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Tuckey

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Everything posted by Tuckey

  1. When the party has an all rogue party or maybe at least 3 rogue's it allows the thieves to pull off group actions i.e. Mislead ~ distract a mark while the other thief cut's their purse/robs their house etc Waylay ~ one thief plays the victim calling for help while the others' prepare an ambush Disguise ~ Using disguises the rogue's carry out an elaborate con to relieve the mark of their belongings/infiltrate a building etc. Would add interesting role-playing options but probably outside the scope of this game. Thinking of robin hood, it would be fun to play a band of brothers like that.
  2. @NerdBoner That must be a mighty big closet or things might be getting a bit intimate eww
  3. *here are some cursed items for the lols - Pewter of Flatulence ~ does this need a description? Will never run empty... - Corpulent Figurine of (insert favourite god/goddess here) ~ transforms player into someone obese - Orb of Fatal Outcomes ~ always see the worst way an event can unfold. - Eye of Creepy vibes ~ now everyone will feel uneasy in your presence - Mirror of half-truths ~ will show you a little truth and a little lie (but which is which?) - Marionette of Chucky ~ the player becomes the puppet and chucky becomes the master
  4. I'd like to ask about Orlans if anyone could elaborate it would be appreciated. "Physically these differences are where hair grows on them. Wild Orlans are covered with a coat of hair on every inch of their bodies, including the face. On the other hand Hearth Orlans have tufts of hair the ears, but otherwise the face is covered with hair much like a typical human. The Orlan detective concept depicts a Hearth Orlan." Is the difference between the Hearth Orlan and the Wild Orlan purely down to the influence of civilisation; i.e. more grooming and shaving of hair for the Hearth Orlan in order to fit in/distinguish themselves from the Wild Orlan. Or is the difference now something more akin to the development of humans compared to say neanderthals who were more hairy because they were less evolved. Basically my question is are the differences largely down to cultural norms or the result of a long evolutionary separation?
  5. I imagine ciphers as well groomed as well. They should be ordered in their lives with a distaste for the chaotic and anarchic nature of others as it requires great mental effort for them to block out the mental dissonance. So when the cipher are using their powers maybe the cipher should depict the behaviour in some way of the creature it is trying to control/influence. For example when trying to use their powers on a lizard maybe the cipher's casts a spectral image (like a ghostly visage) of the appearance of a lizard doing the sort of behaviour the cipher desires; writhing in pain; signs of mental compulsion etc.
  6. Admittedly I am quite tempted to play an rpg that plays like Raymond E Feist's 'a merchant prince'; the main character was a nobody criminal who got assigned for a special mission as part of a group of desperate men or else be hanged(the thinking being that they fight better); sometime after this;after some financial compensation; he does some dodgy deals and kills rivals along the way cornering the market for some commodity (the memories a little rusty); the drama played out alright because it was apart of the story. He happened to acquire an estate along the way to maintain status - not to acquire property for properties sake. If this whole property thing were just some tacked on thing I would say I'm not interested - but if it could be apart of the plot...i.e. give me an in-game reason to want the property other than to just have it. But the plot for this game is about a magic event that changes you; how would you weave a convincing tale about property into that story; I think market manipulation is a more interesting mechanic to explore as causing a shortage could drive people out of business while winning you influence with others. Maybe even arranged marriages are apart of the deal. Everyone has different tastes of course.
  7. Having a diversity of quests speaks to a deliberate design choice compared to say icewind dale. I've been playing icewind dale lately and got stuck on the main quest path; little other quests for me to do so I haven't gone back to it since. It got irritating retreading old ground trying to work out how to progress. Never had that problem with baldur's gate and I don't think its a difficulty issue. My feeling is that it's a critical pathing issue i.e. the baldur's gates weren't so particular -raise a sum of money for Imoen rescue in bg2; and find out about Sarevok and destroy his schemes in bg1) In icewind dale you need to do certain things to progress with sometimes little clue as to how to do them. Difficult quests should be available but mainly as side quests so players aren't frustrated. I mean I worked out how to resurrect the whole demi-lich thing from multiple parts by myself in bg2 but it wasn't essential to the story. Some things seem to be obscure as to how to accomplish them for some reason. Maybe it wasn't play tested enough outside the development team. Maybe the journal system didn't lay out the particulars very well, who knows - just my impression.
  8. I hope when you enter that dungeon the sconces are not already lit without a valid in game reason. I can suspend disbelief only so much. Plus it would look cool to light sconces as you go with dynamic lighting that this engine is capable of. It would be cool, if your party enters a crypt/dungeon you expect to be unoccupied, to make a companion comment if it looks like someone else has been living there. The dungeon looks occupied; but by who I wonder? Perhaps some cursed creature seeking refuge in a tomb; or could it be someone seeking some artifact of unknown power.
  9. Nice update! Good to hear what everyone is working on. Here is my gui feedback. I like that the dialogue window has tabs for dialogue and combat logs (hopefully it is an expandable window as well) The buttons need to scream their functionality; I should be able to tell at a glance what each one does (I know they are placeholders) ie the crossed weapons icon does what? Where as the spell icon is obvious as is the sneak and hide-in-shadows button. But what button is used for picking locks? I like the summoned creature mini-icon circle thing but how would you depict status effects on summoned creatures with that small portrait? The gui as a whole needs more contrast so that the buttons stick out. Maybe add inlaid gold leaf like pattern around buttons so it fits with visual theme? My assumption is that a visually integrated gui is the goal for all the interface elements. Glad to hear that the animators goal is to include more than one idle for creatures; nothing quite so jarring as seeing creatures all rocking to the same motions as if they're in a trance. That new creature reminds me of the one in diablo ii; (he was a shaman and raised other creatures) with the exception of the lizards tail which is different. Hopefully he uses it in combat. Regarding the egg choice screen (I'm a fan). So presumbably the dialogue options expand dependent on what equipment you've bought with you ie the rope. Maybe I can bring tied together vines otherwise?
  10. Well in terms of what I like I think baldurs gate 2 did the spell effects the best. They just seemed more believable to me anyway and not overdone. Especially with the chants and the incantations that gave the spells a sense of mystery. (Magic missile is still my favourite.) I have to be honest that I really really didn't like the nwn2 spell effects. Too much colour and they seemed gamey and not a believable spell thing. You just couldn't tell what was going on after a while with so many active effects that would be better represented on a portrait rather than on character. I liked the spell effects of planescape and icewind dale although not as much.
  11. I have to agree with Sensuki; I think the whole point of kickstarter is to get away from publisher involvement. About the Cean Gúla, I like what I'm seeing. Looks like the creature is going to have a number of interesting animations with the hair spreading out wildly when attacking. At a guess I think the creature looks like it would be at home around graveyards and waterways (like a resulka).
  12. I would like ancient dungeons that haven't been seen for centuries to, you know, not be actually lit with torches everywhere. (Skyrim I'm looking at you) Rather allow your characters to light the path ahead of you; think of the dynamic character shadows a newly lit torch would cast on the walls as you realise you not alone. Whether that is done by the use of sconces on the wall or a light spell, that would be cool, thinking of gandalf's staff when in the mines of moria.
  13. I like the idea of having unique dialogues available when your characters are in a tavern and drinking. My party gathers round the table to toast there latest victory; (imagine them seated and holding pewters or wine flagons etc) tales of triumph and despair and maybe a secret or two come to light.
  14. Okay monks are interesting now, yay! Great update, interesting to hear about the mechanics - I'll second Oerwinde about knowing more about the lore. I'd like to know if monks have different schools of thought about fighting technique? Maybe they attend different dojo or the PE equivalent. Are they mercenaries for hire or do they practice a code of honour? What are there origins and do they have a Bruce Lee equivalent??
  15. @Nonek I definitely don't want a dumbed down game which is why I contributed. Having said that I wouldn't mind a food/drink simulation as long as it wasn't just busywork, if I hadn't made that clear by now. When games get too micro-management focused it detracts things for me somewhat. I do hope that project eternity is popular beyond just us kickstarter backers through. As long as they make the game they want to make I think that will happen. Seriously obisidian could find a couple million sales from the hardcore audience alone.
  16. @Trashman It's just my opinion man. Take it for what it is, a statement of my preferences. I mean it could be fun if done right but I think it works best for a survival based game. Also I do think most people don't prefer such a mechanic; but by most people I don't mean hardcore rpg players. I believe obsidian has ambitions to sell this game to more than just the kickstarter audience - and they need to if they want to be truly independent and make unique interesting games. (again just my opinion) The trouble with discussing preferences is that everyone has different preferences. No one is wrong, its just different strokes for different folks. I guess the extra challenges available for new vegas were popular but most people I know weren't interested.
  17. For most players a food and drink mechanic would not be fun. I don't mind the option being included as a toggle(on/off). But and this is a big but - this isn't a survival based game like wasteland or fallout so less integral to the gameplay I think. We will likely have the ability to get drunk at a pub/tavern - works well enough for me anyways so cheers! (clink)
  18. The only time I've enjoyed crafting has been in bg2 period. I don't play these games to be a blacksmith; let the blacksmith do the smithing and I'll do the smiting.
  19. Maybe the skuldr hang upside down like a bat in dark places? Waiting for prey to pass underneath before swooping down with claws extended...
  20. So Josh any details vague or otherwise about what effects are planned to make villages seem more alive?
  21. Liking what I've been reading. The creature looks cool, I hope when animated they come with a cool set of idle animations rather than just rocking back and forth etc. I'm glad you have not crammed too many buildings into one area region as that avoids the temple of elemental evil problem of hommlet. I will assume that there are adjoining areas like fallout 2 that make up the village. Assuming this is a village prototype I have questions. (A bit confused because link for larger picture on kickstarter said town prototype) but later said "The plan for prototype 2 is to create a small village" 1) Is this the equivalent of the center where the majority of commerce takes place? Should we then expect the outlying districts to be made up of houses where people live or will that not be explorable in game for a atypical village you make. 2) Will the village seem busy and alive? ie. people running for shelter from the rain; people bartering at market stalls, people collecting water from wells, kids playing in puddles, merchants with horse and cart coming to and fro, people repairing broken tiles on the roof etc. 3) Can a village economy be affected by all the items you haul out of the dungeon? Also could you in a future update tell us what progress you have made concerning environment animation like bushes and trees etc.
  22. So cool update, interesting to see the thought that goes into the process. With regard to how doors worked in the infinity engine games sometimes I wanted (for roleplaying reasons) to be able to knock on the door and greet the householder. In baldurs gate 1 there where often quests hidden behind locked doors. I tend to play good aligned parties and didn't want to pick the lock because that would be a distinctly (are you a burglar?) type action. So maybe an option to knock on the door? That would be cool. Also like the idea suggested by others to trap a door; bar the door; and break down the door. Even if you were not good aligned an option like knocking on the door would be cool so you can lure people closer to the door you just trapped; or perhaps you plan on kicking the door down when enemies get closer, knocking them down.
  23. @Mark Will we be able to see character's faces as sprites? Also I recommend belgian beers as a general rule of thumb.
  24. Just have an out of game app like shadowkeeper for those that want to respec; keep the respecing out of the actual game through.
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