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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 ► Pillars of Eternity ► Act 1 ► Saving Heodan ► Quest Guidehttps://youtu.be/lmSEVG_YL9s?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza The Ruins of Cilant Lis ► Pillars of Eternity ► Act 1 ► Dungeon Guide ► Quest Guidehttps://youtu.be/kOBIbepM2eA?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Vengence from the Grave ► Pillars of Eternity ► Act 1 ►Different Outcomes ► Quest Guidehttps://youtu.be/Np3-DOw557Q?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Late for Dinner ► Pillars of Eternity ► Act 1 ► Quest Guide ► Saving the Dwaft ► Inn Discounthttps://youtu.be/NDlBrvbquI8?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Against the Grain ► Pillars of Eternity ► Gilded Vale ► Act 1 ► Quest Guide ► Walkthroughhttps://youtu.be/wWaZq-yb41U?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Buried Secrets ► Pillars of Eternity ► Gilded Vale ► Act1 ► Quest Guide ► Walkthroughhttps://youtu.be/4fsfnYsv1E0?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Mother's Plea ► Pillars of Eternity ► Gilded Vale ► Anslog's Compass ► ACT 1 ► Quest Guidehttps://youtu.be/QPGRUVnJIHI?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza The Smith's Shipment ► Pillars of Eternity ► Gilded Vale ► Black Meadow ► Act 1 ► Quest Guidehttps://youtu.be/YF7jo8_3vN0?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza The Whispers and Visions ► Gilded Vale ► Valewood ► Act 1 ► Quest Guidehttps://youtu.be/YIn7XHYwzsQ?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza The Old Watcher ► Maerwald ► Pillars of Eternity ► Endless Path of Od Nua 1 ► Caed Nua ► Quest Guidehttps://youtu.be/GyWweTopND4?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Lord of a Barren Land ► Pillars of Eternity ► Raedric's Hold ► Esternwood ► Act 1 ► The Dungeonhttps://youtu.be/oO2gOyoeyGA?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Complete Quest Guides - Tutorials/Walkthrough - Pillars of Eternity - Act1 - Full Game Review (BETA and Release) - Playlist
A Moment's Respite ► Pillars of Eternity ► Act 1 ► Saving Heodan ► Quest Guide https://youtu.be/lmSEVG_YL9s?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza The Ruins of Cilant Lis ► Pillars of Eternity ► Act 1 ► Dungeon Guide ► Quest Guide https://youtu.be/kOBIbepM2eA?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Vengence from the Grave ► Pillars of Eternity ► Act 1 ►Different Outcomes ► Quest Guide https://youtu.be/Np3-DOw557Q?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Late for Dinner ► Pillars of Eternity ► Act 1 ► Quest Guide ► Saving the Dwaft ► Inn Discount https://youtu.be/NDlBrvbquI8?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Buried Secrets ► Pillars of Eternity ► Gilded Vale ► Quest Guide ► Walkthrough https://youtu.be/4fsfnYsv1E0?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Against the Grain ► Pillars of Eternity ► Gilded Vale ► Quest Guide ► Walkthrough https://youtu.be/wWaZq-yb41U?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza Pillars of Eternity ► Character Creation ► Classes and Characters ► Abilities and Races https://youtu.be/A_YCUFTjpgQ?list=PLeusrXH_hwph8tkMqpKRX1njMaRY8gbza
Has anyone here played Bravely Default? I know JRPGs may not be the bag of some folks here, but it's a damn fine game for what it is, and there's one aspect of it I think PoE could learn from. The game teaches its mechanics not through one mandatory slog of a tutorial, but through a staggered group of fifty wholly optional "quests" that give very slight in-game rewards to you for completion. So, for example, it'll tell you that items may be hidden in unexpected areas in the gameworld, and then tells you to go to a certain building and find the item hidden there in order to "clear" the "quest." Do it, and you get not one, but two minimally useful items. Most of the "quests" are like that. I realize this probably sounds pretty annoying and intrusive, which is why I'm hoping for someone who has played the game to speak up, because this is anything but annoying or intrusive in practice. In fact, it's the opposite. People who engage with it are gently led through the ins and outs of the systems of their own volition and at their own speed. Those who know how to do everything already or want to learn on their own can simply ignore it, as the rewards are inevitably things you will have earned a jillion of before you ever complete the "quests." Most importantly, when the game starts, it starts. There's no "Now we're gonna show ya how ta walk, Marine!" tutorial section. You're just in the world and that's it. If you never pursue a single one of those "quests," then you don't. The game doesn't force you to be taught. Now, I realize PoE is a different sort of RPG for a different sort of player, and I'm not - I repeat, not, once more for the inattentive, NOT - suggesting that this system be transferred as is into PoE. I think it's safe to assume a certain degree of literacy with RPGs on the part of the player who pays like twenty bucks for this thing, so we can skip the "quests" that teach you how to equip weapons and explain what leveling up means. My idea is to take this basic idea, tie it to a certain early-game quest giver, and then have it be a checklist of advanced tactics you can go down at your liesure if you take the quest. So maybe there's a mad old veteran obsessed with tactics holed up in your stronghold, and he promises to give you a great reward (that ends up sucking) if you try all the tricks he wants you to try in your battles. Or maybe he's an author writing a book on tactics whose only problem is that he's terrified of actual combat, so he needs you to go and prove his assertions right. Or whatever. The point is for interested players to be guided through the ins and outs of the game's systems over the course of the game without feeling like they're being led by the nose, and for experienced players to be able to bypass the system entirely without feeling like they've missed something. Thoughts? Oh, and if anyone's played Bravely Default*, please do speak up. * - No, not the demo. The full game. The demo fails where the full game succeeds.
I have been reading a lot of Josh Sawyer’s thoughts on high-level game design and while I agree with a lot of the things he says, I wanted to express my thoughts as a gamer about an observation that he’s made about gamers and would like feedback from other gamers regarding their own experiences. This was sparked by Josh’s comments about conversation [tags] and a post which I found on another forum (see the spoiler). So, quite obviously, I’m not a game developer, but I can draw from my own experiences playing these games and maybe help Josh and other developers see our perspective on these games. This is big wall of text, so I've put my examples (usually D&D) and anecdotes in spoiler tags and kept the important bits. In my experience, I think that most players are not “great at games,” not because they aren’t observant or paying attention, but that the games they play makes assumptions about them that are incorrect. There are let’s say, three kinds of players. I’ve been in each category: Those that learned the D&D rules through PnP sessions and by playing with different DMs. These players see interesting tactics from fellow players/DMs and model them with constant feedback. These players got the most enjoyment from the PC game because they have a deeper understanding of game mechanics and tactics taught to them through the PnP game. The computer player who learns by playing in a non-DMed PC single-player game and either reads strategy books or utilizes other people’s knowledge of D&D concepts as a source of feedback. The computer player who learns by playing in the PC game without any feedback except from the game. They often are the ones to utilize “game crutches” or general gaming knowledge to get them past difficult scenarios. I define game crutches as those methods that are not intended by the developers to be used as legitimate tactics when playing the game (save scumming, rest spamming, re-spec). Unless they have first experienced the game in a teaching setting (done in a P&P setting with the DM, for example) – that teaches them the concepts like buffing, the utility of certain spells, etc – many continue to rely on game crutches until they no longer work. Games, especially tactically-oriented ones, need to teach their players the initial mechanical concepts and ideas behind the game both in the manual and/or to re-emphasize those concepts while they play the game without making assumptions about their knowledge. Now, there is no reason to beat your players over the head with these “tutorials.” In fact they shouldn’t even seem like tutorials. This idea of a “conceptual tutorial” should be done early and as new concepts are introduced, throughout the game. An example, let players know (somehow) early in the game that conversation tags don’t exist and that they will not always know immediately all dialogue options. Let them know some of them are hidden. “Meta-game” this information in-game. This doesn’t mean make your tutorials easy or obvious. Convey the concepts intuitively. Nor do you have to expound on every iterative concept and its corollary. Finally challenge players with these concepts. Once initial concepts have been set in place, build upon those concepts. So, this is my own experiences and thoughts on the matter. As an individual these are obviously anecdotal and count only for an n=1, but I believe many players fall into the same hurdles, and developers rarely realize this. This isn't because they aren't gamers: it's because they are gamers with lots of experience in their field that it occurs. Once you start making assumptions, you find it difficult to realize why people aren't getting it. In fact, I've noticed myself doing the same thing with other forum members when talking about tactics. I just don't get how they don't "see" the tactics involved.