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Osvir

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Posts posted by Osvir

  1. Magic A: "I put on my Wizard hat"

     

    Magic has always been... magical to say the least. Mage's come in many different colors, and I like them all. But as I am comparing with Baldur's Gate I need to say I wish to see them improved upon. Still the same Mage's, but slightly more useful. An idea I have brought up before is the use of "Charges", the Soul seems to fit in here greatly somehow and I have a few thoughts on that too. I know I said this wouldn't be a discussion about Project: Eternity, but I like having the Soul (whatever it is) feature included into a game.

     

    Lore: Being a Mage has never been a gift, neither has it ever been a curse. Though just so has it always been so. A Mage has a terribly large Soul, wouldn't you say? Almostabundant, indeed. He finds himself often in contemplation, as he practices Tai-Chi. To the unseen and unpracticed eye, he would be moving the fabrics of the world, and control his spiritual presence gallantly. This was something that all great Mage's one day practiced. For to be able to cast the forces of Magic, one needs to be in tune, One, with oneself.

     

    A scholar has studied magic for his entire life, with a rather remarkably low Soul, lack of confidence he has fought and struggled his entire life to be able to cast a single Fireball from the tips of his fingers. Never will this poor Soul succeed, some are lucky, some are un-lucky, that is just the way of the Soul. It is mysterious, and no one can really tell what Magic is except what it itself is; Magic! There are speculations if Love is Magic, and many nod their head in understanding. Magic isn't definable, it simply is. Some can wield it, some shield it, some can deal with it. A part of the Soul has always been Magic.

     

    Citing a famous Mage, Roalgd Demonshrinker, "Magic is a part of the Soul, just as the Soul is a part of Magic".

     

    Mage's would differ, hence the title, each Mage is his own Mage in every way. Of course there are trends, but at the core of it, Magic is as unique as the Soul. There would be Wandslingers (quick, acrobatic Mage's, more attune to the element of "Wind"), Templar Mage's (sturdy, strong, protective "Earthern" Mage's), Wizards (More traditional, wise-guy, classical BG/IWD Mage), Battlemage's (Not simply Battle Cleric's or Paladin's but Mage's that participate close up, battling Evil with flaming fists, Close-Range Magic, more attune to the element of "Fire"). Cleric's are a given, and are sort of Magical in themselves, with the ability to call upon the gentle aspects of Magic, hence attune to the element of "Water".

     

    A "fallen" Mage, who has turned corrupted in the ways of Blood Magic, is always evil. There is no Jowan who can contain it, it is utterly and entirely Demonic.

     

    Magic and Zen; a Mage needs to be clear minded and harmonious. Otherwise you can never become a Mage, achieving this potency in-game would be a great feature. When the Mage attains "Zen" he can, of course, fall into deeper and darker pits and become corrupted. An idea that a Mage has, could become an idea that sparks into reality. That is why it is so dangerous, and why Mage's often tend to become mad when they loose dear ones (Necromancy is common for many reasons). The power of the mind, the power to move mountains, when the Mage achieves Zen, (a.k.a. Mastery) it is a closely observed session wherein the Mage understand it.

     

    The power flowing through the Universe of the Mage's entire being is often known to instill human Hubris.

     

    Druids are also a variation of the Mage, however they attune themselves with the Mother Soul, as they call it (Earth). A Druid is most commonly an Elf (and in occasional cases a Gnome or rarely a Human). Druids watch over the lands and protect it, "Gardener's of the Tree Trunk". An Evil Druid is never heard of, only Grey one's with a deeper agenda.

     

     

    Magic B: Spellbooks

     

    Spell Books is an idea of being able to Write Magic to several different Spell Books that you can wield as an equipable item, where you could have 10 different Fire spells in one and 10 different Water spells in another. Switching Spell Books would be like switching from Axe to Sword on your Warrior mid-combat. The three aspects to of here is:

    1, Spell Book; Fire

    2, Spell Book; Water

    3, Your Mana/Charges. 3/3 Level 1 Spells. Changing Spell Book does not affect the Charges.

     

    Spell Levels: I remember fondly the different spell level Pages from BG and friends, having different charges for each level. So each level should be different charges, different Spell Levels are attainable at different Character Levels, perhaps even only attainable by Questing. In some ways I feel that "How does the Mage suddenly learn all these new spells, who taught him? Where is he hiding the "Manual of being a Mage; A Noober's Guide 2C?".

     

    Spell Charges: Expendable and replenish-able over a longer period of time. Your character would have 1/1 Spell Level 1 Charges for your Level 1 Mage. At Level 4 your Mage would have 4/4 Spell Level 1 Charges and 2/2 Spell Level 2 Charges. To quickly run through all the levels:

     

    1/1 Spell Level 1 Charges per Level (Level 4 Mage, 4/4 Spell Level 1 Charges)

    Spell Level 2 Charges 1/2 of current Level (Level 8 Mage, 4/4 Spell Level 2 Charges)

    Spell Level 3 Charges 1/3 of current Level (Level 12 Mage, 4/4 Spell Level 3 Charges

    Spell Level 4 Charges 1/4 of current Level (Level 16 Mage, 4/4 Spell Level 4 Charges)

    Spell Level 5 Charges 1/5 of current Level (Level 20 Mage, 4/4 Spell Level 5 Charges)

    Spell Level 6 Charges 1/6 of current Level (Level 24 Mage, 4/4 Spell Level 6 Charges)

    Spell Level 7 Charges 1/7 of current Level (Level 28 Mage, 4/4 Spell Level 7 Charges)

    Spell Level 8 & 9: Only quest related. 1/1 Charges/

     

    And they would cap at 9/9.

     

    A Level 30 Mage would have:

    Level 1: 9/9

    Level 2: 9/9

    Level 3: 9/9

    Level 4: 7/7

    Level 5: 6/6

    Level 6: 5/5

    Level 7: 4/4

    Level 8: 1/1 (+1/+1 for Once a Game Quest)

    Level 9: 1/1 (Can't boost/Need special means, items, rituals to cast, Cooldown takes several in-game days)

     

     

    Magic C: Cooldown and Turn-Based, Resting

     

    The discussion for several hours last night on how Cooldown will work or how it could best work. Some discussion on how it won't work at all, without arguments to why but simple self-proclaimed Fact that it simply won't. There are several methods to handle the cooldown (Turn-Based Cooldown or Time Based Cooldown).

     

    Turn-Based Cooldown means that the Mage casts 1 Level 1 Spell and looses 1/ accordingly (Now down to 3/4 as he is Level 4). It would now pop up a number over that spell, let's for the sake of it say "3". You direct all of your party members each their turn and now you are back to the Mage, but now the "3" has turned into a remarkable "2". Mind you, different cooldowns on different spells. Also, this is only the cooldown of casting spells, Charges are still present as a third-party factor. This is a mechanic that would work very well in-combat of cRPG's.

     

    Time-Based Cooldown means that the Mage replenishes his Charges over time so that he can cast more Spells later. Resting is, in a sense, the imaginary feel of time running along. Great for an out of combat Cooldown. Again trying to be statistical:

     

    Level 1 Spells recharge at a rate of +1/ once every in-game hour

    Level 2 Spells recharge at a rate of +1/ once every two in-game hours

    Level 3 Spells recharge at a rate of +1/ once every four in-game hours

    Level 4 Spells recharge at a rate of +1/ once every seven in-game hours

    Level 5 Spells recharge at a rate of +1/ once every twelve in-game hours

    Level 6 Spells recharge at a rate of +1/ once every eighteen in-game hours

    Level 7 Spells recharge at a rate of +1/ once every twenty-fifth in-game hour

    Level 8 Spells recharge at a rate of +1/ once every second day

    Level 9 Spells do not recharge by time, but by certain Rituals, Quests and/or Items

     

    * Resting: Once a Day mechanic, with its own Time-Based Cooldown, capable to use once every 16th in-game hour.

     

    An excellent form of explanation is; I am looking to flirt with the idea of getting old school Magic from BG and IWD, but at the same time have a constant flow of replenishment. It would still be a challenge, 1 Level 3 Spell would recharge at the rate of 2 Level 1 Spells and 1 Level 2 Spell. This way you'd be throwing lower level spells, in the "meantime" as your higher level spells recharge. Likewise you can find yourself depleted of Spell Charges entirely, having 0/# Spell Charges. Casting spells depletes faster than replenishing~ so the tactical conservatism is still necessary.

     

    Resting 8-hours would not replenish ALL spells, but only those spells that would be replenished within those hours of resting. Likewise there could be scarce specific Spell Level Potions that replenishes +1/# Spell Level #. This would be a term of difficulty though:

     

    Easy: All spells are replenished.

    Normal: As in-game built.

    Hardcore: Only by resting, only as many as would be replenished during that time period.

     

    Pack-A-Mule:

    http://forums.obsidi...95-pack-a-mule/

     

    Exploring the World:

    http://forums.obsidi...ddling-with-it/

    • Like 3
  2. The Pack and the Mule

     

    This section covers Inventory, Looting and Campsite variations.

     

    * "Your Inventory is Full"

    You practically have no inventory space at all, and can only carry a certain amount of things. Scenario; Rolf had been wandering around this dungeon floor for hours now ("It's only the first level Narrator!" - Rolf), carrying everything he could on his back. He was stuffed! Scrolls had been tucked in between his belt and in his big leather boots he had carefully stashed an excessive amount of throwing knives. Why not? With every step he took he panted, as a big brown Santa Clause backpack weighed him down. Spears, Halberds and staff's were pointing out.

     

    "Hey Rolf!" echoed in the distance, his companions were back! Helga, Jacob and Tim. Rolf almost cried, he was glad to see them. Well just a little bit, because they were carrying more stuff for him to carry.

     

    What I try to explain in this scenario is that, I feel that it isn't authentic that your character would be able to carry so much as they do at some times. I kind of want a more limited inventory that let's me keep focusing on looting a little bit less without loosing benefits of it. More on this in "* Loot'n n' Plunder'in". I want a tactical approach to the Inventory management and control, "Do I keep this armor, or pick up the one I just found... one having each an advantage as well as a disadvantage.. hmm". To mirror yourself, how much are you able to carry, and fight at the same time mind you.

     

    Introducing Pack Mule, an old weary Mule, grey in color and slightly beardy and skinny. Rolf. Jokes aside, the Pack Mule would be Quest related, in-game story/side-story much like how the car in FallOut 2 is purely optional. However it would be very beneficial to have it with you, of course. There is also the question of being able to hire/buy a slave to carry some of the excessive gear you are holding on to.

     

    No matter how harsh it may sound with the slave, I only wish to portray an authentic situation in an authentic display of another world set in another Era.

     

    I can also think of here where having a Mage becomes even more useful, as there could be a skill (even from the start) which allows him to send a couple of items into another dimension and allow you to carry even more inventory. However, random as it is, on early levels some items would perhaps be lost for eternity, other items could re-appear at any point. Later levels the randomness would be less and more in control, as the Mage could perhaps even use items from this dimension (Teleporting in an Acid Potion that you place on the enemy, so that it falls and crashes in pieces on top of them? F- yes. A sudden spear, appearing from nowhere, backstabbing the enemy? F- yes. Your Mage is no longer an encumbrance to your party).

     

    With this "vision" in mind, the Mage would in turn be the one who could carry the most inventory.

     

    Tactical Management: As a warrior in the party. So now you are level 2, traveling through the world, you can barely carry much, a couple of potions, two main weapons. A set piece of armor, helmet and so on. You have a couple of spears on your back, either for throwing or for taking to town to sell. A wolf pelt hangs around your right shoulder, tightly knit around your chest. There was an old man who was looking for wolf pelt's for this coming winter.

     

    With a limited inventory you wouldn't be hoarding so you can sell and then get more gear. Again I am talking about authenticity "How much can I carry?" versus "How much can I carry in the game?". I want a game which doesn't allow for that to happen, but as a challenge and as an improvement. You are not meant to leave the dungeon midway through it, for whatever reason, and return a couple of days later. Although it all depends on the dungeon, which is its own couple of novels by itself.

     

    * "Loot'n n' Plunder'in"

    I would love to see an interface of looting, a "zooming glass" way of doing it. L.A. Noire styled inspection, but simpler (instead of the full 3D search, perhaps simply a JPEG file would suffice). In this looting interface you could search pockets, remove armor, inspect etc. Easy, user-friendly, fast. Why? Really it doesn't matter much about the interface, I think I am more after the different options you have to inspect the situation. Practically a "Search" function when looting.

     

    With your limited inventory space you would not need to loot everything, and I feel that it should suffice to run through a dungeon and by simply hovering your mouse pointer over those who you slay you would get a message in the combat log stating if they carry things which could benefit your character or not. With this in mind "Search" would be more important to use as well.

     

    How does it become important? Well if you don't put a couple of points in it, you won't get all gear you are looking for, likewise if you are putting points in it you will miss out on putting points on something else that could benefit the damage, health or more statistical bits of your character's strength's.

     

    Tactical Search: Now you have this to think about as well as your inventory space. The higher Search you get, the easier you will spot and now "Hm, that is a nice looking sword, it is not jagged at all." whilst a low level Search would give you a "Nothing useful here" message. Of course you could still search the body and indeed find out that the sword this bandit was carrying was not worn out at all, whilst yours seriously needed the attention of a blacksmith.

     

    With a limited inventory, and a broader Search: The World will be your Inventory and your character the Search. <- That's kind of spiritually cryptic. The Character is what is most important, in my opinion, above all else in the game.

     

     

    Campsite

     

    A living campsite, I am thinking about Suikoden highly when I think of adjusting a campsite. I really liked the campsite in Dragon Age: Origins as well, it was really nice. All I disliked about it was the loading screen and it was always the same area. What if I could set up a Tent anywhere? What if I could macro-manage it to place a guard, whilst the others rest? The Sims mechanic* where you can Fast Forward really fast (but only during Rest sequences) and midway pause in it and change guards so that they both get some rest.

     

    Fatigue Thread:

    <M.I.A can't find it, looked around for a little bit but got stuck in another thread instead>

     

    One way to solve this is to have a mobile Camp (Pack Mule) that you can take with you, it is your stash basically and it can be stolen, attacked, lost, eaten. Where you can leave it outside caves, or if the Dungeon is large enough (entrance~) the Mule can through it. A slave, previously mention further up, could be hired/bought to carry your inventory between the Pack Mule/Camp and back to the character.

     

    ABC Magic:

    http://forums.obsidian.net/topic/60996-abc-magic/

     

    Exploring the World:

    http://forums.obsidian.net/topic/60997-exploration-the-world-and-how-it-reacts-to-your-meddling-with-it/

    • Like 1
  3. Shiiiiiiiiiet son, not trying to be a **** but how long did it take you to write that? My eyes hurt.

     

    Not too long really, had most of the ideas pretty much on my harddrive. I've been thinking about how an improved Baldur's Gate Infinity Engine game would or could look like today, for years.

     

    EDIT:

    Honestly, individual ideas should be broken up into individual threads. The forum format with threaded conversations is not built for this kind of thing. One giant, topically very messy thread (because people respond to specific topics that interest them, which means not the entire OP) is far less useful than multiple threads on different topics for deeper discourse and "staying on-topic" as it were. This ENTIRE forum (subforum now) is the playground for ideas. Just sayin'...

     

    I agree, but the problem is that every aspect is somewhat linked. So the Topic of Mage Spells is related to Cooldown, which in turn is related to Resting, which in turn effects your entire party as well as "How to tackle Dungeon?" tactical management.

    • Like 1
  4. If one Human is defined in-game as a Master Swordsman, then I want him to be a Master Swordsman, or on his way towards it at least.

    If another one is defined in-game as a Great Archer, well then I want her to be a great with a bow.

     

    Both of these, are in-game, called Fighters, their in-game definition is different. Heck yes I would like them to be individual, different. Even if they hail from the same "Class". This is more on the topic of "Class Kits" I feel.

     

    Then again, if I get two companions that both are Fighters, wield the same weapons and armor's, I still would like to see a difference in both of them and their style/abilities which corresponds to their personality as well as statistical physique. One Fighter might be more of a "bulky" person, bigger, stronger. Hits harder with his Longsword, but attacks slower than the smaller, more mobile Fighter.

     

    The Way of the Sword is vast and I suggest that Obsidian reads a Manga called "Vagabond" to understand the importance of it.

     

    I feel I would rather want the Character to be creating the Class, rather than the Class creating the Character.

  5. So! I love to talk about ideas, discuss ideas, improve upon ideas. Find those cool looking features, visionary, dreaming and so forth. But I like to limit myself as well with "restrictions" on what I believe is "capable" or plausible. Something along the lines of realistic Fantasy, Steampunk, Future and the like. Ideas that rings of "authenticity" (an easier word for you who do not comprehend: "Dat is legit" is another form of "authenticity").

     

    I want this thread to not really be suggestions of what Project: Eternity should be like but rather more a thread on what you like and would want. Perhaps stories of how you beat that dragon, and how you envisioned it. What things you saw in Baldur's Gate, Icewind Dale, something that you felt could be improved upon in a lore authentic way, that it is pretty much the same thing spiritually but mechanically it is beneficial to your own "time" and "experience". Perhaps even beneficial to your characters in terms of experience, roleplay, banter, story and so forth.

     

    Some general cRPG elements I would like to see.

     

     

    The Pack and the Mule

     

    This section covers Inventory, Looting and Campsite variations.

     

    * "Your Inventory is Full"

    You practically have no inventory space at all, and can only carry a certain amount of things. Scenario; Rolf had been wandering around this dungeon floor for hours now ("It's only the first level Narrator!" - Rolf), carrying everything he could on his back. He was stuffed! Scrolls had been tucked in between his belt and in his big leather boots he had carefully stashed an excessive amount of throwing knives. Why not? With every step he took he panted, as a big brown Santa Clause backpack weighed him down. Spears, Halberds and staff's were pointing out.

     

    "Hey Rolf!" echoed in the distance, his companions were back! Helga, Jacob and Tim. Rolf almost cried, he was glad to see them. Well just a little bit, because they were carrying more stuff for him to carry.

     

    What I try to explain in this scenario is that, I feel that it isn't authentic that your character would be able to carry so much as they do at some times. I kind of want a more limited inventory that let's me keep focusing on looting a little bit less without loosing benefits of it. More on this in "* Loot'n n' Plunder'in". I want a tactical approach to the Inventory management and control, "Do I keep this armor, or pick up the one I just found... one having each an advantage as well as a disadvantage.. hmm". To mirror yourself, how much are you able to carry, and fight at the same time mind you.

     

    Introducing Pack Mule, an old weary Mule, grey in color and slightly beardy and skinny. Rolf. Jokes aside, the Pack Mule would be Quest related, in-game story/side-story much like how the car in FallOut 2 is purely optional. However it would be very beneficial to have it with you, of course. There is also the question of being able to hire/buy a slave to carry some of the excessive gear you are holding on to.

     

    No matter how harsh it may sound with the slave, I only wish to portray an authentic situation in an authentic display of another world set in another Era.

     

    I can also think of here where having a Mage becomes even more useful, as there could be a skill (even from the start) which allows him to send a couple of items into another dimension and allow you to carry even more inventory. However, random as it is, on early levels some items would perhaps be lost for eternity, other items could re-appear at any point. Later levels the randomness would be less and more in control, as the Mage could perhaps even use items from this dimension (Teleporting in an Acid Potion that you place on the enemy, so that it falls and crashes in pieces on top of them? F- yes. A sudden spear, appearing from nowhere, backstabbing the enemy? F- yes. Your Mage is no longer an encumbrance to your party).

     

    With this "vision" in mind, the Mage would in turn be the one who could carry the most inventory.

     

    Tactical Management: As a warrior in the party. So now you are level 2, traveling through the world, you can barely carry much, a couple of potions, two main weapons. A set piece of armor, helmet and so on. You have a couple of spears on your back, either for throwing or for taking to town to sell. A wolf pelt hangs around your right shoulder, tightly knit around your chest. There was an old man who was looking for wolf pelt's for this coming winter.

     

    With a limited inventory you wouldn't be hoarding so you can sell and then get more gear. Again I am talking about authenticity "How much can I carry?" versus "How much can I carry in the game?". I want a game which doesn't allow for that to happen, but as a challenge and as an improvement. You are not meant to leave the dungeon midway through it, for whatever reason, and return a couple of days later. Although it all depends on the dungeon, which is its own couple of novels by itself.

     

    * "Loot'n n' Plunder'in"

    I would love to see an interface of looting, a "zooming glass" way of doing it. L.A. Noire styled inspection, but simpler (instead of the full 3D search, perhaps simply a JPEG file would suffice). In this looting interface you could search pockets, remove armor, inspect etc. Easy, user-friendly, fast. Why? Really it doesn't matter much about the interface, I think I am more after the different options you have to inspect the situation. Practically a "Search" function when looting.

     

    With your limited inventory space you would not need to loot everything, and I feel that it should suffice to run through a dungeon and by simply hovering your mouse pointer over those who you slay you would get a message in the combat log stating if they carry things which could benefit your character or not. With this in mind "Search" would be more important to use as well.

     

    How does it become important? Well if you don't put a couple of points in it, you won't get all gear you are looking for, likewise if you are putting points in it you will miss out on putting points on something else that could benefit the damage, health or more statistical bits of your character's strength's.

     

    Tactical Search: Now you have this to think about as well as your inventory space. The higher Search you get, the easier you will spot and now "Hm, that is a nice looking sword, it is not jagged at all." whilst a low level Search would give you a "Nothing useful here" message. Of course you could still search the body and indeed find out that the sword this bandit was carrying was not worn out at all, whilst yours seriously needed the attention of a blacksmith.

     

    With a limited inventory, and a broader Search: The World will be your Inventory and your character the Search. <- That's kind of spiritually cryptic. The Character is what is most important, in my opinion, above all else in the game.

     

     

    Campsite

     

    A living campsite, I am thinking about Suikoden highly when I think of adjusting a campsite. I really liked the campsite in Dragon Age: Origins as well, it was really nice. All I disliked about it was the loading screen and it was always the same area. What if I could set up a Tent anywhere? What if I could macro-manage it to place a guard, whilst the others rest? The Sims mechanic* where you can Fast Forward really fast (but only during Rest sequences) and midway pause in it and change guards so that they both get some rest.

     

    Fatigue Thread:

    <M.I.A can't find it, looked around for a little bit but got stuck in another thread instead>

     

    One way to solve this is to have a mobile Camp (Pack Mule) that you can take with you, it is your stash basically and it can be stolen, attacked, lost, eaten. Where you can leave it outside caves, or if the Dungeon is large enough (entrance~) the Mule can through it. A slave, previously mention further up, could be hired/bought to carry your inventory between the Pack Mule/Camp and back to the character.

     

     

    Magic A: "I put on my Wizard hat"

     

    Magic has always been... magical to say the least. Mage's come in many different colors, and I like them all. But as I am comparing with Baldur's Gate I need to say I wish to see them improved upon. Still the same Mage's, but slightly more useful. An idea I have brought up before is the use of "Charges", the Soul seems to fit in here greatly somehow and I have a few thoughts on that too. I know I said this wouldn't be a discussion about Project: Eternity, but I like having the Soul (whatever it is) feature included into a game.

     

    Lore: Being a Mage has never been a gift, neither has it ever been a curse. Though just so has it always been so. A Mage has a terribly large Soul, wouldn't you say? Almost abundant, indeed. He finds himself often in contemplation, as he practices Tai-Chi. To the unseen and unpracticed eye, he would be moving the fabrics of the world, and control his spiritual presence gallantly. This was something that all great Mage's one day practiced. For to be able to cast the forces of Magic, one needs to be in tune, One, with oneself.

     

    A scholar has studied magic for his entire life, with a rather remarkably low Soul, lack of confidence he has fought and struggled his entire life to be able to cast a single Fireball from the tips of his fingers. Never will this poor Soul succeed, some are lucky, some are un-lucky, that is just the way of the Soul. It is mysterious, and no one can really tell what Magic is except what it itself is; Magic! There are speculations if Love is Magic, and many nod their head in understanding. Magic isn't definable, it simply is. Some can wield it, some shield it, some can deal with it. A part of the Soul has always been Magic.

     

    Citing a famous Mage, Roalgd Demonshrinker, "Magic is a part of the Soul, just as the Soul is a part of Magic".

     

    Mage's would differ, hence the title, each Mage is his own Mage in every way. Of course there are trends, but at the core of it, Magic is as unique as the Soul. There would be Wandslingers (quick, acrobatic Mage's, more attune to the element of "Wind"), Templar Mage's (sturdy, strong, protective "Earthern" Mage's), Wizards (More traditional, wise-guy, classical BG/IWD Mage), Battlemage's (Not simply Battle Cleric's or Paladin's but Mage's that participate close up, battling Evil with flaming fists, Close-Range Magic, more attune to the element of "Fire"). Cleric's are a given, and are sort of Magical in themselves, with the ability to call upon the gentle aspects of Magic, hence attune to the element of "Water".

     

    A "fallen" Mage, who has turned corrupted in the ways of Blood Magic, is always evil. There is no Jowan who can contain it, it is utterly and entirely Demonic.

     

    Magic and Zen; a Mage needs to be clear minded and harmonious. Otherwise you can never become a Mage, achieving this potency in-game would be a great feature. When the Mage attains "Zen" he can, of course, fall into deeper and darker pits and become corrupted. An idea that a Mage has, could become an idea that sparks into reality. That is why it is so dangerous, and why Mage's often tend to become mad when they loose dear ones (Necromancy is common for many reasons). The power of the mind, the power to move mountains, when the Mage achieves Zen, (a.k.a. Mastery) it is a closely observed session wherein the Mage understand it.

     

    The power flowing through the Universe of the Mage's entire being is often known to instill human Hubris.

     

    Druids are also a variation of the Mage, however they attune themselves with the Mother Soul, as they call it (Earth). A Druid is most commonly an Elf (and in occasional cases a Gnome or rarely a Human). Druids watch over the lands and protect it, "Gardener's of the Tree Trunk". An Evil Druid is never heard of, only Grey one's with a deeper agenda.

     

     

    Magic B: Spellbooks

     

    Spell Books is an idea of being able to Write Magic to several different Spell Books that you can wield as an equipable item, where you could have 10 different Fire spells in one and 10 different Water spells in another. Switching Spell Books would be like switching from Axe to Sword on your Warrior mid-combat. The three aspects to of here is:

    1, Spell Book; Fire

    2, Spell Book; Water

    3, Your Mana/Charges. 3/3 Level 1 Spells. Changing Spell Book does not affect the Charges.

     

    Spell Levels: I remember fondly the different spell level Pages from BG and friends, having different charges for each level. So each level should be different charges, different Spell Levels are attainable at different Character Levels, perhaps even only attainable by Questing. In some ways I feel that "How does the Mage suddenly learn all these new spells, who taught him? Where is he hiding the "Manual of being a Mage; A Noober's Guide 2C?".

     

    Spell Charges: Expendable and replenish-able over a longer period of time. Your character would have 1/1 Spell Level 1 Charges for your Level 1 Mage. At Level 4 your Mage would have 4/4 Spell Level 1 Charges and 2/2 Spell Level 2 Charges. To quickly run through all the levels:

     

    1/1 Spell Level 1 Charges per Level (Level 4 Mage, 4/4 Spell Level 1 Charges)

    Spell Level 2 Charges 1/2 of current Level (Level 8 Mage, 4/4 Spell Level 2 Charges)

    Spell Level 3 Charges 1/3 of current Level (Level 12 Mage, 4/4 Spell Level 3 Charges

    Spell Level 4 Charges 1/4 of current Level (Level 16 Mage, 4/4 Spell Level 4 Charges)

    Spell Level 5 Charges 1/5 of current Level (Level 20 Mage, 4/4 Spell Level 5 Charges)

    Spell Level 6 Charges 1/6 of current Level (Level 24 Mage, 4/4 Spell Level 6 Charges)

    Spell Level 7 Charges 1/7 of current Level (Level 28 Mage, 4/4 Spell Level 7 Charges)

    Spell Level 8 & 9: Only quest related. 1/1 Charges/

     

    And they would cap at 9/9.

     

    A Level 30 Mage would have:

    Level 1: 9/9

    Level 2: 9/9

    Level 3: 9/9

    Level 4: 7/7

    Level 5: 6/6

    Level 6: 5/5

    Level 7: 4/4

    Level 8: 1/1 (+1/+1 for Once a Game Quest)

    Level 9: 1/1 (Can't boost/Need special means, items, rituals to cast, Cooldown takes several in-game days)

     

     

    Magic C: Cooldown and Turn-Based, Resting

     

    The discussion for several hours last night on how Cooldown will work or how it could best work. Some discussion on how it won't work at all, without arguments to why but simple self-proclaimed Fact that it simply won't. There are several methods to handle the cooldown (Turn-Based Cooldown or Time Based Cooldown).

     

    Turn-Based Cooldown means that the Mage casts 1 Level 1 Spell and looses 1/ accordingly (Now down to 3/4 as he is Level 4). It would now pop up a number over that spell, let's for the sake of it say "3". You direct all of your party members each their turn and now you are back to the Mage, but now the "3" has turned into a remarkable "2". Mind you, different cooldowns on different spells. Also, this is only the cooldown of casting spells, Charges are still present as a third-party factor. This is a mechanic that would work very well in-combat of cRPG's.

     

    Time-Based Cooldown means that the Mage replenishes his Charges over time so that he can cast more Spells later. Resting is, in a sense, the imaginary feel of time running along. Great for an out of combat Cooldown. Again trying to be statistical:

     

    Level 1 Spells recharge at a rate of +1/ once every in-game hour

    Level 2 Spells recharge at a rate of +1/ once every two in-game hours

    Level 3 Spells recharge at a rate of +1/ once every four in-game hours

    Level 4 Spells recharge at a rate of +1/ once every seven in-game hours

    Level 5 Spells recharge at a rate of +1/ once every twelve in-game hours

    Level 6 Spells recharge at a rate of +1/ once every eighteen in-game hours

    Level 7 Spells recharge at a rate of +1/ once every twenty-fifth in-game hour

    Level 8 Spells recharge at a rate of +1/ once every second day

    Level 9 Spells do not recharge by time, but by certain Rituals, Quests and/or Items

     

    * Resting: Once a Day mechanic, with its own Time-Based Cooldown, capable to use once every 16th in-game hour.

     

    An excellent form of explanation is; I am looking to flirt with the idea of getting old school Magic from BG and IWD, but at the same time have a constant flow of replenishment. It would still be a challenge, 1 Level 3 Spell would recharge at the rate of 2 Level 1 Spells and 1 Level 2 Spell. This way you'd be throwing lower level spells, in the "meantime" as your higher level spells recharge. Likewise you can find yourself depleted of Spell Charges entirely, having 0/# Spell Charges. Casting spells depletes faster than replenishing~ so the tactical conservatism is still necessary.

     

    Resting 8-hours would not replenish ALL spells, but only those spells that would be replenished within those hours of resting. . Likewise there could be scarce specific Spell Level Potions that replenishes +1/# Spell Level #.

     

     

    NPC's and Fame; Are you the Chicken Chaser or the Returner of Time?

     

    Different reactions from the world, even if you are an incurable Light White Shining Paladin from a Shining Bright Academy Castle "How to be THE Paladin of Holy Light!". NPC's will comment on your naiviteé of trying to make the world a better place, only to later confess they were wrong when you indeed succeed. Maybe some people will move away, close their windows as you pass, if you play an awfully evil character.

     

    With the option of being more mysterious in your approach, where you can be an evil super villain, but no one knows that you are that person. Basically the NPC's are talking about what's going on in the world and they will react to how you change it.

     

    Exploration and Research; Lore

     

    Before entering a Dungeon, will there be indication, an Outpost Guard who sees you walk into the "Forbidden" or "Dangerous" area, runs after you or yells at you to stop. Tells you off the danger's and the things that lurk in these places, giving you an indication (from a roleplaying perspective) what might be a good idea to bring with you. So preparation is important beforehand, but I understand that not everyone plays like a Scholar, even if you prepare without foresight or research you can still manage as well. Just because you don't have the Dungeon Counter-Spells doesn't mean it should be impossible to finish.

     

    Dungeon's should be able to be tackled in many different ways, Tactical Wise. No Linear "Go from point A to point B" but expanding upon the idea that you can use the environment to your favor. So you don't have a Mage in this particular party, and you are in a dungeon where many enemies are more resistant to physical attacks and vulnerable to magical attacks, does it mean that this Mageless party should have a harder time, or an impossible time, challenging this dungeon? I lean way more to the foremost and think that the latter is stupid.

     

    In the same way I want to be able to explore a dungeon without a Thief scouting ahead all of the time, looking for traps, opening all of the locks and being the utility guy. I want to be able to get through the traps by quick thinking, reaction. Perhaps one notices a traps and hence then the party will be more careful generally in this dungeon and the party will gain "Trap Insight" bonus for the duration of the Dungeon, which means they will avoid more, notice more and take less damage from future traps.

    • Like 1
  6. Turn-Based world would solve so much, with a turn-based cooldown.

     

    If you aren't playing the game, time won't pass~ basically.

     

    Your joking, I assume, because even the mostly strictly based turn-based game in the world doesn't use turn-based mechanics outside of combat. I can see it now:

     

    DM: "Ok, you are currently in your rooms at the inn -- everyone roll for initiative"

    Fighter: "I win, I'll move towards the church"

    DM: "You are now 60 feet closer to the church -- next"

    Cleric: "I'm going to the church as well"

    ....

     

    You do understand that the only cooldown timer under consideration here are out of combat cooldown timers, not the standard in-combat timers, right?

     

    HAHA! Yes of course it is a joke, but it is serious too. I see you are expecting the turns to be Heroes of Might & Magic "One character at a time please". I understand that, per definition, a "Turn Based World" would imply that everything is static "one at time" qeue. In a computer game you can make all of that automatic, when you aren't in "combat mode" all of that happens by itself.

     

    Out of combat you tell your character "Walk over there" and he walks over there. In-combat you tell him to "Walk over there" and he walks over there in turns. With this said, if you do not take your turns, if you stand still, the game would automatically pause so you can't abuse the "I'll make some popcorn and wait for Cooldown, maybe watch a movie".

     

    EDIT: Auto-Pause Option: If you do not take an action within the game for this or that many seconds/minutes the game will Auto-Pause for you.

    To my understanding some people want quicker reset on their spells and on the cooldown, and some want slower. With this option one party will get faster easier cooldown and one party will get authentic cooldown.

     

    DM: "Ok, you are currently in your rooms at the inn -- everyone roll for initiative"

    Fighter: "I win, I'll move towards the church"

    DM: "You are now 60 feet closer to the church -- next"

    Cleric: "I'm going to the church as well"

    "DM: You are now 62 feet closer to the church -- next"

    Mage: "Yeah, I'm going to the church too"

    DM: "You missed your roll. You are still 150 feet away from the church -- next"

    Mage: "Darnit!"

  7. Keep in mind, folks, that mages in P:E are already known to be much more combat effective characters than in D&D -- we've been specifically told that mages commonly wear heavy armor (full plate level) due to guns making their previous arcane defenses inadequate. I'd judge it likely that the "Gandalf" version of mages (can cast spells and fight more conventionally) is far closer to the developers vision than the standard D&D "hide in the corner when you run out of spells" version.

     

    Commonly wear heavy armor?? Commonly?? Are you saying that my magic barrier can't block bullets? :(

     

    Personal opinion/Idea, worded weirdly: I am getting the impression/assuming and hoping really that there are going to be many different Mage's, and they will be distinctly different. That the Evoker is truly an Evoker, and an Enchanter is truly an Enchanter. Like completely different skill trees, restrictions and limitations.

  8. Maybe some certain aspects, not necessarily a toolset on Area modding but easy access to the Area files, the Character Models. But that's all on how Obsidian organize the files, encrypt them and all that in the Unity Engine. I would love to see an "Area" folder so I can add in Area content :D

     

    Way too early discussion I think. Way too early~ 3 weeks.

  9. Turn-Based world would solve so much, with a turn-based cooldown.

     

    If you aren't playing the game, time won't pass~ basically.

     

    EDIT: I want to add something in to MReed's summarization as well.

     

    4) He isn't going to design an entire spellcasting system from scratch via a series of posts on a forum, and he doesn't have a completed spellcasting system to post about yet. 3 weeks has passed.
  10. Speaking of spells, I wouldn't mind seeing a more sophisticated system of spell learning.

     

    Hmm... how about if you always learn a spell at lower level of casting? Each time you cast it, or each time you rise a level, there's a chance your spell level increases. (Achievement!)

     

    You can bypass all of this by going to an instructor, or carrying around a weighty tome of your known spells.

     

    Yes I know the munchkin gamers won't like this. :p

     

    This. I suppose you are talking about individual spell experience? So the Magic Missile spell would level up the more you use it, correct/wrong?

     

    I support this.

  11. One possible mechanic which hasn't been discussed is material components. It might be irritating as the primary resource mechanism for magic, but as a secondary resource mechanic it could be interesting. Obviously, the components would be consumed in the casting of the spell, making them essentially magic ammunition. Minor spells may not require components, or would require only readily available components (a pinch of sulfur, a lump of coal, a small twig). More powerful spells would require commensurately rarer and more valuable components (gold dust, a perfectly polished glass sphere), with the most powerful spells requiring components that are so rare and valuable they are almost never available on the market, and instead must be acquired through questing (the heart of an elder wyrm). Components of various qualities could also affect the power of a spell, something like ammo mods.

     

    This is as much a strawman proposal as anything else, but it does provide a resource management mechanic that needs to be managed across encounters, without requiring the fiddly messing about with spellbooks and resting that makes Vancian magic so irritating. It also could be expanded on to provide interesting choices and opportunities for mastery. Also allows you to pack a little extra flavour into the spells.

     

    Full Metal Alchemist? :D

  12. Alright. So let us assume for the present that heal is not the issue. What about Summoned creatures, one shot kill spells (Wail of the Banshee?) something even worse like Shadow simulacrum which you can spam per battle? I am hoping such things are completely absent then, other wise I foresee a clear trail of munchkin crumbs in my merry adventurous path along the game :).

    Well, that is a good question: should spells of that power (mass save or die, enormous damage sink summons) be in the spellcaster's arsenal, period? I know some players do want "omnipotent" (to use one poster's words) wizards.

     

    Oh boy, am I one of them. So I assume that wizards will be casting standard buffs and magic missiles only and not anything DnD worthy in order for of this system to work.

     

    Would it be a bad idea at this moment to consider other systems where more powerful but otherwise limited wizards are allowed? That does seem too spectacular from a balanced game point of view, that I must agree.

     

    How about different types/presentation of Mage's completely? Some are "Wandslingers" throwing lower level spells in quantity, weaker of course. Another strand of Mage where they need to be more conservative because their spells pack much more of a punch, but are limited to only a few "charges"?

  13. Hmmm, sending off individual party members to rest sounds really risky though - one good ambush and your mage would be dead, especially without spells... and it would be kinda boring if that could never happen.

     

    Good, we're on the same page. Continously, if you could have an Escort slot as well, how would that work in these ambush sequences? How would the Escort (depending on class) affect the chance in anything bad happening along the way back to camp?

     

    If I would send my Mage and Thief back to camp, the Thief could (from a roleplaying perspective, and also by mechanics) extend the time it takes to get back to camp back and forth safely because the Thief needs to "scout" the way to see if there's any threat to both of them as well as lessening the chance for a random encounter for them on their way back. With an escort joining the prime target (doesn't necessarily have to be a Mage) you would be at an even greater disadvantage at 4 party members.

     

    However, this has the "Waiting for Mage to return"-effect to it as a player. Somehow I doubt that everyone would do that all the time, even though it is something of a risky consequence. Maybe open up a window as the Mage has gotten to camp, maybe a button starts glowing when the Mage is fully rested that you have to press?

     

    I still say make resting a hassle in some way, so that it'll be simply too tedious to abuse it.

  14. This thread is moving real fast, and just for the sake of it I wish to hear opinions on it myself. How would a "send off my companion to camp" system work, would it be appreciated or disliked? This way (in case of a 6 man party), the remaining 5 party members can go about scouting some previously unexplored areas whilst you send your Mage back to camp to restock on spells.

     

    Heck there could even be macro management a la "Send Mage with Thief and drop Items in Camp for later town/city skirmishes) or even send of the Thief to grab some items that you will feel more comfortable having in your inventory (a couple of extra potions).

     

    This way you smash 2 flies with 1 stone.

     

    1, you get an equivalent "rest" function when you are in "Dungeons" and you also get a disadvantage for it (1 less party member~).

    2, you get to continue to interact with the dungeon, without leaving it. Don't worry, your Mage will catch up.

  15. If it's a party game then let the party work together, instead of the mage or figther single-shotting an enemy they work together by the mage removing defenses before the fighter swings the sword.

     

    This. In Dragon Age: Origins on Nightmare difficulty I experienced this. I managed to make a party that if I lost one, it was like loosing an arm. With a Mage it feels like you are loosing an arm every time he is depleted of his spells. He does this quite often, and even if I am conservative with my spells, it would be a limp arm at most. Every party member should be a strength in themselves, but they would never survive without their team.

     

    I've also experienced this in Baldur's Gate, the dream team. Where one goes down, the rest of the party goes down, but together as One they can tackle Dragons. The difference between DA:O and my BG experience is really in one we have a participating active Mage, and in the other a more passive conservative Mage.

  16. I'm surprised that this forum is full of strategic masterminds that never lost a fight in IE games and nobody have mentioned that optimal strategy for IE games is to rest after every encounter. Time isn't resource in IE games thus there are no drawbacks of running back to camp but it makes your party considerably stronger. If you didn't run back because you found it tedious or because you role played it doesn't matter because those are self imposed constraints and not part of the game's rules ie you were playing suboptimally. The only way to nerf the "resting strategy" without changing magic system is to make time a valuable resource (quests have time limits for example) or to respawn enemies on rest. I don't really think that neither of those solutions are good so I don't see how could you nerf "resting strategy" without changing magic system. Let's face it, no matter how we liked IE games they had some broken mechanics and were best played with self imposed challenges which is a bad design IMO.

     

    But maybe time could be a resource. Otherwise I agree, excellent pointers. However, I also think that a game which even gives you the option to create self imposing challenges are great design.

  17. Even in tabletop games where my characters were loaded to the gills with divination magic I couldn't get that much detail. I.e. actual in-game metagaming could not fully prepare us for encounters.

     

    This is truth, I have never entered a Dungeon in old IE games without adjusting my tactic, resting. Leaving the dungeon so that I can return to town and buy that sword, sell stuff and so forth. Many many times. And I personally don't enjoy it anymore.

     

    I want to be immersed by the feeling of entering a Dungeon, realistic fantasy pfft, and clear it in one go. I want it to be a difficult challenge and I want my party to be on their knees, low on health, sweating as they finish it. One might be a goner and needs to be Resurrected at the Temple. I want in-game elements that enhance my imagination and pretending, wherein "We need to leave this Dungeon midway through it because our Mage is being cranky. We are all fit and strong, Cleric still has a few heal spells, we are high on health and we've got a lot of space in our inventories. Time for loot'n!". Instead the Mage wears down the entire party and I -have to- return to the camp site if I want to use him. I can go on without him... ooooh!

     

    How about sending a character off to the camp site, on his own?

    • Like 1
  18. But I disagree with the existence of the walk, and think that it can be improved upon. I do like and enjoy the idea of something happening as well, during the time you walk back and forth. A lot of interesting things I'm sure.

     

    Ah, I see -- so the tedium of walking back the camp isn't sufficient punishment for bad players -- instead, we need to heap additional punishments on top of them. Well, I suppose that's one strategy you could follow...

     

    I don't understand your point. In my opinion, I don't feel that this walk is necessary as I could simply device my strategy on the fly instead of walking back and rest up and all that, all that macro managing.

     

    However! I am not ruling out the walk because I can see lots of potential in it, that could be improved upon. Sure, most of the times it would be a pointless back and forth walk, but in some cases in some dungeons there could actually be an effect of it. Druids who think you are ruining the Mother Tree by slaying beasts in a Sunken Forgotten Cave. The Royal Guard intercepts you telling you that you are not allowed back into the Dungeon, because it is property of the King and his mad scientists are conducting experiments on the creatures living in this Dungeon.

     

    The Bandit Keep could turn into high alert because you left, or perhaps they all escaped because you took out a considerable amount of a large force, so they pretty much fled.

     

    I can think of many more scenario's of how it could be expanded.

  19. Ah, I see where I made a blunder:

     

    what is good about the experience of walking back to the campsite?

     

    What Jaesun said pretty much, and what I ultimately meant as well with my post.

     

    What is good, is that I learned I did not prepare as well as I should have, and must take the deterrent of walking back and now will try again. This time with alternate tactics/spells.

     

    Basically I learned my lesson and will have to readjust.

     

    But I disagree with the existence of the walk, and think that it can be improved upon. I do like and enjoy the idea of something happening as well, during the time you walk back and forth. A lot of interesting things I'm sure.

     

    EDIT:

    If they can be faced with a deterrent and a need to change tactics without the need to walk back, would that be somehow worse?

     

    This.

  20. Here is something I would like to hear opinions on. Take the following circumstance, which is not uncommon in the IE games and would be somewhat similar to the KotC "campsite" system in circumstances were you are not locked off from backtracking to a campsite.

     

    * You are in a location where resting is either prohibited or extraordinarily likely to result in an encounter. You do not know the location of the next campsite/safe resting area.

    * You have cast many of your spells and the ones that remain are not entirely appropriate for the encounters you are now facing.

    * Because you came from an area where you could rest and are not locked in the location, you have a cleared (by you) path back to the area where you can safely rest.

    * It will take you three minutes of real time to walk back to the camp, maybe thirty seconds to reconfigure spells, five seconds to rest, and another three minutes of real time to walk back to where you had left off.

    * Because you killed everything between you and the campsite, there are no threats between you and the campsite.

     

    In this circumstance, what is good about the experience of walking back to the campsite?

     

    I would have planned more carefully (conserving spells), to avoid such a situation.

     

    how are you planning for something you've not yet seen? Unless you're reloading a save, there's no possible way you can plan well enough unless you also carry around enough divination spells to see every encounter on the map before it happens.

     

    But maybe I've heard something about, maybe there is given situation to use the Search skill a bit more often. What does the game portray to you, giving you something to expect? Sometimes it should be void of explanation, adhering to a mysterious atmosphere, sometimes it could be throughout explained by townsfolk, Quest givers and so forth. In a situation where nothing is known and no one talks about this mysterious dungeon, yes how would you prepare? With variety, trial and error, test the early stage of the dungeon that way you can gather the information yourself and then go back only 1 minute worth of walk and then prepare yourself.

     

    Explore and research ahead :)

  21. Here is something I would like to hear opinions on. Take the following circumstance, which is not uncommon in the IE games and would be somewhat similar to the KotC "campsite" system in circumstances were you are not locked off from backtracking to a campsite.

     

    * You are in a location where resting is either prohibited or extraordinarily likely to result in an encounter. You do not know the location of the next campsite/safe resting area.

    * You have cast many of your spells and the ones that remain are not entirely appropriate for the encounters you are now facing.

    * Because you came from an area where you could rest and are not locked in the location, you have a cleared (by you) path back to the area where you can safely rest.

    * It will take you three minutes of real time to walk back to the camp, maybe thirty seconds to reconfigure spells, five seconds to rest, and another three minutes of real time to walk back to where you had left off.

    * Because you killed everything between you and the campsite, there are no threats between you and the campsite.

     

    In this circumstance, what is good about the experience of walking back to the campsite?

     

    In this circumstance I would say that you, Sawyer, didn't prepare well enough walking into the dungeon you haven't been in before and that is your own fault. Carrying only a limited effect of your spells, targeting only a certain type, when you should've seen the Gargoyle statue's outside and brought with you that +1 to Gargoyle's spell you have neatly packed into your Campsite Pack Mule. The townsfolk did warn you did they not?

     

    Also, why did you only bring with you one ~Spell Book~ when you could've brought with you two separate Spell Books with separate spells in them.

     

    Some of the jokes aside, I see nothing that allure's me by the Path of Shameful "I-did-not-prepare-good-enough-sigh" back and forth, it would bother me in fact. Instead, I would like to have the ability to prepare long term ahead. This Spell Book that I am flirting with would simply be a "Quick Fix" for those who wish to change Spell's mid battle.

     

    Now, if Charges are going to present (I mention this in several other posts) your character would be the carrier of the Charges, the Spell Books would not change that.

     

    So I have 2/6 Charges, but I am in a situation where I can't tackle with the current Spell Book. Luckily I brought with me another one, so I can quickly change to another set of Spells, which makes it possible for me to take down the sudden mob that ambushed me even before I could turn around and do the back and forth thing.

     

    Luckily, the in-game Cooldown for my Spells recharged and gives me +1/ Charge. So I am still at 2/6.

     

    Meditation as an Innate Mage Ability; further discussing the above, Meditation could be an ability that only Wizards have, wherein they can (once a day thing) replenish +2/ Charges total. Suddenly I'm at 4/6 and with it, enough, I can go into the last room and take down the Dungeon Boss.

     

    Also I think both my suggestion and opinion is fused together somewhere in these paragraphs.

    • Like 1
  22. @andreisiadi: Why do you expect there to be a market speech? To be honest, when I joined I felt the community feeling almost directly.

     

    Because they boasted about making a classic game, a spiritual successor to the infinity games. Now they tell me they have cooldowns that mimic that. That is market speech. Cooldowns is a MMO mechanic no matter how much Sawyer tweaks it. Perhaps he is too stubborn to admit it. There is no bridge between classic games and cooldowns no matter how you spin it and promise me it will be good. It just means every encounter you have all your abilities available to blast away. No resource management, no strategy. And market speech won't change that.

     

    Okay so that doesn't answer anything.

     

    I'll ask you the same question I asked mindx2. What would you like to see in a cooldown system, so that it would be enjoyable by you as well as others?

     

    Have you ever drawn a painting? Well, start doing it. That's what I think Obsidian is interested in, not your opinion on how you do not like what they are suggesting. Then this project will never be finished or even started. Let me paint you a scenario by words:

     

    Obsidian: "Hey guys we want to do this"

    SupporterA: "No!"

    Obsidian: "Okay, well do you have something better?"

    SupperterA: "No!"

    Obsidian: "Think we can improve on it, maybe?"

    SupporterA: "NO!"

     

    Is this helpful information or material that can be used except for anything?

    SupporterA: "No!"

     

    Obsidian: "We want to do this"

    SupporterB: "Okay cool, we can do like this this this that that and this this or merge it like this with a twist of some of this"

    Obsidian: *listening* "We like this, this and this" <- response almost always cryptic/subtle (there is importance in secrecy too)

    SupporterB: "Next!"

    Obsidian: "Okay we want this"

    SupporterB: "Ah! Wow! Yeah let's do it, maybe like this this this this this that merge up down twist this with that and his goes there... etc. etc."

    Obsidian: *listening* "We like this, this and this" <- response almost always cryptic/subtle (there is importance in secrecy too)

     

    Which do you want to be, SupporterA or SupporterB?

  23. @andreisiadi: Why do you expect there to be a market speech? To be honest, when I joined I felt the community feeling almost directly.

     

    @mindx2: How would you want your cooldown served bro? That's what Obsidian is interested in, that's what I think they are interested in.

    Made a separate topic:

    http://forums.obsidian.net/topic/60875-how-cooldowns-can-be-used-responsibly-as-a-combat-mechanic/page__st__240

  24. Title says it all.

     

    Unlike this thread:

    http://forums.obsidi...c/page__st__240

    I wish to discuss what is the best cooldown system you can think of?

     

    How would you have your cooldown best served?

     

    Cold? Hot? Mild?

     

    Even if you dislike it, how would a cooldown be formed so that you would enjoy it.

     

    Personally I would like to have a slow progressing cooldown for all abilities. All except the Thief's ability to Sneak, Lockpick and Hide in Shadows. But I would like to remove the term "Cooldown". I think that a more fitting word such as "Meditation" is involved, as Soul's are going to be present. I have a feeling that Project: Eternity will be spiritual.

     

    Out of the top of my head Story/Lore/Improvised Explanation: Meditation is the same as "Cooldown", it isn't an ability or anything within the game, but what it frankly is; a word. Simple, short, easy. Mage's constantly meditate, this doesn't mean that they are day-dreaming and being aloof, they are simply Zen in either Order (Good Wizards) or Chaos (Evil Wizards), as well as the more Grey Wizards somewhere in between (Wild Mages, part of this genre). Meditation allows the Mage to energize, mentally as well as spirituality, tuning in to the otherworldly powers that they manifest. They do so easier than most.

     

    Mechanically: Meditation would replenish your ability to cast spells over a longer period of time. Not simply 3 seconds and you can then reign nuclear power upon your enemies. There would be different Levels of Spells of course.

     

    Spell Levels

    Level 1: 1 Charge per 1 in-game hour (Attained at Level 1)

    Level 2: 1 Charge per 2 in-game hours (Attained at Level 3)

    Level 3: 1 Charge per 3 in-game hours (Attained at Level 5)

    Level 4: 1 Charge per 4 in-game hours (Attained at Level 7)

    ~etc.etc~

     

    * So even for those extremely rare High Level Spells could take several days to replenish fully, and you would have a maximum of 1/1 of those rare high end spells, if you're lucky a magical item could enchant it to 2/2 End-Game Scenario.

    * Forbidden Spells that gives a permanent~ effect to your Mage (similar to a Curse on Equipment but by the use of a Spell).

     

    Spell Charges Explained/Example, math not calculated, fictive numbers

    What is spell charges and how many can you have?

     

    Initially you could start off with a mere 3/3 Charges that you can use. As you level up you get more and more, each level holding their own charges. Gaining +1/1 Charge per level. So on Level 2 your Mage would have 4/4 Spell Level 1 Charges. On Level 3 he would have 5/5 Level 1 and 1/1 Spell Level 2.

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