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Osvir

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Everything posted by Osvir

  1. Loving this idea :D New Game+ You start a new journey with a new hero. Somewhere in the game your magical enchanted item that you had on your previous character is dropped randomly in the end game Chapter(s). Parts of your previously played champions armor scattered about, becoming a "Personal Quest" (I.E. not in-game story/quest or experience reward for it. You simply find the pieces as you go along with the game).
  2. Yeah, I know. Just throwing out ideas of what I would like to see in a game. Whether they are accepted or not. Best example I can come up with though: Drizzt.
  3. In Nightmare mode in DAO, yes. Otherwise it felt like wading through shallow water. Even in Nightmare I had more of an easy time towards the end, as I learned the system of the game and my party it too became fairly simple. My team were heavily relying on each other, it became one unit. If one fell I would have to re-load kind of thing. Like loosing an arm. In this manner DAO managed this brilliantly. So it is a question of "Difficulty"?
  4. Hi! :D Coming from here: http://forums.obsidi...um-ideas-draft/ Loving the ideas from rjshae * Side-Kick Heroes, could be called NPC's In another thread we discuss Hero/Companion stuff.. shoo shoo read it if you're interested I'm not going to explain it: http://forums.obsidi...be-a-companion/ Roaming dynamically through the world as you do, at the same time. So each and every single one of these NPC's usually have their own quests, their own wills and desires that they are aiming for. But for some damn reason they can't do it on their own. In fact they can't. Who says this!? Minsc could not have taken on the Gnoll Fortress himself!? Okay, although he asks for aid and help mechanically from the game's perspective. But who really says roleplaying-wise that he couldn't? What if Minsc saves Dynaheir on his own, and they continue on their pilgrimage together and there is a chance that you might meet them on their continued questing. Yes, NPC's have quests themselves that they do, at the same time as you do. Some of these errand quests might exist at one point, and at another they are gone because some other fool of an errand boy did them. This could in itself turn out into a personal quest, track down this Side-kick Hero who is stealing all of your errand quests and either duel him to the death to make him stop, convince him to stop. Terrify him, make him submit under your almighty ruling hand or else he'll find himself the lesser of hands. Make him join your party, be friends, or out of curiosity, heck, steal all his belongings and his wife. Jokes aside, I think you understand where I'm going with it. * Under-bosses, Mid-Boss (Disgaea xD), Mastermind Supreme Evils, Super Villains Similarly to the Side-Kick Heroes, these demons, thugs, bandits and chaotic galore, would all have history. All from when you start the game, some may have been evil for quite some time, some pure as an innocent little puppy dog. Villains could once have been one of the Side-Kick heroes you met. Maybe you even created one of them :-o.O-: - Dungeon Mechanic: You clean out an entire infestation of Goblin's in a system of caves. Couple of weeks later, in-game time, bandits have begun taking refugee and are now terrorizing the nearby locals with taxes, kidnapping. If you let it be, it'll rise up to another level. Maybe the villager's will take action themselves causing a rebellion, or you can enter the dungeon and save the village. Depending on how you return to the village, a different dynamic will take place. You return to tell the villager's that they do no longer need to fear them rugtugs and bugs, and your name is in forever their glory. Maybe even a statue is raised after you. Maybe you just loot the cave, ditch the village and continue your journeys. The next time you appear you hear stories of a "Mysterious Stranger" passing through, much like yourself. Giving your character more mysterious depth of story. Maybe you return and you demand pay, afterwards you'll be looked down upon with a small bitter satisfaction. Perhaps you say "My character is Chaotic Evil, now you die!" and utterly destroy the village, laughing at the destruction you incite in the piles of ashes and flames. - Further Dungeon Villains: Some may take over countries, some may take over villages. Some might become Irenicus, other's simply hermits. Some set on finding you. Some may build cities, and wage war against another faction. All which you can interact with and change the outcome of. A living world. - Generic NPC Reaction: Fable has it, NPC's running up to you, falling in love with you, following you to their grim death's to be sacrifices for a Longbow. Applauding to you, laughing at you a la "Chicken chaser!~". What about different animations, different reactions? Instead of having the entire population "Loving" you, what about the critics? The rivals and nemesis'? If you play an awfully bright shining full plate Paladin, will you simply shine down your light on ALL of the population, and they will simply bask in it? Are there not shadows in every nook and cranny? Maybe there is a rival Paladin faction that spits upon your progress. Some might not bother much at all. Variety * Fame System You would have a fame system, as would pretty much every villain, creature, village/city and companion characters. A lot of stuff would have to have a fame "parameter". City dwellers (Or you're most generic "Non-Playable Character" type/model A, B and C) would react to this, in it's own way. Alignment, Class, City, Place, Villain, S-K Hero, Mid-Boss, creature or race and so on and so forth. Depending on the size of the city there is a chance that no one has heard about it. I remember the Messenger's scurrying about in Baldur's Gate, I am thinking that they could be "carriers" of such news around the world. They could carry the data and drop bomb it in villages, Matrix'ing it all the way for the dwellers making them into the "know". That's all for now, have a pleasant day :D Hugs!
  5. I wasn't allowed to post in the this topic but this is an answer to that: http://forums.obsidian.net/topic/60818-abilities-and-spells-cooldowns-v-memorization-v-other-alternatives/ Another thread: http://forums.obsidian.net/topic/60372-vancian-magic-system/ So here I am, writing a topic on it.... What do you think of it? Should magic be able to be blocked in "ordinarily" unique ways? If a spell meant to disarm your Warrior hits, but he clings to the sword anyways and manages to hold it (Let's say it is a spell that turns the sword into a glowing red fiery heat that would make most people drop it), but depending on the personality, class and this soul thing, he could actually do a saving check and hold onto the sword instead of dropping it? Similars! Bring out your ideas, even if they aren't implemented. What spell would counter what spell, and how? How would the personality/class/soul affect the saving throws? Shield versus spells? Active or Automatic? Could you save your teammate who is getting it handed to him by knocking him to the side, taking the hit yourself? Enchant arrows as they are on their way to hit their opponent? (I.E the Mage casts a frost enchantment on a flying arrow, before it hits the opponent). Vivi and Steiner from Final Fantasy IX. Could a stat, such as Strength, effect how you block certain spells? Could raw physical force overcome pure magical force in some cases and situations? How much is the environment accountable for? If my character gets "Burned" and takes damage over time, could he carry those flames onto him to a nearby enemy? Or if he's electrified, could he somehow dash unto the nearby enemy to electrify them as well? Anyways that's my few cents for now... I'll be back :D Have a great wonderful day. Hugs!
  6. This is how me and my friend played Baldur's Gate. I simply took control of the main characters story, and he took control of the companion character, we made up a story of the companion that he was playing, how they met each other, backround story and so forth. Is it hard to pull off? No I don't think so, just make the player character a companion with his own origin. Perhaps have a time table of the "Hero" where you can choose a point in the early prologue chapter where your companion character meets the "Hero". Undoubtly your character will have a massive role for the "Hero", but he won't be the "Hero" in the storyline. I have also done this myself for a single player campaign where I make the main character something generic and then I focus that "my" character is the companion I created. The crux I feel is more "How to present your companion character into the story, in a cool nice looking way without overshining the Hero".
  7. I didn't read all the posts, skimmed the first two or three. Magic brought me here!! In another post, I mention the vivid animation. Wizards generally, when they are on opposing sides, should interlock each other. The one with the wizard should be at an advantage, and when there are two, they will duel against each other. Imagine a fireball appearing out of nowhere, just about to hit your entire cluttered party in the face. Instead your mage reacts to the magical flux of energy and manages to contain the fireball in some way. Maybe even casts a magical barrier that flashes transparently purple as an explosion of flames erupts right next to the party. Out of the shadows another mage appears, fully concentrated on applying force into the fireball so that it will pass through your own Wizard's powers and hit the group. The options of the Mage in old school RPG's bugged me mighty about this fact, a great powerhouse that could deal lots and lots of damage at a time (DnD burst damage I would like to call it), but couldn't do anything to stop it. Gandalf can both attack with and defend against magic. In some situations though, of course, even having a wizard in your party could prove bothersome an encumbrance in itself. How many times have I entered fights without my mage in Baldur's Gate because I don't want to waste his memorized spells? I love the idea of memorization of spells, but perhaps there should be a turn based cooldown handled spell system.
  8. Hi Obsidian and Forum-goers and Kickstart backers. I am a huge fan of old school cRPG's, as well as RPG's altogether. This idea, although rather massive for a developer, recently popped in my mind. One thing I miss in games today is the "realistic" fantasy. Yes, you read it right. When your character hits with his sword, how the sword simply cuts straight through your enemy like they were made of air. This is one thing that has been frustrating me, understandable why it doesn't exist, but still feels modern enough today for a game with a vivid combat system. So what am I really gibberishing about? * A combat system that looks like Dark Souls, wherein your characters block the monster attacks, they struggle and they dodge, your characters interact with the environment based on... dice rolls. * Theoretically; the static elements of Baldur's Gate, the dice rolls, saving throws, checks and all that it entails, but with vivid animations. But... what exactly is the "Turn-Based Director's Cut"? What does it mean? Let me portray a scenario, you are lurking in a dungeon to learn more about the recent guerrilla uprisings in the nearby town. In the first room, you see a guard from afar, seemingly dozing off on a chair. You are obscured by the shadows of the hall you are in, so even if he would take an ordinary glance, he wouldn't see you. You decide to take control of your Thief, or Assassin, who excels at creeping in shadows. From the players perspective: You can now, actively, run into the room with your group. Or turn on "Directive Mode"/Combat Mode. This is the equivalent to the "Pause" function found in Baldur's Gate and similar titles. But here you get to show the game -how- you want the battle to progress. So you choose your Thief, you make all the actions of him swiftly, silently creeping behind the guard. Deftly like a ninja you see him place himself behind for the kill. Which he also succeeds with. However, this is only the pre-combat phase, the tactical phase of the combat. As you press un-pause you find your Thief back at the hall, he begins his actions that you have told him to do. He sneaks up, but just as he is about to stab his enemy in the back, he reacts (dice roll) and turns around managing to dodge the attack and instead toppling your Thief over the table in front of him, making your Thief roll into the wall and get stunned for a turn. He also manages to call on reinforcement, setting the entire dungeon on "Alert!" for intruders. Pause. Tactical maneuvering again, directing how you want to proceed. Another outcome could've been exactly what you wanted, another could've been the guard noticing the Thief instantly as he entered the room. Another portraying of the vision: Hero: 10 Hitpoints Demon: 10 Hitpoints Hero and Demon is having a duel. In Baldur's Gate, we would see the two factions hit each other statically in their animations. Hero takes 1 damage. Demon takes 1 damage. And so forth. Instead, my idea flirts more with the thought of these parameters being invisible, or we can choose to see them. Gameplay wise what we would see would not be the ordinary "I hit you once! You hit me once!" but a struggle, a fight between survival and death. All depending on the level of your characters of course. I would love to have control of the combat, the gameplay, whilst enjoying it artistically as well. Know, I love Baldur's Gate, not for it's graphics or animations but for its immense deep story. I just love to spread ideas :D My friend watches Live Stream DnD sessions and he told me of this moment where the group met a dragon, the archer manages to shoot an arrow right into the weak spot of the dragon. Critical hit. The Mage then casts a lightning bolt, which hits the exact same spot, critical hit, and the dragon goes down. Now this was a lucky and easy fight. What about experiencing this in a game? Where the dragon flies up into the sky, terrorizing your group and its really hard to hit it (but in fact you are hitting it, just invisible dice rolls). Taking the animations further, and the mechanics deeper. A low damage hit could be an arrow of magic that glances the scales of the dragon, managing to pull one of in a battle. In Dragon Age Origins this arrow would simply fly into it and it would take damage (still standing where it stands). In my idea the Dragon would be the beast, beast against man, shredding through the patch of forest to get to your group fleeing. The archer would turn around Legolas style, shooting while running. Your Warrior would place himself, ready to ambush the enemy. In my idea the battles you see would pretty much look automatic, but you would be able to pause at any point to direct it, modify it. Lay traps, ambushes. This is just such a huge concept though, making it most likely very time consuming and great that a game developer wouldn't dare touch it (time is money as they say, and I believe that this idea of mine would simply take too much time). Thanks for reading, that's about it :D Have a great wonderful day, Osvir
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