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Osvir

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Everything posted by Osvir

  1. What is the "statistical" age for the setting of the P:E Era? I know that "statistical" is the wrong word~ What was the "generic" middle-age during the 1500's? 50's, 60's? Today some of us live to become 100 and beyond, which is considered to be "Short" life span (YOLO), back then it was even "shorter". In a Fantasy setting like P:E we are going to have different races, cultures and I fail to see this as important. An Aumaua might be able to live to be 500-600 (like Turtles). There's many factors to be taken into consideration and although it would be nice in an early series Fallout way (more or less a roleplaying feature more than a "benefitial" feature). I think it should almost suffice to add "grey" hair to the character we are playing and give us a more mature story that we can shape. In Baldur's Gate I feel my character can feel very childish at times with the options that are presented to me, I don't say "No" to it, but Baldur's Gate indicated throughout the game that your character is young in dialogue (but could have a manly man soundset which didn't reflect my character's choices). I'd like to see a character which has the possibility to come off as a 20 year old as much as he/she might come off as a 30ish year old guy/gal. To Obsidian, something to think about (maybe?): Try not to put too much "emphasis" on our characters age I guess (or just make the character however you feel like it and we can bask in your visionary glory).
  2. Interesting input generally throughout the post but wanted to address this because another idea popped up, namely: Having a demon that you have to pay part of your soul or something. Like a "Devil Contract" of sorts, paying money seems odd unless properly explained. Who would I pay money too when I am in the middle of a forest with no settlement or target anywhere close by? Also wish to respond to this, a wagon or a caravan is every adventurer's best friend. As I traveled (roadtrip) around America I met at first some people with a Bus, and it was our trusty caravan (until a piston blew through the engine 15 miles off of Iowa City ). When I later met other folks to travel with we had our trusty Millenium Falcon where we stashed all of our backpacks, clothes, gear for the road. A traveler in an adventure setting like Baldur's Gate would benefit lots having a "wagon" or mule of sorts and would most likely have it with him/her to hoard gold (in an authentic and realistic setting). Or without it, the traveler would have a big backpack (that is still limited to only carry a certain amount). When I think a limited/realistic inventory I am thinking of something like 1/5th of what 1 character can carry in Baldur's Gate: * Scrolls would be able to be put in "Scroll Cases" * Potions in "Potion Bags" * Only one slot for quivers * Wolf Pelts would stack at around 4 or 5 * You would be able to carry perhaps 2 extra armors in your backpack (apart from the one you are wearing) * Weapons you carry would only be the ones you carry in your Quick-Slots. * Herbs would be carried in Herb Bag * A Wizard would be able to carry 2 Grimoires (One in hand, one hanging from a rope across the torso). And maybe a 3rd one in your backpack. * Probably more but I suspect there is more that could be covered. This guy/portrait reflects what kind of inventory size I would like to see (Not the actual inventory management presented in the picture).
  3. I could swear I've seen that guy before somwhere... http://www.youtube.com/watch?v=q_qgVn-Op7Q A very intelligent awesome movie err, might not be the same actor but follows the beige trenchcoat trend ^^
  4. Sorry, didn't see the edited part earlier in this thread. The metaphor is you "mine" (extracting Ore/Experience/Level Up Points) with a "pickaxe" (Sword, character etc.etc.) so you can "Level Up". You mean do you grind experience to level up faster before embarking on the main quest lines as opposed to just following the game as it plays out taking your levels as they come? Or do you mean you want to see this that or the other particular thing as a part of the level up process whenever it arrives? In any event Josh has made it pretty clear we will likely level fairly slowly but gain significant growth with each level (and probably top out around level 12ish.) Personally none of that matter too much to me - I am more about playing the game as the devs design it and less about scrambling for the power build of the day - in fact more often than not these days I look for ways to play a more mediocre character in order to give the game a better chance to whup my butt - masochism I guess but then it feels even better when I am successful! No I mean that in general you "mine" experience with a "pickaxe" in video games (Whatever the genre, there is a Resource which you Use to Level Up) . And I completely 100% agree with the second underline paragraph.
  5. I'll repeat my thoughts on this: [All In-Game hours are examples and "conceptual" only] * Camp function that you can utilize every 12th in-game hour in the world. * At Inns you could rest twice in a row for max 16 hours (with a downtime of 8 in-game hours), the downtime would be applied to the Camping as well. If you rest at an Inn for 16 hours you won't be able to rest at all for 8 in-game hours. Also, if you would rest at an inn for 8 hours, and walk around for 7 in-game hours, that second rest would apply as "in a row". * Pack Mule functions, a simplified Camp (if Night you get a camp fire, if Day a stone rubble). In Camp "Mode" you can get random encounter ambushes and can do inventory management, talk with companions, upgrade gear and craft items.
  6. In Baldur's Gate a "Jack" is an available option (A Fighter/Thief/Wizard Multi-Class) which is very difficult to manage and is pretty worthless the first couple of levels and will always be worse at everything (granted) but still serve the purpose of being able to "fill" in where needed. My main Wizard is out of spells but my "Jack" still has some so he can throw them Buff's or that weaker Magic Missile to finish off a difficult and persistent "Physical Resistance" Monster. Most probably used for dungeon crawling (Or like in the opening area of MGS for Playstation, crawling under things). I think Obsidian stated this, I suggest you read the Kickstarter Updates (for information) and I believe the Culture thing I mention is in there somewhere. Ah okay, gotcha Haha I was kidding around, you were correct that I should create my own thread about it as it covers the area of "not having statistics at all" but instead have a "resource based" system (like Minecraft or Terraria) but in the form of a cRPG instead. XCOM is a great example on how this is done in a Strategy game (you gather resources from the aliens, research and craft new items based on what material exists in the game which you use to make your party stronger). No worries bro
  7. P:E with Multiplayer support? Yes that would be awesome but.. (look at Ieo's signature on page 1). The Adventurer's Hall would be an awesome Multiplayer Hub as well, where I could employ a character that someone else has made. Could the Adventurer's Hall be a sort of "Online Hub" (Not Multiplayer, per say)) and easily Upload/Download Characters? P:E with MMO? No. I've had enough of grindfesting and enough of entering an area on my epic quest and seeing 400'ish players running around, derping, breaking the immersion that my party is the schpecial one.
  8. ---------------------------------------------------------------------------------------------------------------------------------- ^Informative like some of the above quotes. I like this quote. Culture could be a form of "Character Creation" skill choice? I read somewhere that Cultural Background will be a choice (Like in Arcanum) in P:E at character creation. Could Culture decide which strength your character has in Crafting? Perhaps Crafting is defined by your Culture? ================================================================================== I don't get the [Golden Rod]. Meaning that Stats should be abundant and more of a resource level up point? (In Baldur's Gate statistics are near non-existent except at character creation, which would define them as "Qualitified" rather than "Quantified"). I also like what you underlined yourself. ================================================================================= * Was thinking about that whilst reading this paragraph. Interesting, but would it be too time consuming? Also *shrug* Funny. I did present my own thoughts and ideas for something but you suggested I should make my own thread about it The most important part I feel is that don't make statistics trivial, they are what defines our characters ability to interact with the worlds. E.g., I don't want a Dragon Age 2 Fighter on steroids (except if I drink a Potion which basically is P:E's take on steroids), I don't want to see this in either Statistics or Animation/Special Abilities/Powers.
  9. Interesting question. Difficult to answer. I think first and foremost we need to look what the "me" wants and then try and incorporate our ideas together. Make 1 thought stronger by adding 1 thought on it ============================================================================= ^Good read to understand the consistency of this thread. If stats are important for different types of roles (A Paladin requires a high Charisma because it is what keeps Morale up and boosts Leadership, but you would have to sacrifice Dexterity which gives your Paladin less Mobility might have to sacrifice the ability to Lead, which is equally important) then a dump stat will generally follow. A Fighter requires a high Strength, but hardly needs Wisdom. In P:E I suspect that your Fighter could have a high Wisdom, but in turn you would have to sacrifice Strength. We are going to have 6 party members and they will fill up each role. I see the party as a body with arms and legs, one character will function as the right arm holding a sword, one as the shield/left-arm. One will be the footwork and Mobility whilst one Protective and Earthern with shielding buff's. The one who excels at fighting might not excel at casting Magic, and likewise the other way around. I want stats to be spread out between all my Companions and Characters, and I'd like a "Jack of All Trades" type of character to be generally weaker than everybody at everything (the only strength being, being a "Jack"). Sorry for the bolds just thought it'd be easier to read it (I'm experimenting, please tell me if it is just frustrating/distracting). ^Informative for the reader. "How is Physicality represented in video games and what is it?" type of thing. ^Informative for the reader. "How is Mentality represented in video games and what is it?" type of thing. I personally don't have an input on this. But I do think that's a great question. Yes I'd personally want to see more mobility, movement (running, leaping, dodge rolling, dashing, charging, jumping). We are going to get a Prone stance animation according to Tim Cain in update #16.
  10. Obviously Wizards would have been Wizards before guns came into the picture. Unless guns are the "development of the century!" and we are playing in an Era where guns is a revolution (meaning that it is very very rare to find a gun). Otherwise if there are plenty of guns (which I feel that there is going to be), what did the Wizard Association feel about guns appearing in the world as a benchmark in history? Also at real-life iron arm, badass :D thanks
  11. Jasede! The ultimate friend that ultimately always thinks about friendship and is the friendliest friend! Hi! Nice sarcasm! If you wish to continue this thing in a social and civilized mature communicative manner that I'm playing with here, please send me a Private Message. Let's be friends. Also thanks for this one, I lol'd.
  12. I've been wondering about this too I think it's more important that he does his job well than play computer games though (in all seriousness). But it would be fun to see something xD
  13. Re-quoting the same, wanted to highlight this further. I backpacked/hitch-hiked across America (East Coast, from Woodstock, New York all the way to Portland, Oregon, the up to Seattle, Washington, then down to Mt Shasta California, finally all the way to Ann Arbor, Michigan). I met several women along the way that I had "romances" with for a brief encounter. It could be all from holding hands, smiling blushing, revelations of the soul, a friend indeed. It was enjoyable, loving, caring and just hippie sharing. Peace, love, understanding and respect. "Traveling" and "Love" goes very much hand in hand. If you travel a lot, you will meet someone (even if you only commit to traveling inside your city). No attachments, one encounter could be the last encounter. Exciting. Simple. Thinking about this further I don't know if "In-Party" Romances would be good, but NPC's found in the world (the Mayor's daughter I meet, or the hunky slave stable boy) should hold more importance in terms of romance.
  14. Ouch, yes it kind of is (Speaking out of personal experience ). I do agree lots with the thoughts of not having romances in the game, but I don't see why not (in a subtle way). If it could enrich the experience it'll enrich the experience. Dynaheir romance (Mod) in Baldur's Gate really enriched my experience. Liara in Mass Effect 1 enriched my experience, in Mass Effect 3 as well (just much less and not as well done). Miranda in Mass Effect 2 enriched my experience and Morrigan in DA:O as well, Lelianna did not enrich my experience and was more or less a replay to find content I didn't find on my first playthrough. What didn't enrich my experience was that also every character wanted a piece of the action at the end of their Dialogue Tree. Something Baldur's Gate does well and avoids, where everyone stay friends. Imoen didn't try to flirt with my character, neither did Jaheira (with mods you can romance both of these early game), when I romanced Dynaheir. Neither Minsc or Khalid were coming onto my character. It felt more or less like all the characters were adventuring buddies, and in DA:O my buddies were sticking around because they seemingly had the hots for my character. I do not have anything about gay sexuality, but I'm not too fond of it when a guy comes onto me. Sure I can get a little bit flattered but to be honest I'm rather "turned off" generally. Specially if I'm on an epic Archdemon hunt and suddenly Alistair has gone gay and want some Elf steam on him (I had an Elf Fighter). Zevran was cool about it though and Alistair was just awkward. I am simply advocating that a romance should not be at the end of a Dialogue Tree. I think I've said this, and probably many others, countless times now. It is an around and around around and around thread this thread this thread around and around.
  15. Because we all just loved ME3 for it's MP. Oh, wait, no, it seriously drained down the game... :/ I didn't play Mass Effect 3 MP at all, only single-player (and I enjoyed it a lot, all up to the point of the ending which came very awkwardly and suddenly imo). From what I've heard though, some enjoyed it for a bit, some didn't enjoy it at all. The little I know about it sounds more like it was some sort of "Mass Effect meets Gears of War"-Multiplayer. I just seriously believe that The Old Repblic would've been a better game if it had been single player focused. The first couple of characters I made got lost in side-quests and I even forgot what the "Main Quest" was. Finally I decided to "f- it" and only play the main story provided to the class (Sith Marauder). It was instantaneously a better experience, so in my personal opinion (When I played "Single Player" in SWTOR), I enjoyed it much more.
  16. My game is crashing all the time on Windows 7 xD my own fault really, 20 gb of mods
  17. Feelings can develop as fast as a blink of an eye, and 5 days later you are having the best time of your life. And in Baldur's Gate time passes (with resting and by just loitering about and traveling). 5 days will go by like nothing happened in Baldur's Gate. There is plenty of time for emotions to grow. I do hope that it is more subtle. The thing about romances is that I can start romancing someone and then kick them in their face, then they won't want to romance me, but days later maybe I do something to redeem myself and then they want to romance me again (although makes it harder). See how it works? It's complicated. In Dragon Age: Origins it is easy where I can easily just get 100 Gift items and maintain my relationship like that (Which is a horrible method too). Make one romance really relly good, doesn't matter if it is a girl or a guy or if it exclusive. It would work as a great template for others who want to make every character romanceable, bromanceable.
  18. And I'm speaking as someone who's playing an MMO. You (and the opponents, really ) don't seem to understand the main draws of MMOs: Social play in a persistent world. That's it. It's a particularly strong addiction. And as someone with 6-7 years of experience in MMOs, I can attest from personal experience and much observation that regardless of how players lose interest over time, the final reason why people continue to subscribe is social interaction. I remained subbed on one MMO for a full year after losing interest in gameplay just to maintain ties with some people, and I still regularly communicate with a couple despite having quit four years ago. There's nothing innately superior or inferior about an MMORPG--it is a completely different category of game compared to a narrative-drive SP CRPG. It's comparing puppies to pineapples. As for SP -> MMO, why yes, SWTOR did awfully well in slaughtering the KotOR franchise and company stock, huh. Stupid poll, stupid thread, stupid idea. Honest, I played SWTOR Solo and it was most fun (just following the main story). Very well written in my opinion, and very fun. I think that a game like P:E would work in Multiplayer, but not in MMO. For the sense of this thread why people don't want MMO's: If SWTOR had been single-player focused (which would have changed the entire outlook of areas, level designs, no monster respawns) with a Multiplayer mode, it might even have been applauded and nerd shrieked about. WoW with Lightsabers is what I think I said when I started playing it (I was one of the first, among many many others of course, I had been waiting and anticipating it). I don't like World of Warcraft one bit. The only thing that kept me in SWTOR that I enjoyed was following nothing but the Main Story and "closing my eyes" when running through areas where everyone was grinding or running mindlessly on their quests.
  19. Sandbox would be cool :D One huge drawn isometric map. My line of thought is: * Camping is going to be limited (Cooldown?) * There are going to be "in-game" hours * Low Stamina will force you to rest eventually * In Baldur's Gate 1 in-game hour is something like 5-10 minutes (I'm not entirely sure as I haven't paid attention to it). Time progresses in Baldur's Gate. * In Terraria you have a "Camp" (or Build one), in P:E you have gear, potions and so on. Is it possible to apply the Terraria/Minecraft ideology (Gathering resources to "Level Up"). The time it takes for the "Camp" to Reset in P:E and compared to the time I am adventuring, I'll gather resources to Craft better gear, weapons, maybe I found a sharpening stone on my adventuring and now I have a sharpening stone and I get a +1 Sword. But to be on the "Safe" side with Stats I'd like to see it as done in Baldur's Gate, stats are pretty un-important as you level up, but super important at character creation.
  20. A Terraria or Minecraft approach would be cool (but from an "cRPG" perspective), wherein (see signature) you gather resources which makes your armor better, makes your potions better, get better weapons, better spells. Slowly progressing by the resources the game provides to you at your "Once a Day Camp". Example: Day 1 you might be nothing but a commoner, Day 2 you are on your path as a Squire, Day 3 you are taking your first steps towards Knighthood/Paladin, Day 4 you become an Adept. Day 6-7 you are a Knight. Day 8-9 you become a Paladin. Day 10-11 you fall corrupted. Day 12 you are a Death Knight etc. etc. Day 20 you are Sarevok~ which could equal the same "Strength" as a level 12 character. Reasonable resources I can think of: * Quests * Gear * Craftable Loot (Herbs, Drop Salvage) * Artifacts * Gold/Currency * Party Morale For a system like this to work in a setting like P:E would require limited resources (close to no enemy respawns). P.S. I wanted to respond somehow, began reading the OP post and lost my attention span. I'll try to read up and stay focused ^^
  21. Project Eternity is isometric, try looking back at the pictures in my original post and imagine it from an isometric view <3 We are lucky that P:E is isometric, this means that creatures, enemies and everything that opposes us can use much more ground to move and be more versatile and flexible (have more mobility). A Giant Anaconda could slither diagonally into us from the south whilst another is coming diagonally from the north. A Monkey Beast could perhaps harass us, jump in quickly and attack us only to dodge/leap a step backwards. In Skyrim this mechanic (having more "living" enemies and monsters) is more of a difficulty because you've got control of your character from a "First Person" view. Endorsing Odin Sphere for PS2 (again), like I did in my earlier posts, if you want some of that action :D I have never seen Dragons being better handled than in Odin Sphere.
  22. * Bromance * Homance * Low-mance * Nomance * Go Dance Give me lots of variability carried over several characters one character might be a grumpy "impossible to -mance" character, I'd be happy with 1 romanceable optional option for 1 or 2 characters. Love is complicated, it's not something that always something that "dimps" down from the sky (though at the same time it can very much be like that... see where I'm getting at with "complicated"?). The only input I've got is that it shouldn't be at the end of the "Banter Tree" and you always get the romance. In another thread I spoke about how Kaedan made his move on Shepard, which I just felt awkward about, I felt I was more treating him like a bro... did he really have to come on to Shepard because of that? Biowarian Romance: "I think I'm in love because you are talking with me!". It is way too simple and easy, and way too accessible. Avellone seems to have his head straight on what he wants to do *thumbs up*
  23. This intrigues me :D Parties in cities are however much easier to handle in console RPG's where your characters have "designated" points and you only control one character, like Cloud or the main Hero (Camp in "Dragon Age: Origins", towns in the later "Final Fantasy" series, most apparent in, I think, "Final Fantasy IX"). Controlling 6 characters in a city could make it difficult to physically and mentally handle. Which brings me to the next issue, where you'd end up in 2 battles at the same time, one at the southern portions where your Wizard and Fighter gets ambushed at the same time as your Barbarian up North gets into a fight. A solution to this is a mini-map that you can easily navigate to get into the action in both fights on two different fronts. Like controlling two different army setups in Starcraft II but at a more tactical and slower pace (what with the pausing and all). Maybe it could even be tactical to bring one of your companions into the center of the city so he/she can run and aid the Wizard and the Fighter, or calm the Barbarian down. I can also see Assassin's going after the ones you send off alone (sent by an opposing faction). EDIT: Benefits: You could send all of your characters out into a city, instead of encountering "You must gather your party before venturing forth". You would be able to use your "Character Hotkeys" to get to all the different areas of a city in the blink of an eye instead of walking around with your entire group from "Edge" to "Edge" (until you start "Fast Travel"-scumming to find the correct district). Cons: Because we like to handicap ourselves and give ourselves challenges, characters sent out "alone" could encounter "first time in-city events" burglars etc. and enemies that would be hard to tackle solo. I wouldn't send my finest soldier down into the sewers of Baldur's Gate alone.
  24. I like this a lot :D we all know there are going to be Gods who meddle in what the P:E world does, Deity's will most likely obstruct our ways and toy with our character from time to time I imagine. 1 Dragon/Ancient Creature = as a Deity? With the question of Gods, will there be Demi-Gods?
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