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Posts posted by Osvir
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^Well, if the casting time for the Fireball is some time, perhaps it could be a great initiator (for battles, as you'd have one ready right off the bat) and most importantly a Torch in dark dungeons.
Same thing could apply to other spells, the Wizard encases his fists in Ice, he can either fight close range and hit it 3 times with it or shoot Frost Bolts at the enemy 3 times, or even mix. Shoot once then hit twice close range with it.
EDIT: Magic Missiles could charge (standing still) and you have 5 magical orbs floating around you that you can save as a Shield (enchantable with [Element]) or shoot the Missiles. A Goblin runs in close and fights your Wizard, gets hit by two Magic Missiles and dies, an Archer stands further away by the edge of the Fog of War and no one is close to him (and he's aiming an arrow at your low health Cleric on Mortality Mode) you decide to shoot the remaining 3 Magic Missiles and save the day.
^All of this would be duration based and not "Infinite"/"Constant"
Rune Magic wizard says the trigger word later, causing Stoneskin to activate.^This looks like it's pretty much the same thing, just not Runic. I like it. Kind of like enchanting a Sword for your Fighter so whenever the Fighter says the word it could make the Sword a Fire Sword for some duration?
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What if the Staff was the tool to use "Elemental" Magic in a certain way? (Kind of like a Magic School?)
Wizards would take from the land with a Staff, a Druid would give/take and a Monk would ask of the land.
Monk could wield a Staff, when slashing through the air (mid-range attack) a wind slash is formed and shoot at the enemies. Hitting the Earth with a Staff (as a Monk) could send a rock barrage at the enemy.
That's another question though (50/50 off/on-topic). Equipment being the Medium for different types of Magic & Classes. A Chanter could use a Metal Staff to tune his/her voice (for better effect), perhaps even use it to send vibrations (rather than just singing).
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What about the Druid or the Monk? I named this thread wrong didn't I...
"Ability Aesthetics/Choreography" was what I kind of meant
EDIT:
A Chanter would sing, and depending on Strength even scream? Would he still stand rigidly in place or with a clenched face and stiff body and yell from the bottom of his toes?
Would the Druid, who I think fits mostly for the "dancing", "pull" the Earth and Nature around him/her?
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So, I take it you've been to P. Schuyler & Co. in Tarant?I can see Wizards as scientists (like others already have stated, haven't read all the posts but some). Zombies would indeed be more questionable but I can see some cases where a secretive Necromancer does it to improve his work (maybe he does it for a good purpose for himself, but he is misunderstood). At the bottom bottom, in the underneath of a large controversial and conspiracy driven company (Perhaps called Monsantu) there could be zombies working in some secret division, contaminating all the food (Warcraft 3) turning some people into Zombies/Undead in various places of the world at a low ratio (a very slow urgency of the world that you pretty much have to take extra time to encounter. And being a part of mid-game main story, and take it over for your own winnings or destroy it). In other words the game slowly makes the population into zombies (starting at small villages).
It could give you a sense of "Why the hell are people turning into zombies?" and you begin to research it. It could even be a side-quest.
Actually no. But now I'm curious and I'll have to finish that damn Arcanum. I see the potential, don't get me wrong, I just know I have to dedicate myself some time for it right off the bat. Its a small fence I have to climb over (mindset), I've only played the very very very first area xD
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Casting Spells.
Throwing spells.
Not summoning spells (unless, a Summoner of course...).
My point is should the Wizard lunge a fireball? Should he wave his arm horizontally as he shoot out an energy flux of magic missiles? Should the Wizard "dance" as he's pulling the forces of the mysterious unknown?
Avatar: The Last Airbender, springs lots of thoughts. I'm personally standing on the "if resources allow" side. But damn.. it would be so freaking badass cool...
http://www.youtube.com/watch?feature=player_detailpage&v=oCXHi0kFucc#t=78s
EDIT: Not that^ flashy, look at the movements of the characters. Reduce it reasonably to a fantasy setting like Baldur's Gate.
I think the animation in Baldur's Gate is some singing hand magic jazz hands, in Dragon Age: Origins (and World of Warcraft), Skyrim too, the Wizard lifts one arm or something and that's that.
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This is an excerpt from the OP:
]Weapon Experience[/u] Sword Level 1 67/500 to Level Up (Caps at Level 5)So enemies, regular enemies, give experience, but only to the weapon you are wielding when taking down enemies. When you gain a level in the Weapon you could gain an "Ability" or choose between 2 (X-COM style). Having a weapon in your Off-Hand levels both that Weapon and your Off-Hand. In essence this is what the Baldur's Gate "experience" really is. Gain experience when you've taken down an enemy, not by slashing.
Off-Hand Experience Off-Hand levels in a way which gives you a better Shield-Arm, or a better Dual-Wielding experience. Magic Tools do not grow in Experience in the same way. Off-Hand can be split up into 345 6 Sections (you know what? Let's just say "Undecided"). Works just like Weapon Experience in that you "Gain Experience in that you are Wearing". If you choose to have 2 Swords you'll get Dual-Wielding Experience, having a Two-Handed Weapon gives you Two-Handed Experience. You can't get Experience for 2-Handed when you've got a Sword & Board etc. etc. if you get Level 3 with a Sword and Equip a Sword on an Off-Hand would give the Sword Experience on the Off-Hand a Penalty (based on Dual-Wielding). If Dual-Wielding is Level 3 and the Sword is Level 3, no penalties, but if Dual-Wielding is Level 2 and Sword is Level 3, the off-hand Sword becomes Level 2. Simple? Magic Wielding works in the same way differently and covered throughout the post.
- One-Handed Experience (One weapon, 1 Sword)
- Sword & Board Experience (In Essence Sword & Shield)
- Two-Handed Experience (Single Two-Handed Sword, Staff is a Hybrid)
- Dual-Wielding Experience (Two Weapons, Sword/Sword)
- Magic Wielding Experience (Off-Hand Grimoire/Magic Tool, Staff is a Hybrid)
- Unarmed Experience (Fighting with knuckles, a Hybrid with a Grimoire)
Spell Experience
Is different, and based on your Character Level and resources (finding scrolls/buying scrolls at a merchant/Wizard) as well. A Magic Missile would shoot 2 Missiles at Character Level 3. But! Magic Wielding Experience makes Spells stronger and leveling up Magic Wielding could give you 2 abilities to choose from (X-COM style) to determine Effects of the Spell (Fire Magic Missiles? One Large Magic Missile that is charged longer?).
Having different types of Schools of Magic and you gain experience of that School you upgrade your Grimoire towards. So you might start off as a Fresh Wizard without a school, but you get to upgrade your Grimoire after using it (Equipped during battle).
Grimoire:
Level 0: Fresh from the bat of character creation.
Level 1: You get to choose school or a Jack-of-All Trades School
Level 2(School): ~~
Having a Second Grimoire would set the 2nd Grimoire to Level 0, allowing you to specialize it into another School.
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If I understand it correctly, which I don't know if I entirely am tbh but... it sounds cool. Simplify
(e.g., use a character, a situation)
"Wizard casts this spell in IE like [this]..."
"Wizard casts this spell in my idea like [this]..."
What does it look like in gameplay? (How do you imagine it?)
All I can think of is another style:
Summon a fireball to your palm, but you don't necessarily throw it right away (throw, not shoot) <- because the physical animation for throwing a large chunk of fire is cooler than "Kamehameha"/Megaman (if it will be that detailed/resources allow). You hold the Fireball in your open palm and you can choose to cast/throw the spell in a general area (skill shot) like a grenade, or get some of its power/mana back (50% perhaps?).
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I think really what the respecialization is asking for is proper documentation and/or possibilities do right from a wrong. But if a wrong could be a right in some way, how would you do it most effectively so that the path you took wrong is redeemable somehow in-game progressively over time...?
An example/Idea:
Let's say I have a Fighter, I choose to wield a Sword at start and I play with it, I gain 2 levels in Weapon Level (Now level 3 of 5), decide I want to play with a Mace instead. My Mace level will be 1 as I haven't played with it anything, I get 1 level in it (now Level 2) and feel that it was a poor choice. My fault entirely, but I did get a reward for it still (1 level in Mace, 1 new ability for it).
Now if I would want to respecialize, perhaps I could pay some of the Level 1 Experience to the Sword instead? I wouldn't get all of the experience back (perhaps a petty 25% of what I spent to get 1 Level) and I get to spend it on the Sword.
Let's say to gain 1 Level in Maces I need 400 Experience (for the first Level), so when I "respecialize" I pay all that 400 experience and I get 100 experience in return that would be spent on the Sword (as part of the function). In Roleplaying terms: I used the knowledge I had learned wielding and handling a Mace and used it with my sword and thus I gained some experience in handling a Sword. The price is high to pay, but it still helps me (if slightly) back on track.
^Practically a Baldur's Gate leveling up system but only for weapons (You gain experience when you slay an enemy, not when you "hit" an enemy).
Read WoT in signature for more information. There's some thoughts on the non-lethal play style too.
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^Also what Archmage Silver said. Focus Magic and Delayed Magic sounds like it could be different aspects to different spells, whilst a co-operative spell could enhance both 1 and 2.
For a Wizard I would like to see some different schools of Magic (with a Grimoire):
* Necromancy
* Invoking
* Enchanting
etc.etc.
For other Classes (e.g., Chanter), it would be different imo. A Chanter could have a partiture, or an instrument:
Paladin and Priest having Holy Scripture (and if they "Fall" it could be "The False Word" or something, Heressy).
A Druid would use Elemental Magic by the use of a Staff.
More in the Wall of Text in my signature.
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^Brotherhood? If: Didn't play far enough to get a brotherhood, a long time ago I played it (Mostly Multiplayer). From this discussion, Parties in Cities.
To make the example more dimmer let's only look at Burglary:
You get to a town, you set your Rogue on Burglary, he disappears from your Party temporarily for a duration of time doing his business. With lots of dice rolls real time if he'll succeed or not. Perhaps if he gets caught red-handed by a thug group in an alley the game will auto-pause (or alert you) that your Rogue got caught in a fight and you'll have to run to aid him (in a random area, it isn't a random generated area but a randomization between existent areas on the map). It could be strategical to place one of your characters in middle town so they can aid in random events (such as random thugs/enemies/guards etc. etc.).
When he returns he'll have some loot depending on what his Skill in Burglary is. For example sake, a town has only 3 items and a total of 50 Gold.
Got to town, sent Rogue on Burglary. I go about and do my business with the Quests and whatnot, Rogue returns with 1 of the items and some 16 Gold, he successfully looted about 30% of that town. This would cause some consequences, 30% of the town's economy and that prized sword at the museum is now gone, should cause some suspicion (Heat).
In a bad situation, my Rogue gets caught and sent to jail and I have to pay more than what I could've gotten (depending on his Skill, so the better the Thief, the higher the price to bail him out, a sense of infamy). Or you bail him out, though that'd most likely make the city always look for this specific character (Which would force him to stay outside the city until things calm down/time passes and he isn't recognized anymore... in this sense maybe you could even change some equipment around and he is instantly harder to recognize... put a Monk robe on him).
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None of them. I'd like to see a new system of sorts, in the form of "Tasks" when you are in cities. The Rogue could have a "Mug" ability to steal from enemies on the battlefield (taking the sword from the enemy in battle might be a good thing after all).
You get to a city and you get to send your party members on tasks, you could take your Rogue and send him out on Burglary runs while you run around the city and do quests, buy items and so on and so forth. When he returns he gives you some random loot (depending on his skill) from the Existent loot that doe exist in the town/village/city. He could get caught too whilst he is doing it, being sent to jail, get a Wanted status.
A Town/City/Village could have a "Heat" level as well, if you Burglar one city too much it'll be more readied and have more guards and people will be more on their toes (lessening the chances of successful Burglary as well as heightened chances of getting caught). When your Rogue is in jail you can either bail him out or break him out, or wait til he has served time.
EDIT: More info in one of the WoT posts
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^Perhaps not the entire map has to go red, but the character that stole is now wanted and if a guard sees you with the "criminal" you get to defend him/her with some words, gold or send him/her to jail.
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A Translator sounds like an awesome feature to have, a temporary party member that you have to pay over time for his/her services. Perhaps there could be diplomats and translator in cities where there is a language you can't understand. So at first you get to the town and no one understand you and you don't understand anyone, so you get directed to the translator through some gibberish language, unless you have a party member that does understand the language. Of course, depends on how this town/village/place looks outsiders. You might start some cultural war against their tradition because you did something wrong (You'd be warned in Gibberish too of course, so you'd get a chance to not get sent into a war with the town/village, but if you repeat yourself over and over again doing the same abuse/breaking rules you'd get a hostile village after you).
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A Wall of Text to understand it you might have to read the entire thing but I'll just do a point system for now:
Equipment based:
* Weapon Experience -> Defines your Weapon Abilities
* Not really a Respecialization but a Specialization.
* Grimoire on a Fighter, in essence making you a Fighter/Wizard (but very weak and limited/restricted Magic usage)
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... and if you ever get caught, you should get your right hand chopped off, making it impossible to dual-wield or use two-handed weapons and tools.
... unless you get prosthetic magical hand
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Instead of Multi-Classing, but could there be a chance that I could learn Weapon Skills from a Weapon from another Class' preferred weapon school?
http://forums.obsidi...e-wall-of-text/
In essence you become a Fighter/Wizard when you wield that Grimoire on the off-hand, because you can throw spells. Just that it's super weak for the Fighter (it could be a way to use some Sword magic for your Fighter).
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Amalur was a good game bur how exactly did its story relate to that of BG?
It just felt heavily inspired *shrug* sometimes I was wondering if they just changed wording on the script. I didn't play far at all btw.
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Another thought about Thieving that I bring up in this WoT.
Sending out Characters on Tasks (Burglary) when you are in a City. They'd loot places, pickpocket and even have a chance to get caught. Depending on how well they do, they'd get experience (let's say 43 experience) in Pickpocket skill and the rest of your party would get a % of that (The more party members the lesser the experience you get). Speech would function like this too. Why? Because Out of Combat techniques can easily be taught and passed on in inter-party Tutoring. See my WoT for more information. Some things to think about before sending out:
* [speech] Skill so your Rogue can speak him/herself out of situations with the guard (and perhaps send him/her with some coin so that he/she can pay his/her way out of the situation).
* [burglary] Skill.
* Good [stealth] or equivalent (Maybe Stealth is a Sub-Skill of Burglary?).
* Optimal Gear (e.g., not Full Plate Mail)
* Night heightens chances of successful looting without getting caught, Days do the opposite.
* If your Rogue is sent to Jail he gets to serve time and/or you can save him.
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Yes it makes sense to require a player to use maces to get better with maces, but in game terms it is fairly limiting and not that much fun for the player.
Also, it makes little sense that I would become better with a Mace if I wield a Sword. Sure, perhaps I could understand the length, the combat aspects, I'm an experienced Level 4 Fighter now so I should be able to fight better generally, I'd be stronger with a Mace than if I were Level 1, heck even Level 3. But if I've never wielded a Mace before this point I shouldn't be as skillful as I am with a Sword which I've been honing on my journey up until now. A Mace weighs very differently and is handled differently than a Sword, though because your character is more experienced now (Level 4) perhaps his learning of the Mace gets more experience due to the Character's own enlightenment, making him level the Mace faster up to a point (but because you dropped the Sword, you won't be as good consistently throughout the game, not noticeable but for mechanics sake, with a Mace, you'd still be able to max it out, but if you had kept the Sword you would have maxed the Sword out first).
There should be enough experience/enemies in the world so that you can Cap 1-2 Main-Hand weapons (One capped at Level 5 and another one perhaps at Level 3-4 perhaps) and at most 3 if you are OCD (switching weapons on the exact 500/500 mark mid-combat to gain as much experience as possible on as many styles weapons as possible).
So in short (pick only one):
* 1 Level 5 Weapon Experience & 1 Level 3-4
* 2 Level 5 & a 3rd on Level 2 at most
* 3 Level 5 (Mace, Sword, Hammer)
Likewise, how do I get better with anything by just doing Quests? Except obvious Character life experience.
How I'm trying to think with this thread:
Effective, variety, different builds and build orders is the way to go, opens up so many more possibilities to variety and to make each game more different for both you, me and everyone else over several playthroughs. More techy (Baldur's Gate really is an RTS SP RPG in my opinion, so many Strategy elements that are used still in popular strategy games today and so many strategy elements in the game itself). Some play Zerg, and even "those Zerg people" <=|
(o) Everyone has their own style.
How do you build an open system that has as many styles as possible but with limited resources in the game (not talking Project Budget, but Eternity World)?
How do you make an effective Build Order system that covers as much variable ground as possible for a Single Player RPG?
This thread is my homage to that idea and those questions I s'pose. Even in Baldur's Gate, I am sure that most of us got different gear (or close to similar gear) different Party Setups (based on our mods, which is a question of really adding to our own play styles. The more mods the more variability, that's why mods exist isn't it? To have more choice?).
If more choice is included right off the bat in an effective, consistent way, we will have more freedom to explore our builds and characters like we want them and specifically, in our own way. If it is effective for variety, and it's easy to create more patterns for it I say it's the way to go for as many as possible to enjoy it (Borderlands right? How many weapons exist in the game?):
[X] Armor with 3 Upgrade Slots
[1][2][3]
Let's say there's 6 Pieces that you can put into each slot (ABCDEF), to be honest it might need to be lesser but for examples sake.
It's 9 Calculations per First Letter (27 combinations built from 6 items combined with 3 slots)
[A][A][A]
[A](B)[A]
[A](B)(B)
[A][A](B)
[A][C][A]
[A][C][C]
[A][A][C]
[A](B)[C]
[A][C](B)
(B)(B)(B)
...
[C][C][C]
...
Suddenly you have somewhat a... basically a Slot Machine, the chances that your build is the same as someone else's lessen's with only 6 Pieces and 3 Slots. Mix-Match however you want it. Now imagine doing the same thing with helmets as well, now you aren't just playing with 27 combinations, but now you've added 3 slots and 6 pieces more and the combination methods are now near endless, and everyone can build their character like they want it (But that would require HEAVY DUTY QA I'm sure, not that every combination perhaps should be explored but let the Players find out for themselves at release, this sets the Player himself on an adventure for "New Ground" that no one, not even the developers, have a real idea about).
Helmet ranges from GHIJKL
- Armor - - Helmet - - Leggings - - Gloves - - Boots -
[A][A][A]-[G][G][H]
[A][A][A]-[G][G][G]
...
I think you get it
^This is my dream. A Beautiful Tree (gosh doesn't anyone of the UI department have any innovation with the Skill Tree Design and Animation?
it has had that form quite long now = Mastery Style, seen in every popular game nowadays almost... not talking about League of Legends), still part of the whole without straying from the course, integrating World, Classes, Races, Conflict, Gods, Weapons, Armor into the whole system where it is fluid Growth and fluid flowing progression in Harmony (even if you play a Chaotic character, though including Chaos into the Mechanics for a Chaotic character would be cool and perhaps fun for developer and player alike). Everything is ultimately part of the tree (The World itself).
On Resources
A resource based system RPG. When I mention Minecraft and Terraria in these kinds of discussions I am not talking about Crafting a Workbench or Craft a House, cut down wood etc.etc.
Minecraft: Cut down tree. Get resources. Build wooden walls.
My idea: Cut down bandit. Get resources. Upgrade Armor.
I can't really drop this quote yet either:
Yes it makes sense to require a player to use maces to get better with maces, but in game terms it is fairly limiting and not that much fun for the player.
I am actually advocating that every class should be able to use all weapons/all armor, a Wizard in Heavy Armor with Sword and Shield, a Rogue, Monk and so on and so on. At one point it should tip over to the edge where your Wizard isn't entirely a Wizard but a different type of Wizard (-your- Wizard).
Something to think about.
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Or make smarter shopkeepers. Eventually, he should put 2 and 2 together to realize that every time your party comes into his store, he seems to have less inventory after you've left.
Well, just as long as I haven't had the time to get to be a Demi-God until that point (the shopkeeper should realize faster, after 2-3 times) because then I'd just be "Fool, take a blast of magic to your face. One-Hit-Kill!" or intimidate him. What about Ciphers? "You will forget we were ever here while we steal all your stuff.. bye!".
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Leveling up based on weapons seems redundant when they have already said they are going to use a class based system.
And how do you level those classes up in this class based system of Obsidian?
6 Rogues running about would gather more attention than 3 Rogues as well, and with my idea 6 Rogues would still not grow in skill as fast as a 3 man group. Okay, a smallar group being more effective than a 6 man group because A, you get more experience for your Out of Combat skills, B, you get more experience for Out of Combat skills. This is important because the Non-Lethal approach takes place out of combat and the Non-Lethal approach should be much weaker than the Lethal approach by the end of the game, and without combat being interesting why should I even care about combat? (also what with the Weapon Experience thoughts, make Combat rewarding somehow!)
Uhm hm, think Baldur's Gate but with some of these ideas. That's where I'm at.
The weapon idea is merely a reward system for the Action progression. Why shouldn't I become better with a Sword if I'm using it? I am slightly concerned about the idea that I have to do questing to suddenly "Ding" without any involvement in struggle as well as "Why should I even bother?" many times ("Oh but you can get gear!" says the counter-argument, well if I've met 500 bandits dropping Leather Armor I'll hardly need to take down the group of bandits that stands in the way of my passage, are they placed there just to annoy me or to be rewarding?). Suddenly I'd have weapon abilities out of the blue, magic spells (<- talking about only Quest Based system, there is no reward for the struggle but only for the End of the Journey, and to me as a philosopher that sound like something related to your Character and the Player, not to the Skill of Arms)
I'll try to explain it like I did in another thread:
Chop chop with sword = Experience with that Weapon
Exploring the world/Questing/Adventuring = Experience for Character
Also what happens when you want to make a character who wields a two hand mace but the only decent weapons you find are axes? Should there be skills that require a specific "type" of weapon setup? Sure. Like you cant use skill X if you aren't duel wielding, or this move requires a shield. But you shouldn't be gated off based on what weapons you have equipped at any given moment. Yes it makes sense to require a player to use maces to get better with maces, but in game terms it is fairly limiting and not that much fun for the player.You'd have time to fairly get a grasp of different items between Introduction Area (like many other games) -> First Town and slightly past the First Town of course. When you get to the first town you should've accumulated some gold (or have some from start) and should be able to get everything (basic) you want or need. The most you'd lose in experience for the weapon of choice would be minimal.
Yes it makes sense to require a player to use maces to get better with maces, but in game terms it is fairly limiting and not that much fun for the player.I understand this statement but I don't at the same time. Elaborate.
You also should not be able to change class just by changing weapons. This works fine in many games, such as the recent Dragon's Dogma for example, but this isn't that type of game. You have a six person party for a reason, all your bases should be covered without the need for your main character to have three different classes under their belt. I don't feel like there is a strong reason for this game to have Multi-Classing at all to be honest.Let me elaborate then. It wouldn't change your Class from Fighter to Ranger just because you put on a Bow, you'd still be a Fighter, but in essence you would grow in skill with the Bow and be able to learn techniques that the Ranger uses with the Bow. You wouldn't get "Ranger" Class Abilities but "Bow" Weapon Abilities. So it's more in the ways of gaining techniques from the most preferred weapon/tool of the other Class. You'd be a Fighter/Ranger in essence but it'd still say "Fighter" in your statistics screen and you'd get "Fighter" Abilities as well. You'd be weaker with a Bow than a Ranger of course. Bow was really a bad example, but change Bow with Grimoire and Ranger with Wizard, it's the same thing different name.
Maybe I want 1 Multi-Class Fighter/Druid (Jaheira) in my party, or a Monk that casts magic with a Grimoire etc. etc. I am probably not the only one either. With my idea you could get a Jack of All Trades type of character if you wanted to, at your core you'll still be a Fighter but have some spread out weapon skills and magic. It is a 6 party based game, but the Main Character is still the Main Character, and you'd have accessibility to make an oddball party and oddball Party-tactics (you'd be able to tailor your Party more to your play style with lots of variety to choose from, and you'd let everyone else do so as well).
If you did it would be sort of bad because that encourages the type of play they have already said they don't want in game. IE: The guy who runs around and picks every single npc's pocket just to raise his pick pocket skill or max out his exp, or tries to fast talk every npc for no reason to just get more speech skill. Again, realistic, but very gamey and less fun but more grind.Tasks in Towns
Being able to send out party members on tasks when you get to a City. Burglary, manage Business, gather Information etc. etc. something you can do once a time you get into town. Your pickpocket skill could grow in that way, and you can't abuse it. Solved it.
Thanks for answering
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^Baldur's Gate, the NPC's walk up to you, sometimes they don't most of the time you need to walk up to them I believe (As long as it's not main plot). No one has any names on their heads, or anything like that hmm, perhaps an NPC could indicate if they have anything to say to you by waving their arms or something? If they don't have anything to say to you they'll just continue on with whatever they are doing until you approach them imo.
I'd dislike hovering names, the IE games had this cool feature where you held Tab and you would see their names on this scroll that unfolded itself. It would be cool if everyone are unnamed until I talk to them though...
Got to be honest, misunderstood this thread first (the quote below is for renaming companions). It might be fun being able to name all the Commoners (if it's an easy to implement feature).
http://forums.obsidi...51-rename-npcs/
Perhaps a Nickname feature that shows up in your choices that you make:
1. "So what's the next cause of action [Ed]?"
Which could trigger Edair to get a specific banter "IF [Ed]". There could be Easter Eggs, if someone randomly puts Edy in there Edair could react in some funny way (just a minor thing like *Edair sighs as you call on him* or "I don't like that nickname.....").
Regardless, if a Nickname feature exists in the "Records" tab with the Biography and everything, it could replace every "Edair", "Forton" that is seen in your Dialogue Choice when applicable. Perhaps you could even talk to Edair and say something like:
1. "What do you think about the other guys in our group?"
Which triggers Edair to say something like "Anyone specific?" where you get a list of all the companions, let's say I pick:
1. "Aloth"
Edair responds "What about him?"
1. "I want you to call him [Nickname]" which would make Edair call Aloth "Al" where applicable.
^Looks like too much though... just a fun feature
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Some of my own answers to the two questions asked. I never realize I can just post in this thread~
http://forums.obsidian.net/topic/62294-update-31-2-questions/
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Asking everyone, and answering myself. From Update 31 ( EDIT: To be honest I forget that I could have just posted this in the Update Thread but wanted to highlight these two questions too).
Question: "What's the conflict and why do I care about it?"
Osvir: The conflict is a great event, either by taking place right off the bat, something that pushes my character into the world or into a situation. Perhaps a by-walker, a farmer or whatever, to the event and I just accidentally happened to be there. It could also be the state of the world, 2 factions are at war at this very moment. Even if 1 Faction takes over the other game it wouldn't mean the end of the game, the end is a different matter.
In both Baldur's Gate and Kingdoms of Amalur (which follows BG's story a lot in some regards) I have this feeling that I have no idea what the conflict is and I have to figure it out along the way. Perhaps P:E is figuring it out right now?
Even more so in Planescape: Torment. The conflict is not anything I might know entirely right off the bat.
The Conflict could be between Gods, or a God specifically. The Conflict can be Man itself, rising up to rebel against God in spite of them (Greek Mythology), hubris of man. There is a War between Humanity and the Gods taking place. Another one is (a side-quest) that a Necromancer is raising the dead from Hell itself, and the world is slowly being overtaken by this Necromancer.
I should be able to choose if I want to care about it or if I simply don't care about it. An evil path or a badguy path might not care for much of the conflict, except perhaps taking it over under a ruling fist and manipulate the people of it.
Question: "What is my range of roles in resolving the conflict?"
Osvir: I'd be a nobody, nothing special really, an infantryman perhaps.... to a start. Growing as a man and as a Hero the more I travel the lands, perhaps I don't have a resolve to resolve the conflict, maybe there is no need for conflict between the Hero and the World. If the World is in Conflict however, I can choose to enter it, and change it, or strengthen it. Or perhaps I can simply leave it be, because my character is on a different purpose.
Perhaps I don't need to hunt down some Last Boss somewhere, but there could be several of them around the world. Gods that is. Perhaps I could rise up to Godhood and Dominate the world, or lead it to Harmony/Nirvana.
Magic Styles/Specialization?
in Pillars of Eternity: Stories (Spoiler Warning!)
Posted · Edited by Osvir
^Perhaps there is a way to have co-op magic where you make a gigantic Fireball having 2 Wizards of the same School (or Compatible Schools) that has a larger area of effect and deals more damage? Perhaps 2 Wizards can cast 1 Level 3 Spell with Level 5 Power.