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Osvir

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Everything posted by Osvir

  1. Ever felt you needed a hug from Imoen after Gorion had been slain? Early game? Although it is not very important mechanically as a huge development thing, I think it is very important at the same time :D At least one instance of it, at some point in the game. Hugs :D
  2. Preference. No. Not really. Look, I don't want to start anything brother so don't presume this is rude (and I'm sorry for assuming that you are assuming, which in itself might come off as rude which I do not mean too. See this as a bureaucratic literal self-observant post of no ill will hugs!) <3 The point and the response: Playing a game "properly" is preference. You prefer to play in a way you deem it to be played. In your mind that's the proper way to play it. I might have misunderstood your post, and I am again sorry for it, but playing a game properly is in my mind completely about preference. But if I had to state "How do you play a game properly?" then my answer would always be "To have lots of FUN". Are you not having fun playing a game, then you do not have the proper mindset. But as I said, this is my preference. I don't care if Project: Eternity becomes the best game or the worst game ever spawned in the history of mankind. I've already decided and set my mind on it. I will have fun, and I'm not even forcing that thought. I want to have fun so I will have fun, it's that simple it's kind of the same thing about "I want to spread love so I will spread love" <3
  3. Stockholm, Sweden What I can deduce from my roadtrip in America would be that they are either too busy partying or too busy working. Or too busy watching television. I love America, beautiful country, beautiful people Europe is awesome too. We're all living on the same planet (I've got 2 feet on Mother Earth, not 2 feet in a corporate country).
  4. Beautiful~ :D Excitement Song #1: For more, Armand Mirpour on Facebook. I found 5 Songs in total: https://www.facebook.com/armandmirpour Not really meant for a discussion, just wanted to more or less just spread this guy's voice and vibes around the forums. Always with them positive waves. Hugs! <3
  5. You can save in X-Com during the missions, I do it all the time. Preference. Only saving in Camp or at an Inn sounds all good. Hey, starts to sound like Final Fantasy now (When did they stop with the "Tent" in Final Fantasy by the way? xD maybe never did, I stopped playing Final Fantasy after number 11 pretty much).
  6. All of Sawyer's comments should linked/pinned in a thread and explained. "So you think there's going to be Level Scaling because you read it on some other thread? Well let us bring you up to speed: <link to Sawyer's/Obsidian's comment> <quote>"
  7. Wow, I didn't know that the Spell Memorization was actually like... magically burned out of the Mage's memory... that is pretty cool. EDIT: ^Vancian magic 2nd EDIT: Also I'm subscribing to Matt Chats, beer tasting!? :D
  8. Did you also feel that the game was ending too soon, too sudden? I thought the entire ending section was absurd on so many levels, but then again I had spoiled myself before hand (So I knew what I was expecting). Does the "No spoilers" in the General Discussion imply no spoilers at all or only for Project: Eternity? Anyways~ Topic! Replayability is best done, I think, at character creation. Let me explain: People are talking about that in Dragon Age: Origins "If you were a Fighter compared to a Rogue there's no difference!" and I'm looking at Baldur's Gate and chuckling thinking the exact same thing. Okay, tactically it is a completely different thing. Stay awhile and listen: Everything that matters in Baldur's Gate for building a character are the statistics; in order, Strength, Dexterity, Constitution, Wisdom, Intelligence, Charisma (Did I miss one?). That's what keeps me replaying it, same with Planescape: Torment. Why? Because it had such an impact. Or at least it felt like it. Fallout 2 is a perfect, and a much better example of this, having low Intelligence impacted your entire game. Variety in character customization, both in appearance and statistics, makes the game replayable in my opinion. This is given that the story and world my character(s) travel through is great but I am just pre-assuming that is going to be the case for Project: Eternity so I'll not even discuss it. BUT! The most important thing above all is statistics "It is what is inside that counts" after all.
  9. I don't think it's going to be much of an issue. But I've read some of it too in a thread, what I managed to digest was pretty much: Chronology start [EDIT]: *Someone said: [/EDIT] Obsidian Announced: * Level-Scaling System People Responded: * Gasp! * No! * Help! * Save the whales! * How can they!? * Cryy! * Hey I've got an idea, scaling encounters? * Oh, that sounds pretty good. * Yeah! * Woo! :D * Save the whales! * We can do it! * Do it Obsidian! * Omgosh why aren't you doing it!? * Cryyy! * No! The Chronology of Fanboy-ism~ Anyways, I suppose this is the thread you're talking about? I'm pretty sure I read some clarification in one of the posts *scratches head and looks meaningfully at OP* did you read all the posts? http://forums.obsidi...ale-encounters/
  10. As I recall it in Diablo III there were some destructible environment you could make toppling it on the enemies. I don't know why but, it feels like that is always the solution in the games somehow. I do enjoy it, but it also shows me about how far the developer's are at. People ask for destructible environments and that's what they come up with. It was also much more present in Act 1 than in any other of the acts which brings me to the only conclusion that destructible environment is time consuming to create. I only heard about this game like last year, bought it and playing it on Steam. It's a great game. Well, when you start to understand it (rather quick learning curve in my opinion, but at the same time kind of steep too. It felt a little bit trial and error (I think I played like... 5-6 times before I figured out how to play it).
  11. I believe that this rest function is a good idea most likely we'll see something more simplified. But I'm sure that some of these ideas Obsidian is like "We want to do it, but can we?". My faith is that Obsidian will know what is best for the development. I am sure there are many ideas that are "We want to do it, we'll try it for another game". Most of all, I like to see it as we are limitless, corny as it sound we are aloof airy and we really need to get brought down to Earth with Obsidian saying (like you do to a little child) "No!". I am sure Project: Eternity is going to be some sort of indication of this "No". For an example, this camping and resting function has probably reached it's peak as a function in a game like P:E. But who is to say that having an axe and cutting down trees to build your own house would not work? How far can the idea go? xD How do we know that Obsidian isn't already thinking about that. You see, our discussions help Obsidian think about thinks they might have thought about and discussed between themselves, it also help with giving ideas that they might not have thought about before. Also, what kind of ideas do they have that we haven't seen or thought about that they could combine (or no combining at all) with these ideas. With that being said, what do you think of the Camp (as discussed in this thread) metiman?
  12. Kind of, Quest events. Imagine doing Kivan's quest, but from being a third-party. Where he leads and you follow (and would you walk back he would continue forward). During the time you follow on his quests you would pretty much be a 7 man party, with perhaps some basic shouts a la "Watch out!", "Get over here", "Follow me for a while". You wouldn't have any mechanical control but this could be a tactical aspect in itself in combat (Controlling an out of Party companion with limited tactical management, controlling several? Lead an army? xD). Of course, the companion should have some proper AI. I'm thinking Side-Kick Heroes, basically potential Companions or traveler's, that travels the world actively doing one Quest tree. Every NPC usually has their own in-built Quest tree that they have to follow right? That you have to do anyways? If Time is going to be a resource, would you miss certain Quests, companions?
  13. There is no flexibility with the D&D Vancian system, and it's much harder to tweak across difficulty levels too. With the combined spell tier + grimoire cooldowns and scaling application by character level, that leaves a lot of room for tweaking... There's still one major variable missing, though, and that's soul. Hmmm. I hope they get creative with soul and not treat it as a pure mana bladder or something. Kaz and Kairean (unsure about the latter's exact spelling, some newer people on the forums) suggested this in some other threads: "Magic System Ideas" thread@Kairean: http://forums.obsidian.net/topic/61100-magic-system-ideas/ "Magic: Limited Casting?" thread, couldn't find Kaz post (I quote it in this thread): http://forums.obsidian.net/topic/61135-magic-limited-casting/ Short version: A; Mage's use their own souls to cast magic (potential "Soul Sickness"? further additions and conclusions = casting too much of too high powered spells could kill your Mage). B; Sucking the souls of your slain enemies to replenish. Brilliant? Yes, imo.
  14. Oh I'm sure it's going to be alright with or without a rest function. It might perhaps not be significant but it's still going to be a part of the experience. I have a feeling it is going to be something much, much simpler than all of this, I don't know; I just like to discuss. EDIT: Positive waves <3
  15. I would rather say lazy poll xD a lesson to be learned
  16. Thanks for the tip What I wanted to address was the specific use of Magic that Tim Cain speaks about in Update #16. EDIT: The semi-confusion going on in this thread seems to be about no one clicking the links or being up to date so I'll just try to explain briefly: Obsidian are considering (important word, remember it) to use a Magic resource based system where a Mage's lower tier spells will be Unlimited in proportion with his level. The consideration (that important word again) Obsidian has in mind sounds something like this: All of this is an example: A Mage with a 2nd Spell Level would be able to throw Level 1 Spells freely right and left whilst the Level 2 Spells would be costly. As you gain Spell Level 3, Level 2 Spells would be unlimited as well. Again this is only what they are considering (I hope you know the definition of the word). Now, the question I am asking is: Would you like to see another mode of this? If Obsidian chooses to go with this, would you like to see an option where you can turn the "Unlimited" off and get the ability to have it "Limited" on one of your playthroughs? Simply fantastic explanation, I'm on the same page :D but I also want the hardcore way wherein the low level magic tiers never get trivial... just less difficult than they were at a start.
  17. That which is bold. That's what is most important. Obsidian doesn't need to make a mod editor, they only need to leave some doors open so modders can access the files :D I am so looking forward to mod for P:E :D
  18. I've got to be honest, I was expecting something else reading the title (Some more Magic ideas) but this... this is fantastic :D EDIT: Just so I get it right, in a sense the survivalists battle against nature?
  19. Great ideas! I love the mobile camp, specially the one where you would be able to place it out beforehand (Example: Tradeway North in Baldur's Gate~ setting up an easy camp by the caves/in the caves before exploring the general area further. To rest I would have to return to the camp site). Camping as an in-game function/Replacement of Rest: * Can only rest by campsite * If more Baldur's Gate-esque (Map-by-Map/Area-styled) can place max 2 campsites per area. * If more Divine Divinity-esque (Open world) can only place campsites a, at a certain distance from each other (It wouldn't serve a good function to place two campsites on top of each other) b, cooldown/can't place campsites every second, but something sensible * Campsites = Waypoints and you can Fast Travel between them and City Inn's. This: you set up your Waypoints/Checkpoints yourself. Now I don't know how difficult/easy this is from a developer's perspective but that would be awesome. http://forums.obsidi...e/#entry1221641 How to deal with injuries, I can see a Fallout system existing... but instead of just using the doctor's bag or skill you'd use different types of herbs and plants, a wooden plank to braze a broken leg etc. etc. and the injuries heal over time and not instantly.
  20. Ah no, I think if you scroll up a couple of links you'll find it. It's a thread about "Fatigue" and "Breathe" being a mechanic like Health. Best way I can explain Fatigue in a game is kind of like... Stamina? Diablo II is an excellent example where it is used. In a game like P:E Fatigue would have more depth though, and a lot of actions would have to cost Fatigue and all other things. TrashMan did a pretty good post on it, check it out http://forums.obsidi...er-suggestions/ Breathe would be something that we seen in Dragon Age: Origins, the "Passive" abilities you had to activate, but doing so you lost a good portion of your Mana/Stamina bar which was a great feature and idea/solution in DA:O. With the latest announcement/Update Tim Cain seems to suggest that a Fatigue System won't be used in this particular way (He doesn't mention fatigue, I think? So it's all in speculation if the parameter of Fatigue/Stamina is going to be present): Update #16: http://forums.obsidi...-dungeon-grows/ Also: *reads your link* Imma post on your link :D some pretty sweet ideas mate. I'm an ASAP man too, Scroll Cases, Potion Bags, Unlimited Quivers, Gem Bags, Bags of Holding. Many of these are mods though, and like you said I can only agree with a twist: I'd rather not see that in vanilla PE.
  21. What about rare random traveling merchants & caravans on the road? Like, only 2-3 in the world and chances are you would meet about 1~ maybe 2 in one playthrough would be pretty slim. New Game+ feature, if you met one last gameplay there's higher chance you'll meet one of the others? Eeeeeh I doon't knoow *italian shrug*
  22. It's... hard to explain... I want magical magic, and ironic for some maybe: I find the IE magic simply magical.
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