Everything posted by Osvir
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The Official Romance Thread
Not all of us gayfolk would write a world where everyone humps everyone. I personally prefer Robert E. Howard's take on things. And I believe the movie Osvir spoke about was Caligula.. but that may be because, for reasons that are obvious to those that have seen it, the only non-comedy movie I've seen that's set in Roman times. I haven't seen it, but I've heard it's good and IIRC has some of the content I spoke of earlier. The explanation might be as simple as that, that he wants more versatility and more representation and diversity, which I think is cool and good. From a narrative stand-point, I think romance would be more cool as something "happening" rather than being a gamified reward system.
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Walking or Running
I hate this - because I put my weapon away and then forget it's in my pack and when out of town, my character launches themself bare-fisted at an ogre A "Readied" Mode could function in a way that that wouldn't happen. There could be a "Readied" Equipment Slot. Essentially you'll stow away your weapons when you're not "Readied", and if you are attacked, the characters would equip all their weapons when you click "Readied". "Prepared"? "Alert"? "Hostile"? "Attack"? *shrug*
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Walking or Running
Well, many have suggested "Use the Slow-Motion feature!" previously in discussions, and I'm going to do the reverse here I think, "Use the Speed Up-Feature!" Good point on "Both" in the poll, and I agree somewhat. It's easier to define "Yes" or "No". How would you want Both to function? In what way? Would the characters enter combat "tired", or would there be no penalty to it? Is a Walk animation even necessary and wasteful to resources if no one is going to walk around anyways? How would you want both running and walking to work in sync? Auto-Run On/Off (Infinite)? Consequences/Penalties? "Both" is in itself its own discussion. I'd prefer walking, and running animation when in combat (readability, player understanding). Or running to cost a small amount of Endurance over time. How would you want both to function in unison? I think for a game like Pillars of Eternity, and budget, "Both" introduces more problems than one or the other.
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Walking or Running
I've seen "Walking" animation in the game by my Player characters. I know it is in there. It is a question of how easy it is to re-direct the "Move" Command to play "Walk" animation instead of the "Run" animation. It could be problems in the code by doing that, because walking animation depends on this or that. Skeletons might not be tuned correctly etc. there might be an issue with combat if you do that, or other "dependables". Then again, it could be as simple as a switch (to make, maybe tops an hour, 2 hours? Granted, if all the right conditions are met in the code). Essentially: Do "Walk" instead of "Run" when "Mouse-Click Move" command. But I doubt it is that simple. Also depends on if the pathfinding of "Run" can be re-directed to "Walk" and if it is compatible. Emotionally immersive & pacing/narrative: Running around everywhere feels like you're on a rush somewhere, "You really shouldn't be in the Dyrford, you've got more important things to do!!! HURRY!!!!". Technical Aspect/Beta Testing/Promotion: For these purposes, Running is really useful, you get around the world faster and can do stuff faster due to it. As a Beta Tester I appreciate running around, it is convenient. But in the real thing, I'd continue to ask the question "I wonder how this would have felt if the characters were walking" I think, from time to time. Like walking in on the Cultists in the Skaen Temple, or walking in on Tryndil, or walking in on Lord Harond (Sound/Volume, another aspect, for another thread). "Walking in" on things. Obsidian can also show off way more of the game by having "Running" animation in trailers, Let's Plays and so forth. If the characters were walking around everywhere, Jesse would've gotten to Part 14-15. It'd take lots of time, potentially more than a month, and would be too much of a waste of time, showing off way too little in too much time. Running around essentially helps testing & promotion a lot. Expansive Start: Ideas (shelf material): A more advanced idea would be to "Start Run Animation" when combat starts and there is X distance between target and character. I think this could merge extremely well between in-combat and out-of-combat "transitions" and even give some clear visual feedback on "Now you're in combat" & "Now you're not". Another idea is, you go with "Readied" movement when in "danger zones" (dungeons, battles) or even having a "readied" mode (like "Scouting" mode). Whenever you go into "Readied" mode you'd show hostile behavior, and NPC's could even react on it :D (Fighting in a city against some thugs, the civilians cheer you on, and if you're the thugs they'll boo at you or run away). Or interacting with a farmer, and he'll become defensive/aggressive/raise weapon/"Readied" too, if you raise your weapon or have it equipped. Or perhaps run away. I play Project Zomboid on a roleplaying server, and it's a great game to roleplay with others. You have an "Aim" state, be it a melee weapon or a ranged weapon, a "Hold down button" aim. What I'm presenting is a toggleable "button", a trigger, "Go Hostile" and NPC's can react, or you can see NPC's "Go Hostile" before you do as well. Readability /Expansive End
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Walking or Running
Playing the Beta, the characters are running everywhere. This isn't much of a big deal, but in the Infinity Engine games characters were "Walking" everywhere and with Boots of Movement Speed or similar could be abstracted as "Running". I know there is a walking animation in the game, because NPC's use it, as well as the Party Characters use it from time to time in-game. This isn't a plea, or a demand in anyway based on the results of this poll, but merely a question and a personal curiosity what the community here thinks about walking/running as a go-to for exploration/movement/pacing out of combat. I voted "Walking", because I'd like to see, feel and experience it myself. Is it better? Worse? Will I get withdrawal and want to run because everything is so slow? Or will I be immersed in it? Will I enjoy it? Etc. etc. I would like to see a build have the option to toggle Walk/Run for above mentioned testing purposes.
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Stop Right Now Thankyou Very Much
Sure, these are all options, but these games are beatable without any spellcasters, with an underleveled party, with a party that can't use shields at all and without any archers. That's part of the reason why they have replay value. Fine. Use the wand of monster summoning. Drink lots of health potions during the fight. Use a team of stealthy characters for sneak attacks. Use oils of speed. Ignore fighting the bandits completely even, infiltrate their base and pretend to be a bandit yourself. You don't even need to fight all of them at all. Sorry, a bit irrelevant as the discussion is about combat, but thought I'd throw this in as well. I wanted to point out that you could defeat many battles in the Infinity Engine games by using many different tactics. Thus far in the BB, there's many different ways to overcome battles/obstacles as well.
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The Official Romance Thread
I think Romance can fit a character/companion if it fits their character/personality and if it fits their motivations/lore/story/plot/narrative/goals-in-life etc. etc.. Take Alistair for instance, again, from Dragon Age: Origins. As a male character, I can not find anything in Alistair's personality that would make him get the "hots" for the main male character, unless he gets inspired/influenced by Zevran. I feel this is implemented into Alistair's character because BioWare wanted to be accessible and diverse for everyone. And therein lies a big problem about romance, it can easily transform into something "plastic", a reward system. I think "Romance" would flow best in a game if it showed both how cruel Love can be, as well as how beautiful it can be. "Romance" can also be poetic, "romantic", and be appreciative of the beauty of nature, of life, and of love itself, but that doesn't mean it have to be directed towards any specific person, but rather just... PLUR (Peace Love Understanding Respect-jargon) But then again, after seeing Dragon Age: Inquisition, and some of the romances from AngryJoe's review, I started to think that... maybe Ferelden is a bit "Roman Empire" inspired? During one the Ceasar's periods/eras, IIRC (I don't remember which one though), orgies were common place, and sex was liberal between man and man, and woman and woman. Though, I think this was more common among higher ups in the hierarchy, rich people conducted these acts moreso than the poor folk. There's a movie about it that's been applauded even, don't remember its name. Regardless, if Ferelden is inspired by the Roman Empire and this "Era", then I guess it'd make some sense for Alistair to pique his interest. In many games you are also the "center of attention". NPC's will want to either be you, or want to be with you. In Mass Effect, Shepard is a famous person, and with fame comes fanatism, or even obsession. How many teenagers or even adult women or men can say that they're not attracted to successful people? I find it that, if people were given the chance, they'd choose to be with someone successful, and the more successful the person is and there's a mutual love between the two, then you'd probably choose the one who's more successful. In a party of adventurer's, traversing the land, I could expect that some summer-fling romance or sexual desire/attraction could occur, but I also believe it could be a journey without love, and that the journey and adventure is the focus, concentrating on the task at hand, the objective and the mission. The most important aspect, I feel, is that there has to be a thematic motivation in the companion character, and that he/she/it should not be swooned by the Players word or a gift system. Hypotethically: If Aloth would be a character that you could romance, it shouldn't be a dialogue thing you do, but rather something that "pushes his buttons", whatever that may be. Taking him on a journey, doing a questline to get to know him better, or even keeping him around in the party for a duration of time. For instance, if I have Sagani in the party half the game, she might develop feelings based on my actions and how I act to her, but if I drop her in the Stronghold 1/4th of the way, and then pick her up again 3/4th's of the way, I might never even see a "Romance" option. This goes for all interactions with companions, in all aspects, that they would do better if they were "dynamic" in this way, and not "static" until Dialogue Button is pressed.
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Engagement Mechanics- Problems and Solutions
When "Scouting"/"Sneaking" I've noticed that the circle is filled with red, and starts to go counter-clockwise to visualize how "spotted" the player is. If one were to take that filling, but have it fill "50%" of the circle and be static, 1/2 half of it covered, and would represent which way the character is facing (right-click and drag positioning would be more important). That is probably the easiest part, then to take into consideration 1'000 other things. Some sort of facing system could be helpful, but also difficult to implement and a bit too late, probably. EDIT: Pretty much this (if the link doesn't work, 2:14) https://www.youtube.com/watch?v=dhIP_1CvrSk#t=134 Haha, it's a vacuum cleaner, but consider the "circle" on top of it, and imagine that a uhm... Fighter is standing on top of it.
- Ritualist, Class Idea
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Stop Right Now Thankyou Very Much
(post truncated, you can click on the quote upper right-corner to be directed to the original) There are several ways to get out of Engagement, and move around, or help with breaking engagement for someone else (Knockdown, Blinded). Though, there aren't any ambigious tools that everyone can use (I think). I'd like to see a Talent that makes it easier to break out of disengagement without taking a hit, or an Smoke Bomb item to blind everyone, but the character can escape (and AI too of course). In the IE games: - Low health - Move (Instantaneous, Reactive Re-Positioning) In Pillars of Eternity: - Soon low health (Preparation) - Disengage Skill (Recovery Time, Reactive Re-Positioning) - Move Re-positioning is readily available in Pillars of Eternity for some classes. And perhaps some might think my next idea is too much "League of Legends" but, if every Class had some sort of "Disengage" ability or attack, a Talent Skill, Disengaging might not be much of an issue. As you can then choose to stand your ground, or choose to use re-positioning tactics. - Throw Sand/Dirt/Gravel This talent allows the Character to resort to underhanded tactics, and throw sand in the opponents face! This allows the Character to escape in a brief window! If successful, the Target will be blinded, and the Character will not suffer a disengagement attack if moving away / 1 Per Encounter, Duration 0.X EDIT: I also think it's odd that there aren't any "Resurrect" spells, abilities or items in the Beta. According to both Update #24 and the Official Wiki ("Vitality"), there's supposedly ways to bring back people into the fight. As I said, I haven't seen any of this in the Beta, and this is also an important feature to consider or abstract in the current Combat system (when someone is downed in the Beta, you can't bring them back in-combat, at the moment, but with this feature of bringing back units, it'll add more control too). Will the final version have "bring back" Endurance healing spells? And/Or have I completely missed it in the Beta? In other words, 0 Endurance shouldn't equal "knocked out for the duration of combat", but there should be interactive ways to bring them back in-combat too.
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Ritualist, Class Idea
That's what I also said, but thought "Oh might as well" when it wasn't adhered to. @Post: Well yes, the summonings would be as strong as the 2-3 party members. The Ritualists themselves would be mostly static objects. In essence, the Class could be one of the minions instead and no Ritualist would be needed, mechanically. I just thought it'd be more lore interesting if you were a Summoner Class instead of Minion/Demon Class. So, when you have no summons, a party with 3 Ritualists and 3 standard Classes would essentially be a group of 3 characters running around, and when battle begins, they'd potentially get the power of 6-7 characters. A Group of 4 Ritualists, even 7-8 characters. 6 Ritualists, a group of 10 characters (In Strength, but not perhaps in "Units" or amount, the Karaz'Gul example strong summon could perhaps represent the strength of 7-8 characters on its own). EDIT: Very useful against bosses, obviously, but the Resource management is the key element, and loosing control of it. Do you risk that super powerful demon against a powerful boss, and you might end up fighting the Demon instead? Your strongest weapon may become your weakest point.
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Saving the Wizard Class
That's what I've been saying from the start Captain Shrek. Start as a peasant, a caravaneer, or heck... even based on "Culture". Imagine if "Culture" was your Starter Pick Class, and then as the game goes along you "Grow" into one of the Class archetypes? This can be abstracted, I suppose, seeing how the real thing starts. For instance: You're an ex-Slave, now a traveling innate Wizard. Abstraction: You've picked up Wizardry from one of the caravaneers, who even gave you a book of magic, as a token of good-will (Or whatever, abstraction~) If you take that angle or perspective, in a shrewd way, it's a class-free game Not a true one though.
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Ritualist, Class Idea
It's the mechanical concept in battle that I find cool, having 2-3 robed dudes on the battlefield, chanting in unison in a circle to summon a creature to protect them (and therein lies their strength). Individually they are weak, but together their magic is strong The creatures summoned are the Ritualists defense and offense. EDIT: Azir, League of Legends. And before any literal misunderstanding, this video represents a concept, that the Champion does near 0 damage, it's the minions that matter. It's also one of my favorite champions :D what I'm saying is that, instead of having a single character summoning a creature, there'd be bonus effects if more than one helped out with summoning. Demon's sprung to mind because "Devils" strike a hard bargain, and I forgot to mention in the OP. Every Summoning would cost a Health Price. So, having more than 1 Ritualist in the Party would be beneficial to this resource... as a single Ritualist could lose a lot of blood.
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Stop Right Now Thankyou Very Much
This is about issues of the Engagement System as it's currently is implemented, Chilloutman, and I think it is also a bit about "Should Obsidian focus their energy on a new system? Or the current system?" and there is only one party that can answer this question really, and that's Obsidian. The system has its flaws, no doubt Hormalakh, I believe this is because it's a work in progress title (and that the Beta is not what's first to be polished but the actual game is), others believe it is a bad system based on its current iteration/revision. We have no idea how the system feels like next build, or if Engagement is as exploitable or not, if there's more stability or if it's worse. Well, I have no idea, but I think it would be much improved in one or more aspect It's a weak system (technically!! Code, script, slowdown, clarity), currently, to be honest, but this is what I'd expect from any in-development project. Every Early Access I've participated and experienced have all improved every single build, and Pillars of Eternity Public Beta too. I expect a Beta to be weaker than a final product, sometimes overpowered, sometimes underpowered. Balance, AI, Clarity, Stability. The combat system is easy to exploit at the moment, and crush your enemies if you use techniques and abilities in a specific sequence and cheese every battle, or even exploit bugs (I really think this all just boils down to: The Disengagement Attack/System is not working as "expected"). Will it be as easy to exploit, or bug, in the next iteration? I believe you can exploit any game if you are deductive, patient, methodical, and if your purpose is to break the game.
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Stop Right Now Thankyou Very Much
I consider the Beta to be a work in progress product Hormalakh. Stuff that I could do a couple of builds ago I can't do, overpowered or some bug things. The gameplay and general playability even feels better, more stable, than a couple of builds ago. Because often times I couldn't even play the game in earlier builds due to crashing or major lag. In this build, examples: There's a water sound, as if you're walking on water, on solid ground in the Skaen Temple (or was it the Caverns? I should check that out). Stuff is improved each build, and I might assuming things, but I feel the Backer Beta is holding out on us greatly. Obsidian's priority number one should be to develop the real thing based on their own wisdom and experience. Backer Beta: The Backer Beta feels like fan-service, we get in on it early, get to feel gameplay and get to hunt for some bugs, experience narrative and a side-quest area in the Dyrford, leave feedback and discuss/debate. But it might not be the first thing to stablize and update. Isn't the Backer Beta a separate work-project? Now, Public Beta is important to any company, but, in terms of in-office employees and time spent, wouldn't they potentially add to their work force on the actual game if they dropped the Beta completely after a certain stable enough Build? Is the Beta area we play being designed the same in the real thing? Will Medreth's group even be there, Nyfre? In the real thing, is the code running better across the board? Less bugs? The real thing: Speaking of Beta & real thing, and comparing to Jesse Cox playthrough (and considering stability). It would look like it runs better. Jesse Cox playthrough looked much more fluid in my opinion, than what I experience in the Beta. Combat, movement, spell casting. Lots of the stuff looks to work better in their own build. Granted, the game is probably designed to function the best, at the moment, for their machines. It looks way more stable. So... well... yeah. I think it'll just become better and better I didn't play Divinity: Original Sin during Early Access much, but I jumped in once a month or so, and everytime I was shocked by how much it had changed. I had a bit of a moment like that when this v364 was released :D it's improving everyone! :D That's why I want to be careful with prejudice against the vision of this system, because frankly I don't know 100% yet what it's like when finished. I can presume, but not be certain. Which obviously is because it is a work in progress product altogether. That's the reason why I am saying "I like it!" so vaguely, because I want to see how it'll feel when it's improved. If Sensuki could pull out a no removal system out of v364, how come he wouldn't be able to do the same thing for v483?
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Ritualist, Class Idea
Oh well, I'll just consider these Globalist or Internationalism discussion ITT as inspiration I suppose then, lore-fluff Strength in Numbers, Strength in "Demonic" (or other summoned/manifested/materialized creature). Some form of ideology would be tied to "Ritualism" of this degree after all, in a fantasy setting.
- Stop Right Now Thankyou Very Much
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Stop Right Now Thankyou Very Much
What I'm saying is... how much time has Obsidian spent on this mechanic, and how much do they have left on it? Is it wise to introduce a new way, and tune that instead? There's a Swedish historic poet, famous for his witty poems, but also for the jokes that came after him: A Russian, a Finnish guy and Bellman were competing who could swim over the sea from Sweden to Finland. The Russian started, he got 1/4th of the way, and drowned, the Finnish guy got 2/4ths of the way, and drowned. When Bellman was up for it, he got 2/4th of the way, huffed and puffed, tired from the swimming, he decided to turn around. The sentiment: Obsidian has worked on this system for quite a while, and it is probably expected to behave as bug-free and exploit-free as possible in the final product, should they drop all that work, without seeing the end of the tunnel, or take a tour around the tunnel that may or may not be better, in the end. I don't know, so I'm just reflecting~ That's what I want to know, is Obsidian too far out on the sea that it'd be even more of a waste for them to revert and swim back to shore? Or is Sensuki's ideas a nearby island that they can board and rest for a bit? And does this rest on this island compromise the deadline they themselves expect, and will they deliver a better or worse system by resting on this island? Another one, and probably the final one: The train is on the train-tracks, and comes up to an intersection, should it take the turn unknowingly of where the stop is, or continue on the initially intended path to its original destination?
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Ritualist, Class Idea
Oh it'll happen, I have faith. But not during my liftetime or any of ours. Maybe in 500-600 years, maybe. I think regardless, it's going to happen either forcefully, violently, or peacefully. Either everyone gets their asses out the gutter, and stands together, or a militaric force in the world will take over, or corporations eventually join together and buys the entire world. I wasn't saying that just because the world becomes "Global" that it's going to be a Democracy... I believe it will be a Dictating Senate. Either it will be cruel, or it will be benevolant, I won't be around to see it, unless I become a tormented and immortal ghost Can't Nationalism be applied to the Planet? One Nation of... Equal Humans! Imagine (I'm a dreamer) EDIT: OH! And naturally! When we become Terran, we'd have 40K Space Suits too, of course, like, isn't that the Meaning of Life? Space Marine suits! We don't even need enemies, just the suits would suffice! xD Anyways, this topic is derailing, if anyone wants to continue on this topic, Group PM (if that's possible) or a new thread in Way Off Topic. Curious to hear more input on the OP too.
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Ritualist, Class Idea
I'm an atheist so... devout Christians, Muslims, Jews would probably think I am Satan xD but I do believe the world would do better if it was a global, human, settlement. Instead of separating us like differently colored cattle and teaching some of the cattle from one color that the other color of cattle is somehow worse in some way *shrug* it's stupid, whatever, can't the world become Terra and we all can call ourselves Terran already??? They'd be fitting enemies too of course! These "Creature" Summoners, of course. The magic they resort to should be strictly forbidden in the world, and considered evil by all except those already inherently evil. Of course, the Player character/party and some rare or even singular Ritualists could be the exceptions and could use it "for good" (dialogue/narrative etc. etc.), but still be branded an evil s.o.b. by the rest of the world (even if the character is good and pure, merely using the "demonic" magic makes the character resented).
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Ritualist, Class Idea
Well, perhaps not demons, but something from another plane, and requiring several of the same Class to summon. Like having 2 Wizards to cast spells, but these are Summoners, writing circles on the ground, placing candles and stuff, chanting prose. Consider any "Demonic" or "Demon" as placeholder. It's the functionality of the Class I am curious about, Cultist & Co-Operative & Synched Summoners. I don't know what you're trying to imply with the rest of the comment, but for some reason I feel a personal hostile undertone in it quite directed towards me. Want to explain/vent? (PM) If not, then *shrug* but I guess I'm kind of curious and an explanation would be nice, because I don't understand the underlying meaning, so it'd be appreciated with a PM but I wouldn't be bothered if you choose not to
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Saving the Wizard Class
I wrote a class idea inspired by this thread, and by some gameplay (having more than 1 Wizard in the party is fun :D maybe it could be fun to have Demonic Summoners acting better together? It'd be an innovated Wizard system that I haven't seen before) as well as an idea about making a magic Class or the actual Wizard Class interesting. Giving it an "aspect", similar to Ciphers, Chanters and Monks (A Resource System).
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Ritualist, Class Idea
Thought it'd be fun to discuss some future ideas of Pillars of Eternity, in expansions or even mod viability. Ritualist: They are essentially weak, pansy Wizards but with demonic summoning and buffs, they take forever to do anything cast anything on their own, but if you have 2 or 3 Ritualists, their spells will cast faster, and naturally do more damage, than a single Wizard in a party. Their main part is their summoning. The price for demonic summoning is more than simply channeling some energy, there is a blood price, and the proper words, demonic demands, that has to be fulfilled such as trophies, sacrifices. To precure the right circumstances, the Ritualist must tread carefully, and thus ward the summoning area to defend themselves from the most nastiest of demonic bargaining. Thus, the more they are, the faster they can finish dealing with all the routine work (drawing circles, posture, domestication, focus, concentration etc. etc. resisting a demon and at the same time appeasing to it is busy work). If two Ritualists targets the same enemy with the same spell, they will cast a stronger version of the spell and whenever they chant a spell cast at the same time, they will chant faster as well. Together they resist demonic affliction as well, and can control it better. A single Ritualist controlling a Bull Demon early in the game might create a most unfortunate situation when the bandits are gone from its 9001 power that now sinks its teeth into its summoner. Two Ritualists could maintain control over it with ease. Resource: - Demonic Resistance: Ritualists have a 3/3 Per Encounter Resource, each Demon costs an amount of Resistance. Some Demons might cost 1 or 2 Resistance, others 9 or even 12. Thus, 3 Ritualists would have 9/9 in this resource. If number is greater, all Demons summoned go on a rampage or Unsummons based on their own strength and dice roll check. Example: 1 Ritualist, summons 2 Lesser Familiars with a cost of 4. The Ritualist now has -1 Resistance, and thus, the Demons get stronger. For each -1 the Ritualist have, the demons get even stronger, and you also lose control of them all. Meaning if you have 1 Ritualist summoning 7 Lesser Familiars, you'd have -11 Resistance, you'd have 7 pissed off, strengthened, hungry Demons after you. The Demons grow stronger the Weaker the Ritualist gets. With 2 Ritualists, you'd have 6/6, and could control 3 Weak Familiars (that are not as strong as 7 buffed up and angry -11 Familiars, obviously). Demons are both the Ritualists strongest weapon, and their biggest weakness. However, there are abilities such as "Unsummon" or "Hold Demon" as well, to be able to run away. Demons summoned could be permanent, and with this expansion/mod/sequel/future idea could be a combined hidden storyline (Populate the world with demons to wreak chaos everywhere in the world, and the world, NPC's, everyone, would fight back). You could summon demons into the world, which would unlock a new path, become a demonic lord over the lands of the Palatinate, or thwart a demonic plot? (Questline) Spells - Summon Lesser Familiar (In hindsight: Example ability throughout the post) The Ritualist summons a small demon, that serves excellently as a scout, or as an annoyance to target opponents. They reduce accuracy of anyone they attack, stackable, but hardly deals any damage - Costs 2 per Familiar - Unsummon (Core Ability) A basic spell that probably every Ritualist holds dear and thankful for. Many are experienced with rampaging demons, or a destroyed kitchen from too many small familiars. "Unsummon" allows the Ritualist, well, unsummon Demons up to -2. Upgradeable. - Summon Demon (Core Ability) A muscular, humanoid sized, strong naked dumb demon. A warrior. Upgradeable through Talents to give armor, weapon, strength. The more attire the demon gets, the more it costs. Some upgrades could even entail size of the Demon or mutations, making the Demon transform. The Demon is a mold, the upgrades the figure //Strategically, do you have many 5-6 Demons with low to mid gear, or 2 elite demons? A choice left up to the Player, nonetheless. This summoning can be copied, and named. Allowing the Ritualist to summon different types of demons. Example: - Memory Chant Pulling out from their library of knowledge inside their minds, the Ritualist increases the rate of their lips, their minds, concentrating with all their might to chant and ritualize the area of summoning. Their recoverary rate decreases greatly when summoning per Ritualist. - Demonic Affliction The Ritualist opens an eerie window through time and space, a phone call to the demonic plane, in target area of effect. In this zone, any demon currently summoned will go on a rampage and gain a buff, as well as Resistance would cost +1 more, as the smell and hunger is altered in this plane. After a Demonic Affliction has been cast, any Demon during encounter will cost more Resistance and be stronger (//You essentially give some bloodthirsty demons a wiff of some tasty souls to bloody, altered and modified to tempt the demons, baiting, teasing). - Summon Karaz'Gul Karaz'Gul is a captured demon, held in a flask. This demon is immensely powerful. Many naive Ritualists have tried to maintain his power time and time again, only to find a bitter end and sub-sequentally unleashing his power on the world. Karaz'Gul has a passive which randomly changes the Ritualist's Resistance over the course of an encounter, with a range of 12-20. Player can not control Karaz'Gul, but his AI will go for the enemies. Karaz'Gul is immune to "Unsummon" and must be trapped in a bottle (Item) by chanting a really slow spell (So you have to hold him off for a duration of time). Some math: A single Ritualist have 3/3 3x3=9/9 4x3=12/12 5x3=15/15 6x3=18/18 Summoning Karaz'Gul most safely would require 6 Ritualists in the party (Full), or a more daring approach at 4 Ritualists. Whilst this summon is intended to be super strong. Karaz'Gul is a sentient Demon, and can be interesting and interactive in the Plot, or even during/after in combat. - Sacrifice Ritualist (Quest Spell) This Spell uses the Ritualist as a conduit for a demonic summoning, and will summon a powerful demon to replace the Ritualist in the party (Permanent Companion). The Demon summoned is a melee NIP (Non-important) Demon, with the strength of a "Hero" or "Class". Can be named and levels up like a Class, with Demonic Spells. Though, depending on if the Player is a Ritualist himself, he may sacrifice himself to summon an alternate story-Demon. - Succumb to Darkness (Quest Spell) The Ritualist lets himself be possessed by Demons, to become a Demi-Demon, with new skills and powers, growing horns and fiery eyes (Unlockable Story Class) ----------------------------------- These are the only spells I could think of, but I'm sure if I gave it some more thought I'd think of way more. Also, Summon Lesser Familiar and Summon Demon could be the same. In fact, "Summon Demon" could be it's one and only summoning spell, and giving it the mechanic to upgrade the Demon Summoning Spell through Talents. Instead of gaining the option to pick a Spell (like the Wizard, Chanter, Cipher) at Level Up, the Ritualist could instead gain options to upgrade "Summon Demon". The rest of the spells would be for manipulating the demons, or freaking out enemies. The Ritualist relies heavily on each other, to gain the help from demons, compared to a standard party with Fighter, DPS, Tank, Ranged, Mage, Support etc. And it also can be inserted into a standard build. For instance, the Player having a Fighter, Rogue, Paladin, Priest, Ritualist, Ritualist. Or even have a build of 6 Ritualists, and rely 100% on the demons. Ritualists are physically weak, but can What do you think?
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Stop Right Now Thankyou Very Much
All these misleading metaphors.. In this case the alternative door and frame is just standing next to the faulty one, while the faulty one has to be more or less rebuilt in order to work equally well. The point argued against engagement is not just replacement vs fixing, it is the amount of effort required to achieve the same result. Okay, that's why I asked "What takes most time?". Because I don't know, and I think Obsidian probably knows best. Not trying to discredit you, but I'll take their word of what they think is best professionally. Also, the code isn't running right all the time, the combat log doesn't represent the phase or pacing of combat always (or so it feels), it auto-scrolls to the top on my machine (frustratingly), a sword says one type of damage, but deals another type of damage. "Most damage" done doesn't represent personal "most damage done" (IIRC it read 44.4 damage "In Party" but on "Personal" the character had 41.6 or something). DT seems to be an issue as well according to the mathematicians, and this is probably a bug as well. Disengagement Attacks attack when they shouldn't (which is a bug, not "design"), AI is clunky (not implemented 100%, I presume, not a priority I think). etc. etc. the list goes on. These things, I believe, also needs to be taken into account in the combat system in the Beta. A lot of frustration comes from bugs as well, I'm sure. I don't think that the game is supposed to function or be expected to have such a faulty and technically flawed final product. Bugs are not Design, they are flies over a smelly pond, and to rid them you have to wade into the waters and clean them out. Or we can go to another lake, and try to clean out the bugs there as well. Remember the Bug Reporting Format? "Expected behavior?" or "What should have happened?" Should my Druid have been knocked out by 2 of Medreth's followers automatically because the code didn't run correctly and she was disengaged to death when she's both facing and have been targeting an adjacent enemy the whole time? Was it expected behavior? (She never attacked even though within range, she was just beaten down) I presume this is a bug, not a feature, or the game will have to visually show me a better behavior so I can expect better what happens and why it happens. The colorful GUI with arrows and rings and stuff really helped me with how the Engagement system works, and made it easier for me to understand it, so if we had more clarity on range and all of that, it'd be easier to understand the system I'm sure. Still, some of the things being discussed to great lengths seem to me to be either a bug, or an exploit. I could summon 15 Skeletons with the Chanters (I forgot/failed to cast with 1 Chanter, you can abstract 1 Chanter casting 3 extra Skeletons). This was an exploit, and presumably even a bug or a missed design consideration (And if you look at the portraits, it's most likely a bug or incomplete summoning feature, as the portraits simply interlap with the rest of the HUD). Heck, in an earlier build Skeletons were immortal and couldn't even die* or be unsummoned. That was a bug too. Disengagement attacks hitting my characters when I don't understand why it does it, is also a bug or needs clarification, and if it does it exploitably it is presumably a bug as well (as it presumably isn't "Expected behavior"). If something happens when it shouldn't happen mechanically... that's a bug? Isn't it? Remember this? Or did you ever encounter this "exploit"? (Spider couldn't fit through the gap, and was stuck, it couldn't reach the party in essence) this doesn't mean that the Engagement system is bad just because the Spider couldn't reach and attack, it meant that the Spider was too fat or bugged out for the walk-mesh. Should I have considered this "reach-exploit" as a final version expectancy... or as a bug in the work in progress product? I think it was Josh who said that they are working on showing Engagement Circles better IIRC "I have put a guy at work on showing the circles better". This might mean "We are putting work hours on it right now, and we've got a work schedule on it, and we intend to work on this system" or it might far-fetchedly mean "we're ready to drop it any second now". * I'm not sure how Chanters function in this build tbh, so consider all of my Chanter talk as of the first build, as I haven't tested them whatsoever since. EDIT: In essence, a lot of complaints doesn't seem to me to be "Expected behavior", it seems a bit "I want a completely different behavior". And of course, such feedback shouldn't be neglected, it should be taken into consideration as well as long as it's Obsidian that decides.
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Druid and Spiritshift Model Size: Aumaua and Orlan
Yes it would've :D but that's all it is too, "a nice touch". Similarly, it'd be a "nice touch" if transition doors had no Door Icon (and instead the entire door is an Icon), but that's all it is. It's not "important", it's "aesthetic" that can be abstracted by the Player. Either I can abstract it myself and pretend the Orlan Spiritshifter is smaller on the screen, or I'll just build an Orlan non-Spiritshifter Druid instead (I still advocate for Druid Paths and Ranger Paths, and I'd love to hear how your talks in the office went Obsidian... this was some 2-3 months ago?). I remember writing a thread about Generalist Druid and Spiritshifter Druids as two separate paths and you'd choose to either build a Spiritshifter or a Generalister, and coincedentally at the time I saw in my twitter feed someone saying "Druid-talks all over the office!" and you had responded "My doing". So I'm curious, how did it go? Thanks for the answer Josh, I didn't know how to answer except "Okay I yield" at the time, so I just liked the comment. Not very productive of me, as a "Like" can mean 50'000 different things I suppose.