a good hack and slash as much as the next guy, but I think a little bit more level to level diversity would've been a plus. Or maybe just weaving more of a story from level to level? I really liked finding the pages of the journal from the expedition, it would've been cool to have the journey downward be a little bit more of an exploration about what the endless paths actually are, and who the master is, as well. If I didn't say it already, I do really like how different all the od nua levels feel, in terms of aesthetic and enemy types. Also the giant adra man is still cool ****************** COMPANIONS/PLOT *********************** I like most of the companions (although I've never had the paladin in my party), but I don't think there's a Minsc, Jan, Morte, or Dak'kon in the group. Meaning the companions are good, but I don't think there are any super-memorable standouts, at least for me. The plot is good, but not great, from what I've seen. In BG2, Torment, the kotors, and the Witchers, some of my all-time favorite plots, I felt a lot of personal investment in the story. There are big things happening to my character, that I can identify and/or empathize with, and I want to figure them out, get revenge, whatever. The bastard stole my soul. I'm going to hunt him down, tenaciously, because I hate him. "You... you live *yet*! You possess less than a fraction of your soul, and yet you continue to oppose me?!" I'll oppose you all the way to hell, in fact, you sorry son of a bitch. Give me back my soul. I need it, for doing things with. In Pillars, I know that the hollowing is a Big Bad, but I don't feel that personally connected to it. My character isn't even from the Dyrwood, he's from the White that Wends, where I don't think the Problem exists. Yes, the one guy accidentally made me into a Watcher, but I didn't actually really realize that that was apparently another Big Bad until much later, even after the important convo in Od Nua (which I thought was very well done, by the way). I actually thought it was kind of a good thing. Or at least a mixed thing, like being a Bhaalspawn. Maybe I haven't gotten far enough in, and it picks up, but for me I don't feel quite as drawn into the story as I did in some of those other games. Again, the plot isn't bad by any means, I like the writing and I think the plot is interesting, but some of that might be because of the rich history of the world, and the mystery surrounding the gods, etc. I also like the whole idea of souls being important. I think the world was built very well. I really liked the ranger companion, but I didn't take her because I thought her class wasn't good enough the wizard companion was fine, I didn't get to know him too well before I replaced him the druid companion is sort of irritating, but also funny sometimes. I mostly take him because I think druids are good, not for his personality I like the fighter companion the cipher and priest companions are interesting, I've talked to them and I like their hidden depths (were they the Avellone characters?) I was a huge Kreia fan too, though, and I was always really disappointed I didn't get to find out more about Fall-from-Grace. I think the chanter companion is a bit of a boof, even after doing his class quest (his is the only one I've finished). I've not been super motivated to talk to him for fun a number of the companion interactions have been pretty funny I'm sure some of this is a little unclear or verbose, because it's late and I'm very tired, but hopefully it's helpful to the devs. I guess this turned into kind of a labor or love, but I like this game, and I want to see sequels and expansions that build upon the success established here. I'd be happy to clarify or expound on any points, should it please the court. tldr - I think the content in the game is good, and the systems in the game right now are a great jumping off point to creating more content in the future, either in this game or in sequels/expansions.
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