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Osvir

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Everything posted by Osvir

  1. No Multi-Classing, instead include Ultra-Classing (Class Focus/Direction in many ways). I likes :D
  2. If you go to the trouble of bringing the pack mules on map, then what about the oats they need? Would you model those as well? What about tents, sleeping blankets, cooking gear, travel food, repair kits, water, &c. How do you protect the pack mules from predators? Like someone else stated in this thread, for me personally it doesn't even have to a thing I bring on the map. For me it could be an invisible creature, with a visible UI that I can access and put my carefully hoarded items into. Preferably I'd want a tangible object that could get endangered, targeted and killed if I'm not careful. To be honest I wouldn't mind all that you are addressing rjshae, but I fail to see how it would be necessary to have all that because of the Mule (I understand that that's the next line of thought, the next level of ideas. Then after the cooking, repair kits, water, comes the idea of herbalism, you need to care and pet your Mule. Mounting as well, could it go on rampage? Escape if you don't treat it nice with candy and kind words? Leash it? Guard it? etc. etc. give it its own house and maintanence levels, doesn't your characters have to poop in the middle of the Dungeon as well? etc. etc. how far do you want to go?). I'm fine with leaving the "Mule" at that, doesn't have to be a donkey per say, could be a dimensional rift (One Bag of Holding, to simplify, nothing more and nothing less). I'm advocating because I think the Bag of Holding is lame roleplaying-wise xD getting an adventuring Donkey with you is cooler Well, who says you'd be able to bring it with you into the dungeon? I'm envisioning it as something that'd stay outside, only a surface animal/thing.
  3. A Rogue could get a utility "Flare" ability (what with the gunpowder and all), or it could be an item you can buy (with an equal cooldown like the "Farsight" thing). Personally I haven't had much trouble in exploring the dungeons, it's been mostly the "surface" that's been the frustration. Nonetheless, I think Obsidian has gotten the idea and I hope they will device something interesting. I'm curious if anyone at Obs are "OCD" about this There should totally be an Achievement in the game if you remove 100% Fog of War xD "Destroyer of Fog" or "Bringer of Light", or perhaps just plain and honestly "You are truly OCD" xD
  4. That depends on if Forton is what defines what a Monk is ("Hurt me and I become stronger, I hurt myself and I become even stronger"~abilities and drug abusing abilities)
  5. First video, 4:31~ with the drill... nice cut in the video It's also funny how I asked the question "Is he really pushing it?" and they answer it with... strange diagrams on a computer? Anyways enough with that, interesting video still.. personally not seeing any credibility. Nonek <3 that was a great read :D
  6. I agree with Hormalakh and I see his point, not something I would like to see either. I'd want to explore the entire area and appreciate the art. I suggested some sort of Clairvoyance (Farsight) ability for Wizards that only work out of doors in another thread. However, I realize now that it could ruin a lot as well as I could simply enter an area and explore it entirely by this ability to see where all the enemies are. It could be a "Remove Fog of War" only (more like an art appreciation ability primarily, e.g., it can't detect enemies) or when you press "M" it could remove the dark Fog of War (but it would still be transparent so you'd still not see the enemies). It could also be a "tactical" ability with a massive cooldown (So you'd have to wait around a long time before you could use it again, you could probably clear one area with enemies and use it once or twice if you'd use it carefully and ideally).
  7. ^What he said. However, I feel that the Pack Mule thing would be most relevant in case your inventory is limited (otherwise it's only a roleplaying aspect and mechanically very easy to abuse. It should have the ability to carry like as much as what 1.5 character usually carries). If you can only carry a realistic amount of gear, and even this should be an option at the beginning of the game (Do you want to be able to carry like 4 extra items, apart from your equipped gear, 10 items or 20 items?). Or part of one the more difficult modes *shrug*
  8. ^I stopped reading after a couple of posts. Deal with it in Private Message or something? Gosh... Anyways, the Aumaua being an aquatic race I like... could it mean they migrated from far off? Are they.... pirates? :D How would you pronounce it? Oh-ma-u? Ahm-a-ua or similar?
  9. I'm with the "You should be able to do it" crowd. Not that I did it really, but for the freedom and atmosphere. This does bring up another issue though, and that's the "suddenly everyone wants to take me down!?" that pops up in Baldur's Gate. Okay! I did get caught red-handed trying to steal all the NPC's money in the drawer... can't I talk myself out of it? Can't I bribe the guards with some of the loot, or do a Jedi Mind Trick charming manipulative conversation option to the NPC a la "You wanted me to steal all your belongings". Guards should get pissed off and try to take me down for sure, but I still want to see some sort of sneaky way out of it... heck I should be able to redeem myself as well! Can't I say "Sorry, I won't do it again" and give everything back? Now, if I do it a second time there should be consequences, but generally the first time I should be able to get away with it IMO (specially if my reputation is "Heroic", that buggered me a lot...). "I've saved your village and the disastrous events, you are calling me Heroic! But I pickpocket you once and you're suddenly 'hating' on me so bad that your entire village is chasing me around like lunatics 'No! You stole 20 gold! Die!'" I should be able to tell them straight to their faces "Hey! I saved you, your family, this freaking entire region from the Iron Crisis... you should be SHOWERING me with money so shut up and let me steal the rest of your belongings AND your wife" xD Does the ENTIRE village really have to suddenly be aware that I took the money from the drawer in the outskirt house of the village and be my enemy? Word really does spread fast doesn't it... Or you accidentally choose a cryptic dialogue option and suddenly everyone is against you without any chance for explanation?
  10. Just remembered something... if the Grimoire is like the Wizard's off-hand shield... would you be able to imbue (although a lesser amount) spells into Staves as well? I'm very tired and I don't know if I'm following you entirely rjshae, about the gem stuff. Correct, didn't concern myself because for some reason I thought it wouldn't be an issue. Which it is of course, many would want a Magic Missile in every Grimoire. Though I don't see why you should have 5 Grimoires with Magic Missile in them, let alone 2 of them. 1 should suffice. I remembered another idea too, that having a Grimoire filled with "Fire" spells could buff the Grimoire itself to be fiery and extra strong fire spells. That'd be one way to "nullify" the "I need 5 Grimoires with the same spell" issue. Another idea I had was "Spell" combinations by the use of the Grimoire, you sacrifice 2 spells for the creation of 1 (e.g., Frost Bolt+Rock Fist would create "Frozen Fist").
  11. Depends how it's made, e.g., you could travel a la Fallout 2 on the map (by car... in this case a ship over water). The actual pirate battle could commence on top of the world map with 2 pixels duking it out and you can even control your little pixel a small amount and perhaps even board the enemy ship. Boarding could be "in-game" area stuff though.
  12. I just read that as Mini-Morte. That's a whole other level of disturbing. Your own grimoire talking smack at you, its creator. Geez. That's also brilliant... you're setting so many ideas/thoughts in motion Ieo <3 I hope Obsidian takes notice In a sense, isn't that what Morte is though? A talking book/journal. I remember reading somewhere (read too many a thread can't sort it out in ma head) that you're going to have a Spirit thing following you around (Morte was specifically mentioned). Obsidian-statement by the way.
  13. This would take care of all ambushes (this is a joke, to all of you hardcore literal people, this is not a suggestion xD)
  14. I said it in another post another thread, I hope the flagellant drug-abusing Forton is Forton's way of being a Monk or a path that you can take the Monk class. I hope it's not what defines the Monk in P:E. I think he is actually pretty cool and he's growing on me more and more (initially I was a little bit "Again!?"), but I wouldn't want my Monk that I am planning to create to be a masochist.
  15. Haha! Brilliant Ieo :D Mini-Moi're (think french)
  16. *SIGH!* I really like the vision you got there, pumping electricity through the tool. Sounds like a cool lore-ish way even. If there is a Soul connection between the Grimoire and the Wizard, couldn't the "self-destruct" if he/she dies? The electricity causing some sort of "overload". One way to do it; 1, Wizard gets killed by party. 2, Grimoire self-destructs or burns up mostly leaving only plural (or singular) scrolls instead of an entire book. 3, Put scrolls/pages into your own Grimoire. Would the Grimoire have a soul by itself?
  17. I'm with you, good poll mate This is my thread/opinion and I think it covers pretty much most of what you're covering too: http://forums.obsidian.net/topic/60995-pack-a-mule/
  18. Depends on how much time and how devoted the amateur is I managed to make some pretty sweet sounding sound sets for Baldur's Gate and I tried to be as professional as I could (I spent about a weekend on one of them, writing a manuscript, sound editing). I managed to get the volume just right for them as well so they were sounding like they could've been a part of vanilla BG. Now Baldur's Gate was fairly simple to make it good, mainly because it was short, 3-6 second .wav recordings... VO's are much more dialogue heavy, you need to set the tone right and you need to act accordingly and consistently, much much more work of course. If it took about a weekend for me to write and make a good sound set, I'm sure it would take months doing a full-on VO on all dialogues. Unless I could, of course, get some dialogue scripts from Obsidian beforehand (which I doubt I would) so I'm looking at being finished with this personal project 1+ year after P:E has been released probably for 1 character.
  19. Throwing it out there, all of it at once. Grimoire's are going to be equipment or gear that you can use. I'm thinking that they would be magically binding to most Mage's that uses them, and thus when the Mage permanently dies they get burned up with the Mage (like the spell memorization from Vancian, when the spell is used it is burned from the Mage's memory). Moving on while I'm still on fire (been trying to write this thread so many times now but midway I lose all my ideas). Why should the Grimoire's burn up/disappear? I reckon you're going to meet a lot of Mage's in the game and if every Mage you meet has a Grimoire of their own that you can loot and use, you're going to have a lot of Grimoire's in your inventory that just fills up space. Perhaps one or two random spells from the enemy Mage Grimoire manages to not burn up, or you could get "shards" of Grimoire's that you can put together (Think Heart shards from Zelda, getting 3 shards completes one Grimoire). There's also customization, you're going to be able to make your own Grimoire's. What I'm thinking here is that there's limited spells to the Grimoire's (You can only have a certain amount of them). There's going to be "High-Level" Grimoire's that only has High-Level spells. Perhaps one Grimoire of the Apocalyptic Hand~ that only has powerful freaking spell, the downside is that you're only going to be able to use it rarely due to the requirements you need to cast this spell. Scrolls of Magic! These would be awesome to have as pages, so when you learn a spell you're actually binding a scroll into a Grimoire, meaning that if you've got 1 scroll you can put it in 1 Grimoire (and not fill every Grimoire you got with this spell, which makes Grimoire's even more tactical). And I'm burned out.... Thoughts?
  20. When, how and where? Are you kidding? This has been known since the very beginning. http://www.gamebansh...t-eternity.html http://www.1up.com/f...roject-eternity http://www.pcgamer.c...dian-live-chat/ And other sources. Man, there has to be a giant highlighted sticky somewhere for all the things Obsidian has stated over and over again. I think I misunderstood your post mate. I read it like "There's never going to be Full VO in the game, it's going to be designed to not include it at all or let anyone attempt it post-game. Period".
  21. *raises hand* I'm all down for volunteering :D probably going to start working on creating some voices after I've played the game at least once though. I've brought this up a couple of times before, I think that if Obsidian would make it easy to put audio files into the game (on top of the dialogue) we could see fans doing this themselves. Just looking at Let's Play's and similar I know that there are thousands of people with great voices and the proper tools to make good sounding dialogue voices for the game. Please? :D I've got some actor's background, and I'm so looking forward to this~ If Obsidian implements an ease-of-use, I hope they do it on the Main Character "choices" and dialogue as well, that way you could get a fully voiced main character as well. There should also be an option of "Silent Hero" (something which didn't exist in Baldur's Gate, as an example) where your main character never makes a sound. I'd rather my main character be silent the entire game than hear him go on about the same 5 different .wav files present in the game. EDIT: I've missed this when did they say it? I'm sure that it wouldn't be too hard to "cut" the voice mid-sentence if you click an option in a dialogue or skip ahead. It's 2012! :D <3 I want the game to be dialogue heavy and designed as a book, like many here agree with because of the same reasons.
  22. Pirate Expansions! "Project: Eternity's Pirates!" = title Why ships should be included in any game (my opinion), Adventure or RPG, is because it unlocks the ability to travel to distant lands, or islands that you previously could not reach. It also enriches the experience so much more. Suikoden IV failed at this because they focused on the "ship" aspect entirely... but in games that have this feature, balanced with land travel and other transportations are truly classics (almost every Final Fantasy game, remember that the series of Final Fantasy began to degenerate with FFX, where the freedom of this traveling was taken away from us). Pirates is an awesome side-effect of this as well as natural disasters (getting caught in Hurricanes, Maelstroms, a Kragon attacks your ship as you travel etc. etc... what? Kragon's are totally a natural disaster >.>). Same thing with fliers, be it a zeppelin, dragon, giant eagle or whatever you could use for "Flying" travels. Floating islands in the skies, minimize random encounters, you'd be challenging the very Gods of the game. Reach even further distant lands that you can't reach by boat. I read somewhere something about "Teleporting" on the world map... I'm wondering if this is a "Waypoints" thing, but I can see even disadvantages here and "chance of failure", being thrown into a dimensional rift and you end up somewhere completely else. Perhaps one of the Gods choose to toy with you and throws you somewhere... remember that the Deity's (I don't remember which update it was...) are very engaged in the world and likes to toy with the races of the Eternal realm in various ways (I'm feeling lots n lots of Greek Mythology over that one)... New Horizons that is badass I had forgotten all about it EDIT: wording
  23. Couldn't I just Multi-Class as I level up/story events/Class Quests? Couldn't I just become a Fighter/Thief if I am a Fighter joining the Thief Guild? :D The latest of these would be so badass and most interesting I think (Thieves Guild one), but it would also require more time/thought than just throwing in a mundane/non-explanatory Class Combining script in Character Creation.
  24. What I'm going for is Progressive Classes, if that makes more sense than saying "evolving". In Baldur's Gate 2 you can start off as a Ranger, with the Class Kit of Samurai, for an example, so you are already a Samurai from the get-go. What I am suggesting is that you'd start off as a noob Ranger, a "commoner". Maybe you develop into a Samurai by your travels, you meet a Master Swordsman that teaches you the ways of the sword, or you make a name for yourself as a Samurai etc. etc. Kind of like... before becoming a true "Paladin" you are an "Initiate" or "Apprentice" (a student), and you need to progress and grow in your path to become a Paladin. Taking Paladin as an example in this case, the facts stand that there are going to be lots of Deity's in the realm, and to my knowledge there is only one "Paladin" thus far (no Class kits in other words). Could I not choose, in-game, who to pray too, what kind of Paladin my Paladin becomes by playing? What Gods he gains benefits from and such or do I have to decide that before I start playing? (During Character Creation/Culture thing) Mechanically, from leveling up is just the easiest way to do it from a developer's perspective (e.g., "You are now Level 3, you can now choose to be a Flagellant Monk or a Chi Monk!" with descriptions of what they are). In-game roleplaying-wise I'm sure might be a bit more difficult and could get confusing. Planescape: Torment does this very well (becoming a Mage as an example) but PS:T isn't open-world in the same sense that Baldur's Gate is and thus I think it is easier to focus on it. This one again: Also I'm not speculating that it is going to be a part of the game, I am suggesting it/opinion that it could be cool if done right (and Obs is capable of just that). I'm pulling out the "If there's time and resources" argument (again). I should start taking note of how many times I use it hah. EDIT: Interesting concept... could we trick our companions? Could they come back for revenge? That'd be awesome tbh, could be epic. You sell Forton to some slavers, he breaks loose, takes over a ship, sails back to the coast, hunts you down, becomes a mini-boss or you can convince him that you were wrong and that you want him in your party again xD I kind of like this dude to be honest, I just want the "Spiritualistic" Monk approach to be in the game as well and I hope that not ALL Monks are flagellant masochistic drug-abusing plate punchers.
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