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Osvir

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Everything posted by Osvir

  1. "...public enlightenment is the forerunner of justice and the foundation of democracy. The duty of the journalist is to further those ends by seeking truth and providing a fair and comprehensive account of events and issues. Conscientious journalists from all media and specialties strive to serve the public with thoroughness and honesty. Professional integrity is the cornerstone of a journalist's credibility."

  2. Divinity: Original Sin lived off of Early Access, and Wasteland 2 is soon to exit it. The reason to their well polish and extended duration of development is thanks to Early Access. No denying it. Obsidian could get 6 months extra+expansions. When they are finished with the basic "frame" of the code they should be able to move stuff around freely as they please without errors, and in 6 months they could develop a lot of content. They are also talking about potential sequels and expanding the world into other perspectives into the future (First person RP? Maybe RTS? Maybe more RPG?). IIRC, Feargus mentioned something about an idea for an open world first person RPG for the Eternity/Eora-verse.
  3. @Title: This does not release in December. Pillars of Eternity has been said to be released in December, but I wouldn't mind it if an Early Access was opened publically as soon as we, the first testers, can make sure that it is reasonably stable. This way it releases onto Steam as a playable product (unlike many Early Access' releases) and Obsidian can generate more revenue and create more content into Pillars of Eternity... til maybe Early (Jan-Mar) 2015~ just saying I wouldn't mind it as it would give Obsidian more resources, if they feel up to it @OP: Very fair points can't disagree, the Beta is in a state of instability, clearly. Be here when the "flow" begins again (next update) and you'll read on better I think. There's also "Known Issues" (sig). Becomes like a combat log almost I don't want Pillars of Eternity to be released in the state it is in either. I am overjoyed to play it, as I have been waiting and discussing for now almost 2 years. I know that it is a W.I.P (Work In Progress) prototype. Prototype. I do see where the design is sort of heading, the general direction of it, and I'm loving it <3
  4. The Wurms fit in a way, but then the Swamp Lurkers? Maybe switch them to Wurms too, or Beetles/Spiders. The wolves I haven't come across but good points. The beetles on the road as you enter feel over-the-top. There's too many of them in my opinion, they should be fewer and perhaps a bit further away from the path/road. Or it could be more smaller ones in exchange for 1-2 big ones. In Stormwall Gorge and Lions there fit in really well. That environment is a bit more open though.. I think the Pwgra should almost be inside, and perhaps the Druids would be outside? (As a warning/protectors/guardians of the entrance)
  5. The absolutely best thing to do would be to allow us to drag the UI, switch positions (Have characters on the left, the middle or the right if you want to). Though, the button areas/log/portraits need to have some sort of set "window" border. If this is possible that would be great. Unless the code asks for X-axis and Y-axis on the screen. I like what you want to do with the mock up, and you had fair and intelligent points in your video. But I kind of like the Portrait position, but I don't like the Combat/Narrative Log being so tiny, and the mid-piece in the UI does feel "floaty" and not "attached" in some way... I could do with the entire middle piece being "tabs" along the sides of the screen that you can expand (and lock as well so you don't accidentally click em) and have the Combat/Narrative Log occupy that entire screen region.
  6. Yes! The Rogue's Crippling Attack functions both with a Ranged Weapon and a Melee Weapon, why should Knock Down? Explanation Knock Down Arrow: The Fighter fires a blunt arrow that hits the target with such a force that they get knocked down. Explanation Crippling Arrow: The Rogue fires an accurate arrow into the targets mobility aparatus (legs), causing them to logically slow down. I believe the Crippling Attack (Ranged/Melee) does not do any damage already, neither does Knock Down if I am not completely wrong (or it does lesser damage). The Ranged attack for Knock Down could be the same, imo. Ranged variants could have less "Knock Down" duration perhaps?
  7. Lorekeeper (Druidic Talent) - Gain Extra +3 Lore as a Druid, +2 as any other Class +Attacking/+Casting Time Reduced (Might be a bit OP, as Attacks = More Lore from enemies, but it also makes sense in a way.. someone who knows lots of Lore... knows how to retrieve it faster? *shrug*)
  8. How about some simulated animalistic AI behavior? Ideas: - Spiders always moving with body facing player/target, side-scrolling in a half-circle, being fast (like a spider is) and gnaw at the party and then jump out quick and repeat. Slows, Entagle, Hold Beast, Debuffs to be able to defeat. - Lions stalking the Player if they get wind, and the longer you get stalked, the more lions fall in line in the hunt. Circling towards your rear flank at the edge of your Field of View. It would be cool if there was a sort of "Holographic" Illusion Spell you could leave and then bait Lions into it whilst you thread along the road out of harm~ - Wolf packs in more open wilderness areas, running in circles. - Beetles "Wild Rushing" in as they innitate.
  9. @Pro Kill-XP: As far as I recall, Experience will function in such a way that you get experience just for opening the block down to the Dyrford Ruins. You'll get "chips" of experience as you get further, and then a chunkier reward at the end. I recall someone saying that if you check your Character Sheet in your inventory whilst exploring, you should see it go up in Experience at some few points at this time (Note, just hearsay until proven otherwise). So to get to the experience, sometimes you will have to defeat Beetles along the way, which won't give you experience. In essence, you want the XP right away as a quick "fix", when it is just 3-4 seconds away from where you killed the Beetles and you get a "chip" of experience. Kill XP isn't necessary. EDIT: But I can't deny that 2 different level systems for 1 pool is alluring me. Character/Class Levels and Skill Levels that gain Skill Experience and Weapon Levels that gain Weapon Experience. Killed some 3 guys worth 100 xp each? 300 XP to your Weapon, and to your Character/Class. Snuck by them? Gain 300 XP to your Skills & Character/Class. That's 3 Level Systems: - Character/Class Levels 1-12 - When you get Experience to Skills, you get Experience to Class, when you get Experience to Weapons, you get Experience to Class, etc - Skill Levels Gained by using different methods of getting by enemies or hostiles, and by completing objectives with more guile and perhaps even intellect where least men or women take physical harm. A dialogue rich character. - Weapon Levels By slaughtering and destroying everything around you, you become a fierce warrior. As you travel the road, sometimes it might be good to choose the more physical path even when you are a stealthy or diplomatic character (just to prepare you for harder fights later). And sometimes take the safe road where no one comes to harm, even though you destroyed everything along the way, and you gain experience in both ways, the experience will benefit the Skill- or Weapon Level and always benefit the Character Level. /End Idea.
  10. Just something I found, for more Druidic inspiration. http://arsmagica.wikia.com/wiki/Druidic_Relations_With_the_Fae Though, with this sort of explanation, then it'd make sense if the Druid got all spells (the spirits of the soul gathering to the Druid, who holds secret knowledge). This could explain a Druid, but it still puts it in the generalist pit. This also serves as Drudic inspiration, only historically rethroical (the essence of the evolution): My Druid imagined is somewhere around 1-5 and the 2002 Hero~
  11. The background system doesn't seem to make much sense with our limited vision right now. I'd tie background to areas and classes. An Aristocrat Ranger, as described by the Aristocrat background, sounds weird. Unless aristocrat elves also work as rangers? But unless the game states it otherwise, we could assume that between the time of the background and the beginning of the game, some time could have passed if you decide that for your character. I view it as a character that either once was an Aristocrat, prior to the beginning of the game, and that they either recently picked up the "Ranged" arts, or perhaps even was a hunter with a hunting rifle, hunting animals with a trusted companion, or perhaps found a companion and bonded with it spiritually during the course of hunting (depending on the animal). They could even be an Aristocrat when the game begins, and circumstances (and the path you have chosen) lead them towards the "Ranger" archetype moreso than the "Aristocrat" archetype.
  12. Most excellent! 17:30-18:50: "Portraits" Post-19:20 revelation. 20:53: "Minimalistic UI" 26:53: "Run speed". 30:36: "Door outside" 30:59: "Sounds" 39:53: "UI Windows, Character Windows et" 50:15: "General combat is repetetive" 51:45: "Base classes are boring" 52:22: "Characters/Enemies should drop everything", 52:55: "Animals creatures should be neutral", Great video Sensuki, I enjoyed listening and many great points, admittedly I think some are a bit premature what with v257 (but probably very helpful still, to get an idea of what sort of end-product you wish for). Lots of enlightening stuff too. Not a request but perhaps it gives you an idea in turn: Making an "In-Depth: Fighter Class" "Wizard Class" etc, video, and show some combat and tactics/strategy and even attempt to build different builds with the material that exists. EDIT: Attachment: - The 3 abilities that sits awkwardly on top of the mid-piece (Resting, Inventory, Character) could be squeezed down to follow a "line". The Stealth button could be furthest to the left above "Select All".
  13. Who was the character before he became a Fighter? Let's say a slave. By picking up a sword one day, he became a Fighter? Or did he begin a path towards becoming one? EDIT: And I am converted and enlightened, the INT ideas/brainstorm weren't really properly well thought out, but it sparked some interesting discussion I do like the intensity of risks and challenges, and want to have the idea that nothing is truly "safe" in this world of Eora (Soulstorms anyone?). Animancy is an old ancient art, that just now has been re-discovered (as I understand it). It is in its infancy, anew~ that's how I view it, and thus magic that is wild and untamable could be commonplace.
  14. Now that we actually got the Beta on our hands, I thought it interesting to re-visit an old topic. This is 1 test portrait I made, to try and test how well the 3D model face would fit in the UI in-game. I think it fits pretty well and has this sort of old-school tone to it (this also gave me an idea on some sort of Portrait Builder. You could use the 3D model as a photo-model, create different expressions, angry, sad, etc. etc. and when taking a Screenshot/Camera Shot it could define the size of the image automatically). I also tried making a 2nd character by the same concept to see what it would look with more characters (Conclusion: If I spent more time with it it'd look really cool I think). There's also a sense of "height" of the character in the portraits, albeit the Elf looks extremely tiny xD Basically, I got inspired to make this Aumaua portrait by seeing a Codex post with all zoomed in characters, then when I had done it I realized "Oh wait, this really old idea I had. This is it!"~ hence the necro. It's the Doom guy concept (the lower the health, the different the expression). 3D models are easier and faster to work with? (For portraits) I absolutely love the 2D Portraits as art pieces, but many do not represent the characters I want to create and neither do they provide the same speed/effictivity/content for a developer/designer/content creator~ these are brainstormed ideas, I do not suggest that Obsidian ditch 2D portraits, this is more personal a la: "Finally I can explain my point!" xD
  15. What about effectivity then PrimeJunta? If MIG could boost the MAX Power... could INT boost MIN Power? Example: 10 MIG, 10 INT = 10-20 Damage 20 MIG, 10 INT = 10-30 Damage 10 MIG, 20 INT = 20-20 Damage EDIT: The sense of my idea: An intelligent character does not perhaps deal more damage, but they'd be intelligent enough to deal approximately the same damage repeatedly. They'd be able to shape their attacks in a more likely form to deal the same damage over and over again (be it with a sword or with a spell) /EDIT At the moment, INT isn't very valuable for all Non-Caster Classes. Even within the Caster Classes it's debated whether it's useful or not. I think that INT should have a bigger impact, generally. It's probably going to get a bigger difference in AoE radius-size I suspect, and that might be enough. But until that point, I wanted to put these ideas on the table at the very least~
  16. I agree that there's inheritantly a pretty annoying "RNG" value in this idea, but that doesn't mean that there's a solution to that as well! These thoughts are related to: A) Some people are whining about the Attribute system B) Some people want penalties on Attributes C) A Muscle Wizard gains no disadvantages. Sure, their abilities won't last for as long and their AoE isn't as big as it possibly could be. D) Intelligence is interesting on Narratively built characters, in Combat... not so interesting. One solution (Idea) to add: - Level ups. When you're Level 1 with 1-3 Intelligence then your first Tier 1 spells won't be as effective and/or have a chance to backfire on you. - When you get to level 3-4, your Tier 1 Spells could get 100% success rate. When you get to Level 12 with 3 Intelligence, you'd be able to use almost all of your lower level Spells without disadvantage or risk, but your higher level Spells would still have the risk to them. Turning it around, having a 12-15 Intelligence would allow your spells to have a 90%-95% success rate throughout the entirety of the game, and 18-20 Intelligence would be 100% success rate throughout the entirety of the game. 3 Intelligence: (Concept/Idea/Broadstrike) - Wizard Level 1 - Tier 1 Spells have a 50% chance - Wizard Level 2 - Tier 1 Spells have 60% chance - Wizard Level 3 - Tier 1 Spells have 70% chance, Tier 2 Spells 50% - Wizard Level 4 - Tier 1 Spells have 80% chance, Tier 2 Spells 60% etc 18 Intelligence - Wizard Level 1 - Tier 1 Spells have 90% chance - Wizard Level 2 - Tier 1 Spells have 100% chance - Wizard Level 3 - Tier 2 Spells have 90% chance - Wizard Level 4 - Tier 2 Spells have 100% chance etc Also: Is Level 1 a trained adventurer, or someone just beginning their journeys? I view a Level 4-5 adventurer as a trained adventurer, a Level 10-12 a renowned adventurer.
  17. Lyrics: Push for peace if you please, revolution, pollution not a solution, human, yes you man, unification that's the situation, no complication. Planet, that's what we inhabit, we live on this nation, take me to this station~ W.I.P

  18. Wait a minute before you jump to conclusion and assume based on title. What if Intelligence could govern chances of Magical/Ability success rate? Meaning: A low intelligence character has a higher chance of getting a spell or an ability blowing up in their face. A Knockdown ability that accidentally hits your teammate instead of the target, or an Escape ability that doesn't trigger. It makes sense, in a way, doesn't it? If Intelligence governs how you shape the powers, wouldn't a Low Intelligence shape Magic chaotically? Thoughts?
  19. Like Utukka says: Attributes are fundamentally cosmetics, what the character looks like. In TES, "Attributes" is pretty much "Appearance". It's just more detailed in TES games (visually), and in D&D and Pillars of Eternity it is at its most basic form (with more depth to the mechanics): Text and numbers. Attributes define the characters physique, who they are, their personality, their determination, their smarts etc. etc. some might be stronger, so they are just better at wrestling against beetles. Some are fragile, but intelligent and powerful in their own way, and can scorch a beetle to ashes. "Attributes" tend to affect values and vanity, whilst "Appearance" (like in TES) affects nothing but vanity.
  20. But the Attributes play a vital role narratively. RPG's have never been about a Level 1 Combat Strong character. You get a Level 12 Aumaua Barbarian with that item and those talents and those skills. Is Level 1 "da Build"?
  21. The lore explains the Druids lore connection with nature, for sure, it does not explain the Druids growth into generalists (only statistically, under Spells). It is ambivalent. It says Druids can call these various powers (in a broad sense), that doesn't mean there are Druids that only call lightning, or Druids that only Spiritshift. Or Master Druids that have mastered all elements of nature. It does not say "a Druid" is what I'm saying. Priests have a good explanation to how they gain their powers (but I still think they should gain fewer at a time), much like the Clerics, Priests grow "closer" to their Diety by leveling up (and that's how they gain more spells). Is not Nature a Diety? The stronger the faith, the stronger the Priest.
  22. Let's pretend the Attribute/Abilities screen does not exist, instead, you simply choose an archetype to begin with, and then you pick your choices along the way. Your Muscle Wizard that beats everything up with flaming fists (I.E. You've just successfully Multi-Classed to a Monk/Wizard Level 1). How? By picking the right gear and the right spells, attributes makes difference. I feel this system allows me to create my type of Wizard. Has anyone who built a Muscle Wizard tried making a purely INT Wizard with the same build in spells and gear? I.E. built the opposite of Muscle Wizard but with the same gear. The concept I play/flirt with here is to make Attributes almost only affect Out of Combat personality and Skills. Which they almost already do. I feel the attributes should define who the characters are, and leveling up defining what sort of spells, magic, you choose to build, strengths/weaknesses within an archetype. If a Muscle Wizard is too beefed up for melee combat, tone it down a little bit, but keep the theme. If Chanters can cast 3 permanent op Skeletons that are badass, tone it down a little, keep the theme (which they have already said too, Chanters will most likely get 1 Skeleton). 18 15 Skeletons will remain in memory <3 but Chanters and Wizards still have many options, allowing you to build the Class in various ways to make it become like you want it to become. I talk about this in the Druid "Good Mechanic or...?" thread as well, where the options to build the "Developing Character" in your own way is slimmer. I feel the combat is challenging at some times, and easy at other times. Tried Solo, 5 party and 6 party. Regardless how I build, some times it is a bit tough, and some times it is a breeze. Or a bug, or a mistake, or not fully understanding the system, or messing up. I've also messed up some builds and ideas, we've got to consider that we're facing Level 5 challenges in the Beta as well, and that my "mistake builds" may have been more viable if I had started as a Level 1 against Level 1 challenges. The idea with Attributes affecting mostly your avatar, your character: You start as an average joe Fighter, a physically built guy, and on level 2-3 you're maybe as strong as a village Guard. Or a well trained Bandit. Meaning, starting Attributes don't mean *cough* anything in combat, because it is in levels that your character is being "built", "buffed", "trained", and gear, spells, talents, abilities. Attributes should prioritize OoC abilities, primarily, and then you can tone down strength of the abilites (such as Chanter skeletons, Wizard Muscle, Corrosive Siphon, Cipher has something too etc.). Attributes is a cosmetic. Or it could be, that's how I view it. In these so called roleplaying games you become stronger as you journey and level up, not what you started as. Some Attribute builds may have a tougher initial time, but could probably eventually pull through and be a viable character. I mean, if that's what you want. They define the narrative as well. In reality, this is the system we have, but the balance lies perhaps in abilities, skills, talents and spells (general "level up" system), and not in attributes?
  23. Helm! That's cool! You can build your character as you wish! +1
  24. Msxyz, it just means that the differences between a weaker, low attribute character, and a high attribute character, makes a much more significant difference in-game. It might not look like much on your character "Wtf this Character has 3 Perception and gets +3 Accuracy, which is no different from +11 Accuracy from 11! I'll dumpstat this Perception thing". But against enemies that +8 Accuracy might help one of your builds significantly. The system might be built perfectly in fact, but the thing that's not built properly (in this Beta Build) is Enemy AI, Stats, Health/Stamina, Damage etc. COMBINED with technical issues we experience, and that's why you can't benefit from percieving the Attribute system or Build system properly. You don't bend the characters abilities after everything in the world, you bend the world after the characters abilities. In my opinion.
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