Everything posted by Osvir
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How much is 4 million?
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)
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How much is 4 million?
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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Volunteer Labor?
Depends, I imagine that Obsidian peeks into these forums and grabs ideas, thoughts and opinions abundantly. When I got to these forums I had an outline of a development I wanted to create, and now I have a world, a political system, factions, NPC's, races, classes, quest ideas and so on and so forth. Just posting in these forums is volunteer work. I can't imagine Obsidian not using this place as a resource and the same thing goes for other developers I am sure are out there checking these forums. That's why I'm suggesting more Likes on posts, more participation because I know the psychology of myself: I read posts with more Likes and I Like posts which have more Likes. Posts with more Likes catch more attention. Not only because I agree but I feel more inclined to press "Like" if more people are "Liking" it, for these reasons: A, Attentive/Conscious intention sent to Obsidian "Read this post!", I'm endorsing it B, I agree with what is being said, whether it is about P:E or something completely unrelated Look at Forton, there were discussions about Flagellants way before the concept art of Forton as well as the little information we got on PC Gamer. I find it hard to believe that Obsidian were not inspired, and fact in hand the forums discussed the idea before Forton was brought up by Obsidian (even if Obsidian were thinking about it in beforehand, chronologically the forums were first).
- Aumaua Suggestion: Giant bi-ped River Rats
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OMG
Stamina = Saving rolls, dodging, attacking, parrying, using abilities. Health = Taking damage. Stamina isn't a shield, okay in terms of dice rolls it is a "shield" or rather a "step" to take before doing a damage roll. Nothing is new, except that taking actions would be a resource-limited "once every battle" tactical option (you'd always start with 100% Stamina in every battle). If your character wears himself out he falls flat to the ground (or down on his knees to take a breathe and rest up a bit). Taking damage would, more importantly should, remove Stamina. Stamina as a mechanic (if used in this way) becomes more of an encumbrance than "Wolverine Regeneration". Just because it is an encumbrance doesn't necessarily mean it is "bad", just another tactical challenge <3 I love it. However, in addition to this, I would like to see a slow regeneration of Stamina after battle and not a "instant recovered" type of deal. I start off a fight at 100% against one mob, I manage to take it down and I'm down at 25%. Now, I would like to see the Stamina go up, but not in the way of "Ding! 100%", but progressively (like energy regeneration in StarCraft II) and perhaps to a start slow and then faster and faster. Around the next corner I encounter a new mob, and now I'm at 43% (maybe) and this will heavily effect the upcoming battle making it much more difficult (but not impossible, depending on the enemies). Of course, I could just stand around and wait for 100% (which I am sure many of us would do), I'm suggesting this for: A, realism, it takes time to recuperate. If I've been running a track for a while, I won't be all new all fresh instantly but it would take some time. B, Options, the game actually gives me an option of continuing my journey (even if I am low on stamina), giving me a personal challenge that I can decide for myself. Many times I would stand still and regenerate my Stamina, but many times I would tread on, I only lost 20% of my Stamina (80% left) in the first fight, for the time it takes for me to walk to the second fight I might be up at 90% and I'll loose 20% again, and I'm down at 70%. I continue to tread on until I'm down somewhere at 10% in Stamina, and I am fairly certain I can take down the next mob (with the mindset that I'll have to be very conservative of my tactics) and I might or might not come out victorious. I love those scenarios.
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Aumaua Race - Expectations and speculations
I feel Suikoden 3 did the reptiles good justice
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Aumaua Suggestion: Giant bi-ped River Rats
I hardly know anything about Scaven (I don't play Warhammer at all either), but the moment I saw them I loved them. Their art-style, and the fact that they are rats. Whenever a Warhammer game is coming I am looking forward to the Scaven, alas no.... where is the rat race?? :D *P:E? Maybe?*
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Flagellants for.. atmosphere? Or Monks for repetition?
This thread, like any thread in friendly discussion, has evolved. Personally there is no argument for either for or against, I am merely playing with ideas of what could be done for an authentic world like P:E. Friar, or Flagellant, sounds more "authentic": Chanter, Friar, Priest versus Chanter, Monk, Priest versus Chanter, Flagellant, Priest (Which does feel like an odd combination tbh) EDIT: We are also taking about sub-classes. What is easier to create sub-classes for, respectively: Monk Friar Flagellant As well as combinations between the three. Forton seems to be an Asian inspired Monk with a little Flagellant in him. Cool! Now that's Forton, what about our creations? Are we forced to create a Kung-Fu Monk with a little Flagellant in him or do we have options? I think it's interesting to talk about Rogues in this sense too, because many associate the Rogue with a backstabbing Assassin or a sneaky Thief, whilst few look at the Rogue as a Rogue. Likewise I would like to build my Rogue towards becoming more like a Thief, similarly I would like to build my Monk more towards a support role (Stunning, disarming, locking/grappling, knockbacking). We aren't getting any animations for "grappling", doesn't mean that the ability couldn't be in the game and cause a "stunning" effect on your Monk and the enemy he uses the ability on. More of an Aikido Monk, which is an interesting point in itself, how many different martial arts fighting styles are there? A lot. Adhering the Monk class to something specific (Friar or Flagellant) you narrow down all those possibilities of different styled Monks to a few that can be detailed further into the world than the Monk class ever can be in the same sense. I might be utterly wrong of course, I just believe it is harder to implement *shrug*
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Flagellants for.. atmosphere? Or Monks for repetition?
I am hoping for something like this too, but in a sub-class type dealio. And it's important (I guess) that the Monk doesn't get too close to the Priest support role. That's why I'm bringing up the Monk, Friar (kudos to JOG), Flagellant thing because... *scratches head, realizes that that's 3 different sub-classes right there* nvm Monk, Friar, Flagellant xD Yeah I'm seeing where you're going. Why I brought it up is because we are talking about Monks, and what they are and how they are presented by Obsidian (Forton the Mortificater). It doesn't state that Forton is a Flagellant, but that he is a strong believer in mortification of the flesh (Which is a religious thing, which makes him close to a Flagellant). I agree with the Fighter thing, and I brought it up because there's been a lot of discussion on "Monk" which I believe could relate to "philosophy" and other to European Monks or Eastern Monks. Some talk about Middle-Eastern Monks too. It is a broad class/title with many different variations and sub-meanings depending on where you are and how you see it from your perspective, that's why I think it could benefit to make it specific (e.g., like "Friar"). About Fighters, who are equally a broad class, are much more specific already, in my book a Fighter could be a Kung Fu Fighter. What does Kung Fu have anything to do with the Monk? Is Bruce Lee a Fighter or a Monk? Some may say both, and I'd agree, but if you can only choose one of them, dependent on how he is fighting?
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Grimoire Speculation and Ideas
Perhaps a sentient Grimoire wouldn't speak with voice, but with words? :D
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Flagellants for.. atmosphere? Or Monks for repetition?
Nggh, forgot the point xD the point is I think that the world can benefit by having specific named classes for depth. Naming it "Monk" gives it a "Broader" perspective instantly, with many different schools of different religions. Variety can be good yes, but for a setting such as P:E, it could to a start be something specific for this specific Era and World that Obsidian have in mind and later be expanded upon. With the class adhering to a specific "name" (such as "Friar") knowledge about Friar's in P:E can be cultivated and implemented more specifically with a specific story about them. Whilst the "Monk" could require more fleshing out imo. Friar/Flagellant is going into detail of the Monk class, in essence "quality", whilst having the Monk could equal "quantity".
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Flagellants for.. atmosphere? Or Monks for repetition?
I like that a lot (and what you say in the other post too), Friar sounds about right for the atmosphere too EDIT: However, this thread started making me wonder "How important is it?" really and why should Monks get the extra care and treatment? "Fighter" is similarly the same thing no? Why shouldn't the Fighter get the proper treatment and get a more proper "Title" too? I think that is a reasonable thought too... Why it is important, I think, is because specifically being "something" rather than being something being "anything" (Monk/Fighter). I mean, why isn't Chanter a sub-class of Priest? Or even Monk? The first thing I found when I wrote "Chanting" in YouTube was some Eastern Buddhist Monk doing Heart Chants. Friar: More light-hearted than the Flagellant and not necessarily "dark" but it feels authentic to what we know of the P:E world * Magical Friar: Scribing spells onto his own body, the Grimoire could/would still be his own body "Glyphs" and Seals (When I spoke about Magical Flagellants, I really meant that they would "carve" the spells onto themselves, whilst I envision a Friar doing it more elegantly and artistically by writing like normal men/women a.k.a tattoo's). * Martial Arts Friar: Flagellant inspired-Forton Kung-Fu * Healer Friar: Proper "for it's Era" Doctor, without the voodoo stuff I brought up about the Flagellant Healer
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Flagellants for.. atmosphere? Or Monks for repetition?
http://en.wikipedia....tion_(theology) More information. Edit time ran out. EDIT:
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Flagellants for.. atmosphere? Or Monks for repetition?
Well I have no proof to back it up but I was pretty sure that Obsidian has stated in one of the updates (I can't find the information now which is weird, I'm sure I saw it)... Found it! The PC Gamer interview: http://www.pcgamer.c...dian-live-chat/ It doesn't nearly state that he is a Flagellant, but it hints that he is influenced by it. A combination between Kung Fu+Flagellant. What Aedelric said pretty much, so is Forton a Kung-Fu Monk or a Flagellant Kung-Fu Monk? Is he part of a sub-class, or is he the main class? Could more be done with Flagellant, versus Monk, in terms of sub-classes? Concept, what I am curious about here is all the other sub-classes that spawns from each of these respectively, not the Martial Monk: Monk * Magical Monk; Using Magic to get flaming fists~ casting mid-range magic~ Diablo 3. * Martial Monk; Close combat fighter, Kung-Fu. Forton. * Healer Monk; Healer/Priest, Buffer, mender of the soul * Gun Monk; ?? Flagellant: * Magical Flagellant; Casting magic on and from him/herself, body could be the Grimoire which the Flagellant writes their spells on. * Martial Flagellant; Forton, Kung-Fu. * Healer Flagellant; Doctor-type, mender of the body * Gun Flagellant; Persona anyone? xD I always thought of a Paladin as a rules lawyer that was a stickler for following some specific code of conduct particular to his knightly order. Sort of an embodiment of said code. Monks struck me more as the reflecting type that observe and learn through observing and thinking (or meditation) and learn to master their own minds and bodies through exercise and discipline. Being good at martial arts is just a bonus from such mastery. Edit: Being a Warhammer fan, a flagellant will always remind me of raving lunatics running around with bloodied naked torsos, whipping themselves while screaming "Repent!" and "We are all doomed!" Absolutely, but according to the definition (on Wikipedia) of what a Monk is, it is someone following religious asceticism. I was just being nitpicky a la it could be per definition (in the real world), doesn't necessarily have to be. A Fighter could be a Monk, a Rogue too. A Priest is a given. Being a Monk is tied to religion: http://en.wikipedia.org/wiki/Monk Also, I have no clue about Warhammer lore. I know a little 40k so I wouldn't know. I belive you used wrong link for what you had in mind. http://www.games-wor...questid=1675683 (is it OK with forum rules to use such links?) I used the right link alright, because I was after the historical aspects of the Flagellant, not the fiction one in Warhammer (that I didn't even know existed). Though that's cool information too. Here's another link, on mortification on the flesh which I think is better: http://en.wikipedia....on_of_the_flesh
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Should inactive NPCs get XP or not?
I say that the companions continue to do their quest tree's, if you ditch them somewhere and you haven't helped them finish their quest tree, they continue on that and either you can catch up and intercept and join in with them in the middle of their questing, or you can leave it be and perhaps meet them at a tavern somewhere. Seeing as they finished part of the quest themselves, they would have gotten more experience accordingly. Likewise, if you ditch your companions you might find them soloing their own quest and maybe even die because you weren't there. If you have finished their quest tree however, perhaps pay them a fee to stick around if you leave them out of your party. Make them somewhat of an encumbrance, an easy to manage "maintenance". Another drawback, sending out your out of party Companions on quests would lock your in-party out of some quests because your out of party companion would do them and get "reputation"/"fame" that you are missing out on*. We talked about Flashbacks in another thread as well, where you control only the companion (with perhaps his/her own party, being both a leader and a follower depending on the companion), can anything more be done with this? Out of party Companion~Mini-Game? * A good enough reason to kick them out of your "out of party" group The point I'm just trying to make is that I'd like my out of party companions to get experience, because I like to envision it that they do stuff and earn they keep, they continue with their lives. They don't settle down, get a wife AND children (all acquired at the tavern) and wait for you until they grow old. Well some might *shrug* dropped Imoen at the Friendly Arms Inn, she'd probably become a Waiter xD unintended pun Out of party companions shouldn't get as near as close experience as the in-party companions and they should cap reasonably in their levels reflectively to how far they are into their Quest tree: If you let them finish their quest trees themselves, they'll stop gaining experience and cap at a level depending on where in the game their quests end (geographically). In a point of the game, let's say a forest patch, where most people would be about level 8 or 8+, the companion finishing his quest tree would be level 5 or 6 maybe? Personally, I want exp growth on the NPC's, but I want it to be reasonable, logical and hard and not really that rewarding. In Baldur's Gate Trilogy (with some extra mods) I'm hoarding companions "Gotta collect 'em all!" because I want to play with them. I switch around as I go along, but ultimately all that does is give me a level 20 something with a bunch of level 10's. It would really help my time schedule if they were maybe level 14-16ish. It's not really that much of a beef really. I just feel that this is too little of (non-existent really) in Baldur's Gate, and way too existent in modern day RPG's. Maybe there's a middle ground which is a subtle solution?
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Flagellants for.. atmosphere? Or Monks for repetition?
Its really no biggie to be honest. I'd prefer Forton to be a strand of Monk, a 1 out of 3 sub-classes of the Monk class. But I can also see Flagellant being the main class with 3 sub-classes, that's all. One being, conceptual idea, a Flagellant Wizard perhaps, being able to "become" an elemental by summoning spells onto his/her own flesh (literally). Or the Grimoire could be the Wizard Flagellant's body A Flagellant Martial Artist who uses "utility" (drugs, tools) like Forton (the Asian take on it). The third one a Doctor type Flagellant maybe? A little bit off-topic, concept idea: I'm feeling a Flagellant should be good with chemistry, thus being an excellent Alchemist. I can see some early level "experimentation" of potions actually benefiting (for a short while) the Flagellant, even if it is a "Potion of Acid Death" (potions you craft are always "unidentified" until you've drank them?).
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Flagellants for.. atmosphere? Or Monks for repetition?
Forton has also been confirmed to be a Monk who is a Flagellant. The concept of a Monk class is broad and big, giving us as players more options to how we see it. But if Forton "defines" the Class (e.g., he's part of a certain Order or "Religion" that is prominent and dominant in the world of P:E) then the Class name could be "Flagellant" instead of "Monk". Because if Forton defines the class, then the title should be specific and not "broad". If I only can be different variations of the Flagellant that Obsidian has in mind, wouldn't "Monk" elude me in the game? Lore-wise, I think, Obsidian could focus on creating a more revealing/definable and, for us, more logical and sensible "atmosphere" for the game just by having the class title be named accordingly to the in-game mechanics. After all, who says that you can't have an "Eastern"/"Asian Monk"-inspired Flagellant Monk?
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Thoughts on Firearms
I want a Shield Gun/Rifle. Kind of like.... an umbrella with 1 hole (where the gun shoots from). Never seen that before
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How long do you think until PE is finished?
I voted 2 years, but I get a feeling of 2 and some months (Late Xmas 14 or January-February 15). I think this thread is great, it shows Obsidian that we care about them as well as the game too, and giving them a bit more space to breathe. 18 months always did sound short to me, it fits with a 1.1M production I guess. This, however, is a 4.1~M production.
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Flagellants for.. atmosphere? Or Monks for repetition?
Yeah that's kind of what I felt about it too, Flagellant altogether feels closer to "European Priest" or an "Anglo-Saxon Monk". I associate it more towards a "Cleric" (in isometric RPG terms) To counter-nitpick, per definition, a Paladin could be a Monk. http://en.wikipedia.org/wiki/Asceticism
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New Game +
I agree with you pretty much everything you say, just want to clear out one or two misunderstandings: I've said it previously somewhere else, why would you have to start with the same character just because New Game+? "New Game"+"Extra Content" I am pretty sure you have a different idea of how crafting in PE works compared to how it actually works. Yes. In fact: I've got no clue. That's my ideas slipping through in the sentences
- The Monk Class
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Flagellants for.. atmosphere? Or Monks for repetition?
The idea is to change the name from Monk to Flagellant, seeing as that's what we are getting from Obsidian in Forton. Should the Monk in P:E be called "Flagellant" instead? Flagellant: http://en.wikipedia....ern_flagellants Monk: http://en.wikipedia.org/wiki/Monk It is entirely new, fresh, and I personally like the thought of it. Obsidian is doing something new with the Monk class, it's not a kung-fu gung-ho ninja fist fighter. It seems more towards a masochistic flagellant (a form of a Monk I believe), with curiosity in mortification as well as drug use. Should the Flagellant's dominate the world of P:E in terms of population and culture? I wouldn't mind seeing some more Eastern Monks, but should they be scarce in this world? Why should the Class Title be Monk? This opens up the possibilities for Obsidian to build the Monk, most likely giving us more choices (To be able to make a Eastern Fighter Monk, or a Healer Monk, or the Flagellant Monk). Unless Forton is what defines what the Monk class is going to be (In that case it should be Flagellant). However, a Priest is also a Monk, and a Paladin too (According to this wikipedia it is). A Necromancer could be a Monk even, if he does what he does for religious purpose, enlightenment etc.etc. Why should the Class Title be Flagellant? Really only for the "It's new! Sounds fresh!" stuff, it would limit you within it's definition though. What we could get instead, could be a deep rooted story where the Flagellant has a bigger part in the general Culture of the world. To develop a better atmosphere for the Era. Obsidian could focus their direction on making the Flagellant class, instead of having to worry about making "Eastern Monks" for us who want it.
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Characters not in party gaining experience
If my party companions are off doing fighter-for-hire stuff while not in my party, then I'm going to be really upset if when I re-recruit them they still have no more gold in their pocket than when I left them. Obviously if they had none when joining you, then their worthless at getting money (and are more akin to free loaders jumping from party to party to pretend to help when its you who do all the hard work pfft, Forton does eat all the food all the time no?). Jokes aside, interesting point. One solution to this could be having them earn some gold, but not an extreme amount of it doing these things. Perhaps all of your hoarded gear (the good and the bad, generally stuff you don't use) can be sold with a Companion doing some sort of "Traveling Peddler" deal. Now you could just go to a store and sell all items yourself, but the Companion would actually start somewhat of a "Trade" a la "Sell salt, buy seeds" thing so you would actually earn more money than you would by just going to the store and selling it. To elaborate how far you could go but perhaps shouldn't is to be able to decide what items your companion should buy and which items he/she should sell and setting out patrol routes. Although interesting, I can't (personally) see that macro/micro management in a game like P:E. I prefer simplicity and I'd like to steer as far away as possible from "map based statistical display" a la GTA: San Andreas. If it's merely a dialogue choice or a button I'll be fine with it.
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Grimoire Speculation and Ideas
I oddly like this a lot but I think it's way too vulnerable and chaotic random to be part of the game. Imagine leveling up Aloth up til mid-game and you lose him to his Akilles Heel. It sounds badass as something that could be a lore thing, and definitely something I would personally like to see (in the Hardcore Difficulty area). I understand that they should simply be able to channel their souls into other parts too, that would be a Horcrux no? (Harry Potter, Voldemort splitting his soul into different parts and things). * Another solution, the Wizard only has so much power to split his soul into 1 or 2 Grimoires, and thus he can't hoard Grimoires (I think this solution might nail it). Having a 3rd Grimoire would render your Wizard very powerful, but also evil "just because" it is forbidden by the Schools of Wizardry. Parting with ones soul so much destroys most Wizards sanity, which isn't that good when combined with their growing power. We all know about Mad Wizards right? Ye, here's an answer to it. Adds a layer of "pitifulness" to those Wizards who "lost it", and imagine if Aloth "looses" it because of this, or perhaps he manages to fight it (Like an Kaedan, L2 Implant, Mass Effect). We were talking about a Grimoire possibly being sentient too (earlier), and I just realized how hilarious it would be to pick up a Grimoire of some diseased Wizard that transferred most of his Soul into the Tome and now he's quite bitter xD