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Showing results for tags 'cooperation'.
Hey guys, my friends and I have a big issue with playing coop together. At release date, everyone played solo to get the game better known. Yesterday we started a multiplayer session to play together. We realised that its not possible to play with your character you played already solo or even go on at the saved game, if you are not the host. It would be great, if there is the possibility to configurate server based games. 1. - Server based Multiplayer. Host can change the settings, like how dangerous the enemys will be, how hard hunger and hydration will affect you, etc. 2. - Host can set permission to people how join the server. If they can do everything from beginning, if they can build building structures or if they have access to use the storage boxes. 3. - Add the four seasons. One season should at least last for 20-25 ingame days. Different weather options should pop up, when a new season starts and some resources will be only possible to collect in a specific season. Spring: The temperature is normal. Hunger und hydration reduce like normal. Much more plants and flowers are available. Summer: The temperature is higher. Hunger - normal / Hydration - reduces faster. Some water areas loose water and access to new areas is possible/new areas are visible. Autumn: Everything turns into red. Hunger und hydration reduce like normal. Rain appears and overflood some areas, and grants access to new areas, which are reachable per leaf-ships. Much more nuts appear and grants new receipes for clothing, tools or building structures. Winter: Everything turns white, snow appears. Hunger - reduces faster because of the cold temperature and because you consume more energy. You need warm clothing to keep you warm. Its much more easy to collect water and safe it for summertime. 4. - Add more bugs and worms. Woodlouse; book scorpion; rose chafer; stag beetle (smth. like a boss ); earthworms; more snails (alive) ; frogs; etc. 5. - Add a skilltree and vital parameters. Skilltree not to get immortal or to learn fighting skills, but to learn resistances and survive the harder seasons easier. 6. - Would love to get later into the house. For example into the cellar. Thought about something like Counter Strike 1.6 map de_rats . 7. - Add a Labyrinth at a stone garden or at the stone stairs which go up to the house. The stones have to be high and unreachable to go at the top. There is no map to see the arrangement of the stone. Some receipes or items should only be available in the labyrinth. 8. - Of course more story content, but i did not expect something bad from a great studio like Obsidian :) Ps.: Hope you guys understand my bad english... Greets, Rem Karolus
I'd like to collect all the precious ideas within your souls I'd want this thread to be one where we ask and try to answer questions that will increase our knowledge of the game. A lot of this could be used by players wanting to do special playtroughs ( Path of the Damned, Solo, 100% completion, Achievement, Speedrun). Asking questions: Be clear on what you want, and why. Answering questions: It's encouraged to link to a source if it has already been answered. It is necessary to give proof (At least say how you tested it when you answer, or where you know it from) Attitude: This thread is only interested in knowledge, cooperation, and sex. Keep judgements, opinions, ect outside ----------- Barbarian-)Carnage Does the size of the main target influence the size of the splash ? Dexterity: Is it inferior to Might *for DPS* in every scenario, and = at best (0 DR) ? (It would be better in scenarios where damage does not matter IE: Might is a dump stat and you need to attack often: I can imagine a caster casting only CC spells, or someone with maxed Perception trying only to interrupt ? ) Weighting accuracy: What is the value of Accuracy VS 1.XDmg for different values of (Accuracy-Deflection) and (Damage/Hit - DR ) ? (I am not exactly sure how to nail the formula. I'd like to do examples with in-game normal values, where you have to decide between weapon enchants and talents that give one or the other) Explaining the value of high Defenses / Finding the sweet spots. Every point of every defenses is more valuable than the previous point, up to a certain value. What is this value ? How can players find it in game ? What are examples for a playtrough. ( I suppose it's something like Ennemy accuracy +100 ? Or do we want only +75 and DR for the grazes ? ) Not really siding: Completing all quests Is it possible to do all 3 Defiance Bay questlines ? (Dozen, Crucible, Doemenel ?) by losing reputation with one and starting with another ? Get... every item I've noticed that in the caravan begining, you can gain much, much more by slaying the whole caravan ! How much of the world a ''completionist'' could steal/loot ? (Do every quest then kill & loot everyone, except a few ? ) To be continued ! Usefull stuff: Sensuki Youtube channel Pillars of Eternity Wiki
I think you know what I'm getting at. I've always enjoyed roleplaying sneaky characters, social during the day, busy during the night But travelling with a party means that the options for using stealth effectively are minimal (unless you can somehow have 6 stealthy characters ninjaing through everything) Stealth is usually a single person job. I like roleplaying a lot, and combat is actually one of the things I care little for. however, in many ways it is often unwise to avoid combat. combat gives xp, xp goooood. I was wondering if the team has thought of this, and what they would propose to do in order to make stealth a fun part of the game, and not a gimmick. Or perhaps will they do away with it entire? (I surely hope not) My suggestion would be something like having multipart missions, where you have to have a team of characters each at their own place. this way every character in the party gets a moment to shine. it's the stealth characters job to enter the castle through the sewers, get the the gate room and kitchen room, and poison guards (secondary) and open the gate. I enjoyed in baldurs gate II the thieves' guild tests, sort of an obstacle course for the thief, but that too is a job alone. What are your thoughts, perhaps letting a party survive on the highest character's stealth? that would bring it's own issues. I'm curious what ideas you may have.