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Osvir

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Posts posted by Osvir

  1. The Grimoire of Dark Arts

    All Magic, Arcane, Blood, Elemental, Necromancy and so on. Needed for the most powerful ritualistic Magic.

     

    These examples below portray the "Main Weapon" Strength, the Grimoire is really the Power tool and the Spells within it. Grimoire+Hand would throw spells from the Grimoire real fast, but it would also be weaker than throwing spells with a Wand. Having a Sword in your Main Hand would allow you to cast spells with the sword at a long range but it would really be weak. You could send your Sword (Force Throw) at enemies, enchant the Sword with powerful Magic and so on.

     

    * Hand & Grimoire: Arcane, Fastest & Weakest.

    * Wand & Grimoire: Arcane, Fast & Weak.

    * Dagger/Sword & Grimoire: Blood Magic. Weak Arcane Magic.

     

    Each "School of Magic" would have 1 Grimoire each. A Necromancer's Grimoire might be covered in skulls and bones, and Necromancy Spells are strongest, and wouldn't be able to have Magic from other schools in it (except a few, and weaker magic). Depending on how you build your Grimoire, early on, it takes more and more of a shape towards that School. A Jack-of-All Trades Grimoire would have a wider variety of Spells, but they wouldn't be as strong as the Necromancer's at Necromancy (or any of the schools).

  2. And Osvir! I'm disappointed in you. You posted here and didn't mention the Avatar world's use of firebenders to power electric plants and such. Tsk.

     

    I see what you are going with this ;) carry on.

     

    Magic is usually described as hard to control and master, in other words it lacks stability. Bad for mass production.

     

    An archmage wouldn't pass his days in a factory to keep gears in motion. An idiot savant, maybe, but could be dangerous.

     

    A magic token releasing energy could be too expensive and instable for common folks to use it.

     

    In PE magic is linked to the power of the souls. Factory work is already soul draining, in a world where you soul is literally fuel, it sounds like suicide.

     

    Using zombies could be a more effective method, but I'm not sure they could be up to the task, and way too questionable.

     

    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.

     

    Back to Scientists a Wizard could be an excellent Engineer (though much more towards the arcane of it). Nano-technology, being able to hover small parts of energy and build items with some ease. A Wizard would make a great Craftsman but perhaps not in the ways of a Blacksmith who puts the soul of the Earth, Fire, Water, Wind (Elemental-Natural) into his work, the Wizard simply uses the Arcane.

     

    Basically a Wizard could build a Power outlet that runs on Arcane energy, nano-technology. "Dabus" Wizards that maintains cities by profession (fixing lights, or torches, providing heat, electricity and so on). Magic Barriers around cities and Magical Locks for pesky burglars. A Wizard heavy city should be Wizadry in more than just "Wizards". The town itself should take note of it. Lush gardens with small ponds that Wizards go and clean regularly with enchanted water to grow enchanted fruit from the tree set in a small island on the pond.

     

    Perhaps grow enchanted ingredients for their Alchemy and Experiments.

  3. Character Level

    This is purely dependent on Questing, "Experience is only gained at the end of a Journey when you Understand it". This level determines the Armor you can wear (Tier 1, 2... 4) Weapons you use (Tier 1, 2... 4) Spells you can cast (Level 1, 2... 9). General Strength Growth. More Armor slots in your Inventory (Helmet, Gloves) a linear simplified License System (FF12).

     

    It's not like you would start right off the bat with Full Plate Mail (like Dragon Age 2, the False Story Introduction).

     

    Progression/Summary

    You have to take down enemies to get resources, taking down enemies makes you better at wielding your weapon and looting enemies gives you better equipment. To be able to wear more equipment, or better equipment, you have to do Quests to grow in Level. As a Level 1 character you are limited to the gear you are Limited to basically. This system is very combat centric, like every system out there really.

     

    A non-lethal approach, having lesser party members, would give you more experience and make you level faster. Relying more on Pickpocket skills, which levels up faster (because you are fewer members). Basically the non-lethal approach would (if played with few characters a.k.a play style) make your characters grow in various skills faster but due to only being 3 members Combat becomes more difficult. The price to pay. The Non-Lethal small task force/group/unit/party would thrive on general burglary and upgrade their gear at the Blacksmith mostly and pay their way forward (Having a Business as a Rogue is more important than for the Action based progression). If 1 Rogue in your party does Pickpocket, the rest of the Rogues in your party gains experience in it as well (lesser than the "Pickpocketer", if my main 1 Rogue gains 53 experience in Pickpocket Skill, the other two Rogues gain 19 Experience each in it. If I have 1 Main Rogue, 1 Wizard and 1 Ranger the Wizard might get 11 Experience and the Ranger 17 Experience). The more characters you have the lower the experience is (1 Rogue in a 6 man Party would get less experience for Pickpocket than 1 Rogue in a 3 man party). In a 6 man Party the Main Rogue might get 16 Experience, whilst the rest (depending on their class) gains 4-9 Experience.

     

    In Towns

    Being able to send your party on Tasks, you could send the 2 Rogues in your party out for Burglary (and perhaps even have to save them from jail later) whilst your main character runs about and buys Equipment, Talks to NPC's and so on. A smaller group would lessen the chance to get sent into jail, as the non-lethal approach thrives on a small group as well as party members being better at "charming" themselves out of situations with gold or [speech]. Likewise, a smaller group allows for more of a faster "Hit & Run" in towns. A larger group requiring more organization, management and planning. Perhaps you can send one of your characters to handle Business?

     

    [speech] & Out of Combat

    Also grows in experience like the Pickpocket skill, it goes out to your party members as well (in a lesser amount). This can be seen as the characters teaching each other (the Out of Combat skills) and telling/showing/explaining/teaching to the rest of the team. All Out of Combat skills could be handing out experience in this way, where everyone gains from it but by a lesser reward and dependent on their Class.

     

    Jail

    [speech] and gold on your party members sent on tasks can both lessens the chance to get caught and heightens the chances of successful looting (better looting cities). If getting caught, a "Rogue"/Companion with high enough [speech] and enough gold on him/her can automatically talk him/herself out of a situation (and loose some gold as if paying his/her way out of the bad situation). When a character is sent to jail (Or "Wanted") you will have to save him/her from Jail or wait til "Time has been Served".

     

    Armor Experience

    The Armor is purely resource based like Spells. But more like a Skill Tree in your Inventory/Equipment screen. You slay a Bandit, you grab some resources to be able to Upgrade your own armor in your inventory (No "Light Armor, Medium Armor or Heavy Armor Skill" <- Based on Character Level). Some Armor Upgrades must be done by a Craftsman in town, whom you must pay gold to Upgrade your Gear. Armor has no Levels entirely, but that [Tier] Armor would have 3 slots that you can upgrade in 2 different ways each (X-COM style). Unlocking more Armor (Higher Tiers) requires Character Level Growth. Finally, it's not like you are going to be able to strap on that guys armor that you just cleaved in half.

     

    Like mining a Mineral with an SCV, with an Engineering Bay in your backpack (StarCraft II Technological Improvements/Upgrades). The Armor Experience idea is inspired by combining these elements: Baldur's Gate and RPG Equipment screen, the Armory and Lab in Starcraft II and Deus Ex: Human Revolution, X-COM leveling up and equipment handling, various crafting systems in various games.

     

    ]Character Level[/u]

    This is purely dependent on Questing, "Experience is only gained at the end of a Journey when you Understand it". This level determines the Armor you can wear (Tier 1, 2... 4) Weapons you use (Tier 1, 2... 4) Spells you can cast (Level 1, 2... 9). General Strength Growth. More Armor slots in your Inventory (Helmet, Gloves) a linear simplified License System (FF12).

     

    "Only at the end of the Journey do you understand the Journey"

     

    EDIT: I am inspired and influenced by many ideas from these forums but I can't pin-point them entirely. Non-Lethal definitely, having a Business and Craftsmen. There's probably way more but can't pin-point it. You helped me build this, that's all I wanted to say :)

  4. Brainstorm = Cipher ability

     

    Hi :)

     

    I've had some thoughts on a system lately and it's starting to form more and more. The only issues with it (until I get feedback from lovely you :)) is the Non-Lethal path (which wouldn't get as much combat skill or armor, not in the same way). First of all I've got thoughts on an Experience gain for more than just the Character and/or Out of Combat (coming soon in another issue of the WoT). Here goes:

     

    Growth

     

    Weapon Experience 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 3 4 5 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?).

     

    Armor Experience

    The Armor is purely resource based like Spells. But more like a Skill Tree in your Inventory/Equipment screen. You slay a Bandit, you grab some resources to be able to Upgrade your own armor in your inventory (No "Light Armor, Medium Armor or Heavy Armor Skill" <- Based on Character Level). Some Armor Upgrades must be done by a Craftsman in town, whom you must pay gold to Upgrade your Gear. Armor has no Levels entirely, but that [Tier] Armor would have 3 slots that you can upgrade in 2 different ways each (X-COM style). Unlocking more Armor (Higher Tiers) requires Character Level Growth. Finally, it's not like you are going to be able to strap on that guys armor that you just cleaved in half.

     

    Character Level

    This is purely dependent on Questing, "Experience is only gained at the end of a Journey when you Understand it". This level determines the Armor you can wear (Tier 1, 2... 4) Weapons you use (Tier 1, 2... 4) Spells you can cast (Level 1, 2... 9). General Strength Growth. More Armor slots in your Inventory (Helmet, Gloves) a linear simplified License System (FF12).

     

    Progression/Summary

    You have to take down enemies to get resources, taking down enemies makes you better at wielding your weapon and looting enemies gives you better equipment. To be able to wear more equipment, or better equipment, you have to do Quests to grow in Level. As a Level 1 character you are limited to the gear you are Limited to basically. This system is very combat centric, like every system out there really.

     

    Non-Lethal Approach (Feedback and thoughts needed!)

    Work in progress. This is difficult because from my perspective it is a playstyle, the stealth approach. I would play with 3 party members, max 4, in a stealth approach. Mostly light armor wearing characters, more than that would feel more and more as an "attention" gatherer (Really, 6 party members in a City and specially in a dungeon would gather more attention). Stealth is a difficult matter regardless in a Party-Based game like P:E, Baldur's Gate, Icewind Dale, Planescape: Torment. It is doable of course, but designing an open world with it in consideration I believe is very difficult, it's like building one game inside another games.

     

    Magic & Tools

     

    Next on the list is Magic and Tools of Magic. How do you use Magic and what are the tools for it? Who can use it?

     

    The Grimoire of Dark Arts

    All Magic, Arcane, Blood, Elemental, Necromancy and so on. Needed for the most powerful ritualistic Magic.

     

    These examples below portray the "Main Weapon" Strength, the Grimoire is really the Power tool and the Spells within it. Grimoire+Hand would throw spells from the Grimoire real fast, but it would also be weaker than throwing spells with a Wand. Having a Sword in your Main Hand would allow you to cast spells with the sword at a long range but it would really be weak. You could send your Sword (Force Throw) at enemies, enchant the Sword with powerful Magic and so on.

     

    * Hand & Grimoire: Arcane, Fastest & Weakest.

    * Wand & Grimoire: Arcane, Fast & Weak.

    * Dagger/Sword & Grimoire: Blood Magic. Weak Arcane Magic.

     

    The Crystal of the Mind

    Mind-Magic/Psionic, a Cipher's tool. Usable by a Wizard too.

     

    Holy Scripture and the False Word/Song

    Paladin, Chanter and Priest. Using a Grimoire on a Paladin/Chanter/Priest makes them "Fallen" or "Corrupted" in the Eyes of their Faith.

     

    Poems, Songs, Chants, Partiture

    The Chanter's tool for singing, a Rogue, Monk and a Priest can use it well too.

     

    Staff

    * The Druid's Tool of choice. Strong Elemental Magic, if Staff's aren't necessarily 2-Handed (putting a sword in an off-hand) the Magic would be weaker but the Wizard/Druid could fight close range better. A Grimoire and a Staff would cast slow strong Magic. Only having a Staff on a Wizard would let him cast the strongest Low-Tier to Mid-Tier as well as some limited High-Tier Magic. Mon, Druid, Wizard and Chanter preference.

     

    * A Monk could use the Staff to channel Elemental Magic for close range (Hitting the Earth with the Staff sends an avalanche or a rock slide towards the enemy). This is really interesting (IMO) for a Monk because the Monk doesn't necessarily "strike" the enemy but asks for the aid of the Soul of the Land. A horizontal wavering with the Staff could send a Wind Slash at enemies.

     

    * The Wizard would use the Staff as a power tool, whilst the Druid uses it as a Naturalist. Using the Nature in combination with their Faith, giving and taking. A Wizard would only take from the land when using Elemental Magic, without giving anything back (Which could give other consequences). A Druid could very much dislike a Wizard holding a Staff.

     

    * Chanters use the Staff to vibrate their voices, as if tuning, enhancing their voices and/or in a way to shatter bones and nerves with a powerful verse of sound, vibration and frequency. Metal Staff's purely.

     

    With this list went through, could Items determine the Class?

     

    Multi-Classing

     

    I've got a Fighter, I go through the first prologue area (take down some enemies along the way) I get slightly better with a Sword & Board (not even close to leveling it up, 1/5th of the first level perhaps), got some better gear from the resources I gathered. I get to town, finish the first initial Quest and I gain 1 Character Level (Now Level 2). I remember Obsidian saying something about "Quick fast early levels". I'm in the first town and I've got some gold so I can upgrade my armor at the Craftsman, maybe there is 1 Companion or 2 in this town that I can recruit as well.

     

    As the Equipment Screen is like a "Skill-Tree" I choose to go to the Wizard and upgrade my Off-Hand to a Grimoire instead, so now my Fighter is in essence a Fighter/Wizard. I can keep a Shield in the inventory and switch around for situations between Grimoire and Shield. Likewise, if I make a Wizard and I pick up the Sword I suddenly have a Wizard/Fighter. Using the Grimoire in battle and taking down enemies would not give me Sword & Board experience (as it isn't equipped) but instead experience in Magic Wielding.

     

    With Items and Equipment being tied to Classes, you could make a Chanter a Chanter/Druid, or a Druid a Druid/Barbarian and so on and so forth. Being able to upgrade the armor accordingly to your "Build". In Baldur's Gate there is a limited amount of experience that you can get, so choosing a Build early is important for the Growth of your character (Unlike TES, where Experience is Abundant and you could become a Master at Everything).

     

    Have a great wonderful day :)

     

    And of course... thoughts?

  5. What some talked about separate skills, I have some ideas on a purely gear based (Acquiring a Grimoire for your Fighter could make him a Fighter/Wizard in essence) system but for now I'll start with this:

     

    Weapon Level

    This grows periodically as you use the weapon. This is not TES where you gain a level directly and you have millions of different abilities. A weapon skill in P:E could very well cap at some level (5). The more you use a weapon the better you become with it. If you choose to go the route of the Sword, you'll become a Master Swordsman at the end of your game, and not in the ways of "Skill Level 55!!" more like Baldur's Gate, 5 levels (which should take time). Weapon Level could be indicated by "Weapon Level 1" with a "0/500 Experience" (500/500 = Weapon Level 2). To get to Weapon Level 3 you'd need to get 1500/1500 experience. Progressive growth, what the Baldur's Gate experience table really was.

     

    Armor Level

    Purely resource based, no experience. You gather resources (gold and pieces of other armor) and you upgrade a piecemeal armor in your Inventory Interface (Almost like a Skill Tree, but it is your Equipment screen) Upgrading at a Craftsman (unless your craftsman at your Stronghold) costs gold. You slay the bandit and you use his gear to upgrade your own gear, which caps at a certain level. The Torso Armor could have 3 slots, 3 slots that can be upgraded in 2 different ways (X-COM style). It's not like your going to be able to use that armor of that guy you just cleaved in half, perhaps you could pry some parts from it and take it to a Craftsman in a city. Some upgrades to your armor could only be made by a Craftsman. Armor on Armor on Armor.

     

    Quest Experience & Leveling Up

    Philosophically, you understand the journey when you are at the end of it, and I see no wrong with your character only getting character experience by finishing quests. But finishing quests has nothing to do with combat performance or how my armor is doing, I shouldn't suddenly be a God with a Sword just because I talked to some guys and got from point A to B "just because". In this example this feels more like it would be "The Level of the Soul" if anything. A Level 2 character would get/be able to use more spells, more health, 1 stat every other level, be able to use better armor (Instead of the starting gear you'll be able to use something more, Helmet perhaps?) and so on. If weapons are Tier based you could even have to level up your character (by questing) to be able to use better swords/maces etc. etc.

     

    Progression

    You have to take down enemies to upgrade your armor and by taking down enemies upgrades your weapon skill, to be able to use better armor you need to do quests. Full circle. The Non-Lethal approach is difficult and complicated because it advocates for a different play style (granted) that's kind of its own game in a combat oriented game.

    • Like 1
  6. The OP's problem with these classes is 100% based on problems those classes had in D&D. More specifically, a series of computer games created on the basis of the D&D rules. Thing is, this game, is not using D&D rules. There is absolutely no reason whatsoever to believe any of these issues will exist in the game. Most of these issues are also a byproduct of D&D class design, and again, not D&D so it is unlikely to suffer from the class design issues of D&D.

     

    It is however very inspired by D&D. I know nothing of D&D except the little I've researched (that I had to research to be honest, to understand Baldur's Gate. For me it was a lot of "out of game" research to even begin to understand it, which is why I think its one of the greats).

     

    I don't think anyone here believes that the classes of P.E. will be identical to their D&D equivalents. We're using the D&D classes for comparison (since the base concepts are still the same), trying to figure out where D&D went wrong (in our opinion) and what P.E. could do differently. At least that's what I think we're doing...

     

    True. But not only D&D, other games as well, we can grab something from a non-D&D game and do that differently too.

     

    This is something I wrote up in another thread, about magic usage mostly though:

     

    Staff

    1. As a Magic tool, Druids would prefer it more than Wizards?

    I say yes, personally. A Wizard with a Staff could be an excellent Elementalist, whilst a Druid is more of a Naturalist, both being Elemental magic but the Druid would use it differently.

     

    2. Is the Staff 2-Handed?

    Gandalf uses a Staff and Sword, does this get complicated or could it be a possibility? Magic could get weaker if you use a sword, a dagger (for Blood Magic+Staff) heck even Grimoire, the potential power of the spells gets weaker by having an off-hand item with a Staff. Low to Mid-Range Magic would be the strongest with a Staff, but with a Grimoire you would be able to cast the highest level spells (the most ritualistic ones).

     

    3. Monks channel the Staff differently?

    Yes. If the Staff is a tool to use Elemental magic, could the Monk hit the earth (instead of an enemy) and bend the Earth, or cast a strong wind when slashing. Perhaps breathe fire with a flask of oil or hard liquor. Monks could use the elemental aspects of the staff physically, up close and personal. Also being able to use their bodies in this way, differently (unarmed combat).

     

    EDIT: Toph

    http://www.youtube.com/watch?v=5ewZbOgImn0

  7. Don't really want to make a new topic about this, got curious and inspired of some more thoughts about the Grimoire by the Melee Magic thread.

     

    I'm asking the questions to you but I'm answering them myself so you can see where I'm at right now, thoughts?:

     

    Grimoire

    1. Do only Wizards use it?

    Just some own imagination, Wizards are most prominent with Grimoires, whilst Paladin and Priests use Scriptures. But! A Fallen Paladin or a Fallen Priest could use a Grimoire. Anyone with a good name for a corrupted scripture type thing? "The False Word" is all I can think of. The real question here is... could Monks use it? Fighters? Could this be a way to Multi-Class?

     

    2. Dagger+Tome = Blood Magic?

    Yes! This would be badass and seem logical.

     

    3. Wand as a quickslot item or an equippable weapon?

    I'd personally like to see it as an equippable weapon (possibly carrying 2, dual-wandslinging). Arcane.

     

    4. Sword and Grimoire?

    Also Blood Magic, put perhaps more offensive. Elemental magic at the cost of blood? Also Arcane Magic, shoot Magic Missiles with a sword.

     

    5. Is the Grimoire off-hand or its own slot?

    I'm undecided, if it's own slot it could be easier for another Class to use it (Depending on how the Class System works). But I feel it would hold more tactical value if it is an off-hand item (like a shield).

     

    Staff

    1. As a Magic tool, Druids would prefer it more than Wizards?

    I say yes, personally. A Wizard with a Staff could be an excellent Elementalist, whilst a Druid is more of a Naturalist, both being Elemental magic but the Druid would use it differently.

     

    2. Is the Staff 2-Handed?

    Gandalf uses a Staff and Sword, does this get complicated or could it be a possibility? Magic could get weaker if you use a sword, a dagger (for Blood Magic+Staff) heck even Grimoire, the potential power of the spells gets weaker by having an off-hand item with a Staff. Low to Mid-Range Magic would be the strongest with a Staff, but with a Grimoire you would be able to cast the highest level spells (the most ritualistic ones).

     

    3. Monks channel the Staff differently?

    Yes. If the Staff is a tool to use Elemental magic, could the Monk hit the earth (instead of an enemy) and bend the Earth, or cast a strong wind when slashing. Perhaps breathe fire with a flask of oil or hard liquor. Monks could use the elemental aspects of the staff physically, up close and personal. Also being able to use their bodies in this way, differently (unarmed combat).

     

    EDIT: Toph

    http://www.youtube.com/watch?v=5ewZbOgImn0

  8. Some time limits for side-quests and/or maybe once (at most twice) for a plot event.

     

    If a quest says "Please hurry!" in the sense that I have little time, that if I don't go about and do the quest I'll fail it (not necessarily the end of the world and I have to restart the game or reload the game). It'd be cool with some quests that you can fail, whether it is because of time ran out or because I just simply failed it.

     

    Something I said early on when I just had joined the forums was "Mounts would be fun", no not in-game mounts on-screen, but on the world map making you travel faster (instead of "Your journey took 8 hours" it could be "Your journey took 4 hours"), if there is no reason for you to travel faster (e.g., time based events) the mounts would be pretty much pointless. The other way around, with only time based events something getting you there faster isn't a necessity, but it'd be easier to manage (mechanically, for the Player) if he/she could travel the world faster.

     

    If a quest ends in 6 in-game hours and I know it takes 8 hours to travel there I'll just drop it, unless of course mounts in that fashion^

    • Like 2
  9. like in Final Fantasy 2

     

    Please no. Final Fantasy 2 is great in my opinion (story-wise) but that gameplay had lot to ask for, maybe I wasn't playing it as designed though (I think that FF2 is the heaviest grind FF's of them all... so much grinding :(). I'd say TES is trying their best to continue on this but they are, in my opinion, taking it too far.

     

    An updated form of that system would be great, because there is constant progressive-ness in it. Taking down a mob of bandits makes you slightly stronger, not much, just a tiny bit. Instead of getting 500 experience then Level Up it would be more like getting 5 experience for that bandit mob (and 1% powerup). Progressive growth.

  10. I pretty much found this picture and wanted Aumaua's to be these but they don't seem to be "large" creatures really. Would be awesome with a turtle adventurer!

     

    I can't really recall where I've seen it but I remember some character/creature from somewhere that looks humanoid/catlike somehow and are small, on the tips of their ears they've got hair (like whiskers almost) going out. That's what I really thought of first (not Mogwai).

     

    As for the hearing, like AGX says, it doesn't exist, but at the same time there can be imagination to it in my opinion, Elves are great Rangers and woodsmen, hunters, in almost every fiction I know of. There is this one scene with a close up of Legolas and you can see his ear slightly twitch as if alerted. Eh not gonna go into the evolution too much... Orlans could've developed better hearing due to their minor size, being an easier target and/or being bullied, good hearing could've been a natural defense mechanism...

     

    I'm not religious Hormalakh but, if there is a God, why did he make us this way? :p Whim and fancy?

     

    On Aumaua, definitely tribal. I think of Trolls in World of Warcraft a little bit too (specifically, starting area as a Troll in World of Warcraft, one of the early quests requires you to swim out to some nearby islands and kill tons of Trolls)... Aumaua being a Tribal race? Barbarian? Prometheus (though those guys are like... half-giants).

     

    Having a Half-Giant in your party would be cool but it also feels as if it could be or seem overpowered. It is very little to go on what Obsidian has said.. from Josh's comment here I'd reckon they are still beastial... it really feels that every spot is taken but the barbaric tribesmen spot (Orcs pretty much).

     

    Hmm... a more humanoid form of this?

     

    EDIT: Alien? Yeti-Orcs? (Umaro :D) Or too furry?

  11. What about the Amauna racial text says giant armored lizard man exactly? I must have missed the memo.

     

    Oh right I never explained that (I accidentally closed the tab mid-post).

     

    So, chronology, Obsidian mentions Aumaua as being large bipedal and bigger than Humans, living on islands and on the coast. Here comes my interpretion (and why I thought reptilian race/sea turtle creature):

     

    As a race it seems they need to be close to water, due to tradition, culture and perhaps because of living habitat. It could mean they thrive in water. Second, we had lots of discussion on Aumaua here on the forums as a Rat race and/or a Reptile/Water type race (Aumaua being an Hawaiin word having to do with Sharks and stuff?). Something like that.

     

    ^Now that isn't entirely speculation, it's imagination too, brainstorming. It's "Osvir's Imagination of Aumaua", which I thought would've been obvious but I'll try to point it out more clearly the next time.

     

    On Josh's comment... less beastial eh? Still beastial? :)

  12. ^This really goes into the Gameplay & Mechanics though but I like it. You could have a sun dial ;)

     

    I agree about it being trivial and not very important at all (the game clock) but if it's something that could be implemented just as trivially (I think, the clock just reflects your computer time so it should be an easy code/script. As for an interface for it *shrug*).

     

    Perhaps a console command would be simpler? Nvm, it's a petty request just wanted to throw it out there :)

  13. ^In essence, yes. I just, for some reason, think that the Aumaua will be some sort of sea creature race~ reptile... why?

     

    A, Living on Islands as well as on the Coast. Could indicate that they just like to be close to water... but as a race it feels as if they thrive by water (genetically, culturally and traditionally)

    B, Lots of discussion specifically about reptiles (and rats) about the Aumaua here on the forums.

     

    Renekton?

    renekton_fan_art.jpg

     

    Orlan as Moomba-inspired would be awesome... the people do want to see Cats after all ;)

    242781-ff8_moomba.jpg

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