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Everything posted by Osvir
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This guy isn't even a reviewer people. If you read his box he says "I'm just a dude with 'opinions'" pretty much.. Thus, his "Review" is more of an Opinion-Piece, it is nothing but a "Blog" message. He's not a journalist and probably doesn't even know what journalistic research is. It is disguised as a Review/Preview, but really, it isn't. EDIT: And you are traffic when you click on that link, that GameCloud can use in their statistics of visitors for their ad networks etc. You're giving them money/credibility to their advertisers by clicking on the link, essentially. Do what you will with this info, go there, read it if you want, put on Adblocker, or ignore it.
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I can also see a group of Pale Elf Barbarians to be an interesting party (lore-wise). Or simply Eir Glanfathan Barbarians. A party of Druids hm, a covenant of Druids I... I don't see it. Neither does a party of Priests seem very interesting (Except some pretty fast, quick and powerful buff ups at the start of combat and then pummeling everything to smithereens). A full party of Rangers, right, I tried that too. That got super messy, but I suppose if I tinkered with it it might be more exciting. There should've been some Ranged Animal Companions I suppose, maybe expansion or unlockable in story? (Quillboar, a Spitting Llama or Cobra/Big Snake... or a Dart Frog/Toad. Enlarged Insectoid Animal Companions would be cool too... but that's more "Insect Companions" xD Beetles anyone?). Ranger isn't very intruiging in a full party Ranger composition though, personally. Then I'd rather want to have 1 Ranger with 6 Animal Companions :D (I seriously hope there's a late-game Ranger Talent that allows you to have 2 or even 3 Animal Companions... "The Shepard Talent" :D). And a bit off-topic sorry, but these are 2 "Why's?" that I keep coming back too: - Why is Spiritshift a "Must have"? - Why is Animal Companion a "Must have"? They would serve a much greater and better purpose if they were optional talents.
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In relation to a recent (Free to play game) First Person Lover <3 :D good/great chorus, song itself a bit "meh-llahw" (mellow, slow, "meh"). EDIT: "THE POWER OF LOOOOVE A FORCE FROM ABOOOVE!" <3
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I will play ASAP, and finish the game, and report bugs on the forums along the way, or take notes in either the Journal or in notepad or similar (and give a review & report list when I've finished the game). I might not be on these forums much until I have finished it. A) I don't want to spoil B) I want to be focused on the game (and not buzz or fuzz from the forums), to be able to immerse myself Though, I'll probably give a brief "Narrative/World First Impression/Feedback" of the real thing after 1 or 2 hours of game time (as I p. much know most of the mechanics already).
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Full party of Rogues... no they don't feel unique, but it is great fun! :D Escape+Shadowing Beyond is love. You hop around each battle and it's so much fun. It got a bit difficult figuring out who was who though, it got pretty messy because 6 melee Rogues that "Escape" and goes Invisible back and forth (It looks super cool). It's a Party Build that requires some thinking, for sure. You'd need to utilize all abilities to your own best ability. Traps, Backstabs, Items, Gear. I gave everyone melee weapons for instance, when I should've given all 6 Rogues ranged and melee weapon sets (So that I could attack in melee, and when in danger, Escape out, and switch places with another Rogue). More on that here though: Shadowing Beyond I also tried 6 Wizards and that was interesting/fun too but I got pummeled to death, didn't use them optimally. But more Wizards in the party made, in my opinion, the Wizard class more fun to play. Having 2 or 3 Wizards makes it possible to utilize a whole Spell Level, and it gets easy to distinguish each one as they all have (preferably) intententionally different spells in their grimoires. I made a Class Idea thread about it because I thought using several Wizards in the party was such good fun : Future Class Idea: The Ritualist EDIT: They feel as unique as you make them. - Visual Representation (Appearance, Weapons, Armor) - Personal Background Story (You can't write your own Biography though, which is unfortunate, but you can choose Culture/Background and so on) If you make a full party (6) of the same class, you better have some thoughts or ideas for each character, that will help you distinguish each one. You can also play Baldur's Gate or Icewind Dale (where you can write up a Background story) to get to know your characters you want to play in Pillars of Eternity, that will also aid you in setting every character apart when combat begins. I've also tried a Full party of Chanters in a very old build (And Obsidian showed off a full party of Skeleton Summoning Chanters in their PAX South Stream, I feel it might be connected they don't feel unique but it was hilarious and it was awesome). Full Party of Chanters way before PAX South Stuff I haven't tried but I find narratively (for my own playthroughs/RP Stories): A full party of Paladins would be interesting too (A group of crusader-archetype party). Do their modal auras stack on top of each other? A group of Fighters (mercenary, raider, bandit archetype party) could be fun is intruiging as well. Having Ranged Fighters, IIRC from discussions I read, isn't too bad either (Ranged Fighters are pretty much Archers/Bowmen/Musketeers?). A group of Ciphers (Outcasts, Detectives or Animancers) could be fun and interesting as well, if you can do Jedi Mind Trick in dialogue using their abilities... but the Cipher feels like a class you only have 1 of in your party. If you want to build an "1 Class, 6 Members" Party, don't forget to stack up on Rest Bonus, Food and Potions though. Goes for any party without saying really, I feel, but with an "all the same class" party potions are more important. Final Word: Talents and similar can also help you distinguish the classes (One can have Corrosive Bonus damage, another Burning, etc. etc.). Different Enchantments on gear as well.
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Everything I (we?) say is wishful thinking for the future. Be it in 5.5 weeks or in 5.5 years. They are inspired by the Infinity Engine/D&D Druids. They are very similar (in terms of spell gain and a lot of their spells too). They are Druids in this sense, but personally wished Obsidian would've done something more with them. Or that they will do more with them. So, in light of what Sensuki said: A Growth Druid Class, but with a better name, maybe an "Entkeeper", or an "Elementalist", or... "Lorekeeper" or... an "Apprentice Druid", a "Spirit Druid"... something that makes sense. A "Druid" that uses the elements of nature in one way or another to eventually turn into a specialized Druid (A Spiritshifting Druid, or an Elementalist Druid... or a Summoner Druid). Essentially a Druid that allows you to build it and customize it. It might be possible to mod the spell gain per level too, and make some Druid-only scrolls/objects (tree branches/trunks/barks, earthly objects) that they could learn more spells from... Sensuki or Bester, you know anything? EDIT: Essentially, copy+paste a Wizard scroll, but attribute it to a Druid Spell, make it a "Druid Only" Item as well as changing the Object type (switch the Scroll icon with something else... a stone with a rune on it, or a branch, or a bottle of water, etc.) Some future class ideas: Alchemist (Druid inspired) - Drinks potions, throws potions, brews potions, using the natural elements to create natural chemical reactions. An artificial Druid. Jekhyl and Hyde (transforming into a weaker, shorter duration, Wildshape). The Alchemist would get to pick from Druid spells per level, and it'd be abstracted that the Alchemist is always automatically finding new ingredients. Or it could even be a resource, "Ingredients" resource. Infinite, like the "Wounds" of the Monk or the "Focus" of the Cipher or the "Chants" of the Chanter, "Ingredients" for the Alchemist would also have some resource accumulation. Perhaps it could be a time-based resource in-combat, the Alchemist "mixes" ingredients to accumulate resource, being not able to do anything but use a "Mortar & Pestle" to create some resources to then be able to cast spells using those resources. The Alchemist would be able to be built into different variations of a Druid. A Spiritshifting Druid only, or a spell casting Druid only. What I've been talking about in this thread. Doctor (Priest inspired) - A Doctor can heal wounds (Health), but only a slight amount of it. Stitching, using medicine, ailments and generally doctor-type class abilities. Apart of it's own mortal techniques, as a Class of the art of mending wounds, the Doctor would get a few Priest spells to pick from each level. And then my mind went blank... or rather... I started thinking "Hm, a Doctor could use Alchemy as well so... could these two classes be merged into One? But then... it'd be a Priest/Druid, gah!" and that's how my brainstorm ended xD
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Namutree (If I'm not mistaken) made a thread called "Best talents" previously. EDIT: Here it is (on page 1 as of posting) EDIT EDIT: *facepalm* Hiro Protagonist II, on 13 Feb 2014 - 11:40 PM, said: Best Talents Started by Namutree, Today, 12:04 PM Nevermind, I'm the fool
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Happy valentine's day or whatever, that sounds weird. I think it's a day just like any other day, but still... have some hearts ya'll are amazing
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I think that realism in fantasy games is very important. It is called "thematic", and a thematic world with or without magic and fantasy, explains itself. Realism means that you have humanoid characters moving their bodies as expected, attacking, defending, traversing the world. Even eating and drinking, sleeping, though the latter is more advanced. Simulating day to day life in the video game and in the situation the heroes are in. Traveling takes lots of energy, for instance, and eventually you'll rest up here and there and so on. Camping out in the wild and perhaps even be capable of setting up guards or whatnot. Realism adds more to the world. Unless the narrative is that everyone feeds on in-world oxygen that gives everyone all of the nourishments they need. But it quickly becomes rather flat and boring with such a story. The best types of worlds are those that are believable, and sells themselves well, Stuff that makes sense in the world itself. Do people eat in Eora? Do they drink? Do they require medicine do they bleed etc. etc.? EDIT: "Versimilitude", "thematic", "immersion" are key words.
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That I agree fully with more customization > less customization
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And I disagree, because I don't believe it'd be any less tactically viable (because, partially, 6 party members, and tactics is personal. You and me both will tactically overcome the same encounter differently, with or without Spell Picks). Additionally: Why wouldn't the Druid be able to be built into a Generalist Druid just like the Wizard can be built into a Generalist Wizard? (by the end of the game).
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Yes! Wizard, Chanter & Cipher inherently ALLOWS & ENABLES choices. I don't even need to put all Fire-related spells I find into a Single Wizards Grimoire, but I can have many Wizards, one who has only Fire-related spells, one who has only Illusion-related spells, one who has only Self-Cast, one who has only Cold-Related spells etc. Both Priest & Druid have Zero choice, it is DISABLED, in comparison (Regarding Spell Picks).
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Building a Blue Wizard (illusion and debuffing spells) isn't a good build either, but PoE allows me to build such a Wizard. It doesn't allow me to build, or attempt to build, a self-buffing melee Spiritshifter. It allows me to use a Generalist Druid and then never use him for anything other than Spiritshifting and self-buffing. He'll still be a Generalist Druid. Wizards are able to get all their spells during the game by learning them from scrolls and using other grimoires, in my understanding there is even such spells that they can't get during level up. So building specialist wizards is more like playing druid that don't use certain spells in their repertory. That is not taking into consideration: - Do you find all Scrolls? - Do you do all Quests? - Do you have more than 1 Wizard?
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That sounds actually... pretty darn good. But would they have to be in that Modal to be able to cast Spells? o.o I don't think that's too bad either.... "Prayer Modals". Tactically: You'd switch Modals between, Supportive, Aggressive or Defensive. In Supportive Modal you'd be able to heal, but can't cast offensive spells. Huh, not too bad in my opinion, not too bad at all.
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2:07-3:35: The Sword is "Get all", and Jeanne D'Arc, the Priest. I'd be the vision or hallucination, the one questioning this design (), the Priest gets a massive hand-out, each different Diety simply... gives all spells. I find it narratively flat. "Your devotion to this Class pick, gives you the ability to cast all spells, no matter which Diety you picked. Have fun yo!". Again, here's a Priest solution that I think could be done before release if Obsidian gets some extra time, giving different Dieties differing Spell Gains per level (Still "Get all" but at different rates depending on Diety). Priests & Druid wouldn't be less differentiated by allowing them to pick spells either. Building a Blue Wizard (illusion and debuffing spells) isn't a good build either, but PoE allows me to build such a Wizard. It doesn't allow me to build, or attempt to build, a self-buffing melee Spiritshifter. It allows me to use a Generalist Druid and then never use him for anything other than Spiritshifting and self-buffing. He'll still be a Generalist Druid. More spells would have to be per encounter as you say as well.
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+1 Casting Improving/Modifying Talents +1 Diety Spells That would be awesome too. Want to also say that it is probably too late for the Druid & Priest to get any customized picks at this point and I would rather Obsidian spend their time fixing bugs and the game than implement Spell Picks for these classes. Ultimately, I'm fine with "Get All", but I think that "Spell Pick" is way better. These posts of mine are remnants of old discussions and ideas. The main problem for me is that expansions, sequels and similar won't be able to fix it, because if the first installment has "Get all", then we'll see sequels have "Get all". Unless Obsidian creates a specific Class Kit or Sub-Class of the Druid or Priest that gets to pick spells per level. A whole new Druid-inspired Class would fix it... hmm. Nevermind then, I'll continue to advocate for Druid & Priest spell picks
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I agree with OP. Old post. Old thread. I don't think there'd be less tactical depth if you picked spells per level instead of getting them all at once. It'd be a more customized and personal tactical depth (Like with the Wizard, Chanter & Cipher, which are not "less" tactical because you get to pick spells per level). There'd be way more strategical depth if you got to pick spells per level for the Druid & Priest. In combat (the tactical bit) the Player would use their spell picks to their best ability, and use their Character/Class Build to their own enjoyment. Whilst I understand the philosopy behind the "Generalist Druid's" versatility, I don't agree with the design. Sure, if all magical Classes would be given all of their Spells at level up then I would understand it. But here we have 3 Magical Classes that get to pick spells, and 2 Magical Classes that get all spells. I don't feel it. Ideas/opinions/suggestions previously posted. Druid 1- Druid gets to pick spells per level 2- Spiritshift would be better as an Optional Talent (Currently it is a "Must have") Priest 1- Priest gets to pick spells per level or 2- Priest gets all spells per level, but specific spells from those that Obsidian has already created. Examples. I believe that the "Get all" design decisions for Priest & Druid is more or less a remnant of the Infinity Engine mechanics (or rather, the D&D mechanics, which it originally spawned from). There is no other reason to have it, as I think the "tactical depth" argument is a joke. If there'd be more tactical depth to "Get all" then we'd see more people advocate for Wizard, Chanter & Cipher to get all their spells each level as well. "Monks, Paladins and all the Classes, heck give all classes and characters everything every level they level up". I haven't seen that argument/advocacy even once in these 2+ years. Customization will always have most depth.
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Late-Bump. Still curious if something can be done with Portraits in the Character Creator (the reason I made this thread, but I went off on a larger mock-up spree ).
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@Orogun01: Movie manuscripts, if they are good enough (time planning, budget, well researched intelligence, and a good movie script with storyboard, story/writing, artistry as well as pitching) they can still be presented to big companies I'm sure. But, a famous and popular Director or Writer will always get the easy way in. If you're big enough to be written about in the newspapers, then you become easy money in the media world. In marketing. But... back to some project thoughts. "How much do we need to invest and should we invest?" is all they want to know, and if it is a smaller, simpler, product, like I'm doing, a push with a slight funding (booster pack), I could potentially hire a person to help with designing (backgrounds, character art, objects), a sound designer, or even a project manager. All of the actual technological bits of creating the game is really easy in the engine I'm using. It'd also give a massive morale boost, no doubt, and a much more important product (because with funding from others comes a greater sense of responsibility). In this day and age, I don't think I'd need much funding, and with the engine I'm using, not very much at all. But... project management is hard to get into. Is it possible to hire a project manager? In Sweden we can get government funding if our business start up idea is good enough. About $30~ish a working day (monday-friday), $150 a week, $600 a month for 6 months (and if the boat isn't floating by itself by then, it'll sink). But they don't necessarily help you, it's more or less... "Pitch it well and we give you money" and not so much "Pitch it well and we'll help you set it up". Anyways, a total of... $3200. I think there's something more we can get as well but I don't remember exactly how much, but maybe another $1000 or $2000 ($4200-$5200, spent towards the company/business of course). You've got to conside additional funding from company sales/revenue in the meantime as well. Regardless, $5000 is well above what I'd need to develop this product of mine, and it'd generate way more revenue than that after sales. Now we're talking petty sums that matters nothing, but then we're not talking about the context of the product, which could very well generate $100'000+ I won't be hopping on this train until I have more product and less concept design. I can move the character in the world I've made, but I won't be finished within 6 months. I want to be able to release the product in about the same time that I create the company, as that will generate most revenue to be capable of getting a lot of funding to release a second product down the line, and then a third, and then a fourth, and then a fifth, etc. Actually, I need to release the product nearly at the same time as I start the business to keep the business floating. When I have an "Early Access" equivalent product (not saying I would attempt Steam Early Access, merely a comparison), that is mostly feature complete, that would be the best time to start the company, and then release the product 3-4 months down the line. @Bryy: I need a sound designer and a project manager to be able to finish this title within 4-6 months. A sound designer because this was an aspect I didn't consider previously, a sound designer would quicken the job, and a proffessional or a learned project manager out of convenience and time management. Essentially, if non-industry hobbyist people were to be interested, I need two types of game or gamer enthusiasts: - A hobbyist electronical musician (with interest in experimenting with techno, MIDI, 8-bit, 16-bit soundscapes) - A natural problem solver, mathematically intruiged and disciplined and likes general management (be it massive 4X games or detailed spreadsheets of information) Currently I'm "struggling" a bit with these three four problem questions (in no order): 1) "How do I best spend my time on X title, efficiently, to deliver within 6-8 months?"(semi-answer: get a manager and sound) 2) "How do I get X title distributed?" 3) "How do I create the sound effects and ambience?" 4) "Who do I bounce and discuss design decisions with? 'Is it better/easier to do like this or that?', 'Does this solution create more problems than it solves?'" It would be best if I had someone I could show my product too and tell him, her, or them, what it's all about, the plan, the revenue plan (minimum costs, high rewards), the artistic style, the personal- & culture history, the simplicity etc. and he, she, or them, would help me get a grasp of how I should manage the project time and set up deadlines and how much time I should spend on writing, on animation, on drawing even on sound. To get my own car running and learn to manage future projects, and even be able to take the helm after a bit. I suppose the last paragraph is more of a want than a need though
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https://www.youtube.com/watch?v=UQxNw1GbKDk&list=PLCKj5cSgyb3P9uwk1ZweavGRi3cS_HhPd&index=0 http://play.firstpersonlover.com/
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You can appearantly get to the Dyrford at Level 3, and that's pretty difficult. But at Level 6-7 or even 8 it is a breeze. As it is optional content, you can turn back and explore the rest of the world (all the way up to Level 11-12) before doing the Dyrford.
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@Gfted1: This was never a problem in any of the IE games (in my experience). If I came across a difficult area I made a mental note and then got better gear/explored other areas, leveled up, familiarized myself with the party I had, then returned and kicked the snot out of the previously difficult encounters. Pillars of Eternity has tons of this as well. If you can't deal with the Lions? Escape and do some other stuff. The spider cave? I think on one Beta playthrough I went into the Spider cave at 3 different times feeling it out and slowly progressing further. If you have built your character oddly, or your party, chances are that when you get that 1 level (or a good weapon) it makes all the difference. This to me is better than respecing, because it allows the Player to react & think & use their brains to and against the environment rather than use a fairly brainless (no ill intended) method of some in-game meta-gaming "I built a bad build. Click button". It overrides that challenge, and those 5 hours you spent with a bad build is suddenly given up on and thrown away, but just around the corner there was a weapon or some XP that'd change your entire view of the way you were building your character. Why respec when you can... create a new Adventurer's Hall companion? Isn't that a form of respeccing too? I mean, if you have a poorly built Cipher with really bad choices... why not make a new Cipher in the AH? (I understand this thread is more of a discussion towards the Main Character, but thought this is important to consider as well)