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Everything posted by Osvir
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It'd be interesting if Edér is a Rogue who is merely pretending to be a Fighter (using Fighter style+abilities, but attributes support a Rogue character better). His lore/story would have to support it of course, but it could give the Player the option mid-game through Edér questline or progression, allowing the Player to change his Class from Fighter to Rogue (he could start over at Level 1 and get Level Ups to the same level as his Fighter class). Why am I speculating/brainstorming about this? Well... Edair was a Fighter, then Edér became a Rogue, then later he became a Fighter again. He sounds/reads like a "Male Thief" soundset as well, which might be why they made him a Rogue (before making him a Fighter again). This would solve a lot I think, if Obsidian has chosen to do this (still just speculation, probably a 99% chance they haven't done like this). If the Player chooses to make a Rogue? They can keep Edér a Fighter. But if the Player makes a Fighter, they could mid- to late-game change Edér into a Rogue (to spice up the party). It all depends on his characteristics of course, and his background/story and so on *shrug*
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Male or Female
Osvir replied to constantine's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
My first character will be a Male Hearth Orlan Barbarian with Kana Rua and undecided VIP companions. Got tons of character concepts of both genders and all classes from playing the BB already as well for later playthroughs and AH. -
Character Names
Osvir replied to BlueLion's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
This. Is. Amazing. Thank you :D :D is this something you consider having in-game (expansive or vanilla?) or is it going to be out-of-game (Browser based on your random generator, as is, basically). Can there be a link or similar in-game in character creator (a tooltip perhaps a la "Having trouble coming up with a name? Check this link!")? EDIT: Also, if meeting someone with the same name that wouldn't be awkward really. Unless it is a world where everyone has a unique name, if I'd name my main character "Edér" I can easily abstract it as "It's not a super rare and unique name that there's only 1 unique Edér". Storywise though, I get it. In books and stories there's almost never more than 1 of [Name] as it gets easier for the reader to distuingish who is who. In Baldur's Gate & Baldur's Gate 2, though, I thought it was more infuriating to meet a character with the same portrait (which often resulted in a reset/new character/start from beginning, during my early days & my first impressions of the titles). A face is unique, a name is often not. -
I had hoped that the Endurance system had been something more to be honest. Health staying like the IE games, but that Endurance would've been like... an "Exhaustion" meter, every action you take would've cost "Endurance" (moving, attacking, defending, dodging, abilities, spells, etc.), and instead of "Passing out" when going to 0 Endurance, the Character would instead rest or take a breather, recover some Endurace, and then the Player can reintroduce them into the fight. This would've made most sense, have the character become "immobile" when 0 Endurance (symbolising they are too tired to take action), enemies could still target him/her and the character will regenerate, say, 10% Endurance in a short time (also, taking no actions whatsoever would regenerate Endurance. So if you are a Rogue in this concept system, you go down to 50% Endurance, do Escape and then rest up/take a breather/take no action, the Endurance bar would regenerate slowly). Lots of parameters, variables and scripts, and even further advancements to it though. There's also a question about dynamic, and how it would synchronize well. What happens to the "Exhausted One" when he/she has 3 enemies around him/her? How would I be able to save the character, what abilities would I have to use and would I have time to do it?
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I can understand companies wanting to milk that particular cow; it's a good way to fund indie gaming and to engage with the player fans. Just as long as they don't start trying to milk the bull... But... if I recall correctly... Harebrained Schemes pretty much said "Hong Kong is coming out, but there's tons of stuff we want to add to it, which is why we are here at Kickstarter". Sooo... rethorically speaking... are they milking it, or using it to improve their product?
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Which dev should PLAY at PAX East
Osvir replied to Sensuki's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
How about both Tim Cain and Chris Avellone at the same time? Split-screen stream from two computers, showing the different ways people can play or different builds and parties. There could even be something competitive about it to spurr on the crowd. Josh or Brandon can act sports commentators: "Tim passes the ball to Edér, Edér lands a critical hit! On the other side, Chris is catching up to his blunder earlier and.... it's close! It's close!! Who'll win??" xD Haha, scratch the last part, but I think it could be interesting to see a side-by-side, split screen stream (or on two separate screens) of two plays happening at the same time. -
Character Race
Osvir replied to Heijoushin's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I'm going to roll a Hearth Orlan Barbarian on my first playthrough. Also going to put Kana Rua in my party. Dunno about the rest of the companions, but I'm definately going to go with a party of 6. Might add in an Adventurer's Hall Paladin into the fray too but... I do want to experience all the VIP companions first -
Apologies to Obsidian
Osvir replied to IndiraLightfoot's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
A nice sentiment Indira I apologise too, but not to the Developers. To the forum and community members that I've been hard, harsh or toxic towards. Sorry guys and gals for that. Whenever stuff like that happens, that's mostly frustration within myself in some way (I don't get my message across, I need to explain more because I don't feel understood, I might have had a horrible day, I might not fully understand what others are talking about, I want to participate in a discussion but I don't want to read 20 pages etc.). I'm sure lots of people have been frustrated or angry about my attitude at times too. So, again, sorry. I've made amends, and tried to make amends, and whenever I've come across someone and had a bit of a word-feud with anybody, I've tried to make amends or at least communicate in private (PM) and trying to make myself understood and to understand the one who I've "battled" with. Some success, some epic fail. I think this is important too. Whoever you've fought with on the forums, talk to them in PM, try to have a conversation. Try to understand each other. Discuss on equal footing rather than trying to "Win" something. A lot of the "toxic" discussion seems to me to be more about "I am right, you are wrong" than "Interesting that you feel that way", or you know, civil discourse. Everything else from me has been passion, excitement, visions, brainstorms, dreams, advocating for and against ideas amongst the members. Never have I held any ill towards any of the Obsidian developers or their company but if they've ever felt threatened or nervous by my presence in whatever shape or form, then I apologise for invoking such feelings upon them. You guys & gals rock! :D hugs! <3 EDIT: (Read this latter part as a second post) We're tense, excited, exhausted, lots of waiting, lots of posting, and now it's pretty much over. We're walking through a desert, and the oasis feels far away. We are indeed close! And we will indeed hang in there! :D However, I do hope Obsidian gets enough revenue from PoE so that they return profit and can develop Pillars of Eternity 2 without Kickstarter. Or like Larian Studios, a "Stretch Goal"-Kickstarter. Divinity: Original Sin was always going to come out, but Larian chose Kickstarter to expand and improve the game. Subsequentially: The Funding Goal was smaller. It might be a model for Pillars of Eternity 2, or for another title which is supposed to be released, but more can always be developed or improved on the product. -
Poll: Should there be a penalty for being knocked out?
Osvir replied to Namutree's topic in Backer Beta Discussion
I've touched this subject before. But I picked "Yes, it needs to be harsh" and "It's fine as it is". Before: - Get knocked out to 0 Stamina? #% chance of permanent injury (Lose an arm/equipment slot, an eye, perception, stat/attribute and so on). Maybe in an expansion. Or take some pointers from NEO Scavenger's Injury System. -
PAX South 2015 live thread
Osvir replied to Leferd's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Don't forget that making alternative accounts is easy too! There might be ninjas among us. :ninja: Jokes aside and an explanation, if Obsidian wants to discuss or participate in the community discussion because they see subjects they themselves are interested in, I would assume they would make an alternative normal forum account. Why? Because the "DEVELOPER+" tag under their name is both tracked on a Devtracker site as well as much more authorative. I don't believe anyone reads or responds to a Dev comment like they do to a normal member. Developer+ comments resonates throughout the entire Fan Community. People look up to these comments. Members discuss with Members on equal footing. So what's the point? Ninjas. And salt. Take all of this with a metric ton of salt, because there is no truth in it. And that's why it's so ninja -
PAX South 2015 live thread
Osvir replied to Leferd's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Great talk, questions, even some discussions too. The game looks as great as ever. It was a nice presentation, more excitement, nice areas, exploration and combat felt a bit smoother and even understandable. I laughed a lot too haha :D Here's the entire thing Hahaaha! I'm totally going to play a Necro Chanter group on my second or third playthrough :D (non-VIP companion playthrough) that sort of party really does make me wonder how a Pillars of Eternity+Master of Magic hybrid type game could work. RTwP exploration, isometric exploration, with 4X elements :D -
Got an idea from this thread title: - Enemy starts chanting Fireball, what do you do? - Cast Flame Shield or Resist Fire or even Absorb Fire - Take less Fire Damage/No spell damage+% Chance to absorb the Fireball and gives 1x"Spell Level" Cast. In essence: If you can read combat and see that an enemy Wizard is casting a fire spell, you could pause and react and start an anti-flame aura that protects the Wizard (taking 0 magical damage, Immunity Spell). Though, spells or modals like these would require a large revision on balance ("Immune to [Damage]" spells or combat game balance). Abstracted, it could be viewed as if the Wizard counters the hostile Fireball with a veil of fire, or of a shield, and that the Fireball can't penetrate that but maybe explodes outwardly, away from the Wizard (A half a VFX). EDIT: All of these so called Counter-Spell Modals would be vs all elements and other spells. Spells you can cast mid animation, if you see a Minoletta's Missile heading your way, you'd have time to pause mid-animation and the counter spell would still manage to be cast before the magic hits. Instant Cast, and would subsequentially continue to block the same type of damage type for the duration of its activation. AI could react to it, and then use other spells or arsenal as to counter your counter. How? Tons of new triggers and scripts^ A bit advanced because, AI should be able to control it as well, making Wizard battles potentially a puzzle or a difficult fight. You cast an Cold spell and the enemy Wizard blocks it entirely, you switch to Fire, and they block that too etc. Or... - Elemental Mirror [Modal Spell: The Wizard creates an Elemental Mirror, of their choosing. The element of their choosing will negate any effects at the point of impact of the same variable. Fire Mirror blocks Fire, Earth Mirror blocks Earth, and so on. Furthermore, the Mirror devours any energy input, absorbs it and then fires it back from where it came from]
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Conscious double-posting (For better formatting) Comparing reference list with in-game: - 1/14 (Clean) - 2/14 (Not on the List, or a variation of Hollywoodian, bushy beard or a Long Boxed Bushy Beard**) - 3/14 (variation of Duck Tail**) - 4/14 (Fu Manchu) - 5/14 (Dali or a wider Handlebar) - 6/14 (Van Dyke) - 7/14 (Short Boxed Beard) - 8/14 (Handlebar w/ Chin Puff*) - 9/14 (Larger Duck Tail**) - 10/14 (Same as 9/14 but more mustasch) - 11/14 (Sparrow, or a French Fork with use of beads) - 12/14 (Duck Tail w/ beads) - 13/14 (Friendly Mutton Chops) - 14/14 (Clean??) <- Bug? * The Chin Puff only is a Petit Goatee (So if you clone 8/14, remove the mustasch, add the Chin Puff as 15/15, you'd have a Petit Goatee) ** Low-Priority: 2/14, 3/14, 9/14, 10/14 are quite similar, if possible to sneak in more, maybe 9/14, 10/14 or 2/14 can get further polish/variation transformation. SO, from the reference list, which beards are not in? - Mutton Chops - A la Souvarov - Old Dutch - Balbo - Rap Industry Standard - Sparrow - Klingon (It has a sort of Mongolian feeling to it) - Chin Curtain - Hulihee (Nobleman) - The Zappa - Soul Patch - Handlebar and Goatee - The Winnfield - Petit Goatee (It fits a character I want to make in-game) - Franz Josef (Bolded as others fell in love with it) - Anchor - Napoleon III Imperial - Copstash Standard - Pencil - Super Mario - Handlebar Of course, my comparison is probably not "spot on" and some of those I've put in "Not in" is actually "In" and I just wasn't capable of seeing some of the beard variation references in game. Strike through on some of the beards that I just don't feel fit into Pillars of Eternity... all beards are cool and all, but "Rap Industry Standard" has a "Rap Industry Standard" name. And Super Mario is Super Mario. Bold are those that I'd like to see in-game (or in expansion)/priority beards. If you have time to sneak in an extra beard type though, scrap the Request I made (Petit Goatee) and listen to the Franz Josef's of this thread. It seems to have more appeal to the majority of posters in this thread Also, Franz Joseph of Austria: http://en.wikipedia.org/wiki/Franz_Joseph_I_of_Austria Looks like Friendly Mutton Chops~ And I found another article full of win: http://www.growabeardnow.com/beard-styles/
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D-d-d-m... Dmitri I... I... a..all... ALL OF IT!!!!! The reference: Petit Goatee was the one I made this thread for.
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Are you good with pixel art?
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Number of portraits?
Osvir replied to Heijoushin's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Can you switch portraits in-game? (I know you can do this for the IE games) I might even on one playthrough go with close-ups of the faces of the characters (uniformal, typical Might & Magic and other FPS dungeoncrawls). Here's a post I made explaining it better. EDIT: But if you don't want to look into that post or that thread, here's the screenshots (from my steam library) Example 1: In Character Creator Example 2: In Game It surprised me a bit how well it looked in-game in my opinion. Example 3: 2 Characters (The Elf portrait was rushed, so I admit it doesn't look good) EDIT EDIT: For more advanced stuff, it could take Equipment into consideration and even the 3D character model from the Inventory screen into consideration. If you have a helmet, the helmet could be on the character's head. If you have plate armor, you'd see it in the portrait on the shoulders, etc. etc. So much could be done with it, but I suppose it's a bit late and it might not even fit the standards into an Expansion, patch or sequel but maybe mod *shrug* though, it might be a bit too advanced. -
I haven't played PoE since beta v1.0, have quick slots been removed? With up to four quick slots it seems every possible eventuality can be accounted for; one set for slashing weapon, one for crushing, one for piercing and one for....? +up to 6 characters.
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3. Oh, you're talking about it in that way. That would be pretty cool... knockback the enemy or something, run away, hide, have them look for you. What I meant is that it's not impossible to kick some ass and then retreat back or run back a bit. 4. I'm advocating a limited stash option or no stash option, not forced limited stash. "No Stash" could be a simple thing to implement a la "Stash = True" or "Stash = False" (Stash = 1, Stash = 0). Could even be possible to mod the Stash out of the game entirely without bugs, but it depends on how the code is written and how much the Stash depends on other variables or vice versa. 5. As I thought. Why is this one even "can't change weapons"??? o.O 6. Eh, what? Why are the one-handed guns gone? T-T also, it wouldn't need a UI feature if done like I conceptualize. You'd simply drag and drop the "Ammo" item in the "Off-Hand" slot. You wouldn't need a designated "Ammo Slot" (Like in the IE games) if the Ammo is limitless anyways~
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1. *shrug* but would've been nice. 2. *shrug* I don't understand why...? Though hm... omg! O.O the Quest possibilities! "You have received a note: 'Drop the object you found at location X, or you will face the consequences". Expansive? Or, maybe not, because a quest like this could be made by "Drop in Container". 3. Not impossible. Different than "mouse-click" away (like in the IE games). PoE uses more of a "Act then Flee" (Act being "Stun", "Knockdown", "Hobbled" or causing effects to the target. Kind of Pokemon/Pokeball styled gameplay, you can't catch a Pokemon with full health with a standard/typical Pokeball. Status Effect or Low Health -> Then Catch. In PoE: Status Effect or Ability -> Then Flee) 4. I'll say it again, a limited Stash option would be interesting. Or outright an option for "Turn Off Stash Entirely". 5. Isn't this a bug or... Obsidian wasn't able to fix it? (Why would we even have Weapon Sets if we can't switch in combat? Though, I understand if they choose not to fix it because... changing weapons in Combat could or should cause an attack of opportunity or better rolls for the enemy. It might cause more problems. A simple solution is to simply "Not allow" changing of weapons in combat) 6. Could a Ranged weapon have "Bullet" enchantments (crafting, essentially) or have a Secondary Ammonution Item that you can equip in the "Off-Hand" slot? (In essence: If you have a Bow, both hands are occupied, but you could find unique arrows or arrow enchantments that can only be equipped in the Off-Hand slot if a Bow is equipped. For a one-handed Gun you'd sacrifice Dual-Wielding Gun Slinging for the Off-Hand ammo type) 7. The Draggable UI Mod seems awesome, and it does everything anyone who wants the Combat log elsewhere. I don't see a problem. Though, I think it'd be better for Pillars of Eternity if Obsidian and Bester worked together with this, and integrated the "Draggable UI" into the Vanilla game (or through an Official Patch). 8. ??? 9. Scout Mode = Dungeon Crawling/Readied Stance/Dungeon Walking. Though, I would've kind of wanted to have an Out of Combat Explorative walking animation rather than the running one but oh well. It is fun to explore and move around in Pillars of Eternity, walking or no walking. I still think it is a bit of a bummer. 10. *shrug* 11. Isn't this all about scouting, preparing and positioning? I can position my dudes in a way further away, and then my, say, Rogue can sneak up to enemies, run away as they see him/her, and then I have my party waiting around a corner. 12. Because "Scout Mode" isn't necessarily "Stealth Mode". Another name for this Mode could give more clarity. Or rather, I view "Scout Mode" in several ways... one way is that you can activate it, and walk with one character and it'll be (in essence) what the IE stealth mode is. Or, you can "scout" with the entire party in the mode (as seen from Obsidian's stream, Josh is dungeon crawling with the Mode a lot with the entire party). 13. "Turning Off All UI Helpers" is something you do after you've learned the system more and understand it better.
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Argh, well, a goatee is around the mouth. I mean only under the mouth and chin, downwards. This. Let's take a trip back to 2012: http://forums.obsidian.net/topic/61680-beard-technology-character-portraits/ https://forums.obsidian.net/topic/62187-pe-will-fail-without-this The latter is a bit opposite of what I am suggesting/requesting but I couldn't help posting it still
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Ah okay... well... I mean like... like the picture I posted (he has beard on his chin+mustasch. But without the mustasch. This: http://tomledin.com/images/news/beard06-2.jpg
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Wondering if there could be one more beard type, this one without the mustasch: http://steamcommunity.com/sharedfiles/filedetails/?id=377271070 It's called a soul patch I think? EDIT: Darn I clicked post before editting title... supposed to be ": Soul Patch"
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Scout-Mode = Walking Dungeon-Lurking/Combat Walking/Readied Stance I kind of like it. But I still miss the Out of Combat/Exploration "power walking" from the IE games.
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Number of portraits?
Osvir replied to Heijoushin's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I really wish the portraits were way more uniform though T-T so much could've been made. Here's an attempt I made at taking some clothes from one Portrait and putting on another portrait. If it only had been uniform T-T Doom-guy or Wolfenstein-dude damage/armor/equipment/status-effects could all have been universal/global on top of all the portraits.... https://www.dropbox.com/s/esnrr55njm9wd1l/male_human_h_lg.png?dl=0 https://www.dropbox.com/s/3rnfxuvg2l1w30y/male_human_h_sm.png?dl=0 -
Obama and Cameron Converse about Terror & Cyber Security
Osvir replied to Osvir's topic in Way Off-Topic
A random dude came up to me when I was in Colorado, Boulder: "The government is evil, dark! Devils!" I answered him: "Isn't it we who make them evil, dark, into devils? Is it not we who paint them black and make them evil by our words and actions?" He looked at me, a bit shocked: "You're right... but they are still a little bit evil" I answered: "You just proved my point"