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Osvir

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Posts posted by Osvir

  1. Here is the thing.  Even if you assume it only takes, say 20 hours, to put walk toggle in game it still isn't worth it.  That 20 hours includes making the toggle, and testing it to make sure there are no glitches as a result.  Trust me, that estimate is very low ball, it would take a full 40 hour work week or longer.

     

    However, that 20 hours that could have been spent quashing bugs, polishing some content that isn't "quite there yet", putting finishing touches on a quest or small event that might get cut otherwise due to time constraints, applying last minute combat balancing, etc etc. instead.

     

    There are simply more valuable things to spend that 20 hours on, that are more beneficial to the most players, than walk toggle.  That is why I don't want it in the game, because I know the vast majority of players wont use it, and it serves no actual gameplay or ease of access purpose.

    I agree completely. Still, the same argument could've been said about Idle Animations. Or Dynamic Weather. It is the same category. Atmosphere, Immersion, Fluff that doesn't really do anything for the gameplay, but just makes it look, feel, and act prettier and gives a more fullfilling experience.

     

    Now, there doesn't need to be a "Button" in the UI. A hotkey in the Options menu. There's plenty of games where there are no "Walk Toggle Button", but there's more often a Hotkey you press, and voila. An "On/Off" Switch.

     

    Speaking of which, I'd be surprised if Obsidian hasn't implemented a "Switch/Hotkey" for Idle Animations, seeing that they've invested so much into it. Also, 20-40 hours for a Walking Toggle function? How many hours do you reckon it is for each individual Idle Animation for each companion? Oh, and don't forget there will be options in the Character Creation as well.

  2. In a Q&A Josh and Dmitri talked about hair styles and clipping issues with helmets and armour. Something seemingly simple, like hair flowing from helmets or other headgear, can have many knock-on effects, and tracking down issues can be a pain, with all the many variations of gear and animations. Maybe walking is similar.

     

    I agree it would be a nice feature to have, but as mentioned above, I'm more interested in a balanced and stable game on release.

    Not comparable though. Helmets are one 3D model, and then the head itself is another 3D model, with the hair being yet another 3D model, and then you have to blend all three of those together.

     

    The clipping occurs naturally if you don't have conditions set right, in a perfect world. But you're going to have to code all those variables. Same with swords clipping through capes in pretty much every game out there. No one enjoys coding the sword to not clip and rely on the cape. Or it's been tried and it just doesn't work or looks too weird.

     

    The point is.... NPC's start running in reaction when Aloth casts the spell, but they walk normally. Which means that NPC's can both walk and run with no problem, the animation exists. I believe even the Main Character the Companions can Walk, because the Actors (terminology? termonology?) are probably the same. I also seem to recalling your characters walking during some Scenes (Short cut-scenes leading up to dialogue or "some event"). Can't remember exactly though.

     

    Or that Adventuring Party that walks past you when you first meet them in Defiance Bay, but when you fight them they run.

    • Like 2
  3. Walking toggle would be amazing. No need to be snide about it.

    But it doesn't need to be "crusaded" either. If it gets in, it gets in. Like any other feature. However, thinking about it, if I got to choose, which feature would I have wanted more... Walking Animations, or Idle Animations? Tough call. They both hold pretty much the same value (in terms of gameplay), although I suppose from a design perspective Idle Animations adds a little bit more. But what would I want if I got the choice and could only choose one? I don't know to be honest.

    Idle:
    1) It adds "character" to the characters. Allowing you to put one on your MC (the Watcher) also adds CC (character creation) options.
    2) Atmosphere
    3) Immersion

    Walking:
    1) Atmosphere
    2) Immersion

    But put into perspective of how they would function:

    Idle: Stand still long enough and the characters will go into Idle Anims
    Walking: Press a button and the characters will start walking

    One is a passive feature, the other is an active feature. Active features tend to be most interesting if they have some meat to them. Like Assassin's Creed, Walking literally allows you to blend in with a crowd and hide. It's also a very useful feature in games where you're following someone, stalking them to find out a hideout, spying, detective work etc. etc.

    Basically, Active features are most satisfying when they have a purpose, whilst passive features are more or less "cute" or "atmospheric".

    Another example is Dynamic Weather. It's a passive feature. It doesn't add anything to combat, or to the gameplay, or to the Player Party. It's just atmosphere and immersion (of course, at a bigger scale than either Walking or Idle, because Dynamic Weather affects World, not just individual Character). You won't get status effects from it. But Obsidian might have some "Actions" and "Conditions" that only happen during a Rain (Like Final Fantasy 12, where you could only hunt some monsters or have some encounters when it was a specific type of weather). E.g. most NPC's runs inside when it rains or is a storm outside, but a band of ruffians might take that opportunity to steal or pillage a nearby locale. Guards will probably stand their ground, keep patrolling and stuff like that.

    But my point is that, it's a passive feature in that it's not something the Player controls. It adds to the atmospheric level of the game, making it more beautiful and feels more reactive to environments and the world, and makes the experience more sensually satisfying. The same applies to both Idle and Walking.

    • Like 1
  4.  

    Ooh, wonder if there'll be some muskets with bayonnets. Spear type.

     

    The attachable (non-plug) bayonet didn't really appear until the latter part of the 17th century, so that might be too late for this time period.

     

    Sure. But maybe a two-handed club then instead? Hit with the blunt side. Don't know if Obsidian plans something for the Arquebus' or "rifle" type guns (two-handed guns), but would be pretty cool. Understand it'd require animation and such, but was just thinking "Hey! The one-handed pistols are getting some flexibility... I wonder if they'll do something for the two-handed variants?".

  5. Watched a couple of vids, read coments, reviews kept ticking hours. Gave in and bought it.

     

    Unarmed Berserker Leonar are pretty good too.

     

    Still don't quite know what's a good Bonus Point spread is though, during CC.

     

    Do I put melee on extra health? Attributes? Skills for Rogueish and magical? Tips?

  6. Man that MM looks sweet! But I still can't get the VFX ~dream~ out of my head.

     

    Wizard holding hand out, palm open, and missiles fire rapidly in succession (in various arcs, from palm to target), not in unison.

     

    https://mobile.twitter.com/jesawyer/status/895101827212955648/video/1

     

    Edit: Could be a way to balance empowered MMs too ;) reactive countering~ stun/prone/sleep etc. etc. mid-casting.

     

    Could also fit with ~longer casting times~, except more of a ~Channeling Spell~.

  7. This reviewer seems promising. Will keep an eye on it. Got 12~ hours on it and will update review when having gotten further into the game.

    http://steamcommunity.com/id/Stationary_traveller/recommended/650670/

     

    Also waiting for some press reviews about legitimacy of content (I care little for bugs/glitches as long as they aren't game breaking/unplayable, like Resident Evil 4 on PC, I can't get it to launch at all). Grimoire thus far seems playable with some slightly annoying bugs, but they don't seem "game breaking" in the "unplayable" sense. Heck, I played through WarCraft 3 and expansion from start to finish without cheats on the laggiest computer ever (MacBook Pro G3 or something like that, absolute rubbish).

  8. Gyagh! All my theories about Tekehu being Galawain comes to a complete halt. Why didn't I see it sooner?

    His mark on his forehead, his hair... it's the symbol of the rising sun! (Eothas)

    Gosh I'm never going to figure that one out xD

    Regardless, it looks absolute fantastic! I couldn't stop giggling when Aloth caused "mischief" and it's really immersive seeing the villagers run around. Watching it a second time now looking for some hidden gems :p (and talking points)

    1:35 the Settlement map, all that information on the sides. Why does it feel like it could be subject to change? (Ruler, Population, Religion, etc.) Does the course of action, choices and consequences, faction quests, potentially change the structure of hierarchy and denizens?

    2:04 Those little icons for "Intimidate" and "Bluff"(I guess? "Shady"?) are astonishing too! Small details like that are the boss.

    2:34 In the shop, the glossy glimmer on those bottles! o.o (like, is it any point saying it? Visually and graphically it looks crazy beautiful, and in combination with the music it really sets a nice atmosphere)

    2:56 Flames look really good on those wall torches (pyres?)! Dynamicly so too :D

    3:10 Those transparent water sprouts/rainbow arc. Wow!t

    3:26 Vegetation <3 and the distant background! :D

    .... watching again...... :D

    1:12 That spell effect looks so good! Like, all the spell effects look great in that scene!

    That's it for now. I'm psyched!

    • Like 1
  9. https://twitter.com/totalwar/status/891970634435223555

    Clan Pestilence it is then.

    http://warhammerfantasy.wikia.com/wiki/Rise_of_Sotek

    Last page of the ebook it speaks of a twin-tailed comet. In the Rise of Sotek wiki, ctrl+f "Comet" and you should find the relevance. Guess the Lizardmen are going to get something like Dark Elf Hydra. Which means the Skaven might get a Verminlord (Corruptor, cus they are Pestilence)?

    • Like 1
  10. Actually, I had asked a question to the devs (I forget what thread though) about Moon godlikes having fin thingies on their forearms and they said no, which rules out Tekehu being a variant of Moon godlike.

     

    Still, that's some interesting speculation with godlikes having varying appearances. The only thing stopping Obsidian from doing that is time and money.

    Not speculating graphical investment, but rather... well... lore? Text based. Of course, that costs money too, but not as much as 3D models and similar. An entry in a lorebook, or revealed in dialogue and such.

  11.  

    Galawain has an association with nature, but that's just by dint of being the patron of carnivores. There isn't any deity that specifically represents nature.

     

    While being the god of the hunt, predatory beasts, and assassins is primarily what he's known for, that isn't the extent of his connection to nature. Galawain is specifically the god of the wilderness and the guardian of such areas. He's also responsible for the creation of the Great Western Stag, so the Nature Godlike's greater resemblance to prey animals isn't necessarily proof that they aren't related to him.

     

    That said, I have seen it argued that they might actually be related to Eothas/Gaun in his capacity as a god of spring and harvest; there's a tendency to focus on his more dramatic role as a god of the light and the sun, but it is possible that the manifestations of godlike might be influenced by cultural emphasis on deity's aspects and in that sense one of Eothas' role in seeing to abundance in harvest/fertility in nature does seem like something that may be of much more practical importance to people who live or die based on their crops' yield.

     

    A) Maybe there's a diety for the "Earth" that isn't that common in the Dyrwood/Eastern Reach? Although, that'd be a tad bit weird, I dunno, seeing as the Glanfathans reside there and all.

     

    B) Nature Godlike, as their description, are:

    - Not very liked socially, "diseased". "Disease" and "Famine" being a trait of Rymgrand but...

    - Nature Godlike has "Wellspring of Life" as their passive, which doesn't fit at all with that but more towards Eothas... but...

    - They also have traits from plants and animals, "plants" being more of a correlation to "Spring" (blossoming of flowers and such, which relates to Eothas), but Animals relates to Galawain... BUT!

    - I looked up the symbolism of "Stag" (which I think the Nature Godlike horns are most similar too) and the Stag is the "Protector of the Forest" or even "The King of the Forest", which is quite not what Galawain stands for... but at the same time he does. It's a bit of an oxymoron. Sure, I believe he wishes to preserve the forest, in terms of the "Hunt". And he is the Lord of all Beasts. But the Stag isn't a "Beast" in the predatory sense.

     

    Sure, Galawain is all about nature, in terms of the aspect of "the Hunt". Animals in nature hunt each other, constantly, cycle of life and all that. Which isn't so much about "protecting" anything, it's simply "the hunt" in its "purest form" (paraphrasing). Predatory, not Protectory (is that a word? xD). Hence, I personally believe that Nature Godlike is not Galawain's children, but at the same time it could very well be. Brainstorming: The Stag being a protector of the wild, protector of the "hunt", in some shape or form.

     

    With all that said, I still I like blotters theory that it could actually be Eothas children.

     

    Finally, I'm curious whether Godlikes can have different physical traits. Does all Moon Godlike have a growth on their forehead? Are they all born to be all blue? Could they be different? Could some look like fish? Or like water? Could they be glowing white, like the moon?

     

    Does all Fire Godlike burn? Or are some burnt out? Ash Godlikes? Or perhaps even overflowing with Lava?

     

    In Galawain's picture we see him standing with 3 different animals by his side, does all of his children have different traits? As in, could one be a Wolf Godlike? Bear Godlike?

     

    Hyleas children, are they all covered in feathers? Are there some who have feathers from an Eagle? Or a Mockingbird? Or are there some who have scales, like a dragon?

     

    Get what I'm saying? One God, many children. I'm speculating lorewise, not playerwise. Is it possible? I asked Josh the question on his Tumblr but never got an answer (I was somewhat obviously fishing for Tekehu's parents). I also wondered if a child could have two parents (in this instance, Galawain father and Ondra mother). But oh well, we'll see at some point I suppose.

     

    EDIT: Err, thinking about it and looking up some portraits on Nature Godlike, I guess they could also have Goat horns and/or Gazelle horns (which has the symbolism of liveliness and such). But one thing just stroke me and that's again Rymgrand, and one of his portfolio traits "Bad Luck". I'd say it's bad luck to be born a Nature Godlike, when the stigma is that they are diseased, and many are killed off at birth because of it (it's in their description). But again, it doesn't make sense, because Rymgrand is about winter and cold~ even has the alias "Beast of Winter", and Nature Godlikes are born with moss and fungi and has the whole sense of "Life" about them... *shrug*

     

    BUT! Rymgrand is also the only Diety that has a symbol of a horned animal (albeit, it is a tad bit far-fetched)

    https://en.wikipedia.org/wiki/Aurochs

     

    It might also be that the Dieties of Eora aren't as straight-forward and simple to understand, and hasn't had enough exposition to be understood completely either.

  12. Years ago I had an idea/vision for a game that I think would've been cool. With Rogue-lite/like elements, where you are an ordinary citizen. Going to work, shopping, gym. Essentially "The Sims" (but first person or third person GTA).

     

    Then, at random, could be 1 day, 2 days, or heck maybe even a week, the skies open, thunder, and alien invasion.

     

    Would be cool to see something similar, something awfully ordinary that twists and turns and becomes exciting and thrilling. Hmm... a fantasy setting based on Berserk (manga/anime)? That would be absolutely awesome. Don't know if that sort of thing is interesting for Obsidian, but an isometric RTwP Berserk game would be magical.

     

    Or a game based on Vagabond/Musashi Miyamoto (historical).

    • Like 1
  13. Except it's God of Rebirth, not Birth. So you'd have to be inside Eothas, fighting a baby re-entering.

     

    Though, would be pretty cool to face/fight the titan about mid-point of the game and defeat/destroy it, but the game goes on. Sort of a tricky Epilogue plays, except it is not. Then you get to control your party again, and Eothas has reborn as something more human/kith sized.

     

    One of my absolute favorite moments of Tales of Destiny. You feel somewhat like you've finished it at about two thirds into the game, everybody goes their separate ways, and then, "There's more!? There's... way more!?!?".

     

    Could fit really well with a God of Rebirth to be this really annoying boss you fight several times throughout the game who just keeps on coming back.

     

    I'm guessing the titan "battle" will be a set of scripted interactions + maybe some combat interactions (maybe some running away on land?). The real battle will probably be a smaller variant.

     

    Or? Maybe there's an Engwithan Titan in Deadfire too? And we get some Titan on Titan action?

  14. His scalp or head peeking out of the waterline. Might be some "Sin" (FFX) moments depending on how destructive Eothas is. Fist and arms too.

     

    Maybe there'll be a level where you run up inside him, or a mountainside fighting fett, legs, crotch, torso/arms, head etc.

     

    The last part might be a bit bad though, why would he stick around?

     

    Maybe if his legs get blown up somehow, you can fight his head?

  15. Another issue is we now have characters auto sheathing their weapons after combat in Deadfire.Its a nice step but IMO as player is creeping stealthily thru a dungeon they should look like they are ready for battle with weapons out.Simple button for sheathing prevents the kool new idle animations happening when in dangerous areas.

    That'd be pretty cool tbh. It could also be a sort of sign that "Danger is close". Sort of a "Combat is about to happen Clarity". Or some sort of "Wilderness Lore" Skill equivalent, and the character that has highest value will always unsheathe his/her weapon first in a dungeon/area. I suggested something similar for Eternity 1, but more environmental and for the Player themselves to be detectives. Bones outside a cave, blood on a wall, NPC's talking about a "scary keep" or whatnot. Warnings to give the Player a hint "There's danger that way". But with Unsheathing and Sheathing there might be a more immediate way to do it as well.

     

    Example:

    Eder has 10 "Instinct" (example name), he can sense something in this place and unsheathes his weapon. The Player can then choose to unsheathe the rest of their party.

     

    Situations:

    1) You're in town, walking about. Suddenly Eder unsheathes his weapon. You walk about a little bit more, even though the townspeople are giving him weird looks. BAM! Ambush from a nearby alley. Or it could affect how enemies are attacking. Strolling about without "Instinct" could place you in an awkward position in the ambush, but Eder unsheathing his weapon would cause the enemies to attack straight away and start combat? Sort of:

     

    A/with "Skill") "Something isn't right... better take out my weapon... yup, those guys there want to fight"

    vs 

    B/without "Skill") "We're being engaged from all sides!?"

     

    2) Random encounters, the character with the highest value will always be unsheathed first/at the start of encounter.

     

    3) Going into a dungeon, enemies around a corner, you wouldn't know it, but Eder does. He can smell it! He takes out his weapon.

     

    4) Dialogue is realtime, so what if a conversation takes a wrong turn? Eder unsheathes his weapon mid-dialogue, before it is finished, because he knows punchin is about to happen.

     

    Thinking about it, it could be called "Initiative". I don't know how Unsheathing and Sheathing exactly affects combat, if it does in any shape or form. It should take a little bit of a moment to unsheathe your weapon when combat starts? Enough time for an enemy to get a sucker punch in, maybe? What if you get stunned mid-Unsheathe animation? Or knocked down? Can you get Interupted, making it so you engage in combat later and starting off at a disadvantage?

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