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moridin84

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Everything posted by moridin84

  1. Elves not having souls is pretty standard for a fantasy setting.
  2. I'm 70% sure that's actually a somewhat good looking guy as a opposed to a girl.
  3. Healing? Or would you prefer auto regeneration? Resting is no good for healing if you can only sleep every 8 hours or whatever right? And resting after every fight or every 3 fights is silly. Still ...I'd rather not have auto generating health. A better alternative would be healing kits. Healing kits being cheap while having a 10 second channel so it would be impractical to use in combat. What if you don't have a healer?
  4. I like the un-boobed armor better. It just looks less silly. True. The initial image was probably too far, I think that women need to look feminine and men need to look masculine though. Women might not like pure fan service characters but they do still like to play feminine characters! Well probably.
  5. Ah but you see, you can't fix that by using an inventory system. You need to fix the loot system. What items get dropped, how many, how often, how much they are worth, etc. I think that's something worth talking about, after the loot system is worked out, then you can try and create a decent inventory system. I think it will be a quite a while before Obsidian will even start to think seriously about the loot system though.
  6. If I recall correctly the way it worked was like this. (Numbers made up) Each mob had a certain level range. A deathclaw might be level 15-20 whereas a radscorpion might be level 1-5. Each area also had a certain level range. The first area in the game would be level 1-5, a latter area might be 10-15. In addition, once you enter an area it's 'level locked'. If you arrive in the level 10-15 area at level 12 it will always be level 12, if you arrive at level 20, it will always be level 15. It's a pretty awesome system to be honest. This is probably what they are going to do. If they made say Act 2 a level 10-15 area and there's not a huge difference between level 11 and level 14 then level scaling isn't required. Oh I see. Dungeon crawling. I'm more of a quest person.
  7. I don't think we should have resting in the game at all. We have it in DnD based PC games because of the whole spell memorization thing. Or is there some other reason why resting should/is in games? And that require limitations.
  8. What exactly are we trying to do with this inventory system? Are we trying to avoid having the player carrying a ridiculous amount of gear? Because it's not realistic? If you really want to be realistic then you can't carry even 10% of the gear you will pick up in a normal 'dungeon run'. You could set up it up so that not that much loot drops but.. that then you wouldn't have anything to sell, there's also the issue that the PC could he playing on his own or he could be playing with companions.
  9. So.... is listening to people bad now? I mean, what exactly are we doing on these forums then? Didn't know about it either. Found in on google though. http://www.tumblr.com/tagged/cadegund Gasp, shock, horror.
  10. Well I agree that the tetris minigame is a bit silly. I think that's the only way to do a volume-based system though.Or rather, the only value in doing a volume based system. If you do it via numbers then it's not any different to weight. It's just instead of the amount you can carry being based on your strength, it's based on the amount of pack space you have. And if you combine it with weight... then it means you have to worry about two things (which are basically the same) instead of one. It doesn't seem interesting or fun It wouldn't be a big deal if you only had to worry about your own inventory, but you have to worry about the inventory for any companions you have as well. Or may not have.
  11. Yeah, one that isn't an immersion killer and doesn't mess with gameplay feedback too much. Differences that are relevant enough for me. So you don't have a problem in scaling, in principle? Then have you played Fallout: New Vegas? That game did it really well I think. It did levelling really well too. I didn't even think about what my level was or about levelling up, let alone what level the mobs were. Yeah, and that's pretty much all I don't want this game to be. Or any TES, for all that matters. Bad gameplay, bad balance, bad world design, abysmal dungeon design, horrible combat, horrendous quest design, lifeless characters. Now, if you were pointing me Gothic or Risen as examples of open world done right, I could agree... But in fact they don't use any sort of scaling. Well I haven't play Gothic. And I wouldn't point out Risen as an example since I found the game to be really boring though I somehow managed to bring myself to play 7 hours of it (according to Steam). I didn't even realise it was a open world game. I remember a swamp area and a city area. And if you went to the city area you couldn't leave until you were done. I'm not trying to be offensive or anything but I am honestly baffled that other people actually enjoyed it enough that they were able to make a sequel. Well I guess? I did do a lot of walking around as you have to go to a lot of random places to complete quests and you can't fast travel to places you haven't been to. I suppose that's a separate thing to exploration? Since you aren't just randomly around looking for things to see and do? I'm not sure how level scaling relates to exploration though.
  12. This is just a different form of level scaling. Ever played Skyrim? You can go almost anywhere and do almost any quest in whatever order you liked. There's 10 cities or something? I've put 60 hours into the game and done quests in like of them 5 . And I just happened to do quests those 5 cities. Someone else could have spend the same amount of time and done the quests from the other 5, resulting in a different experience where the only overlap is the start of the game. You can't do that without level scaling.
  13. Having volume just be represented as a number... doesn't make much sense. It would work easily since it's just a another number but... there's no real value in adding it. When I said 'volume based' I meant Diablo style' date=' where you are playing inventory tetris. See this from Diablo 1. The sword takes 3 slots, the armour takes 6 slots, a potion takes 1 slot. I'd rather you didn't just brush this aside. The inventory system is for managing items isn't it? Then aren't the types and numbers of items you get really, really important? To give a simple example. In a game with a lot of unimportant 'junk' loot, a weight based system is better, since you don't have to manually drag things around, just clicking and scrolling.
  14. I get it now! Level scaling is only required in open-world RPG games, like Fallout, Oblivion, Skyrim etc. Project Eternity isn't a open-world RPG. It supposed to be like Baldurs Gate and etc so it will probably be act based. So Act 1 might be levels 1-8 and Act 2 might be 9-15 or something.Since the level cap is so much smaller, level scaling isn't required. I feel so dumb for not realising this.
  15. I'm not going to play the game for hundreds of hours. I still want to be able to 'beat' the game, I still want to feel that I've accomplished something. A game where I've progressed from being able to kill 2 bandits to being able to kill 10 isn't very interesting. I LIKE being able to do cool things. Okay, so let's say you finish the game's main storylines after 30 hours and end up with a very powerful character; but somewhere, in the depths of the world, there may be characters or monsters not directly tied to the game's main storyline who are more powerful than your character. Would that really be a bad thing? Yes that's fine. Like I said, whether or not you are the 'most powerful' or not depends on the story, not the game-play.
  16. I'm not going to play the game for hundreds of hours. I still want to be able to 'beat' the game, I still want to feel that I've accomplished something. A game where I've progressed from being able to kill 2 bandits to being able to kill 10 isn't very interesting. I LIKE being able to do cool things.
  17. Dungeon sounds cool. Didn't realize that they weren't going to put in Enchanting/Crafting, assumed it was already in since they've been in pratically every RPG made in the last 10 years ago. Not normally a fan but it might end up being interesting.
  18. I think Obsidian should go with either a volume based system (e.g. Diablo) or a weight based system (e.g. Fallout). Doing a combination just makes things needlessly complicated. An inventory system should be simple and functional and not be a 'game' in itself. Unlike fishing, I won't be able to skip it even if I wanted to. Anyway, before creating an inventory system Obsidian need to think about how loot is going to work. For example, Will enemies just drop everything they are wearing, or just something random based on their creature type? e.g. Wolves drop leather, bandits drop weapons/armour. How many items will be dropped? How many merchants will there be between dungeons / quests? Will there be many consumable items? Bombs, traps, potions? Will there be quick bars? How many? Will there be infinite ammo for ranged weapons? Will that ammo have bonuses (+1, +2) or just be generic ones? And probably a hundred other things. Once they've figured THAT out, then they can try an make an inventory system which lets the player easily manage it. Not the other way around.
  19. This topic has kinda de-railed into a mixture of topics.Fun I guess. 1) Should a PC be more powerful then the most powerful NPC? - Story Probably not, it does depend on the story and what exactly your character is supposed to be. 2) Should a PC be more powerful then the most powerful NPC? - Game play This is simply a matter of game balancing at higher levels. That said, if you end up being ridiculously over levelled, I don't know what exactly you'd expect. Depends on how far you can go with level scaling. 3) Power level curve. Personally I think that the bandits you had trouble in the first hour of the game should be completely and utterly trivial 20 hours into the game. One of the main things that happen in the RPGs, is character progress. Both from a story and a game play perspective. Whether the power level curve is linear or exponential? Probably based on however the character is supposed to feel, based on the story. 4) Level scaling Simply put... this is basically a requirement. It was done quite badly at first but developers seem to be getting the hang of it. The reason why this is a needed is because it lets people do content in whatever order they like. They aren't forced to go from area A (levels 1-10) to area B (levels 10-20) to etc. Regardless of what order they do the areas and how many side quests they have done, the content is still challenging. That's the idea behind it.
  20. ESCORT QUESTS. I'm amazed no one has mentioned it as a not-to-do quest. Or maybe a garry oak? http://i.imgur.com/O8X5W.gif
  21. I think localization could probably be left after the release. Modding would be really nice... and that's something that does need to be built in right off. As for multiplayer... I think multiplayer would take lot of effort.They'd have to change the design of the game to fit. Unless they did a Mass Effect 3 type multiplayer... hah.
  22. Hyperspeed had a bartering system, it was quite fun. In Hyperspeed trading was a huge part of the game. And you had infinite amounts of space. I don't think it's a good idea for a RPG like this, where you end up acquiring large numbers of useless items which you sell to get better ones.
  23. I assume that they are 'planning' for that Spring 2014 release. That will undoubtedly slip. If they 'planned' for a December 2014 release then that would also slip. That's not even an Obsidian thing, it's a software development thing.
  24. Ultimately combat needs to be fun. Being randomly given a permanent injury is not fun.
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