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Everything posted by Osvir
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Battle Brothers does food in a simple & clear way. A) It's an automatic resource that depletes over time B) Food spoils That's pretty much it. You don't have to spam-buy, but rather you buy every now and then. And if you spam: A) Half will probably spoil. B) There's a cap of how much you can take with you at a time.
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What about testing a subscription based thing? Get enough subscribers (for $10 a month), and it happens (at least 60~70 people), and if not, call it of (would require lots of transparancy) 7) What do you need? Would it be easier if we made a couple of concept islands for you to pick from, with a goodie bag of content to pick from? Edit: If it fails, we could get to name a pet or something? (Granted we get at least $500)
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Content Stretch Goals
Osvir replied to Mygaffer's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
I would think this could be "Megadungeon" equivalent: 1) (Community/Backer) Island 2) (Community/Backer) Inn 3) (Community/Backer) Ship -
I'm still thinking a subscription based funding could work too, but the deadline would surely be pushed back a lot if Obsidian opened the doors to that. 200 people with $8 subscription = $1600 a month, $19'200 a year. 2000 people? $192'000 a year. Well above the $5000. 12 months maximum (so if someone forgets to shut off, it shuts off automatically). Would require some User Terms & Agreements~
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I actually like the leveling up system in Tyranny, you level up in the weapons you use, spells, and how you use your character narratively (choice & consequence, dialogue). Made a lot of sense to me. Would I want Deadfire to be? Hm, maybe actually... I don't really know how to discuss it either because, well, it makes so much sense. My Barbarian hits monster once, Barbarian becomes more experienced at fighting, the monster hits Barbarian, Barbarian gets experience in pain.
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Design the game for the archetype: Tank/Warrior Scout/Thief Healer/Aid Mage/Mystic Ranger/Archer Make the difficulty hard for the "Standard", this is the 100% difficulty. Now, lower the Multiclass options strength into the 70%-80% range. That's what they're already doing, right? I expect Multiclass options to be weaker in the early game, and then grow to be stronger if they're built purposedfully. They could also just fall short if not used to their fullest potential, and be weaksauce joke gimmick oddball theme characters. EDIT: I also think you should need to Proc a point on a Weapons Type before being able to use it. This would allow for much more variety in builds as well. A few more additions would be welcome as well, such as Inscribing Spells on Wands, Staffs, and even Body (Tattoo). A Barbarian/Wizard "Wild Mage" (I really think "Shaman" should be Chanter/Priest, a "Shaman" is one who talks to spirits), a tribal Wizard that tattoo's spells on their body. Like, "Spell Tattoo" being a weapon type like "Wand", and also having "Grimoire" features that you could maybe "Add Spells" to it as well (just not as many as in a Grimoire). And maybe Spells being cast from Tattoo's are "Wild" in nature? (50% to fail, fizzle, or backfire). A Gandalf type Batllemage, "Sword" in one one hand, and "Staff" in the other (If "Spears" can be one-handed, could "Staves" also be?). Also being able to "Add Spells" into "Wands" (Dual-Wielding Wand Mage~ Rogue/Wizard - Wandslinger?) and "Staves" (More power if held Two-Handed, but could also Dual Wield?). The point: The Multiclass options need tools, equipment, perhaps restrictions even. "Can't use that weapon"-type kind of deal, to both steer the Multiclass options in directions, and also to define the Multiclass. What I'm suggesting is something like, when hovering/deciding (Tooltip) when Leveling into a Multiclass: "Rogue/Wizard - Wandslinger: +1 Wand Proficiency"~ and "Can't use Plate Armor".
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I agree. The "Spell Crafting", if you will, was really good. Cooldowns and all was necessary for that game, but not for a Pillars game. Spell Crafting though? I really really liked Tyranny's system, all that variety and combinations (to later have 3 Mages debuff and buff and destroy everything in its path, with one God Tank). In Pillars of Eternity (and the Infinity Engine Games), I only dislike the spell dumping you get on Priest/Cleric and Druid, "You Leveled up! Here's 10 new spells!". As a Druid, if you could choose spells/ability every level, you'd be able to build a "Shapeshifter" build, or a "Lightning Druid" build, or "Shaman" build (rejuvenate/heal~ would be a really good Chanter/Druid). Or a Debuff Priest, Buff Priest, Heal Priest, Afflictions Priest, etc. etc. The actual "How to cast" system doesn't need to change that much. I like "Mastery" in Pillars 1 though, maybe get that earlier? Spell Level 1: 0/0 0/0 0/0... Mastery Spell Level 2: 1/1 0/0 0/0... Mastery Spell Level 3: 2/2 1/1 0/0... Mastery Spell Level 4: 3/3 2/2 1/1... Mastery
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Sweet Fluffle! Looks really nice! Could I make a request though? Make it smaller (There's like 9-10 points of interest). A) It looks a daunting task, wishful, and out of scope idea, if Obsidian opens up another slot for an Island, then I think it'd have to be more of a concentrated Island to a start. But what do I know, I'm perhaps assuming too much. What I'm trying to say is: Your map looks really interesting, but is it possible to downscale a bit? (Remove 1/4th landmass maybe, 3 islands? See Attachments). B) Define what sort of "Isle" it is. Is it Volcanic? Is it a Tropical Island? A Jungle Island? A Tundra Island? Is it Arcane? Is it a Moving Island? This section would require a Poll though, think up various different islands and put it up for a vote. C) Create a couple of islands of different sizes/features (they wouldn't need all the "Points of Interest" yet, just focus on the landmass and architecture of the islands. One step at a time) and put them up for a poll. When B & C has been voted for, add Points of Interest, Lighthouse, Volcano, Inn, Harbor, etc. etc. Let's call it "D". When "D" has been decided, start on NPC's, villagers, day-to-day routines etc. Attachments: black isle 01.jpg - Volcanic - Pitch black - Has a shipwide opening, leading into a base of operations, close to the core black isle 02.jpg - "Cast Away" style "Tropical" island group, smaller, more focused. Sand, palm trees. - Main island having a small boulder/rock of 140-150 feet tall (40-45 meters). Harbor on the South East corner. Covered in palm trees, hidden huts (visible from isometric). - Sub-Islands covered in palm trees. One has a hidden wooden outpost tower peaking out behind the leaves, and drag marks from a small row boat in the sands.
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Does the Pirate crew have to be an adventuring encounter? I thought about it and I wonder... if the Player/Watcher gets a stronghold ship, or can sail a ship, couldn't the next step be "a fleet"? What if the pirates could be recruitable (fleet-wise/alliance, not in-party)? Or the Pirates are on a treasure hunt and you could join them for a brief quest of looking for clues? Or even Karkarov's idea, where you'd encounter them different points throughout the game, a villain type that you fight, but they flee and run away before you can defeat them, and they'll come back again later with a little bit better gear, and again run away when defeated, and finally come back once more~ etc. Does it really have to be a "generic Encounter #20058"? I'm with Leferd here, if we're creative enough, there should be a solution.
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If Black Isle comes through, wouldn't it be cool to have a ship as well? The Black Smoke! (steam engine, if that'd fit into scope) The Black Isle Bastards, from the Black Isle, sailing the Black Smoke. Actually, Pirate Island & Pirate Ship would be sort of... a community micro-faction, wouldn't it?
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Foreword: I've been wishing that you could scribe spells into Staves and Wands for a while, even Tattoo's and being to cast Unarmed without a Grimoire (Hand tattoos?). Some of these Wizard combinations would be able create some pretty awesome gimmicks if there'd be more types of casting ranged auto-attack magic. Barbarian/Wizard for instance, is it fitting to have a Barbarian hold a Grimoire? Or wouldn't you think they'd have developed techniques to scribe spells onto staff's or wands, or maybe even bodies? A Barbarian completely tattooed. For example: A Grimoire can hold 20 spells, a Wand maybe 5 spells, a Staff 10 spells and "Body" 15 spells. Making this post made me start wonder if "Multiclassing" is a sort of equivalent to "Alignments" (Chaotic Evil, Lawful Neutral etc.) as well. Here's an even more extensive template, you can switch out the titles names, the dashes are "features" or description. Definitions for all "Power Sources" here, e.g. "Rage", "Spirits", "Psionics"... Example: Berserker Barbarian+Chanter (Rage+Spirits) - Screams in rage, shouts and yells, physically strong - Summons deep seated emotions to get enraged, spirits of the past Those with an Asterix * are confirmed
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Curious, because in the past, Obsidian did manage to put Pillars of Eternity on some tablet variant. Some market trends, Konami (those bastards) focusing (2015) on mobile platforms, we also know how successful Pokemon GO was on mobile, of course, it was made for mobile (which I hope Deadfire isn't even remotely thought of as a Player interface). Anyways, Fire Emblem (Konami) is "Coming soon" "Released" on the Play Store (Android, don't know about iOS). I know Baldur's Gate & Icewind Dale exists for mobile, Shadowrun Returns too. And Deadfire shrunk down to 5 party members "for space" (mobile screen space is small). Is Deadfire designed in mind to be compatible for mobile screens, or would it be something desired for by the community? Personally ambivalent, I want Deadfire to be in monogamy for PC, Mac, Linux (mouse and keyboard), but can't deny the market in mobile. Technology advances really fast, and with HoloLens, AR, VR, on the doorstep of revolution, I believe Deadfire would benefit tremendously. A bit of a Captain Obvious statement, but I would want Deadfire to be designed for computer use only, and if it'd work or even be really simple to port to console or mobile, go for it.
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Storms in PoEII
Osvir replied to Bloodshard's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
I'm wondering if storms are going to have any actual effects, or if it's just atmospheric. From the Fig campaign video there's two storms, sandstorm and heavy rain/rainstorm? Looks awesome nonetheless :D -
Added some data: Barbarian+Chanter (Rage+Spirits) Barbarian+Cipher (Rage+Psionics) Barbarian+Druid (Rage+Nature) Barbarian+Fighter (Rage+Discipline) Barbarian+Monk (Rage+Malification) Barbarian+Paladin (Rage+Zeal) Barbarian+Priest (Rage+Faith) Barbarian+Ranger (Rage+Bond) Barbarian+Rogue (Rage+Guile) Barbarian+Wizard (Rage+Arcane) Chanter+Cipher (Spirits+Psionics) Chanter+Druid (Spirits+Nature) Chanter+Fighter (Spirits+Discipline) Chanter+Monk (Spirits+Malification) Chanter+Paladin (Spirits+Zeal) Chanter+Priest (Spirits+Faith) Chanter+Ranger (Spirits+Bond) Chanter+Rogue (Spirits+Guile) Chanter+Wizard (Spirits+Arcane) Cipher+Druid (Psionics+Nature) Cipher+Fighter (Psionics+Discipline) Cipher+Monk (Psionics+Malification) Cipher+Paladin (Psionics+Zeal) Cipher+Priest (Psionics+Faith) Cipher+Ranger (Psionics+Bond) Cipher+Rogue (Psionics+Guile) Cipher+Wizard (Psionics+Arcane) Druid+Fighter (Nature+Discipline) Druid+Monk (Nature+Malification) Druid+Paladin (Nature+Zeal) Druid+Priest (Nature+Faith) Druid+Ranger (Nature+Bond) Druid+Rogue (Nature+Guile) Druid+Wizard (Nature+Arcane) Fighter+Monk (Discipline+Malification) Fighter+Paladin (Discipline+Zeal) Fighter+Priest (Discipline+Faith) Fighter+Ranger (Discipline+Bond) Fighter+Rogue (Discipline+Guile) Fighter+Wizard (Discipline+Arcane) Monk+Paladin (Malification+Zeal) Monk+Priest (Malification+Faith) Monk+Ranger (Malification+Bond) Monk+Rogue (Malification+Guile) Monk+Wizard (Malification+Arcane) Paladin+Priest (Zeal+Faith) Paladin+Ranger (Zeal+Bond) Paladin+Rogue (Zeal+Guile) Paladin+Wizard (Zeal+Arcane) Priest+Ranger (Faith+Bond) Priest+Rogue (Faith+Guile) Priest+Wizard (Faith+Arcane) Ranger+Rogue (Bond+Guile) Ranger+Wizard (Bond+Arcane) Rogue+Wizard (Guile+Arcane)