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Osvir

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Everything posted by Osvir

  1. Realized some potential design issues: * When you get to a high level, and start to feel that Godmode feeling about your character, will anyone (specially someone who knows you by now) ask for anything from you? Likewise, your companion might be Godmode and what could you do to stop him/her/it from claiming? * Befriended, you've befriended the only companion that really has the banter, personality and concept of someone who even would ask for a cut, but due to the befriendment would he/she/it even ask for it? (I really can't see every companion asking for a cut, maybe every companion from the Adventurer's Hall would though, I dunno)
  2. The idea we got from Obsidian wasn't that the Monk in P:E whips himself, in fact, if you look at the concept art we have so far, what he seems to actually practice is a form of scarification. There are no scars we see in the art that suggests he whips himself bloodly with various objects. What Obsidian have told us, specifically, doesn't point to self flagellation either, though, obviously, as I said, the concept art does support the idea of scarification. The patterned scars on his body look very particular, artistic, and not random. I don't see how it fits. Sawyer said in PC Gamer that Forton is a big believer in mortification of the flesh... reading up on that it doesn't at all equal that you beat yourself up physically only, but mentally as well. So this goes, mostly, to myself: do your homework http://en.wikipedia.org/wiki/Mortification_of_the_flesh#Forms
  3. I'm sure an aristocratic variation of the rats could be implemented. And I'm sure you could make a Skaven inspired race good as well. The NWOD has a autocractic rat race from India in Changing Breeds, well wererats, but still. They relate them to an Indian Goddess who favours rats. I've seen her temple on TV in RL, rats everywhere. Really cool. Still my bet is on a sharklike race. An "aristocratic" sharklike race would be cool, with monocle and all. xD
  4. Both? I didn't vote. I would like to be able to run, of course then there's the question of "Stamina" involved when running in battle, and out of battle will it effect it? Tactical maneuvering and such get heavily effected. To be honest, instead of running I would like to see "dodge" as a mechanic, Kingdom Hearts style (Dodge Roll) which I think P:E can only benefit from. So many times have I wanted to just leap into safety when I see an incoming Fireball that I can only watch from Pause menu and scratch my head about and sigh ^^
  5. For some reason I feel that Necromancy isn't naturally "evil" in the way Obsidian explained it. We might see the kind backwater village Doctor who is a good person in every aspect, but back in his shed he is experimenting the depths of the soul and life and death in a scientific manner, knowing it is shunned upon he conducts it in secrecy and silence. The point is, the guy isn't necessarily bad or insane. In another village a man is conducting Necromancy out in the open, not to bring people back, but to heal someone who takes damage, the village is oblivious to what he did (thinking it is just Magic, not knowing what "Necromancy" is) and praises him instead. In a third village, there is a crazy mad scientist who wants to enslave the world under his rule and he aims to bring back the walking dead to destroy all who oppose him. There's many things that can be done. I'd like to see homonculus, experiments thought failed (Resurrection) and abandoned, whilst in fact they were ressurected and now walk the "Earth" in pursuit of their own identity. Although few, rare, quest specific. There should/could/would be Orders who seek out and destroy Necromancers and Necromancy wherever it may be found or suspected (Like the kind Doctor in the backwater village, you could help him out in keeping it a secret or watch as he get caught, with or without your involvement). My friend made a worthless character in Icewind Dale (Triple Multi-Class, Fighter/Mage/Thief) who died all the time, named Seether. At first he annoyed the living hell out of me, but we deviced a story that each time we reloaded it was him regenerating. Could the main character become somewhat of a zombie? E.g., the Nameless One in Baldur's Gate would be hunted and could possibly be cut down in the middle of any village due to his appearance, could you be boosted by Necromancy somehow and gain a statistical advantage, but in-game story/lore w/e you are now at a disadvantage (hunter/attacked/feared etc. etc.)?
  6. There should totally be a quest, though, wherein you can burn down a village or save it from burning down (Dragon and/or Bandits?)
  7. I hope they emphazise the PST in the BGT of the PST without the BGT around the PST through the BGT and finally with a dip of IWD. EDIT: Random jokes aside, I agree. I would not mind PST fused together with BGT though.
  8. If they can make every wooden structure the element of "Wood" (mechanically, in their creation tools) and that there's a "check/roll" if the wood start burning when you cast a fire spell, that'd be awesome. With massive consequences if you do it in a village (Getting yourself exiled, hunted, infamous etc. etc.)
  9. Story format that we got is overplayed, "You are the chosen one! You need to battle this enemy!! This is your purpose!" and it's revealed fairly early in the game too. It's a stupid "everyone uses it" movie "rules". There are some certain frames that are repeated time and time again. Many games feel like they are the same game, just different "visuals" so to speak. The sprites move more graphically than its predecessor but its in its core the same thing. That's something I feel is overplayed. I've got one idea but it's one of those "Don't talk about"-story idea (I'm tempted xD) that I've been working on for a couple of years.
  10. I'm not following entirely. The concept of Boss Battles that you need to dodge and move to the side and stuff like that or....? I wouldn't want a boss battle to "only" be beatable by following a pattern "Walk here, move close attack, walk here" etc. etc. chore boss battles are the worst. Because either you figure it out instantly and something that would've been epic becomes rather mundane (specially if your party is underpowered, then its just a prolonged battle) or you battle a boss (dying and reloading) a couple of times before figuring out the chore. The worst kinds of pattern Boss Battles are those that you figure out, you battle for an hour because you are too weak, along the way you get to lazy and lose attention, one hit left and you get eager and die and have to either start over from the very beginning of the battle or go and grind for a bit. Neither consequence is fun or motivating. That's a "shelf"-hitter right there (e.g., won't play the game for a while because of dumb boss battle). I like the thought of being able to beat a boss in various ways. And since this is a party based game, you should find yourself in positions where you can sneak around with two or three characters, whilst 1 distracts the boss to follow him/her into a position where you can topple some rocks from above on top of a dragon. Or you can go head on to it, by doing it the "easy" way by distracting you'll take it down in one go with the rock (if you can time it) but you'll also lock yourself out of the treasure room.
  11. Funny thing, that is again Warhammer, this time Lizardmen Hahaha, I had no idea well, its all inspiration and imagination.
  12. How about a Wesker type boss? Or an enemy adventuring group? Something more "Human"? On "Giant" Boss Battles: I'd love to see positioning being important in boss battles, an attack that you have to click your way away from to safety. Imagine meeting a Giant with a sledgehammer, if he would sweep you should be knocked back, if unlucky maybe even dead.
  13. Crafting arrows, picking up arrows that you shoot. Only one quiver at a time that can be extended. Maybe start off with only 40 arrows, that you can extend by leveling up (with having 60-80 arrows at max). Crafting arrows that you loose, abilities that "regenerate" arrows (e.g., you craft them whilst walking but the game doesn't show any animation or "downtime" for it, ability would have to be explained). Picking up arrows you shoot also "regenerate" your stock. In Baldur's Gate you can have 3 slots dedicated to 3 quivers, and man when I close my eyes and imagine that I only see all kinds of silly (Archer with 3 Quiver's on their backs, tied up around their torso and in awkward positions). A Class-Kit Mod for Baldur's Gate called "Dragon Slayer" gives you an innate ability to create Arrows of Dragon Slaying, it is awesome and great, the only problem is that you can sell them for 4.3k Gold or so for 20-ish. Mid-game I realized that it was quite boring, and I would've loved to start off with creating regular arrows, then at a certain level being able to create +1 Arrows, then perhaps Fire arrows, Ice arrows in succession etc. etc. Now there are only 12-13 effective levels (as it seems) in P:E, and getting new arrows that you can craft each level is going to make your previous arrow creations loose interest pretty fast, so perhaps you can choose one enchantment once every 3rd level, that branches out differently depending on what kind of crafting tree you choose? E.g., if you go down the path of crafting Fire Arrows you wouldn't be able to craft Ice Arrows (unless you would backtrack in the Skill Tree, but this would instead lock you out of maxing out the Fire Arrow tree or something... I'm rambling *poof* ).
  14. http://forums.obsidian.net/topic/61767-aumaua-race-expectations-and-speculations/page__st__60 First post on Page 4 by .Leif. I really like that picture.
  15. It's all simple really, let's say you have a great idea and you present some of the information to me (or it is all information that you got, you just pretend that its some of it), I agree with you "That's really cool! What about this, and this and this?". By giving feedback I set in motion more chains of thoughts for you, your all like "Yes yes yes! I can use this with what I intended originally!" and you create something more awesome out of it, something you wouldn't have thought of as fast as you did thanks to my feedback. 2 heads work faster than 1 (if both have open minds for effective labor, that is). Similarly you can look at it, and feel "Nah, not the direction I want to take". I think that, the above example, is what the relationship between these Forums and Obsidian are. 1 word can set 1'000 words in motion if Obsidian would require assistance from the fans I am fairly sure that they would ask for it, but I don't think that they need it. How would you (the community) feel about threads started here named "Item Descriptions" with the intent of creating resources and material for Obsidian that they could use and bend to their own will (Like a Cheap Lore-Mart Supermarket)? What does Obsidian feel about that?
  16. Regarding spell learning, I would like to fail learning spells. Frustrating, love/hate type of thing F5+F9, man. That's how I played the first time, to be honest. That's also one of the reasons why I never finished the game the first couple of times. When I started to play the game properly (e.g., as it was designed) I began enjoying the game much more. Heck I even enjoyed (although frustrated about it) loosing some spells because I failed to learn them. What about learning a portion of the spells power instead? Instead of failing there's a chance you may only learn 50% of the spells power? (And to redeem it, this grows with levels/progression?). In example: You fail to learn the full power of the spell, and it's down at 50% strength. Several levels later, however, it is 100%.
  17. I'm sure an aristocratic variation of the rats could be implemented. And I'm sure you could make a Skaven inspired race good as well.
  18. Most likely yes, I hope not though. Like someone else said in this thread, I personally agree and I don't wish to hoard Tomes. For what reason would I need 10 different Tomes in my inventory if I can only use 1, and 2 or 3 would have all the spells I would need? This is granted that the spell learning/collection system is similar to Baldur's Gate (e.g., I can have 10 level 1 spells in the level 1 block). Regarding spell learning, I would like to fail learning spells. Frustrating, love/hate type of thing
  19. You've got an excellent point Shevek, and your contribution is as important as any other poster. How fluff it may sound, one string of text can change your experience. And it can change the entire experience of the game. If the Monk instead was a Flagellant, or a Friar, the sub-classes would most likely take inspiration from that and grow accordingly from that. I believe that Obsidian will do the game justice, even the Monk. I'm merely discussing openly~ I'm curious as to what can be done in different ways and to find interesting approaches to an old concept.
  20. I haven't finished PS:T yet, but I understand that Dakkon is a specific case and not a world based mechanic. I can see some Grimoires being collected in the game, but personally that'd be unique cases where a Quest is involved. Perhaps you have fought 30 Wizards in the game, but this 31st Wizard actually drops his entire Tome, something that hasn't happened throughout your entire game, which is against the Lore of the game. It piques your interest and you pick it up... realizing you can't use it, which in turn leads you on a detective quest to unlock its mystery (that spans across the rest of the game). Tim Cain spoke about "swapping" Grimoires, which gave me the impression that you're going to carry around 2, at max 3, Grimoires. This, to me, means that there is some sort of "restriction" to how many you can hoard and why you can't do this.
  21. I'm seeing a system that L.A. Noir uses. Inspect items. How would this work in P:E? You could inspect the item, zoom in on it and zoom out, spin it and so on and so forth. By doing this you would learn new things about the weapon and/or the item. For a more simpler method you could Right-Click the item, choose "Inspect" and you'd get some information out of it or all of it (depending on Lore/Inspect/Crafting checks). Heck maybe you could even get cursed just inspecting an item! I don't understand how "Identifying" items is more of a chore than chopping down mob after mob. I really liked the unidentified items in Baldur's Gate, and that I had to identify to be certain it wasn't cursed, it gave me the sense of feeling that I had an item that I had no clue what it was, and I had to do a little bit of detective work to find out what exactly this item was. Sometimes I was frustrated of it too but in a good way. "Long Sword +1" and such should never be unidentified though but the more "exotic" and "legendary" items. You slay Urgadesh (just making crap up btw) and take his sword, but it is unidentified. You know it is the "Sword of Urgadesh", because he was wielding it and trying to take some of your heads with it. What you don't really know is what kind of effects it has, and what could happen to you if you continue to wield it. Maybe you wield it and you realize that the sword isn't "The Sword of Urgadesh" as you might've logically thought in the beginning, but the fabled and most dangerous "Rotting Corruption" which slowly rots and corrupts the wielder (Just what happened to Urgadesh!!! ). These are things that I would like to inspect/identify right away. However, I really like this approach:
  22. Agree, Grimoire's would be like a fighters weapons to a wizard. I wonder what magic item Ciphers will focus thier powers on, crystals? Holy Symbols appear to be that thing for Clerics and maybe some Paladins. Monks and Prayer beads? Tattoos? I generally enjoy the chain of thought you bring up with this post don't have anything to add really, it would be cool to see different items for different classes to be able to "channel" magic.
  23. Of course, but if 1.1M (100%) was intended for 18 months, then I'm sure that 4.1M (~375%) would equal a longer production. If it can be calculated as such (which I don't think it can be to be honest) it would be, just something to reflect on: 1.1M = 18 months (1 and 1/2 year) 2.2M = 36 months (3 years) 3.3M = 54 months (4 and 1/2 year) 4.4M = 72 months (6 years)
  24. I'm remembering seeing a Kickstarter, can't remember which one (couple of months ago... I think it was the spiritual successor to Space Quest?). They spoke of that they had to reach the goal, to get even more funding from some other established source (Investors). I don't know if this applies to P:E but reaching 1.1M might give them funding elsewhere? I don't think the actual budget is much of a problem, but time. Time is what is going to make P:E good, and 18 months is a short amount of time. I would like to see Obsidian take more time, even up to 30 months, and they should plan accordingly in my opinion. The last update with Sawyer he speaks about these things, a really big world and 15 level mega dungeon. Albeit it is jokingly, there is seriousness in his tone as well, I felt that 18 months won't make it. It seems to me that many fans agree with this too, and many even say they could wait 24-30 months. Some even suggest up to 3 years. Yes it's a pain in the A to have to wait longer, but it will be so much more rewarding (something many fans agree with too). Update 28: http://forums.obsidi...o/#entry1260691
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