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Everything posted by Osvir
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My Fig: $80 My BIB: $21 My total: $101 That would mean an upgrade from bronze to silver in my case. Let's be reasonable, how much time do you believe Obsidian would have to work everybody's donations out, and how much time is that away from the game? Considering that you're probably not the only one in the "predicament". Also, Fluffle deserves the "Obsidian Watcher" Badge, and I wouldn't want to take that away, heck, I'd even like to give Fluffle an "Obsidian Bastard Captain" Badge Perhaps this bit of logistical tidbit is something to consider for potential future Crowdfunders (take notes), and perhaps allow something like a built-in Micro-Funder within the Fund Campaign Pledge Site. In this case: - Deadfire Funding (Main) - Inn/Pirates/Island Funding (All $ spent towards this later put into Deadfire Funding) This way you track each individual pledge, and can even have separate micro-stretch goals, and Obsidian can also easily say "We are going to design and develop this" from the get go, rather than giving the idea that "Funder is going to design and develop this": - Battle a Pirate Party $1250 (Adventuring party~ on land) - Pirates get a Ship $2500 (Fight on the sea! Pirates become random encounter) - Pirates gets a Hideout $3750 (Pirates sometimes lay anchor and have a base) - Pirates gets a Purpose $5000 (Quest)" etc. etc. Literally "Vote with your wallets", put up 100 (just an example figure) different features as Micro-Funders, and what the Funders pledge towards goes into the game (developed by the developer!) *shrug* Sorry, went a bit off topic~
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Fixed it (I'm also very tired xD) "Wtf beard?" *re-reads* "Oh..." The obsidian gem/ring/amulet/insignia thing sounds cool imo. Also, what if the item could be a morphing item? Forge it at the Black Isle, decide whether it's going to be a Sword, Axe, Dagger, Poleaxe, etc. or etch it into a ring, or amulet, etc. Someone mentioned lightsaber, and I started thinking now "What if it's a ring, and it's capable of manifesting a light, an illusion of a weapon". A Lightaxe, Lightsword, Lightdagger etc. the Player would get to decide which form it takes (to accomodate most playstyles). Maybe it could even have a Per Rest ability "Summon" or "Conjure", and either it takes up the characters weapon slot when summoned/conjured, or simply floating/hovering (Dancing Blades~).
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Story Time mode.
Osvir replied to kierun's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
After finishing the game completely at least once... New Game+ Scripted Events Mode! jokes aside, I'd totally be down for a Visual Novel Scripted Events type spin-off game :D -
Ring, Amulet, Boots, Cloaks or Gloves. Because one of those are most general in a way that any class (race too. Remember, Godlikes can't use helmets/hats) or character type could equip it. Edit: Maybe even cursed some way, that way it could be a couple power levels stronger at some sort of expense/drawback (granted that cursed items are a thing).
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Tyranny 33% and 50% off coupon giveaway thread
Osvir replied to Messier-31's topic in Computer and Console
I've got a 50% coupon as well. Just PM. -
You might be absolutely right. At GDC this year (I think it was GDC? Or was it elsewhere... hmm, regardless, it was a trade show on video games) a reporter mentioned the obvious statement that "Sci-Fi is IN!". Lots of new sci-fi games are "in fashion", so to speak. It's the age of VR and AR (Mixed Reality), the future is on our minds and so is on the developers minds. Makes me wonder, just a tiny little bit, what a "Josh Sawyer's dream futuristic RPG" (All talk has been about a "historical RPG") would look like (What would a Darklands/Battle Brothers styled Sci-Fi be like?). Nah, but OP is probably right, the "fashion" (If there is such a thing as "video game fashion") points towards it. Hm, maybe "development/developer fashion" is a better term? I somewhat agree, Gorgon. The graphics were one of the things that got me bothered on my first two-three tries (in particular, the way the character walks), but after a little while when I got into it (after the first couple of quests) it picks up pace and gets exciting. I'd compare it to a car that accelerates slowly, but when you get up to speed you don't want to stop the ride :D My problem the first couple of rounds I tried to play it I made weak ass characters, and had to start all over to enjoy myself, which meant I had to play through the first quests again (and relive the most boring parts). That made me take a long break from it. Also, I played 20 hours of it during Beta, and then patch came and I had to start all over again Regardless, it's a great game. All in all, I just wish there were some sort of "Skip Beginning" button in these games, you only need to play through the beginning once after all (the first "Get to know the game"-Quests).
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Backer Portal Is Up
Osvir replied to Katarack21's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Test test (checking my forum badge ) -
Pre-buffing makes me think about the Ritualist idea I had... characters have to prepare spells ahead of time, use materials as a conduit, charge/infuse a rock with magic, draw leylines on the ground etc. A Monk performing a dance or simply sitting down to meditate. Would work really well with something like.... When you begin a "pre-buff" spell, it'd take some time for it to actually do anything. Even longer casting time than a regular spell. And it could also set off enemies on the level/area, to begin scouting/patrolling, changing their patterns. That way, you could be in the middle of a pre-buff when a battle begins, and your other characters would defend the one preparing. Just think that could be more interesting than: 1) Enter dungeon 2) Buff buff buff buff buff 3) Onwards!
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Can you elaborate? I don't know that game. How did camping work? Fenixp did a good job explaining, but he forgot my favourite element. If you had any character with a severe injure he would stay out of combat, to treat the injure you had to give that task to any character with a good medic skill, if the injure was severe that character could stay days without fighting and your doctor would spend days trying to heal him. That brought another level of tactic to the game, you had to be cautious in every single combat - you couldn't be reckless with your squishs characters or they would end up with a broken arm. BUT you might be thinking, "oh, but that is just for a severe injure? How about a simple cut?", Yes that could happen, but if not treated that could get infected, thus, making it severe. It was an amazing system. NEO Scavenger and Project Zomboid disinfect, stitch, apply bandage xD A bit complex for a game like PoE though... Battle Brothers does a good and simple job imo (and visually shows it on the character~ bandage over head, shoulder, arm, torso, eye, etc)
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Sink the ship? Do you know how much sugar, coffee and tobacco were transported by those very ships back in the 16 century? Those ships could hold at least 10 Korgraks... but I don't know if that would be a good idea. In the cargo hold yeah, but not so much up on deck and fighting A monster crew would be cool nonetheless. Imprisoning the Vithrack and having Korgrak made me think of having monster hirelings at Caed Nua and getting a reputation for it. Would be fun and oddball gimmicky.
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I don't think you understand how game programming work. That's like saying Harley Davidson has a great exhaust system on it's motorcycles, maybe Ford could us it on their cars. Of course. My point was that in Divinity: OS the followers of the main controlled character avoids hazardous areas (you can notice this very early in the game).
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- traps
- pathfinding
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Larian Studios have a great coded solution in Divinity: Original Sin, might be business secrets or whatever, but are Obsidian and Larian friends? *wink wink*
- 20 replies
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- traps
- pathfinding
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Haha, unless... Walk Mode as a Difficulty Option xD - "Expert" - "Trial of Iron" - "Wending Way" or "Step Out" (Stealth mechanics get more difficult/realistic, Walking/Running dependent, Traps only seen in either Scout- or Walk Mode) Edit: Calling it now, Pillars 3 will be in White that Wends and we'll get Walk Toggle (Wend = Move slowly towards a specified location)
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Sheathed vs Unsheathed
Osvir replied to Osvir's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
I think it'd be pretty cool honestly, but probably a pain in the ass to code *fight breaks out in the city, you win, post combat scene* Guard: Thank you for helping us out! *scene end* Guard: Sheath your weapon sir!! -
Like the dodge animations that are already in the game, for example Dodging is visual feedback and clarity for the Player during combat. Of course, it isn't necessary because floating text "Miss!" works, or in the combat log (that feels like a Twitch stream chat window, i.e. you need to pause n' scroll a lot in the log to keep up with it). Walking is only for roleplaying in pretty much any game out there. Only game I can think of where they found good usage of it is in Assassin's Creed (Hiding/Blending). It's also mostly useful in slow escort missions or missions where you need to tail someone (Which are also some of the most frustrating missions because the PC walks faster than everybody else *shakes fist*). I remember in one game (a JRPG, don't remember which one), some random NPC I talked to commented something like "You're the kid that runs around everywhere?" and ever since then (I was a kid) it made me think, "Wouldn't it have been cool if there'd been a reaction if I hadn't been running?". Because, you're sticking out like a sore thumb in a crowd. If I was running/jogging in my hood everywhere (everywhere), people would start to recognize me as "That's the dumb weird kid running around everywhere" wouldn't they? Anyways, what are some good uses for "Walking", except Roleplaying? - Stealth: Combined with ordinary cloth (<- Condition), you'd blend in in a crowd and that assassin looking for you won't approach you and try to kill you. Instead, you might just walk past him. Surveillance, recon, and infiltration. You're in the Guardroom, dressed as a Guard trying to listen in on a conversation. In the region you choose to walk around, if you run around Guards will start to get suspicious or wonder why you're in such a hurry everywhere. - Wilderness: Wild beasts won't just instantly attack you, but instead just observe you (I'm thinking Giants and Mammoths from Skyrim, who just observe you and attack if you get closer). Fast movements may upset or make them feel threatened, Running = They attack. - Cities: ???