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Found 10 results

  1. I'm not sure if this is an already explored topic, but I'd like some minor tweaks in the interface. If this belongs in other threads, plese welcome mods in movign this post elsewhere, or pointing me at the proper thread. The purpose of this, is to reduce a bit the bureaucracy times, where you don't play but you just "do the luggages". Which I love, don't get me, wrong, but that's because I'm some kind of retentive. - Leveling up: I find it a bit cumbersome to be able to level up just the current party. The specific case is, mainly, about ship travels, maybe dotted with battles, and pertain
  2. Hopefully I'm not the only one that likes switching party members up but hates that their levels can vary so much. It'd be great if all companions would stay locked at my PCs level but I'd say that is more involved. Right now I'm working around it with the addexperiencetolevel console command but it'd be nice not to "cheat" and to still get achievements.
  3. Looking over the wiki, and theorycrafting a shifter druid (as I have a mac and can't play at the moment) and I noticed that all of the animal spirit shifts have an armor calculation of (8+ Power Level +1 every 5th Level), with the exception of bears which have (8 +2 +1 every 5th Level). It looks like bears are supposed to be a tank form. Does this mean that they are strong at 1st level, but falls behind all the other forms shortly after? Or is it supposed to be {8+(2 x power level)+1 every fifth level}? Can someone with access to the game check this please? because as it stands it looks like
  4. So there's been much discussion of the difficulty of PoE (or lack thereof), and a good deal of the problem seems to be related to how easy it seems to be to hit the level cap very early in the game. Players (not myself, I'm not that far yet) have reported reaching level 12 literally before even starting Act III. This is a problem for a number of reasons that are hopefully self-evident - no reward for completing more quests, all combat encounters become trivialized, etc. Was this a design decision? I don't think so. I think it was a mistake. My basis for saying this is a quote from Josh Sawye
  5. Okay, so I know that we get up to six talents. Level 1 Level 3 Level 5 Level 7 Level 9 Level 11 Which, in my opinion, is great with the types of talents there are to choose from. It makes sure that no one PM (party member) is overpowered, and makes you think long and hard about specializations. If you are going for a straight bruiser, you would go straight down the Weapon Set tree. Snipers would want to go straight down the Marksman tree, picking up Gunner and Interrupting Blows. Deep Wounds, too. But what else about leveling am I missing? When do they offer new abilities? New s
  6. I notice that upon trying to level from 7 to 8 on Kana the chanter companion, any phrase I choose does not show up in his phrasebook when I go in to edit. In picking from either 1st or 2nd level chants, nothing chosen during levelup shows up in the phrasebook. Is this a known issue, or am I missing something mechanically? Thank you. EDIT: I'm sorry, don't know how to delete this post/thread. I figured out I was confusing more than a few things about the class.
  7. Old thread. In the red corner, we have people who want to stick with the tradition of Infinity Engine games. Over in the blue corner, the wide eyed idealists who want fair XP distribution for all players regardless of playstyle. And apparently there's a few people who lept in and started painting another corner yellow advocating for learn-by-doing. Still have plenty of corners in this ring, it's not a triangle. So give your feedback. But I want a nice clean discussion, no low blows or personal attacks.
  8. As I understand they've said they just want combat to be for the fun of it. Taking away experience rewards from enemies just seems like it will leave the combat a bit unrewarding. I feel like I will skip even trying to get in fights because there's not much benefit and mostly detriment. You risk your characters getting hurt/knocked out/killed for what, beating enemies juts for the fun of it? There's always a balance of risk vs. reward in these kinds of games and it seems that balance has been upset. Sure some enemies may drop items, but that'll be the only reward of combat? I think it's a
  9. Okay, I can tell I'm going to make a fool of myself and my limited knowledge of the DnD system used by the games that have inspired Project Eternity, but oh well. Traits and statistics. The qualities and numbers, respectively, that define our characters. What would we like to see in Project Eternity? It might be intuitive to think that Project Eternity will mirror the classic cRPGs in this regard, but there is always room for innovation. ============================================================================= Statistics broadly fall into two categories: basic and derived. Basic st
  10. Not sure if anyone has mentioned this before, so apologize in advance but, will your companions / adventurer's hall characters get to level up with you even when they're aren't in your company? Let's say you've been adventuring with Aloth for the last 10 levels and suddenly you decide to use Forton instead. Will he have gained extra levels or still the same ol' when you first met him? Since different companions have different skills, if you decide to change companions after playing into the middle of the game it'd make switching NPCs for certain quests/skills kinda tough.. it'd be
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