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IndiraLightfoot

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Everything posted by IndiraLightfoot

  1. What I want: -Plenty of spell- and weapon-attacks to choose from -Strategy - looking for good ways to combine the above for a certain encounter -Using "pause" if I wish to assign my party's various responses in a split second in a complicated encounter -More strategy: where I place the characters on the screen and how and when I use certain spells and skills should matter (but I need not have the motor skills and stress tolerance of a NASA-pilot) What I don't want: -Hasty clicking of combos, -A few spammable spells on quick cooldown -Repeating tedious buffs and other spells (see another post of mine) -Realism, as in fatigue, degrading armor, hunger, thirst, loo-woos
  2. Metiman, thanks for your reply. I see where you're coming from, in many ways you argue for the RPG-aspect of it: Instead of optimizing the adventure via buffs, you do them before big fights or something. But here Obsidian has a chance to build a fresh CRPG that is actually free from what once was pen-n-paper restraints (which is where I come from). Your last issues about balance and OP-problems are no problems at all, as Obsidian will build those passives of magic shielding and scrying from the ground up. I just think it is an unnecessary element in a computer game. I do not like streamlining in CRPG in general, I want this game to be something else, more RPG and strategical (see other posts I've made), but in this regard I think I agree with the direction that designers have already began to head in as far as spell goes. They said that it was a bit absurd about having not memorized the right spells, and then player reload after dying, and goes on with the game. They have the chance to do something else without sacrificing depth, strategy and other vitals.
  3. Clearly very few of you have forgotten about the only gripe Obsidian got for their marvellous NWN2-expansion Mask of the Betrayer: the spirit meter. I didn't mind it so much, at least it was integrated well in the story and all, but heaps of people just hated it. And several suggestions here are in line with that meter, I think Obsidian would be very cautious about bringing in some kind of soul meter to PE, but that's my five cents.
  4. Sure, AgeWisdom, in whatever way Obsidian thinks would be beneficial and not just cumbersome! As a modder I now that the writing part of a game is massive, at least in an ambitious CRPG. So even if we don't have a toolset, there might be bits and pieces of the game making where some of us can help out. We would gladly do so for the community, but it is very important that Obsidian keep the creative integrity in all this.
  5. I was an avid modder in NWN2 back in the day, and it was great fun! Thank you Obsidian, for that wonderful, although not always very easy toolset! Sadly, there doesn't seem to be a modding kit on the horizon for PE, so here comes some wishful thinking on my behalf: We all want a bigger world for PE, right? More to do, more to see, more variety and fun. My idea doesn't require any stretch goals on Kickstarter at all, and it is free. I suggest that modders, it can be veterans from the NWN and Fallout-scenes, other modders, as well as all the great writers (fan-fiction, romance modders, the lot), can be used an immense asset by Obsidian. It would be something of a first, would it not? Kickstarter makes it possible for us gamers to help fund the games that we want. But why stop there? Obsidian can make use of devoted modders/fans/players as well! Now, I do not propose some free-for-all creative sandbox-kindergarten, where each and everyone bring along their work, and presto: We have a sad mess on our hands. You know what they say about too many cooks in the kitchen. Well, that would be Hell's Kitchen for sure. No, I would suggest that Obsidian decides what can or cannot be contributed by the public. They decide the terms and formats. Then they announce those terms and formats, and those people that feel that they can contribute to PE following those limitations do so. Preferably, it will not be huge mods per person, rather small efforts, with much more care and love that has gone into them. Then these get submitted to Obsidian. And the good folks there carefully sift through them and select those that seem good enough. Finally, Obsidian has the full right adjust those contributions as they see fit, and voila! In the end, we the community get a bigger and deeper game for free, and that at the time of the release of the game, not many months later, as an ordinary toolset would have resulted in. What do you say, Obsidian? I would very much love to help you out, however slightly, and that for free, and I am absolutely certain that I'm not alone in that vibe of wishful thinking. Indira
  6. Agreed. I'm playing through NWN2 yet again, and not only is it tedious to cast the long-lasting buffs, the sound and graphics of the spell itself is intrusive and too much of a X-mas-tree-lights-thing, and when they stack the pcs look like a X-mas tree and not the heroes you want. I think subtler effects of any kind of spell buffs is also a good idea for PE.
  7. Hi all! I have played D&D-based computer games for years, and I certainly love much about them, but there is one thing that always has felt like an unnecessary chore, and that is what I may collectively call "magic shielding". One's magic user or cleric or what not got important spells at certain level-ups, and often these had long durations as well (and of course, resting made them almost endless in supply). What was bugging me, and it still does, is the extremely repetitive nature of having to cast these shielding spells not only your PC, but then the entire party. For instance, from the world of D&D: prot. from alignment, endure elements, bark skin, stone skin, globe of invulnerability, etc. I must add that several spells were like detect traps-skills, like detect undead, and so forth, let us call these "scrying", and that was also a pain in the ass to keep up and running after each rest, encounter, etc. Often a change of an area, some loading, etc, this magic shielding and scrying would go away, so you were de-buffed, as it were, and to do it all over again. If there would be one mechanic that PE could make much smoother, it is this. The question is how, and I would bet the most simple solution would be passives, and by passives I mean that once you learn what otherwise would be a 4h spell of protection of alignment 10 radius, that kind of spell is always on, coz I mean it would normally be that anywy, it is just so hard and boring to make it so all the time. Obviously, if spells are interchangeable you could turn off one passive-slot for another slot (long-lasting buff spell). As for short-lasting buff spells, they would have to be limited to a normal length of an encounter, we're talking seconds here, and that could well mean those dreaded countdowns. I for one to not fear them the least. Please say what you think in the matter. P.S. The terms "passives" and "countdowns" is no invite to some Diablo 3-skill trees and gaming mechanics, just concepts to improve the use of spells and the flow of the gaming experience.
  8. My lofty title within the Obsidian Order of Eternity is finally official, now kneel before me, minions and slaves. Mowhawhawhaw!! *Screeeech!* Just kidding, I'm all about spreading the love and joy of a good CRPG, and particularly then Obsidian's. A warm welcome to all new members, soon our ranks surpass 300 fellows. Hoorah!
  9. J.E. Sawyer, you brought much needed clarity to a jumble of speculation. Now we can lower this beaten horse into the murky waters of Bael Marsh. *Phew*
  10. I agree, stop bantering, and there is no reason to panic here. Obsidian's level scaling is probably cleverly planned and limited in use. Nonetheless, this thread is important, because the pace and difficulty of our characters' levelling in PE will affect the quality and fun of the game in countless ways. I know there are plenty of players who love to see fast steady progress and a stream of easy-interface adventuring and flowing combat. Unfortunately, this has led to ever more streamlined arcade/console machine gaming experiences. If that goes to the extreme, it is tempting to claim that Diablo 3, Torchlight and other action RPGs of that kind are like fast food. The burgers and fries are made and served quickly and systematically, and we can eat them messily and merrily, and throw the wrappings and plastic stuff away in some bin and just run off to our next project. There is no use denying, it is quick and fun. But they make for horrible RPGs - someone here on the forums called it hitting piƱata-games, it is all about clickfest, fast reflexes, loot, loot, gold, gold and then some more loot and gold. These games have one mode: the whole enchilada, and the entire engine just keeps on throwing more calories at you. It's "Just another waferthin mint" every second. Gag-reflex warning soon ensues. So, I'd like to shine a light for CRPG slow food at times, but more importantly, for fancy three-meal courses where game pace, difficulty and immersion makes for wonderful experiences. One key element I think is varying the pace and cut up the streamlining. I want to be surprised, I want to open the wrong door and have a narrow escape from death's clutches. Too much scaling destroys any sense of true adventuring, where coming round the next corner is always a risk worth taking. Never undertestimate a white little fluffy bunny at a cave with huge, recently gnawed bones lying around.
  11. Hi all! Having played most CRPGs there are, and being an old pen-n-paper D&D enthusiast, I must say that the demand for fast levelling nowadays is partly what is to blame here. BG1, which had a fantastic sense of freedom for exploring and all, was based on rather slow levelling and nearly no magical loot at the beginning. Still, it was deliberately unbalanced enough so that you could stumble upon oh so painful Ankhegs early on or get yourself stuck in very dangerous dungeons indeed - you simply hade to leave or die (lovely!) I think one good solution is having a levelling system where levels take progressively longer time to achieve. Personally, I'd merrily accept huge chunks of the map for Project Eternity being explorable, adventurable, etc for hours on end, and you only level twice during that time. In addition, if you're really lucky you have found two basic enchanted weapons and a ring of light during that exiting period of time. The story, the diversity, heck the world, is what should matter the most. This of course means a really wide kind of railroading: Large regions A, B n C, with dozens of areas, dungeons and encounters are level range 1-5. Large regions D, E n F, with even more areas, dungeons and encounters (because levelling takes longer the further in the game you get), then are level range 6-9, and so on, and so forth. Levels fly by too fast in many games today, and it certainly doesn't improve the matter when you encounter stronger opposition all the time just by getting deeper into the story. That said, there are plenty of clever ways to beef up monster categories so that they fit a higher-level setting. As long as it is not done repetitively, like it was in Dragon Age, I'm all for that. Anyone stand the sight of a single more Darkspawn? Can you stomach yet another shambling Draugr ever again? If baddies are to be reused, please add clever variety to them: skills, clothes, weapons, goals, etc.
  12. Sarog, you have a very good point about the importance of the quality of the writing. It is what "good" and "evil" is filled with that makes up much of the structure and meatiness of the story, not to mention its dynamics as well. So yes, it is absolutely pivotal. And simple good-evil choices here and there would make for a boring RPG. I'd much rather have six viable alternatives in a dialogue tree, than just the same binary opposition over and over again. My point, however, is that I want the morality and ethics of the story smartly packaged into categories, just like Obsidian is picking classes over Skyrim's rather realistical approach. I just read GhostofAnakin's last post, and now I feel we're on the same page. That is how I feel. Great! :D
  13. Anaeme's idea is very neat indeed! And I really liked Dragen Age's character creator and the little moment of dreaming ahead that it entailed.
  14. Hmm, I tend to agree with Volourn too. And since Obsidian seems to go for distinct classes (and not Skyrim's "you become what you do"-PC), it just makes sense with more categorical "good" and "evil". Being an old D&D fan, I can even feel excited about the somewhat contrived alignment system of that game, with concepts such as "lawful", "neutral" and "chaotic" as well. But what would Lord of the Rings or Star Wars be without clear sides of good and evil? Humdrum philosophical wish-wash doesn't fit well with epic fantasy adventures. However cleverly written, it tends to water down the heroic sense of the story.
  15. I loved NWN 2 too! It is beyond me how anyone can hate that great game! Sure, Neeshka was a bit painful to listen to, but the wonderful companions and fun dialogue certainly blow me away. Did I mention I am an avid D&D fan? So well, there is that too. Anywho, MotB, is the expansion Mask of the Betrayer, in my humble opinion one of the best written games ever! It is probably the main reason why I chose to back Obsidian on this. Need I say Kaelyn? What a character!
  16. Hi! I just upped my pledge with 8 eternal dollars! And now I most humbly request my title from the Obsidian Order of Eternity. However, there's just a little snag: I actually have a user name that sounds like I'm already part of the order: "Apex of the Obsidian Order". This I created wholly unaware of this great idea for fans to come together and back Obsidian in their great CRPG-undertaking. What a freak chance-thingie! I guess I request my user name then for my title "Apex of the Obsidian Order" - but I must admit, it is a bit on the lofty side... If I somehow have broken some rule here, then a moderator can PM me, so everything can be set straight. Anyhow, I am very glad this project has got off to a flying start, and I will follow it with keen interest. Obsidian is simply a great game developer! *Takes a bow*
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