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Osvir

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Posts posted by Osvir

  1. So you're saying you'd be fine as long as the plate armors looked different from each other?

     

    Yes. Personally I wouldn't mind if that armor didn't give any bonuses at all, but I could strap on another belt for carrying potions or coin. Perhaps I am able to put some enchantments on parts of it, it develops as I put additions on it. I could do the same with a plate armor no? Add plating, have a leather armor under a plate armor? I like the Armor Class in this way. What kind of quality is your armor? How do you maintain it?

     

    Fallout, partial damage (Legs, Hands, Head etc. etc.). Could the same be done with armor? Thought: I feel that parts should and would be permanently damaged and you need one part from another armor (from that Bandit you just slew perhaps?) to sow together that hole you've got in it.

     

    This way I would be able to fine tailor it in a way I want, do I want lots of defense, avoiding more damage or more flexibility, maybe I need to climb that rope, or hide in shadows. Maybe I want to wield a two-handed hammer without armor because there is none my size, and I move faster without it anyways. Maybe I'm not a buff Fighter so holding up a tome in front of me whilst reading incantations drains more of my energy.

     

    I don't possibly believe it is possible to jump over a horse in full plate armor (if you catch my drift). Is gravity going to be an element in P:E? (except those magically floating magical islands of magic and other magic fluff).

  2. Where do you get the idea that just because two warriors are dressed in plate armor that they are clones? I'm pretty sure warriors are going to have more to differentiate themselves than just their gear, or else nobody would want to play them because they're boring. I'll play a character that actually has choices in combat, thank you.

     

    If I have two Fighters in my group in Baldur's Gate I will make one with two handed weapons and one with sword and board. I might even make both with sword and board, or one with a two-handed weapon. The point I want to make is that they will look very different towards end-game and fulfill the function I imagine. There is only 1 set of that mystical armor that looks in that certain way.

    • Like 1
  3. Yes. It's from a manga/anime called Berserk (so if you misinterpreted it as realism I didn't properly explain, sorry), it is completely fictive.

     

     

    :lol:

     

    I did totally think the first two pictures were real. And a user would slide the fake arm over a stump like how a peg leg is worn.

     

    And that's how he does it (main character in Berserk). Not going to spoil anything but I think Berserk is probably the best story I've read ever. Find the manga or anime Gfted1 I think that many here would enjoy it, it is one of the oldest popular manga's (been around for 20 some years).

  4. My own input: Stats don't matter, but gear. Level up makes you stronger (more resistant, better saving rolls, better hit chance and better armor class, more spells). The only resource you get to spend is the "Every now and then" proficiency in a weapon or weapon style.

    The old AD&D game rules didn't allow much in the way of customization. I haven't seen that be much of a problem in more recent RPGs.

     

    I don't (presently) see it as a problem in Baldur's Gate II: Shadows of Amn. I've just finished my full exploration of Baldur's Gate: TotSC with 20 GB's worth of mods (most of these are BGII associated I believe, so I've barely scratched the surface of all the content I can explore). My point is that statistics being too important can degenerate the world. I'd rather have it the other way if I got to choose. My point is that the characters personal statistics should be left untouched. Skill customization is something else.

     

    I'm trying to envision my Baldur's Gate complete playthrough with skill customization and, I'm having difficulty of thinking of a good implementation.

     

    I'm thinking more philosophically in the ways of: In which format do I enjoy to read a story the most?

  5. Personally I like the Elder Scrolls way of doing it once you leave the "introductory/starting area" just incase you know - what you thought on paper looks good didn't quite work as expected & allows you to make a few tweaks after an hour of game time.

     

    I like TES system where you grow in what you do, but perhaps it is a bit exaggerated and could be toned down and applied to a slower experience like Baldur's Gate. I also like the idea at the end of it a la "Do you like what you chose? Want to change?". This could've been a good feature somewhere in the end portion of Irenicus dungeon (perhaps there's a button in there that you press out of curiosity and it surges all of your power somehow and you get to do an actual respec.. do you even get a level if you do the Irenicus dungeon? (Obviously I don't care about leveling much on my current playthrough, because I just finished the Irenicus dungeon a couple of hours ago today, I'm more interested in the world).

     

    One way to do it: you don't "skill up" as fast. Your character would need to defeat 500 enemies to gain 1 point in sword fighting, in TES you'd get it in like 5 seconds.

  6. Lots of TL:DR in what I'm providing.

     

    An evil character I made (Natsume) that turned good on a Naruto roleplaying board. There's tons of other character concepts (we loved making character concepts, skill concepts more than we roleplayed xD):

    http://z6.invisionfr...p?showtopic=926

     

    Second post is more interesting:

    http://z6.invisionfr...?showtopic=6433

     

    One story method I would like to see is a cutscene event seen from in-doors, a man working with his alchemy casually or evilly, then take you to a screen outside and show the house explode.

  7. The weight of your party doesn't rely on how many skill points you spent (Not even in Icewind Dale II, where it is most apparent) but positioning, Equipment, pre-combat management and placement of spells.... running around in circles :p it relies much more on your own imagination.

     

    EDIT: Thinking about it I'm leaning more towards no.

    True but every one of those games is based on D&D second edition where "builds" were a practically non existent thing. The only difference between Fighter A and Fighter B from a mechanics standpoint in 2nd Ed is what class kits they had (if any), secondary skills (minor at best), and what weapon they chose to specialize in.

     

    This game is going to be a touch more modern than that I hope. More like Dragon Age 1 where a Fighter might be a unkillable tank with a tower shield and 1 hand axe that can stun enemies, or a two hand killing machine that can turn etheral and cut through plate armor like it was butter.

     

    League of Legends does it great with Masteries, Rune Pages, Skill Upgrades and Equipment. You don't learn a new technique, but you make your QWER techniques stronger. League is 18 levels, P:E 12~ or so.

     

    In Baldur's Gate your character (If Fighter) doesn't have much of a QWER usage which I could see him/her have.

     

    I hope that the game is going to be a touch more modern as well, but if stats and Level Up Points become too much of a focus it might ruin what your character is. In Baldur's Gate stats define your character and you don't level it up by leveling, but by the use of equipment and tomes.

  8. I think a "starting" level or dungeon is good to set the tone, mood and pace of the story...but it can get old if the game has a lot of replay value.

     

    therefore I think a starting dungeon should have a character development component, something that maybe defines your characters class/stats and his/her starting personality and skills.

     

    Some kids made a pre-prologue Candlekeep mod where your character is a kid and you run around Candlekeep doing chores. It was tedious and slow and I didn't realize I could've finished it 2-3 chores after (so I accidentally made the mod prolonged and lasted longer than was required). When I finished it I was thrown a summary of the entire Baldur's Gate 1 game and started Baldur's Gate 2 and I was just sitting here thinking "Wtf I wanted to play Baldur's Gate??".

     

    What if I could go up to Jondalar or Eric, Jondalar could teach me the sword (making me into a Fighter) or Eric could teach me the Ranger basics.

  9. Didn't read because of spoilers (playing Baldur's Gate II currently after finishing Baldur's Gate: TotSC).

     

    My own input: Stats don't matter, but gear. Level up makes you stronger (more resistant, better saving rolls, better hit chance and better armor class, more spells). The only resource you get to spend is the "Every now and then" proficiency in a weapon or weapon style.

     

    Great summary at the end for those who don't want to get spoiled :)

  10. Manual pausing, although I don't tend to pause all that often -- probably a habit leftover from many multiplayer games, during which I generally try to not pause at all. I never liked the auto-pause, but on the other hand, there are times that I did want to pause (mostly for spell targeting or in a particularly chaotic battle).

     

    Yeah. I tend to pause in cities too (I want to talk to someone but I missclick). I don't mind it,

     

    @Comedian: I was hoping people would discuss some about the Respec that I asked about as well: How important was stats? I'm also just personally curious, it has nothing to do with brilliance (which I naturally am but that's another topic :p). People are talking about stat points/level up points in some other threads and, how important was it?

  11. If there are going to be pirates, there's going to be a "Law and Order Justice Force" too. Fighting Pirates and Wizard's alike, Mage & Pirate Hunters. Sounds like 3 factions right there (Wizard, Ruffian, Police/Military).

     

    EDIT: The thought of having more than one gun springs to mind, and it should be a possibility. Making me able to just swap guns in battle. In Baldur's Gate I can swap from my backpack, in battle, which I shun upon in my opinion. 4-5 quick slot weapons should suffice. This way you could seriously dish out some damage with 4 shots, reload all 4 guns, dish out 4 shots.

  12. Yes, I would like to see more use of shoddy weapons and armor among the less civilized races. Looting the gear from such creatures shouldn't be a very profitable affair. They can be made tough opponents through other means.

     

    Do all bandits have to drop fully functional leather armor every time? What if they broke when I landed that critical hit and now I can only salvage some repair parts for my own armor. Could parts of your body armor get crippled in a Fallout way?

  13. Recommending Berserk and Vagabond manga to everyone here.

     

    * Simplistic Herbalism and Simplistic Alchemy is a travel friendly tool. Being able to make medicine and potions on the go.

    * Blacksmithing wouldn't be blacksmithing but repairing (you wouldn't make your own items on an anvil).

    * Collecting is an important aspect, too abundant or too moderate/rare? Mundane?

    * The crafting in itself, complex and deep or a "I am a robot"-button mash?

    * Schematics is a great idea, but it also encourages hoarding. Filling your inventory with worthless junk because you are missing 1 or 2 components.

    * Combining minor components to create useable components (for what you are missing) to solve above issue.

    * It is not Terraria or Minecraft, but within the reasons of P:E there are lots that could be implemented reasonably with the world in mind.

    * Combining enemy loot with your own gear (salvage items to repair and upgrade your own items)

    * Gem imbuing.

    * Magical enchanting (Which should be rare) and/or Tattoos (Jedi Tattoos more Runic, Sith Tattoos more Carving/Scarification). This could be handled by an important NPC.

    * Cooking/Fishing

    • Like 1
  14. Anton Sokolov wannabe! Throwing grenades around and rocking an arquebus shotgun? yes please

     

    I was going to say, looks like the OP has been playing Dishonored! :D While I am not normally all for a tinker class, I like them but they only fit certain settings like Steampunk, a more mundane version that makes things like gunpowder greanades (similar sort of things did exist) may not be too out of place.

     

    How about an, authentic to P:E, "Da Vinci" representative? Or "Q". In Assassin's Creed: Brotherhood he is awesome, and fits very well. I don't personally see why not it couldn't be in the game. But as a companion or a class choice? Would be coo!! (can't think of a good idea of "how" though.. see*). As a crafting skill or a lore/story/quest important NPC? Yes.

     

    And how using some sort of device would be different from casting a spell....

     

    It is different because we are not talking about microchips, we're not talking about satelites, or radio technology.

     

    We're talking about actual physical machines. A physical machine that turns and cranks and rotates.

     

    How can you confuse a Catapult with magic?

     

    Even if the Catapult shoots lightening instead of big rocks, it is still infinittely different than someone who speaks magical words of powers, and then shoots a bolt of lightening from their fingertips.

     

    You see that shadow? That is a boulder my Wizard is throwing at his opponent from that hill over there. Is bigger than the rock that fits in the catapult.

     

    <3

    I think therefore I fireball.

     

    EDIT: Some thoughts

    * Doesn't have a combat role (attack role)

    * Purely "support". Tinkering in battle. Tinkering out of battle. Moderately.

    * Alcehimst/Medic/Scientist/Engineer (doesn't use Magic, doesn't use Weapons, doesn't use Stealth)

    * Resource/Ingredients based abilities.

    * Pack Mule? xD

    * NPC: Da Vinci-esque like Assassin's Creed: Brotherhood

  15. Edit time ran out.

     

    I'm not too fond of the idea that statistics are devalued by "Skill Points" that grows per level, because kind of define how you see your character. Personal preference (I say this with lots of influence from playing Baldur's Gate lots currently). Tried booting up Dragon Age 2 some weeks ago to finish it but I quit it twice as I hit landfall after the prologue. I just didn't want to deal with it. Dragon Age doesn't have much weight on the stats, they are there and you have to spend one or two each level like a resource and a routine. They have no real value for your character. In Origins, your character is defined by appearance in character creation. Truthfully I'd prefer if both appearance and statistics were somewhat interlinked and representing in both character creation and dialogue. In character creation a high Str would give you a more muscular paper doll, whilst a low Str would give you less. Lots of constitution could make your paper doll tall.

     

    Combinatons, low Strength, low Dexterity, High Constitution, average Wisdom, average Intelligence, high Charisma could make you a little bit more fat (Winthrop? <3).

     

    8 Str

    8 Dex

    18 Con

    12 Wis

    12 Int

    18 Cha

  16. There could of course be poorly crafted plate, perhaps made by some of the more savage nations trying to imitate plate they've seen their enemies wear, but doing so poorly. That would probably hinder movement. ;)

     

    But in comparison with other armor plate armor is more

     

    Minsc speaks about running around naked in one of his banters, but I never see him or envision him in combat as someone running. He is stable, capable, strong and very intimidating for his enemies. It isn't about the character gets handicapped just putting the thing on, the thing is that a person in leather armor would, by physics, not has much weight weighing down.

     

    One of the videos I posted earlier was a Part 1 in a 6 part instruction, the instructor explains fighting techniques with armor. Look at his posture, how he moves and how he talk the talk. To quote what he repeats himself: "You are very restricted".

     

    http://www.youtube.com/watch?v=1S_Q3CGqZmg

     

    EDIT:

    Could weight entirely effect your character (Weight relevant to how much you can carry, having 70% of it would give your character penalties, just as 50% would)? Whether it is an item gathering dust in the backpack or that full plate armor.

     

    I also like the idea that full plate armor would be more expensive to repair. Is durability something anyone wishes to see? Poll?

    • Like 1
  17. Shouldn't statistics that you build early in the game stay put through and through and only be affected by items and some rare "Stat" upgrades?

     

    Isn't that what defines our "Presence"?

     

    EDIT:

     

    How do you want NPC's to react to you, if based on all of your stats collectively?

     

    I feel that all stats together should accumulate the "personality" of story driven companions (Main character, Non-Hall Companions). Basically Character Creation?

     

    19 Str

    18 Dex

    18 Con

    8 Int

    14 Wis

    8 Cha

     

    Something like that is my recent Half-Orc Pit Fighter main on my current playthrough in Baldur's Gate II. I envision him to be big, and people look up to him in both fear and respect. Dumb but wise, he snapped up some of the knowledge from the Keep. He is pretty bad at presenting himself good, clumsy in his words and splurts out nonsense. He is very kind and very very naive, and little of his Half-Orc blood is shown in his manners. It is in battle it shows and grows. Can you see it with the statistics taken into account?

     

    Does the statistics reflect my little character concept I made up?

     

    I'm not too fond of the idea that statistics are devalued by "Skill Points" that grows per level, because kind of define how you see your character. Personal preference (I say this with lots of influence from playing Baldur's Gate lots currently). Tried booting up Dragon Age 2 some weeks ago to finish it but I quit it twice as I hit landfall after the prologue. I just didn't want to deal with it. Dragon Age doesn't have much weight on the stats, they are there and you have to spend one or two each level like a resource and a routine. They have no real value for your character. In Origins, your character is defined by appearance in character creation.

     

    If Candlekeep is tedious, only in sense of argument, I feel that Dragon Age 2 would be a good way to explain a good game for its engine in terms of opening area. It fails at being a good narrative story when you are Dynasty Warriors on the battlefield. Enemies need to be taken into account as well.

     

    Would the "dialogue" between you and your opponent differ? Would a heavy STR character villain, in battle, react differently to you depending on your statistics?

  18. Simple poll.

     

    I play active with some pausing and some auto-pausing I prefer to have some control. Tried setting everything "On" on Auto-Pause and enjoyed it but there's a but active pausing is more fun and I get to decide myself the "Turns" myself. I've tried entirely active (like Diablo) but ever since I found that space button I pause by reaction and routine :p

     

    This poll is related to some thoughts I got from this thread (Respec), just so you know where I'm coming from.

     

    Auto-Pause

    There's an options feature in the IE games which lets you change some values around and you are pretty much playing Turn-Based. Don't know about DA:O.

     

    Pause

    Pressing the spacebar you pause the game in any situation. DA:O has this too.

     

    Active?

    Like Diablo, never pausing. DA:O does this too.

     

    Mix

    A mix of some or all of the above features.

     

    Finally, question related to the Respec, how important was stats in the IE games as a "Level Up" Resource that you "mine" with a "pickaxe"? (interesting metaphor) Whenever I find an unidentified item or not I am hopeful and somewhat excited that it is going to be a "better than my currently" so I can get an easier time against my enemies, or maybe even a second weapon for the off-hand or certain situations. In Diablo I shrug at the unidentified items and stop picking them up after a while because the chance that it is a better item looses all its interest (Diablo III, farmfest anyone?).

    • Like 1
  19. Respecs of any kind is a resounding no. This is not a multiplayer game when you might need a different set up cause today you are pvp'ing instead of tanking. You have a full on party of dudes at your disposal, you should have all the bases covered. If the game is well made there will also be no such thing as a "useless" spec, maybe a sub optimal one, but not downright worthless. Even if there is such a spec I imagine you would probably have to go out of your way to achieve it by choice, not by making a couple build mistakes. Everyone knows 18 strength and 10 intelligence isn't good for a mage in D&D.

     

    What makes the characters in Baldur's Gate is not your "Stats" entirely, but the gear you wear, the magic in your scroll books and how you have prepared for adventuring. Planescape: Torment too (referring to the Obsidian Front Page poll). Though Planescape: Torment introduced "Statistical" additions (STR, DEX etc.) when you level up every now and then.

     

    The weight of your party doesn't rely on how many skill points you spent (Not even in Icewind Dale II, where it is most apparent) but positioning, Equipment, pre-combat management and placement of spells.... running around in circles :p it relies much more on your own imagination.

     

    EDIT: Thinking about it I'm leaning more towards no.

  20. Oh bureaucratic society system <3

     

    "Quick! Someone is getting money! Deny! Denyyy~!!"

     

    I don't understand why it would be taxed, at all. If I pay my friend to build a chair for me, I pay up front and he delivers a chair to me (in time).

     

    I've avoided these discussions because, I don't understand the whole tax deal... why tax? Tax when they've got a full product that they are selling in stores to everyone who didn't pay for the creation.

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