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Osvir

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Everything posted by Osvir

  1. When I say "self-destruct" I don't particularly talk about the Grimoire exploding. AFAIK In the Vancian (spelling?) the words of the spells are burned from memory, lore-wise... back to P:E if the Soul is directly connected, causing a link to the Grimoire and channeling part of your essence into it, it would be a part of the Wizard, an extension. Like an electrical current. When the wielder of the Tome dies, that connection is cut off and part of the Wizard's soul still lingers with nowhere to go it overloads and burns up (and you'll only be able to salvage 1-3 scrolls/pages from the broken Grimoire). As if the Wizard wishes to protect his own spells, or as if his soul does it as it moves on to another plane/dimension, it takes the grimoire with the dead Wizard. Stealing a Grimoire would and should be practically impossible, as it should be a pretty hefty part of the Wizard (just like the Harp is necessary for the Bard) I suggest that the Tome would return to the Wizard, or if a Thief tries to steal it he'll be burned, for as long as that Wizard is alive, no one will be able to use the Tome except that specific Wizard. It would be a part of their soul. Of course there could be a quest in the game where you just do that, but because of the circumstances and the situation of this particular Grimoire, you would be able to steal it, otherwise no no in my opinion. How so? E.g., What do you mean, "require a ton of" and what kind of fleshing out? Non of the IE games (save PS:T) explained anything about the "Mage Spellbook" or "Priest Spells", well today I understand the Lore (Vancian) but the first times I played Baldur's Gate years ago I had no clue at all and probably others who never play DnD didn't understand it either. I understand that this is my explanation, fleshing out, but that's all I've got and a bit of a repetition of what I said above (just fine tuned~); Tomes are bound to the Wizard, it is practically an extra arm, or hand. The Wizard would never be complete without it, like the Bard is not complete without his Instrument, or the Samurai without his Sword, and would it be stolen from them, woe to the Thief. The Wizard can simply snap his fingers, and suddenly the Tome will be in his hands, and a fried Thief shortly thereafter. So long as a Wizard is alive, his Tome will always be his, likewise when he dies, the Tome will die with the Wizard, leaving only a few pages of his mark in history remaining. It is the "Bond of the Book", attained after every Wizard truly goes through the "Trial of the Tome". * Bond of the Book, the final stage of the Trial of the Tome, where the Wizard needs to bleed into the book, so as to complete his bonding and grant passage for his soul into the Book. * Trial of the Tome = Crafting a Grimoire, which requires lots of rare material and questing. Like a Lightsaber. Although Magic is common, true Wizards are not (I hope? :D). I want enemy Wizards, but I don't want them to be all over the place. I felt that Baldur's Gate was a fair amount of Wizards. Those who call magic from the roots of their souls need to contain their power. Yes, the Grimoire is not only a Tome to write spells in, it is a cage which keeps part of Wizards soul trapped because of the untold power which lingers within. Those who do not pass the Trial of the Tome, will still have the magical aptitude, but broken men, as part of their souls forever lost in a nameless worthless book, it is not always that a Grimoire is crafted correctly, and if it isn't, there is a chance that you'll lose power instead of gaining power. [Rambling end]
  2. Metal Gear Solid did it greatly. It is all about the field of vision, and it isn't 1998 anymore (I don't know why that date, just random), it's 2012 and stealth from an isometric view can be done goed. The Assassin uses camouflage to blend with the foreground and background, everyone is capable of throwing magic or have magic abilities in P:E. I would like to see the old IE stealth system be appropriately updated. Where field of vision matters, and you need to crawl alongside the walls and hide behind boxes and other props.
  3. I hardly doubt it, several solutions to restrict you from even being able to hoard Grimoires: * A Tome should weigh some and thus make it hard for the Wizard to carry more than 2-3, of course you could build a more durable stronger Wizard capable of carrying much more but then you'd lose out on Magic damage. Take in mind that, in my opinion, they should weigh more the more scrolls you use/the more magic you learn (More pages). * Another solution is a limited inventory, so you could practically only carry 2-3 Grimoires (1 equipped, 1 or 2 in backpack). * Another solution, which I've tried to explain, is that when an enemy Wizard dies, his Grimoire "self-destruct", thus you won't be able to pick every Grimoire you find. * Another solution is to have a code saying "You have 2 Grimoires already, you may not pick up a 3rd one" which is kind of boring and a little bit too blunt. * Another solution is, there is only a couple of people in the game who knows how to make a Grimoire (Kind of like Oliander the Wandmaker in Harry Potter) and they won't make you more than 2 Grimoires, except that evil Grim Crafter who senses your lust for power and makes a 3rd one for you. Now, I have no clue as to what Obsidian have in mind, so what I am suggesting here or speculating on might be totally out of the question too, we'll see what Obsidian reveals.
  4. Not only just equippable on Main-Hand but on off-Hand too. Dual Wielding Wands f- yes please :D Wand Slinger
  5. I've been hanging around the empty Interplay forums a little bit, not so much.. hardly at all.. but nonetheless.. I saw this and I'm wondering if it is a desperate attempt at getting some cash flow so that they can start funding Black Isle Studios game development: http://www.gog.com/interplay/ $35 for 32 games, soundtrack etc... that's their entire collection which would cost... $190~ some? So you are saving $155~ some... it's a bargain. They've sold 180k games thus far, $35'000 for 32'000 games... that should be something like $200k (GOG probably takes a cut of it too). I hope that Black Isle Studios start again though, I don't even know why... I just get a feeling that something dark will spawn out of it and engulf all of our roleplaying hearts and make us submit into slave labor and praying to the Dungeon Master Gods
  6. Of course, but what if you could get those 10 high quality quests, and on a NG+ you'd still get those 2 quests. That's why I'm suggesting (a bit of a summary and repetition): * NG+ Quick Start/Boost. On second playthrough you can start up to Level 5 (Option only!). Why? The first few levels of the game are usually the most boring ones, but they are also some of the most achieving ones as well (Getting a character to level 5 is so much more worth it, but very time consuming, sometimes you just want to start at a slightly higher level so you can enjoy the class much more. If you've finished the game once, there is a high chance you've felt, met, tried, fought with or against, every single class in the game so you have a jist of what you are expecting to play with). * NG+ Story Elements, The Game Guides you towards another path that branches away from the previous path. If you walked right the first game, in the second playthrough a slithering path to the left is suddenly open and you get to choose to take it or not. If you do, you can on a third playthrough appreciate the right path again. * Items that your previous character had is dropped in the world somewhere, randomly, with some in-game lore and story of your previous character- this way you could trade "save files" with your friends, and on one of your playthroughs you could get one of their items that they crafted. * End Game Lore could hint towards New Game Lore, giving you the reason to believe that the game really hasn't entirely ended when it has ended but there is actually a continuation to it.
  7. I'm with you. But Obsidian doesn't have a limited time, okay sure they stated 18 months, but I'm pretty sure we won't see this game in at least 20 months and at a max even 30 months. I hope they take extra time, not to implement all of our ideas but so that they can really take their time in making a good game. 18 months sounds about right for their original goal (1.1M). But they got to 4.1M, they will be able to do everything they originally intended at a much much quicker pace thanks to this. But they also added a lot of content with the stretch goals, as well as (most likely) their own ideas. They can do so much more economically for the game with 4.1M than they can with 1.1M *duh* To be honest I would want the full product like... right now. But the full product won't be the full product if Obsidian doesn't take their time with it. So enough about the "Limited time", in my book, the only limited time Obsidian has is the time before their Company Economy starts to run low and they aren't able to pay full salary, that's when Obsidian would be starting to run out of time and they are probably long overdue don't let it get that far either xD
  8. My point is that the DnD spellbook, being abstracted from inventory management, essentially means it's an item 'bound' to the character. You never see the 'item', you can't move it around. The character can't get rid of it, swap it for another one, or give it to another character. A scroll learned and then unlearned is lost. You actually have to sacrifice something in order to learn new spells, and make meaningful choices for how you wish to develop your character. Because the abilities are tied to the character, not a removable item. If the spellbook was a manageable item carried around by your character in their actual inventory, as the grimoires seem to be, it means it can be swapped between characters at your whim, removed, or replaced. Tying your characters core abilities to an item devalues the meaning of the character. If there's a significant drawback to exchanging your grimoire for another one, this issue might be moot. The system might have a solution to all these concerns, but I think it's a good to bring them up for discussion. The Fighter often carries a sword and shield, no? These items define the Fighter many times. Samurai live by the way of the sword, I don't mean to sound rude by the way (I'm just trying to get a point across), shouldn't the sword in this case be its own "Tab" in the UI? The same thing still applies for the Wizard, you throw the Grimoire on another character they won't know what to do with it. Do you have two Wizard's then you can swap books between them, but that wouldn't mean that both Wizards actually can cast all the magic within them (One might be a higher level, one of them might be a Fire focus Wizard, and the other is Ice focus or whatever). The Grimoire, as an item, gives so much more explaination and so much more can be done with it. In Baldur's Gate the spellbook is just there, it is never really explained. Not much information. It just sits there in your UI, no idea how your Wizard got the spell book or how he uses it to cast magic. In Planescape: Torment the spell book is at least tangible in a sense. You have to craft it before you can access it in your UI... which makes it (very much so) into an item. Nope, I've never played tabletop games at all to be honest.
  9. That's the thing, why do you have to start with the same equipment? What with the souls and all, there could be an element of minor "story" and/or lore which is only unlockable or revealed on the second playthrough (cryptic questions that you couldn't answer on your first playthrough). The equipment you crafted and named yourself now drops in your second playthrough (late-game). I would like to see a New Game+ which is a fresh New Game from the very beginning (with level 1) where you don't have all the gear and loot from your previous game, but perhaps you get a slightly quicker start (as an option) to start at level 2 or perhaps even level 3 (outrageous!). Perhaps there could be a secret dungeon that didn't exist, but in this parallel universe (2nd Playthrough/New Game+) it exists.
  10. I like the first idea. I was actually thinking that if you set them about missions while your were gone; even routine ones, it would really great if when you came back you could get a report from them and it could play out like a mini-quest where you run that character. For example, say you have Sagani patrol the grounds while you are off in the world; upon return she would relay her story which would be told as a playable quest where you run Sagani (and possibly a few of your henchmen). Maybe, during a routine patrol, she finds a path that leads to a cave and a mini dungeon or lost crypt. Might be a bit much to take on for the devs, but it could be a lot of fun (depending on play style I guess). That sound so badass... flashback side-quests where you control someone else~ good example is Drizzt in "Baldur's Gate: Dark Alliance" (which is one of my most favorite side-dungeons). Final Fantasy VI does it too a lot... WarCraft III has a mission in a dungeon like it too (which is also pretty fun). Yes. P:E could definitely benefit from this. When Forton tells you his stories of his past, you'll also (sometimes) be able to play some of his stories, as Forton. That'd be so badass.
  11. Like someone said, this sounds like character specific. It all depends on the character, so this really addresses one companion (The Rogue/Thiefish one) and not all of them. I like it though, I'd definitely want my party members demand stuff from me sometimes. Another companion could be distressed, scared. Depending on where you drop them off would give a different effect (Dropping someone off in the middle of the forest? He might not take that so kindly "But but, just here!? It's pitch dark middle of the night and there are monsters about, how can you do this to me!?" haha). I'd love it for them to change depending on how they level up (Build order etc. etc.)... that'd be cool ^^
  12. I like the idea, if it can be seen as "My main level 10 character is teaching the level 5". Passing on knowledge, and that's why you don't gain any experience. Could work, it also makes me think about some statistical outcomes, kind of like "The one who does most damage gets most experience", this way you will have to make every character in your group contribute to all battles, quests and so on and so forth... that is a bit "hardcorey" though (Difficulty option? :D)
  13. Cheers! :D ever had that feeling or intention that you're doing something at the same time as someone else in the world, sometimes?
  14. I'd like to suggest something about this, I personally think it is a good idea to have your characters gain experience. However it would be controlled: A, If you ditch someone in the middle of his/her quest, they would/could continue doing that quest by themselves (and get a "companion alone" specific outcome), in this way the companion continues his/her questing and earns experience accordingly for finishing his/her quest by her/himself. You wouldn't be able to send a companion to the tavern unless they have finished their quests* B, Send your companions out in missions, you are curious about a dungeon so you send your Rogue companion out there to scout the dungeon, you go and do a couple of other quests meanwhile, then you go back to the tavern or what rendevouz point you have decided and you get a rundown of the first level of the dungeon. C, More companion "out-of-party" macro management. B & C, why? Because I like to have as many companions as possible, and I like it when they level up and become stronger. In Dragon Age: Origins I was switching party members a lot (specially on Nightmare) because I needed/wanted different tactics for different areas and situations. So if I find a cool Chanter I want to try out later, but my party is full, I don't want the Chanter to rot in a tavern whilst my entire party goes up to level 20 and the Chanter is still sitting on a level 6. I wouldn't switch my party out at this point. With that^ said I generally feel that if you have a Chanter in the Tavern/Personal House/Stronghold, he shouldn't get any experience at all (of course) unless I send him out on missions, and it is important (for *replayability!!) that you will *miss out on story elements, loot, experience and gear for your party if you send a companion of to do stuff. Equally important is that you'll get other story elements that you wouldn't get (both for the members you have in your party, as well as for what you can do with those not in your party would differ). You'll also miss their story if you don't have them in your party because they will finish their quests and get some renown themselves. Maybe you meet a Wizard companion early game who is a fool, weak and clumsy, instead of recruiting you tell him to sod off and kick him running, later game you meet a powerful man, who zaps you to death and is now a strong renowned villain and enemy, because of your choice (or you talk yourself out of it and you get a powerful wizard companion). Of course, likewise you could cheer him on and later you meet a kind loving Wizard that gladly joins your party. * In a Tavern your companion would find new members to travel with and do quests with whilst they aren't in your party (Perhaps they go out on generic fetch quests or whatnot). Meaning that if you leave them at a Tavern, they might not be there when you go back. Randomized effect type of deal, they stay within an area (3 taverns in a circle perhaps?) and you might even meet them out in the open killing some randomized mob for this randomized event. However, it shouldn't be impossible to catch up your companion, if they are out traveling and gaining experience, if you fast travel to those 3 locations close by to where you left them, chances should be pretty much 100% that you find them <- complex coding that requires lots of thought, I believe * In your personal house and/or stronghold your companions could work as defenders, cleaners, training in the training room etc. etc. start a shop and earn your group some money (If the companion not in your party is hanging around your stronghold, then whether they are in your party or not, they would definitely be a companion). I think P:E could benefit from "out of party" companions that you can do stuff with.
  15. My take; First of all a quick explanation and what I see these three as (because they are different): Thief = Someone who steals, most commonly for a living Assassin = Someone who kills for a living Rogue = A traveler, self-banished, survivalist, outdoorsman, mercantile/haggler. A vagabond, traveler... a ronin (roadtrippers and train hoppers, hitch-hikers, free loaders). Read Vaabond, so beautiful ad awesome manga. The hardcore codexians here seem to shun anime and manga but there are some intense, mature inspiration to be had (particularly from Berserk, Vinland Saga and Vagabond. Vagabond is a realistic fiction, story inspired by Miyamoto Musashi, trying to capture his mysterious existence in real history. Berserk is a gory, hardcory, deep story of a man who struggles through some pretty nasty adversaries, medieval fantasy. Vinland Saga is about vikings, haven't read it very far but it's deep and has a realistic tone to it). 1. Stealth/Sneak, should be a bonus in shadows and at night. I wouldn't mind a sneaking hunched down, lurking animation for it. Assassin's should be best at it and be able to blend and hide in the shadows, e.q., camouflage, Thief's and Rogue's would only sneak and wouldn't be able to hide (go transparent). 2. Backstab, anyone and everyone can backstab, however I do feel that Assassin's (in particular) could have an ability to strike at vital points (Vital Strike/Stab?). 3. Thievery, of course this is the main ability of the Thief's, the Rogue coming in second and the Assassin last. You should be able to steal from anyone, but instead of getting an entire screen of it, it should be a random item from the characters inventory. The better your pickpocket skill, the better and bigger items are you able to steal, for starters it might be a couple of gold pieces. 4. Scout/Search, equally important as all of the above, and this is the main ability of the Rogue. Being able to deduce, track, read the streets and the people, what kind of city it is. Are the people happy? Sad? How does this effect what you can expect from this city? This forest? What lurks within it, tracks of bandits but mostly spiderweb? Alright, so there's going to be tons of spiders here, better get the Spiderbane etc. etc. Find hidden caches? The road to treasure and glory? etc. etc. great ability that I want to see enhanced.
  16. I've got really one thing to say: Make P:E's relationship like these Romance/Friendship threads. They sometimes show flames of war, and sometimes compassion of understanding. Sometimes they are filled with respect, sometimes with disrespect. Something love, sometimes hate. However, I think Obsidian already got this covered with their great writers. Maybe these threads are simply a place to look for... inspiration? :') Peace.
  17. With all the stretch goals, added content and stuff, specially the 14 levels (excluding Facebook). I'd be surprised if Obsidian manages to make a game within 18 months, if their primary goal was to fit in 100% of what they thought was enough (1.1M) within 18 months they got (~about) 120-130% to fit within 18 months now. Why Facebook is important? It'll; A, Obsidian will move up the popularity queue, Google will show their company before others (with less Facebook likes) and other search functions on the internet. B, For future games, Obsidian will have more people/consumers (which is a resource in itself) Overall, Facebook is important because of long term futuristic goals for Obsidian as a company. And if they get to 40k within the time-frame they have set up and we get dungeon level 16, I feel it appropriate that Obsidian would take more time. I hope that they take more time anyways, I'd say/guess we are looking at 22-24 months currently with all the content they got as of now *shrug* though I have no idea really, I just now that games usually go overdue with their release dates (only 1 month or 2 though). I wouldn't mind if it took 3 years to create P:E to be honest :D more time developing = more polished/closer to the unattainable perfection, in my book.
  18. "New Game+" is only interesting if you effect it somehow by your first playthrough (e.g., that armor you crafted in your first playthrough now randomly appears in your second playthrough. Quests are still played the same, but maybe with a slight personalized twist somehow, e.g., talking about your character you played with the first game) <- I understand that this isn't an easy task, to make game 2 refer to game 1. I see New Game+ just like starting a new game entirely (from scratch, level 1, new class, new face, new race) but with some benefits (a quest you couldn't do before? A new start location? Items? Even deeper story? etc. etc.). So I'm not against it, because there are tons and tons of interesting things you can do with it. I'm not really for it either, though I lean towards "for" mainly because of the potentiality it has.
  19. I'd love to see a Spell Casting time reduction too, as you level up you'll throw them lower level spells faster. If I'm not completely mistaken this is how Icewind Dale (and probably all the other IE games) work. Cure Light Wounds is cast almost as fast as a Lay on Hands ability at the end (afair... I might've gotten an item that sped up the casting time too *shrug*).
  20. End game+? I'm not for an "after end-game", just throwing it out there. I really appreciated it about Icewind Dale and Baldur's Gate that when it ended it ended... not really much to free roam about when you've finished any of those games. So I dunno... Also, I'm talking about when you've finished all content (expansions too). When it ends it ends.
  21. Yes, totally, I would love to be able to hit the main quest tree from each angle (entering it from North, West, East or South~ metaphor). What I'm suggesting is some sort of "Ostagar" that you can jump on in different ways, from different positions. It'd be awesome to be a regular guard or infantry man, and from that position you are noticed by the Grey Wardens and ultimately get to join them (instead of always, repetitively being escorted by Duncan). Or you are Wynne's ward/apprentice and go with her to Ostagar (without any involvement of Duncan). These ways make it more unique, in my opinion... is there any backdoor you can sneak in from, onto the main quest after the origin without each and every one of them practically starting the same?
  22. 1, Party setup/party reaction Story-wise, how does your party react (depending on who you got) to different events? 2, Tactical aspects A Wizard in my party will change how I get through battles, whilst having a Chanter instead gives me a different style. 3, Origins~ Temple of Elemental Evil and Dragon Age: Origins both do this very well, now I have barely played ToEE anything so can't say much about the first starting area... but "Ostagar" is all I want to say, it looses a lot of replayability because of that. Candlekeep/Ostagar are both the same thing in my opinion, Ostagar just gives the illusion that it is not like that. 4, Paths If you go evil, you should go evil. Factions in other words, there might be one Kingdom that accepts you into their city if you are evil, in turn the other Kingdom rejects you (and vice versa if you are good). Certain villages, or areas (e.g., Bandit Camps) will react to you differently. 5, NPC reaction Continuous from "4," if you are good people might come up to you, cheer you on on your adventure (as your reputation grows or whatnot), whilst an evil path will make people run away and hide in their houses in some areas (closing windows as you pass by). Likewise, an evil city or village might pat you on your back and slither mature words down your ears in "agreement" to your actions. 6, Ease-of-use modding
  23. I can see some quests being repeatable, but mostly I find those quests tedious because they never leave the journal/"current quest"-section. Apart from that, there should be a limit to how many times you can do a certain quest, a merchant needs wolf pelts that he can sell to start his trading business. If you get him 5 wolf pelts 5 times he gets enough to start a small business, and each time you get to him you'll see his stock of items scale. In that sense, should a merchant always have the same items? Or could another side-story NPC buy items and you can later track it down/find it somehow?
  24. My last playthrough of Baldur's Gate (pretty recently) I kind of flirted with the thought of "What if I would start somewhere else, and proceed with the same quest from there. What if I was an adventurer in Nashkel, and tackling the mines instantly. Or what if I were an evil character, being a part of the early stages of the Mines corruption?". What if I wasn't Gorions ward at all, but my objective is still the same as the ward's, I just start my journey at a completely different point on the world map? I think this would be very interesting, it doesn't necessarily have to be different stories. The difficulty would be to tie these tales together, and still attain a certain "uniqueness" throughout the entire game. Will quest succession play a big part in P:E? If I do quest A before quest B, will it be different if I do quest B before quest A? This is all about quest synergy too, and connection points between quests. How much will me choosing Quest A, effect Quest B (even if they aren't connected).. bringing up the "Time" idea again (time flows, so you might miss an opportunity in Quest B if you do Quest A first and vice versa... e.g., a character/hero/villain might be in Quest B if you do it first, but won't be there if you do Quest A first then B). Will requirements on Quests change depending on how I play the game and when I do quests? Pro * Lots of replayability Con * Resource management and time So, an idea not really a suggestion. How can it be most effective in a "quality > quantity"-way?
  25. Sweet! Lots to suck my teeth in <3 thank you :D
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