New screenshot? I haven't seen this before... my jaw is on the floor.Another (short) interview with Sawyer: http://www.pcgamer.com/previews/pil...iew-on-character-classes-and-freedom-from-dd/
Expect plenty of choice in how you deal with individual encounters, too. Sawyer uses the example of guards protecting a sacred dungeon you need to explore. “You can trick them, talk them out of it or intimidate them,” he says. “But the default is to just walk up to them and kill them.” It’s good to have options.
Josh's "absolutely no spoilers" policy means we're probably not going to see any actually good examples.Another (short) interview with Sawyer: http://www.pcgamer.com/previews/pil...iew-on-character-classes-and-freedom-from-dd/
Expect plenty of choice in how you deal with individual encounters, too. Sawyer uses the example of guards protecting a sacred dungeon you need to explore. “You can trick them, talk them out of it or intimidate them,” he says. “But the default is to just walk up to them and kill them.” It’s good to have options.
felipepepe wept
He took over handling Kickstarter updates.He's still executive producer and Lead Programmer. Brandon hasn't taken over everything.
You can only speak with the PC but other NPCs may interject when appropriate, like in BGs.Anybody know how this'll work? You take your character with the highest might, initiate dialogue with the guards, pick the intimidate option and they're gone?
Expect plenty of choice in how you deal with individual encounters, too. Sawyer uses the example of guards protecting a sacred dungeon you need to explore. “You can trick them, talk them out of it or intimidate them,” he says. “But the default is to just walk up to them and kill them.” It’s good to have options.
Anybody know how this'll work? You take your character with the highest might, initiate dialogue with the guards, pick the intimidate option and they're gone?
I'd rather they just got rid of all those hobo simulator things.Those barrels could contain p. sweet lewt.
Speaking of which, I never got the reason for so many empty containers in the IE games. If it's empty why even include it? It doesn't have to be something cool, something like a pair of boots, a bottle of wine, rations, a book, or 5 gold.
This can't be true...Pretty sure only the main character can normally do such things, although companions might have specific scripted interjections where it makes sense.
It's probably going to tie into the extensive reputation system they've explained.Anybody know how this'll work? You take your character with the highest might, initiate dialogue with the guards, pick the intimidate option and they're gone?
If IWD2 is any indication, then probably yes.Expect plenty of choice in how you deal with individual encounters, too. Sawyer uses the example of guards protecting a sacred dungeon you need to explore. “You can trick them, talk them out of it or intimidate them,” he says. “But the default is to just walk up to them and kill them.” It’s good to have options.
Anybody know how this'll work? You take your character with the highest might, initiate dialogue with the guards, pick the intimidate option and they're gone?
Speaking of which, I never got the reason for so many empty containers in the IE games. If it's empty why even include it?
If IWD2 is any indication, then probably yes.
This can't be true...
In BG1, I thought that most containers were emptied after a few days. I did make extensive use of the crates near the Copper Coronet for storing junk, though. I was talking more about places about outside of town.Speaking of which, I never got the reason for so many empty containers in the IE games. If it's empty why even include it?
A place to stash your stuff. Back in those days, we didn't need some automated magic "stash" mechanism that instantly transports overflow inventory from a dungeon back to campsite/town/stronghold.
But can't you use the companions for checks?
Stuff would disappear if it *wasn't* in a container. Anything in a container remained forever.In BG1, I thought that most containers were emptied after a few days. I did make extensive use of the crates near the Copper Coronet for storing junk, though. I was talking more about places about outside of town.
But can't you use the companions for checks?
Not generically, I don't think.
The whole "no dump stats" thing would have been a lot less critical if you could.
I honestly find that hard to believe, I need to see Sawyer quotes.
Stuff would disappear if it *wasn't* in a container. Anything in a container remained forever.In BG1, I thought that most containers were emptied after a few days. I did make extensive use of the crates near the Copper Coronet for storing junk, though. I was talking more about places about outside of town.
The only exception to this that I know of (and I'm basing this off something read in an FAQ, Dan Simpson's to be precise) is that if you store something in your character's stronghold before you actually earn the stronghold, then earn it, your stuff will disappear.
It isn't just strongholds. Any map that physically changes will cause you to lose any stored items. For instance, the Umar Hills map changes after you kill the Shade Lord. Umar Hills starts as a dark shadow place, and afterward it becomes a light sunny place. The sunny place is treated as a different map, so anything that was stored in the shadow place will be lost.
It's some seriously backwards game design. I think the most sawyerian thing would be to not have checks in the first place, or maybe only for party-wide things like reputations (active skills like lockpicking being a different kind of thing).I honestly find that hard to believe, I need to see Sawyer quotes.
Why, because "it doesn't make sense"?
On the contrary, he might feel that many of the checks might be trivialized if you could always select the companion with the highest stat to do your convincing/bluffing/intimidating for you.
But let's see what Roguey says.
It's some seriously backwards game design.