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Osvir

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Everything posted by Osvir

  1. OEKPCEWBPOE Obsidian Entertainments Kickstarted Project Called Eternity Which Became Pillars Of Eternity
  2. And of course, how could I forget as appropriate to the thread: I am speaking about adjusting the level cap. To be able to modify the value and end up with a level 20 level cap. A bit of a repetition but: If the original game has 12 levels worth of content, then modifying the level cap to 20, you'd need 8 levels more worth of content. Where would it make most sense to be able to insert more content if you could go to level 20? Post-ending in my opinion. There are other variations to it as well, you could insert lots of content during the game and make your character go to level 20, and simply modify the last boss to scale better against a level 20 party and such. The simplest method though, is (I think) to allow modders to "unlock" an end-game post-ending where content could be inserted.. this is all level cap thoughts~
  3. I agree, I don't expect the game to continue after "it ended". What I am speaking about is fan-content, quests, NPCs, items, you name it. In the context of custom content, post-ending could be a good place to put it. What I'm asking about is whether or not Obsidian will allow us to unlock an open ending in the game files/scripts or whatnot. There could be some [end game now] code that could be overrided. Here's some examples:~ concepts~ 1. Original game content ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| - Ending 2. Modding - Overriding Ending ~continued custom Story (made by fans/ |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| 3. Baldur's Gate Modded: |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| Of course, 2 & 3 could be combined. Furthermore, #2 is a longer game but #3 is simply a fatter game.
  4. My internet is down at home and I'm visiting a friend, so I briefed through this thread pretty quickly. Prolly not going to be online too much @Josh: Will Level Cap be something that can be adjusted in a ruleset somehow? Could we make it go to... I dunno, 20? 30? 40? etc. etc. originally you could only go to level 10 on your heroes in WarCraft 3, but Blizzard allowed modders to raise the level cap. The MOBA scene wouldn't have existed at this point without it. Which brings me to a next question regarding content creation and mod-making. Because being able to raise the level cap would require more content. - Being able to mod the ending to be an "Open World Ending". Kind of like how GTA works, even if you finish the game you can still run around and complete bonus objectives or just roam around or whatnot. The game doesn't end, the scripted story kind of ends, and another (Player made) story begins. I do not want the game you are making to have an open ending, but I'd much appreciate if there was some sort of "switch" that allows the game to continue, as per "not-designed-ending". - Content creation. Being able to add NPC's and write dialogues, Quest tables and place loot in the world and create some more fan-made "End-Game" content. Monsters, enemies, rewards. I think a game like this can benefit a lot by doing something like this. A sort of "the game doesn't end"-mode which could be a good area for modders to put their additions. I'd also love to have it reverse, being able to create a prologue or whatnot, before the actual game begins, to be able to possibly create some homebrew origins for different race/class combos. - No environment modification would have to be done. Not to a start at least. - If I finish the game on level 12, and I manage to raise the level cap to 20 (by modding) it'd make sense to have mostly post-ending homebrew content. - Spell effects/description/sfx(?), I know a lot of people who could get very creative with that. Adding abilities as a character levels up post-designed level cap. - Monster variants~ more levels would have to have new and rougher challenges. Short question: Will we be able to raise the level cap by modding?
  5. http://www.pcworld.com/article/2071423/deep-dive-with-pillars-of-eternity-project-lead-josh-sawyer-the-full-interview.html?page=3 Bottom of the page. If it is possible to make new quest lines (which means you'd be able to mess around with dialogues and such) it might be possible to fix new spawn-points as well. Maybe be able to make new "cinematics" as well (I know there are some new in BG:EE). In Baldur's Gate you could write new dialogue and you could re-write what NPC's were saying and you could add choices to it as well. Also making a mod taking place 100-200 years ago doesn't necessarily have to change the areas or shrink them or whatnot. It'd be more immersive if it was possible, but if you are good enough at expressing the idea that it takes place 100-200 years ago it wouldn't matter. As long as you get the content, what you want to express, within the mod right.
  6. @Sabotin: What I kind of envision with my question is a sort of... well... hmm it gets difficult to explain but okay: You meet up with Minsc in Nashkel right? What if you could start as Minsc and Dynaheir somewhere else within the reaches of the Sword Coast, before meeting the Bhaalspawn. You go through the "main quest line" and eventually Dynaheir gets captured and you end up in Nashkel looking for help. By a chance the Bhaalspawn passes through and you accept the help, and then, as the Player, gets to decide whether to follow the Bhaalspawn or do some other quest. Maybe you even skip Nashkel and go for Dynaheir with Minsc alone. That's kind of a campaign I'd like to do, but with one of the companions from PoE. Or an entirely new character who has an entirely different story within the world. Perhaps a sub-character that traverses the lands at the same time as the main hero (or villain) from PoE, but from a different perspective. I guess a good way to look at it could be Half-Life: Opposing Force and Half-Life. In Half-Life you are Freeman jumping into the portal, but in Opposing Force you are Shepard seeing Freeman jump in. That's kind of what I'm envisioning. It's the same environments/areas used, they just have a different perspective and dialogue/text. Blue Shift and Half-Life also share this "different perspectives" in the opening train scene. That's what I'm curious about, if it will be possible. Or perhaps being able to create a short story 100 to 200 years before the "event" even happens, maybe you find an interesting lore book in PoE and it tells a great story that took place within some of the areas that Obsidian creates for PoE, what if you could then create the author of the story and re-imagine it? Or maybe a short story that takes place afterwards, with lore books re-telling what you chose to do as the main character in PoE.
  7. Hi! As we know, the IE games were moddable, you could add in Quests, mess around with the rules a bit, add NPC's, and various other things. But whatever you did, you were still starting off as the Bhaalspawn. It was always the same campaign. So what I am wondering is, will it be possible to "change" story? To be able to write one of your own, change the starting location (still the same world of course and the same areas). But be another character traversing the lands, having a different agenda and goal. Being able to make new quest-trees and rules. In Neverwinter Nights (1 & 2) these were called something but I don't remember, "modules"? Ah, I forgot. But there is a bit of a charm to be able to do this, to build a new campaign. Not new environments or any of the like, simply put: a new story (new text, new background, new starting location, same world and locations). @Devs: Will this be possible in PoE? @Forum: What do you think? Did you ever feel you wanted to break off from the Bhaalspawn story and play or even create a different campaign?
  8. I'm chiming in with Silent Winter. No killing or no combat? No killing, non-PC-combat & non-lethal: A pacifist explorer or adventurer could be a fun little adventure I guess, not involving him or herself in combat or in the killing, but must get escorts, sneak around places and generally find others to help him/her with many tasks forward. Perhaps being able to subdue and paralyze some opposers on the way in a non-lethal way. Combat would mostly take place around the Player, without the Player being directly involved in it, it'd still be a threat (but the Player wouldn't be able to fight back, only run away). Little PC-combat, little PC-killing: Another way would be to be, as in the movie "Lord of War", the supplier or the leader of a pack, but never engages in combat him or herself but instead orders henchmen or soldiers around to complete objectives for you. The Player wouldn't be in control of the combat, so there wouldn't be any combat, but there would probably be killing involved. Of course, some times combat could be a "thing" (duels against other lords, assassins in the night). Someone who mostly let's others do the fighting for him or her. *shrug*
  9. If I am getting this paragraph right.... this is more of a norm in Turn-Based Strategy games (Xenonauts, old XCOM, Disgaea, to name a few at the top of my head). Nothing (I hope) we'll see in PoE. Though, I think it could be very interesting for an IE-esque type of game. It'd require a lot of balancing. But what I wanted to say is that it isn't against the player's will in those systems where it is implemented, but it requires the game to be built in that system from ground up (it has to be part of the ruleset/mechanics and the Player must be aware of it). Nothing we'll see in PoE, but in my opinion it's not a bad mechanic.
  10. This is a direct response to Bryy, it's spoiler free but I'm putting a spoiler tag anyways~
  11. Well, with the innovations of the Steam handheld controller I'm curious if strategy-esque PC games can become more of a reality on console than it has before. The way games like the IE games handle (with PAUSE) makes it possible. It wasn't possible on the Playstation 1 (PSX) but it could be possible today with modern technology. I am not against the idea of a console port, but I don't think it'd be a wise thing to do at this current time for PoE (i.e. it's nothing they should focus time and energy on).
  12. I hope that in-party members get split experience. For ease of understanding: 4 party members, 1000 experience, they get 250 exp each. 1 party member, 1000 experience, he/she gets 1000 experience. Out of party members would need some more macro-management, they'd have to be sent on "missions", training or some sort of (for lack of better word) "Facebook game". Meaning: You'd click a button and they'd be away for X minutes/hours. Some of the Assassin's Creed games has this, and it is in my opinion the best way to handle something like it. Similarly, I believe Dragon Age: Inquisition is having some sort of similar system, by the name of "Agents". But I think these are out-of-party NPC's though, they aren't members of the adventuring party but they are part of whatever "coalition force" or whatever you are owning/controlling in DA:I. I know the latest 3rd person shooter X-COM, beuracracy (spelling [null]) something~ (not the tactical turn-based one) has it as well. *shrug* I'm also recalling that out-of-party members might leave the Stronghold if you are not maintaining them because they've got other stuff to do. Again, how would you get alerted that an out-of-party member returns to the Stronghold after a mission? Maybe you could set up a sort of "schedule" when you are at the Stronghold. And yet again, how would you handle out-of-party member(s) being away from the Stronghold (leaving it vurnerable but not defenseless) and getting attacked at the same time by X faction? Sounds like it could be a good thing for balance's sake, one might want to min-max and send away their out-of-party members on missions to give them experience to catch up with the adventuring party, but that could work against the Player as well. Not to mention that some missions should be risky (out-of-party members sent on missions could potentially die and you could lose them permanently).
  13. On one playthrough you might want to build a certain character (Fighter) and only auto-attack with it, in a way that most or if not all abilities becomes useless or not needed for your completion of the game (casual difficulty perhaps~ or a super tanky talents and a modal and active ability to adhere to that build on a harder difficulty, a taunt wall with lots of health and little damage/ability capabilities). On another playthrough you might want to build a super heavy hitter (Fighter) that deals lots of damage and has a big arsenal of abilities to use in many different situations, tactically or not. Maybe you are just roleplaying a character and just for the heck of it put weird wonky stats and weird concepts and simply make it work. Even if it is sup-optimal. A big set of abilities allow for many different styles of play. At least for a first or second playthrough (as the first player base) before the game goes Wiki/Walkthrough-meta. I think there's a lot of replayability in a good list of abilities, and even in Dishonored (which I played through twice, High Chaos and Low Chaos) I managed to try out different styles. One was a gung-ho melee and close ranged shooter who engaged like a barbarian, and I built the abilities to fit to that sort of playstyle, not OPTIMAL but it was fun. On my second playthrough I blinked, slowed down time, choked and neutralized everyone in a more stealthy sneaky ninja kind of way. Again, what is "optimal" is all entirely up to you. I think that playing a High Chaos Barbarian type of style was optimal for that sort of playthrough, and the Low Chaos "Ninja"-like playthrough was optimal for that sort of playthrough~ am I making any sense?
  14. Loving it! :D regarding the animal companion I am just curious if we'll be able to change it or find new ones during the course of the game. Like others have said, maybe being able to have 2-3. And the Ranger seems to be heavy on the animal companion BUT, is it possible to have a build without a companion? Edér is a new companion I understand, very similar name to Edair. Is Edair kicked/replaced? One question: I am noticing some re-use of the constructs, they are just placed at different angles and such. Props kind of stuff. Take the northern most 3-pillar construct and the one on the SE (south east) location, they are the same. Would this be potential "items" to use in potential map-making? As for what type of combo I'd like to see hmm, I don't know. All of them?
  15. Sorry about that. Also that's what I meant (big companies+Kickstarter combo = infancy/new thing). So here's the one you posted. January 18th, 2014. Here's the link to his previous analysis. November 10th, 2012. Aaand back to October 2nd 2012. And here's UnSub on brokenforum. September 16, 2012. EDIT: Judging by his opinions/posts and previous articles I am getting this slight feeling he's on a bit of a witch-hunt/he is biased. Though, it is still an interesting article. EDIT: I've got to stop doing this but, I read on a little bit further in the forum and he has some valid points~ it is also a cynical article, which isn't negative by any means but I still think that there is some obsession going on about "delivery dates". For instance, haven't we said on this forum that we are okay with PoE taking longer? Are we at fault or is Obsidian at fault? I don't think anyone is at fault. We'd get a bigger game, Obsidian can work longer. These are things that his data can't take into consideration. How many other Kickstarted projects have communities that are okay with it taking longer? Or will **** simply hit the fan in April on these forums? Maybe. Obsidian has given us great updates on the project, but from my previous post where 2 guys ask if this "Project 1" is finished 2 years later (when it seems it is) I'm getting a feeling not everyone reads every update. Then again, I can't read the contents of the specific update on Project 1 because it is only available to backers.
  16. @Bryy: It is an interesting article, but it is far from unbiased. Kickstarter is very much in its infancy, and will probably grow with the years to be something bigger and better. Heck, it feels as if every new big project that comes out they've learned a lot from the previous. So if Obsidian would choose to create a second Kickstarter after all the new stretch goals (more companions, more areas) they'd be handling it even better because of experience. Does any studio have much experience with Kickstarter? Back to the article, remember, he's covering all Kickstarted game products. That means if there are 100 cases that are bad, then the few ones that are good are taking a hit, or losing credibility and gaining cynism. Project: Eternity and Project 1 are light years from each other. Is it fair to judge "Project: Eternity" based on the "Project 1" results? EDIT: But then again, maybe Project 1 did see the light of day? Author: http://www.linkedin.com/pub/nathanial-benton/33/161/997 Homepage: http://www.fatedhaven.com/ Facebook Activity: https://www.facebook.com/pages/Fated-Haven/218290894869564 Big Fish Games: http://www.bigfishgames.com/download-games/14719/fated-haven-chapter-one/index.html EDIT: So does this mean that these commentors of this Kickstarter are dim-witted? (HINT: Look at when they commented) https://www.kickstarter.com/projects/1248367795/project-1-rpg-game/comments Latest update: https://www.kickstarter.com/projects/1248367795/project-1-rpg-game/posts/291525 Aug 19, 2012 EDIT: But then again, he did release the game in 2011 and then funded it in 2012? HMMMM.... but that's a controversy for another time.
  17. I watched an infuriating Let's Play of some half-wit guy playing through Broken Age (He was talking about the solution, 10 seconds later when he was at the right area he turns around and decides to do something else and contradicts what he just said! It was a streamed recording, and he was constantly trying to get attention from his audience so I guess that's why). The game and story looked fun and very interesting, in general it's an interesting story really. That they blew out of budget meant they didn't have a very strict budget planning or project planning. What I've read it seemed they went kind of loosely about it. It's a bit of an Oliver Twist complex/syndrome... but reversed. I enjoyed Shadowrun: Returns a lot, but something about it feels lacking. As if there's an option that's supposed to be there that isn't there, and I can't pin-point it. But I like the story and the aesthetics, it was the combat gameplay bit that I wanted something more out of. FTL is awesome, like others have said, it is a great game concept. Easy to play, but difficult to conquer. Currently playing some Divinity: Original Sin with a friend, and it is great. Lots of choices in character building throughout the game (in dialogues and in character creation). Lots of stuff that I laugh out loud about that you encounter and stuff that happens, it feels a little bit Monty Python-ish at times. Haven't gotten very far at all, but I'm looking forward to its growth a lot :D But I am curious, can Divinity: OS be called a Kickstarter game? Because in the Kickstarter Larian said "This game is coming, but we want to add more stuff into it. Which is why we ask you etc. etc.", it's more like the extra content they wanted to add in was Kickstarted. No matter~ just sentiments (is that the right word I'm looking for? Err.. no, I meant semantics). No worries here. Kickstarted projects are more interesting by definition in my opinion, they have a different history and were only made available and possible thanks to fans and community.
  18. What if I only have 2 or 3 characters at the Stronghold then (too weak to handle a current attack)? Could I hire some extra "part-time" help? Ideas: - Gladiator slaves. Like the AP for the summons in Shadowrun: Returns, but reversed (pay too little and they might get a random "morale check" and flee for freedom, pay more and they'll stay and fight for you). Hiring the same Gladiator over and over (granted he/she survives and never flees) during the course of the game could give some sort of "Trust" and the morale check dissipates. - Temporary Adventurer's Hall companions that run away when they are low on health (killing a deserter would give you back the money you spent on him/her, but could hit your reputation and/or future AH companions could cost more as a consequence). - Some extra NPC grunts/units (infantry, archers, soldiers~, non-controllable). Another thing: How does the Stronghold know it is about to get attacked? If some bandits or random monsters engage the Stronghold on impulse, how would the Stronghold be capable of knowing and delivering a message to the adventuring party on time? Can you construct outposts? Maybe there is a sort of VIP sensor-type character you can acquire plotwise or side-quest-wise that can "sense" incoming attacks somehow (non-controllable, a "butler"-type, stays at the Stronghold always)~ an Xavier Druid that gets notified by the land/nature, an Xavier Wizard that has put out a barrier or has some sort of "Farsight" ability, or an Xavier Ranger/Beastmaster who is notified by animals, or an Xavier Cipher that can "sense" an incoming ill intent somehow. Or there is something underneath the Stronghold that simply is "alive" or has some sort of soul and is connected to the main characters soul somehow. TL;DR;Repeat: How does the Stronghold know it is about to get attacked?
  19. What happens after you get the message? 1: How do I get notified? Soul Cerebro at the Stronghold and a bald Cipher in a make-shift medieval wheelchair who transmits the message to you? Jokes aside it'd look more like close-to authentic this, or like steampunky this*. Some real thoughts: - Bird messengers - Runners/Horseback riders~Messengers - When you return to Campsite 2: How do I travel? I've thought about this one quite a bit, and am curious how you defend. Do you always have to travel back? Can I take control of my units/companions I've left at the Stronghold? Can I invest money into the defense (FF7 and Fort Condor springs to mind)? Does the adventuring party teleport back to the Stronghold? Is there some in-game item that allows you to teleport between the Stronghold and other locations? (In Suikoden you have a Wizard that can teleport you anywhere pretty much, and to get back you have to use a Mirror, the mirror is a common concept and is pretty cool). In Divine Divinity you have these 2 pyramids that you can place wherever you like, which is also a pretty cool method. Is teleportation even a thing in the world of PoE? 3: Dynamic or Static Defense? Are these time-based, some urgency involved, or are they paused and static until dealt with? In the former we'd get some roguelike elements, things that'd happen by chance. You travel to the Stronghold, and the enemy has yet arrived, or they have arrived and are waiting outside your gates, or they are well underway of taking over your Stronghold. Maybe they've even managed to capture some prisoners/hostages. Some of the staff dead (which would need replacement later). Maybe you manage to get a favorable positioning, appearing in an ambush, or an unfavorable positioning. Rogue-like elements~ If static, can I just ignore them and continue adventuring until I take my time for it? Or will it be some sort of "dice roll"? Can my Stronghold defenses handle the assault by themselves automatically, "Resolve battle", or do I have to take control of it? Can I intercept an incoming attack? Maybe troops could be seen on the world map, moving towards the Stronghold, but I have a pretty good position and can intercept it before it gets to the Stronghold and deal with it beforehand. 4: What happens afterwards? Maintanence costs? Did anything break? Anyone of the staff died? Anything got stolen? Results basically. EDIT: * Coincedentally the steampunky wheelchair was a Xavier reference, I noticed this after pressing "Post" :D
  20. What about increase/decrease in AoE? IIRC in the IE games a Fireball spell always has the same radius, it was only the damage that was affected during level up. Now, I am not suggesting or considering that an AoE should be gaining or declining in AoE as you level up, but more or less the Player being able to manipulate it or control it. Maybe a Player could "insert" casting time into spells, similar to how a Shaman in Shadowgrounds: Returns can insert AP to a Summon. Or we could customize a Grimoire with spells (By adding X spell you affect Y statistic of other spells). Let's say we have a Fireball spell in our deck Grimoire that has vanilla 10 meters radius AoE, and by having another Fire spell... maybe a Firestorm spell (I dunno I'm just making it up~ a concept) would up that by 1 meter. Similarly, a Haste spell could affect casting speed of certain spells... maybe. It quickly becomes a bit of a balancing issue though. Such as AI implementation. General implementation of it too~
  21. Re-posting this for people to see. The voting ended 11 days ago. I said it in another post as well but Pillars of Eternity was on Number 44 and made it to Number 41 in 2 days. Most people who don't know what Pillars of Eternity is might not give much of a damn, and only look at the Top 10 or maybe even the Top 5 (The "Metacritic Syndrome"). But to me it meant a lot, it means this Community made an impact, even if it is a small one in the eyes of oblivious others. And with that said (voting ended that is): Would this topic fit better in "Computer & Console", or "Way off topic", now?
  22. I lost track of this thead. But Bastion's achievements were rewarding, they gave something in return (Coin that is). However, I did think it was a little bit odd that you had an in-game achievement mechanic in the "Build" system (The Vigil that I mentioned) and it also had Steam achievements copy+pasted. The same achievements you unlocked in-game, you also achieved out-of-game (in Steam). The point I wanted to make with Bastions mid-tier achievements were that they were rewarding in-game, the actual achievements in themselves are rather uninteresting and fairly simple to get (as you say "Max out this weapon" etc.etc.), then there were like... 6(?) high-skill/challenge Steam only achievements (another form of "rewarding"). EDIT: Then again, Bastion is a really good game in itself (with or without the achievements).
  23. Are the graphical circles UI, and is this something that can be turned on/off (Show/Hide)? If you can "Hide" it, is there some signifying element in-game that tells me "The guard is investigating" or "the guard is hostile". Example/Concept: 1) Circles On = You see where the border of the circles are, so you know mechanically both how good you are at stealth as well as how far away you are from getting detected. 2) Circles Off = The guard will "grunt" or deviate in some way when "Investigating" (not exclusive to "Off"). The main difference here would be that in 1 you know when and why you trigger the "Investigate" but in 2 it'll just happen and you'll have to "guess" how far your circles go so that you can avoid hostility. In 1) you'd be able to visually see how good you are and hear the "grunt", in 2) you'd only hear the "grunt". Like many of my harder difficulty thoughts (which this also is part of), I'd take this for a spin once or twice. I am also curious if in-game "shadows" (on screen as well as mechanically) affect the Scout mode and the circles in any way.
  24. I became a member in September, didn't pledge back then because personal stuff (economical~). Then when Slacker Backer became a "thing" I went for that, and when the Backer Site came up I upped my pledge. But what I wanted to address was that I had 25$ for the Slacker Backer, then I pledged 120$ (I think, got to check the backer site), and it became like 2 separate orders. Will I get a Digital Copy for the Slacker Backer tier and the Early Access tier? I don't mind that one bit by the way (I can gift one copy to a friend that way), but just curious :D I am considering upping my pledge quite a bit in the coming month(s) as well, but if I am to do it I want to "upgrade" the 120$ tier. I want to add money to the current one, not make a new separate one. Say, instead of having one 25$, one 120$ and another 100$, I'd prefer to have one 25$ and one 220$.
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