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Showing results for tags 'treasure'.
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I read on the last post that there had been demands for an expansion of the Stash. I had a thought and wanted to share it. A limited sideboard is one of the hallmarks of the game, and important for balance purposes. My proposal is: Each party gets its own Sideboard (renamed from 'Stash' to 'Sideboard.' Those sideboards are unique to that party and that campaign. A new tab, "Trove," is created, and at any point between adventures, players may move a card (like the Robe of Runes, or Amulet of Mighty Fists) from their party sideboard to the Trove. Trove becomes the mechanic for trading cards across parties, while the sideboard remains for those situational cards that you may not want in your deck full time. Thoughts on my thoughts?
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Hey Guys, This may have already been asked but after searching around a bit I wasn't able to find a definite answer. I know that opening chests unlocks cards to be found in the wild, but on the chest purchase screen, there is the text "The chances your characters will find great boons during a scenario increases with every treasure chest card you own." Does this mean that the drop rate for better boons is increased by having unopened chests? I currently have 5 chests that I bought as a bundle and after one game it certainly seems like I'm seeing different cards. If I open my chests, do I then lose that extra chance for better loot?
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So, the game sort of fizzled out for me, sometime during act 2. Oh, I am certain I'll pick it up again, but right now, I am on a break. There's a number of details in the game, that are disappointing. Most of them can be overlooked or ignored, e.g. the horrible load-times, the boring run-your-own-castle simulation and the fact that you can't buff up before a fight. But, there are two things that are really preventing me from enjoying the game the way I enjoyed and still enjoy BG and BG2. And that is crafting and companions. So why don't I like crafting and why not just ignore it? Well. That was my plan. Just ignore it. I've never liked crafting. The very idea of a warrior or a paladin or what have we, who is also a miner/herbalist/smelter/blacksmith/weapon-smith, have always irritated me no end, and struck me as silly and contrived. However, the way it's implemented in PoE makes it very hard to ignore. Do any of you remember the ~first~ magical weapon you found in BG? Mine was Silke's +1 quarterstaff. I spend an eternity - no pun intended - figuring out whether to have my own character use it, or give it to Jaheira. In PoE, you put some stuff on a sword, and there you go. So exciting. It makes the treasure you find boring and meaningless. Worse, it makes money equally pointless. Back to BG. Do any of you remember the treasure at the bottom of the Naskel Mines? The first really large treasure with several items and lots of money. Where I am now in PoE's Act 2, my character have got an absurd amount of money, enchanted weapons all around and nothing to spend the accumulated wealth on. Crafting! How I hate it! And on to companions. I mentioned Jaheira from BG. Bossy, irritating, meddling and utterly unforgettable. Her husband Khalid, the stuttering fighter. Viconia the evil drow. Imoen. Minsc. Dynaheir. Edwin. Xan the depressed mage. Xzar. Shar Teel. Well, Obsidian, I am sorry, but IMO you have created a dull, un-engaging and forgettable lot in comparison. PoE is not a bad game. Better than most of the travesties that goes under the name RPG today. But, it doesn't hold a candle to BG or BG2 either. And, IMO, crafting and boring companions must carry a lot of the blame.
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An adventurers best friend! ~ Maybe not, but still making this thread out of curiosity. Not the "?" in the "shovel" tag. Like always, this thread is simply material and my own "philosophical" thoughts on "Could this work in P:E?". Could it work in the IE games? Do we dig for treasures? Would you require shovels? Is this taking it too far? Gold, Treasure, a pitfall which takes you to a dungeon (You dig through some roof and fall down). On Mortality Mode: Dig a Grave for your fallen companion, although that might take it a bit far. Easy to implement? Yes. It's a button in some form of UI or HUD~and it has a [LOG] function "You dig" + % of finding something (not abusable). Great for finding riddles, clues, heck maybe even be able to disarm or dismantle a trap. Prone! Digging might allow you to crawl under some sort of wall. Thoughts?
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So what would you folks like to encounter when you stumble upon a ruined city out in the wilderness? One of my favorite troupes has to be the Death-cult residing in ancient ruins preforming horrible rituals for their fiendish deities. Players can choose to charge in with spell and sword ready or kill of a few guards and sneak in wearing their robes. They better not waste time though, or the horrible ritual to summon [insert elder God here] the Eater of Worlds! I'm really thinking somewhere between Col. Kurtz and Temple of Doom here. Another possible fun encounter would be a Necropolis in some foggy bog. Forgotten by nations and time, a lonely city deep in the marsh toils tirelessly to endure the harsh surroundings as the rotting peasants mend the defenses. Ruled by an arbitrary lich, the lifeless peasants and guards live life as they have for centuries. Raids for fresh 'subjects' are infrequent but bloody. The nearby hamlets of the living speak in hushed tones about the masses of lifeless warriors gathering deep in the marshlands. Lastly another sort of ruin encounter I would like to see is ruins inhabited by some new colony of another culture. I'm thinking of the surface Drow who dwell in Myth Drannor or the Forsworn of Skyrim in the tombs of the Dragur. Old architecture juxtaposed with another group's order makes for interesting areas. Perhaps the Mad lord of the bandits of the Black-woods declares himself King of lost Carcosa. What if the forgotten inhabitants of the city awaken to find their old homes occupied by strangers?