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Osvir

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Everything posted by Osvir

  1. Yep. I got Stick of Truth and Pillars of Eternity to pick from xD My end 5 games that I voted on did get a bit wonky though, they came out in the wrong order because I didn't "skip" the last ones properly. This is my list: 1. Pillars of Eternity 2. Dying Light 3. Kingdom Hearts III 4. Final Fantasy XV 5. Destiny Also want to shamelessly promote this while I'm at it. It's related by "community marketing" I suppose.
  2. Commandos, Desperados & Brink uses asymetrical play & skill no?
  3. Black Mesa a graphical update/rebuilding of Half-Life using Half-Life 2's engine, made by fans and released for free. Every voiced line you hear in this game is fan-made. Honestly? I think it's a better game than the original. But that's because HL2 is superior to HL too (in terms of gameplay). Black Mesa made Half-Life (in my opinion) better than Half-Life 2, where previously I thought Half-Life 2 to be the better. Here's a better link for the voice-acting in Black Mesa. Skywind, voice-work scattered about in the trailer really, but it's the subject around 6:30 and some samples provided. Work in progress. This thread title needs a change because okay I get it, half-assed, casual volunteers are a no-go. We get that. But "Passionate Volunteer Voice Actors"?
  4. Achievements = Play Game. Actually, when you get to the Main Menu of the game, it should say "Achieve Game" rather than "Start Game". Then you should get an Achievement for it, you should get an Achievement by simply hovering the mouse-button over the option, and an Achievement when you click it. Then after the forced first cut-scene you should get yet another Achievement. Of course not, I hate Achievements like that. In fact, they seem to be everywhere. Please don't. They make no sense. Achievements shouldn't even be present in the game until you get to late-game. But then again, low- and mid-tier achievements might give incentive for Players to keep playing "I'll stop playing after finishing this...cool! An achievement! Guess I'll continue for a while" or something what do I know. I really got hooked into Bastion recently (like, super hooked). It has 3 or 4 high-tier Steam Achievements (Defeat this at X difficulty with Y conditions). But many of its Steam achievements are also in-game rewarding achievements (One of the buildings in it that you can build; the Vigil). Rewarding Achievements are nice. I don't chase achievements (though, if a game is really good and I'm having a blast with it I tend to look them up), I think they ruin the experience by popping up in your face amidst playing and they are often somewhat "meta" in nature. They also spoil progress by being available to the player pre-gaming. But it's also wise to consider that Achievements are a norm in this day and age. What I'd want: - Rewarding Achievements - Narrated Achievements - High-Tier Achievements (Difficult Challenges) - Secret or Hidden Achievements (Not even an unexplainable "?" in the Steam "Show Achievements" list. In-Game only) - Creative Achievements What I don't want: - NPC: "Do you accept this Quest?" Me: "Yes" Game: "Achievement!!!" - Pop-Ups I'd really not want Achievements at all, but if they are going to be in then so be it.
  5. "Most anticipated game of 2014" on Kotaku http://www.dorkly.com/toplist/57693/the-most-anticipated-game-of-2014 Pillars of Eternity is currently in the top 50's (of 100 games, I think). It's simple really, you get 2 games presented to you, vote on the one you anticipate more. If it's a difficult vote (I.E. you are anticipating both games a lot) you can skip and be presented with 2 new games to vote on. Godspeed my friends.
  6. The idea is fairly simple, but it would require something from Obsidian. A) Make a generic wilderness area. Empty of any content (NPC's, Quests, monsters or whatnot). A forest area with no paths and lots of trees, or an open grassy field. Or a desert area. B) A hobbyist or modder could then clone this area, add content into it. Environmental effects maybe, triggers, NPC's, quests, monsters/encounters and so on and forth. Another separate idea, which is more or less "encounter modding", could be to have some sort of arena in-game in some city (Maybe a boxing den in some slums, instead of some large coliseum inspired arena). Then you could modify creatures and enemies specifically for encounter purposes. Maybe be able to create some sort of "Encounter Set", "Arena Set", or "Challenge Set". "Stronghold Defense" goes in the same bin, it would be a great asset to be able to modify what type of enemies attack the stronghold, their strengths or whatnot, and also be able to add some sort of trigger in-game to activate it.
  7. My preferable: 1) Eternity World-Building, kind of like the three first Half-Life games defined the Half-Life World (Half-Life, Blue Shift & Opposing Force). Now, the two latter games might be viewed as "expansions" but I see them as a part of the game world and being separate stories by themselves. Unfortunately they are quite short. Moving on! 2) Eternity, the first Eternity game, starts the story with a unique character with a unique storyline that goes across Eternity 1, 2 and maybe even 3. This character would start at level 10 (if not imported) in Eternity 2. 3) In Eternity 2, just like Blue Shift or Opposing Force, you'd get to start a new character with a separate storyline, with a fresh character Level of 1. Let's say the world has only 20 areas in Eternity 1 (conceptual number), in Eternity 2 it could have 20 more areas. Don't do the Baldur's Gate 1 & 2 "mistake", keep Eternity 1 areas for Eternity 2. The world will become much bigger that way. A method: - If the Eternity 1 character starts off in the West of the World as a Level 12 character, going East, then maybe an Eternity 2 character could start off in the East part of the World, going West. There's probably hundreds of various forms you could use here, but this is just one idea. Of course, Eternity 1 areas could be updated in Eternity 2. Maybe Defiance Bay gets an expansion, or the Od Nua dungeon becomes a tourist attraction (if completed). Some areas could be destroyed, and other areas or towns could be built. This way, Obsidian will go epic, but progressively so. If Eternity 1 has 50 areas, and Obsidian decides to keep the formula that is Eternity 1, then they could simply make Eternity 2 with 50 areas as well, and then combine both worlds of the two games and suddenly have 100 areas. For Eternity 3, they could make 50 more areas, and Eternity 3 would be a gigantic game. Eternity 4 could have 50 more again etc.etc. now I'm going a bit far ahead but yeah... what I wanted to say is that Baldur's Gate 2 feels very "small" after having played Baldur's Gate 1. The content is fine and all that, but Baldur's Gate 2 just feels "small" in terms of exploration. Hypothetical question: What if Black Isle had "kept the formula" and joined both worlds by incorporating all areas from Baldur's Gate 1 into Baldur's Gate 2? Oh! Best example, [words-in-here] = example/concept (to make myself understood better~): Eternity 1: Start in [Candlekeep]* Eternity 2: Start in [baldur's Gate]** or in [Amn]* * Original experience. Start in Location X in Eternity 1 and continue in Eternity 2. ** Separate, new story, starting off at Level 1.
  8. I am not all too up to date with the attribute system (nor with this 21 page long thread), to be honest the only thing I hope of it is that it caters more to the IE games than what it does to the more modern RPG's regarding Character Creation & Leveling Up. I wish for static Attributes akin to the IE games. You spend the points during character creation, then you can go find supplements in the world, some temporary, some equipped and some permanent. Although rare. A hammer with +1 Strength maybe. Or a potion that grants +1 Strength for 5 minutes. What I don't want is +3 Attribute Points to spend when I level up. What I speak of is, I suppose, a DnD way of handling it: Character Creation Example, IE style: Level 1: 14 Strength 16 Dexterity 13 Endurance 10 Wisdom 14 Intelligence 12 Charisma Level 2: You don't gain any points to spend 14 Strength 16 Dexterity 13 Constitution 10 Wisdom 15 Intelligence (+1 from equipment: Robe of Intelligence) 12 Charisma Dragon Age style: Level 1: 14 Strength 16 Dexterity 13 Constitution 10 Wisdom 14 Intelligence 12 Charisma ​ Level 2: +3 Points 15 Strength (+1) 17 Dexterity (+1) 13 Constitution 10 Wisdom 15 Intelligence (+1) 12 Charisma​ And so on and so forth. I'd personally prefer to avoid the latter, unless scarce points and scattered maybe... every 3rd Level? +1 Point every 3rd Level that is. I think the Attributes matter more in the IE games and define the character you've created, whilst in RPG's where you can spend points makes the attributes define damage, health, dodging, critical hits and so on and forth. There is, of course, the method wherein stats simply grow with every level. On Level 1 you have 10 Strength, on Level 2 you get 12 Strength and so on and forth. I dislike this method too, but it makes sense in a way. I still think the IE method is the best way to go, create a character with this and that many points (that you put out) and then that's it. No more point spending, but maybe find a sword that gives +1, or a potion, or a skill book etc. etc. Question: "Attributes" (Called "Abilities" during character creation in the IE-games): Is PE going by a "Level Up Points" (Dynamic) system or a spiritual "Infinity Engine Level Up" (Static) system?
  9. I want some magical guns, guns that shoot energy lasers & whatnot (minute meteors? Fireball? Frost bolts? Etc. etc.). Bigger reload- or no reload time and charges for balance, maybe you can only shoot 2 or 3 magical blasts a day and they are weaker, and then when you rest you "reload" maybe? Or guns that have been merged together with wands somehow, some experimental blacksmith or magician or whatever who is an innovator and tires to merge a gun and a wand together~ can we craft, smith, or combine a wand with a weapon? A sword? (I.E. use a wand in the building of the sword grip). Imo, seems there is much to explore in this regard, narratively and mechanically. In a world like PE, I wonder if anyone would pursue this curiosity? (Combining a magical wand with a gun that is)
  10. I was just continuing on this thread-of-thought.
  11. What if I cast an illusion spell on the babies, make them look like the Priest's most hated enemy, then remove the illusion spell afterwards, and then laugh in the Priest's face: "HAH! You just punt'd some babies!!", what sort of effect would that have on the companion Priest? EDIT: That's what I mean when I say "can you mess with your companions?". Not through in-dialogue choices but by using the game world and lore against them. Edair might be a stoutfast man who hates burglary, would it be wise to take him with you to do your burglary? Shouldn't that be something you do on your own, or with some like-minded companion? And then, when the guards finally catches you, and Edair is with you, the guards would view him as a bad guy too. A collaborator to the crime. It doesn't need to change Edair's personality, but it could change how others (NPCs) percieve Edair. They might think he's a bad guy, and it's your fault. Corruption doesn't necessarily have to be an internal struggle against inner demons, but it could be a struggle against the world and the people in it as well. If a group of people begin to think you are scum, then it doesn't matter how nice you are, and the more people who think you are scum, the harder it gets to prove it wrong. I'm envisioning a dialogue, Edair is getting nosey in your disappearances and the Thief's Guild, which you work for, is getting twitchy and somewhat paranoid about Edair's involvement in the main character group: Thief Guild Representative: - "If you care about him then you should ditch him, he's getting too close to our plans" Main Character: 1 - "Ditch him? Why?" 2 - "I'm planning to." 3 - "I need him in case things go bad. He's one way out" 1. Thief Guild Representative - "If things go bad he's gonna get us all caught! The men are already twitchy as is, don't need them to shake and drop that crystal, would we now? I need em to be alert and focused!" 2. Thief Guild Representative - "Good, then get on with it already so we can get a show on!" (If choosing this, there's a Global Dice roll and a chance that you'd encounter Edair whilst performing jobs for the Thief's Guild) 3. Thief Guild Representative - "You can't stand on both sides on this one. Either we provide a way out for you, or he does. The question is, who would you prefer less to be your enemy?" The point I wanted to make is, if you were to keep Edair still in this situation, continue to do jobs for the Thief's Guild and then bam, suddenly you are recognized in the underground and Edair is in your group, unaware or aware of your side-work. Regardless, anyone traveling with the character at this stage gets reputation loss, which would mean that Edair would be seen as a corrupt individual perhaps. If he's aware of your doings, his personality might simply call for a code string and make him go undercover, so suddenly Edair becomes a companion that travels with you just to bust you. Or something. Ideas ideas.
  12. What about items and equipment you wear then? If I use my shoddy shortsword of failure all game, wouldn't that become a signature to my character? "HAH! There goes Shoddy Short-Arm!" (which I have to say, amidst my brainstorming, is a pretty neat little bandit name ). The point remains though. Why would a badge be more "recognizable" than the gear I've been wearing all game? "Signature" items basically. Sounds like high-level stuff, or things you'd only reach at a high-level. We talked about Legendary Items and such previously, what if a Shoddy Shortword becomes "the stuff of legends" because I used it all game? Maybe it becomes a... Rockin' Shortsword or whatever. The more you use a weapon the more you... merge souls with it? That'd be awesome. NPC's suddenly reacting to your passing "Oh noes! It's the devil slayer!!" and thus NPC's project and manifest their own souls into the blade and transforms it into the "Devil Slayer", when in fact it's just a Shoddy Shortsword. This would require lots of work to do I think, but it would be awesome. "X Time Used Weapon = Transform into Legendary or Heroic Weapon, or Weapon of Recognition". As for scripting, well yeah, maybe. But it could also be as simple as: Badge Equipped = Activate NPC Reaction, the hard work isn't in the scripting but in "What happens next?". How exactly does the NPC's react and how substantial would it have to be? Simplistic? Complex? Etc. etc. Oh and sure, unequipping your Doomslayer Amulet or Badge and replace it with a Baron Badge (BB for short) wouldn't be as efficient in-combat but wearing it in a town, or at a marketplace, might bring prices down and people might be more friendly. Maybe a quest-giver that gave you the finger earlier is now more inclined to work with someone who is now the equivalent of a Noble (or whatever).
  13. I just don't like the idea of having all the companions being broken by the PC. Can some people be manipulated/broken/enlightened to the PC's point of view, sure, but you also get people that stand by their view and won't be broken down. No matter how cunning/deceptive/intelligent/brutal the PC is. Yes, most likely. Which is why the fall is so much the more sweeter EDIT: Or the, ya know, rise too
  14. I like all of those! But what if you plant an evil enemy in front of Cadegund, someone she has been tasked to jail or capture, in a non-lethal way basically, but you whisper and bend strings and excite her soul to do the thing she doesn't want to do. Or you simply put a hammer to the evil enemy's face and watch how everything Cadegund had fought for is gone to [null]. Can you play as the Emperor from Star Wars and mess with people on a deeper, soul-mechanic-ish, way? This is what I'm asking. Can I poison someone's Soul and make them corrupt? If you constantly put up a leg in front of your companions own goals, even how nice they might be, they might slowly begin to grow more angry and angry (annoyed really). And you all know what's said about "Anger" right? It leads to suffering~ Companions shouldn't be wishy-washy I 100% agree, but to change someone's mindset or their "will" (Good/Evil) should recquire effort from the Player or even random happenings could change it too, such as "Cool! A wicked sword! Edair, here, take it!" wherein Edair gets cursed and becomes a hellspawn demon in personality after wearing the sword for a long period of time. "The One Ring"-Complex. Narratively, Edair got unlucky, mechanically yeah sure, the Player might've bent him to their will, or they randomly made him possessed on accident, regardless it serves a narrative purpose rather than in DA:O it's a game mechanic. It serves a lot of narrative goodies if done right me thinks. I'd love me some Global Dice Rolls too, example: 1A) Recruit Aloth, get him into your party/stronghold 1B) Don't recruit Aloth 2A) Aloth is in your party and his reputation grows with ou 2B) Aloth goes off on his own Quest, you won't find him standing around if you go back in a couple of days to recruit him later. 3A) You kick Aloth/Aloth leaves 3B) Global Dice Roll: X = Aloth succeeds with his quest by himself. You can find and recruit him later somewhere. Y = Aloth succeeds with his quest by hismelf, but he becomes corrupted by it. You'll face off against Aloth and fight him later. Z = Aloth failed his quest and died. You might find his remains in one of his Quest-Path-Areas
  15. @Ieldra: I'm guessing we're going to get info on that next week (the 8th of January) or on the one after that (15th). It's still holiday season, so dunno if Obsidian is working at full capacity. Even if they are, there's a certain holiday mindset and many people work more casual.
  16. Yarr. I also got reminded by another thing: Using pen & paper out of the game (away from the game-screen) takes the Player out of the "game". It's a second task having to be performed outside of the game-space, bordering into reality. Having a digital pen & paper method, such as an Non-Auto-Updating Journal, keeps the Player on the screen, and it becomes a "game feature" rather than extra energy spent on A) Finding paper B) Finding pen C) Periodically pause game and write in out-of-game Journal. I think it's easier to get immersed if that ABC is implemented into the game. Comparatively: Computer = A) Don't need to find paper, use in-game Journal B) Don't need to find pen, use Keyboard (Faster to write on a Keyboard too) C) Periodically update in-game Journal, in-game, during Dialogue/Quest/Campfire/Whenever.
  17. I wonder if I dress up as a certain type of character (Take out a guard, take his clothes) would allow you passage where you could not go earlier? This badge of recognition, for instance, could then be an equippable item. If you are wearing it, people will know who you are, but if you choose to not wear it, people won't know what you did (unless it is blatantly obvious or whatever, i.e. you've got such a high reputation with this or that faction that everyone knows that it was you who got the Badge from the Baron, regardless if you have it equipped or not). You could also do it as simply as just by having the badge equipped in a city, the city will always know (you'd have to go around every village with the badge to get global recognition though). Could give some incentive to get some neat little "recognition specific" random or scripted encounters. Bandits attacking you on the road, a mayor or nobleman who seeks your skill, a job offering as a general or maybe simply a scholar. Sounds like end-game~
  18. I agree Bos, but I think that by fulfilling some requirements could bend any companion to the PC's will, because why not? Allows for more narrative freedom. It shouldn't be easy like DA:O "Here's a gift! Here's a gift! Here's a gift! You like me yet? Here's a gift! Here's a gift!" etc. etc. but should be more similar to a quest-line. Similarly, who is to say that you aren't getting bent by one of the companions? Jaheira kind of has that personality, she wants to control the Main Character in both a motherly and leading type of way. She tries to bend the character to do as she says, and it is very apparent too. You can in most circumstances just put her down if you want to as well in a "No Jaheira, let's do this my way" and she becomes all "Fine" but you can also choose "Sure, let's do it your way" IIRC. I don't see why Eternity companions couldn't try to corrupt the Player character, or some or one might even classify the main character as a saint (Lawful Good-Extremist character, Cadegund thinks that's all good or whatever).
  19. I love this idea. But it shouldn't be a dialogue choice easy. If Cadegund is a devout follower, what is it that makes her switch sides and turn to the dark side? So to speak. Some of these corruptions would need to happen behind your companions backs, some sort of foul play or double-agent styled play. Allow the Player to go down a dark, conspiring, and corrupt path, but does Cadegund have to know about it? Be super kind to Cadegund all game, but keep the dark secrets away from her, and when they are brought to light, Cadegund's loyalty is questioned. Does she hang around this main character who has been nothing but good against her, but has been conducting necromantic arts behind her back? Maybe she'd fight you, but when you beat her down you spare her life and then "something something" and she's corrupt. Allowing the Player to express guile in this fashion brings me to another question which has been discussed in the past. A little bit off-topic but relevant to "corruption". "Party in Cities" was the thread called I think, but being allowed to split your party up (Star Ocean style, but Player controlled) could make this shadowy-double-agent playstyle a possibility. Send your main character towards the corruptive-side-plot-quest-tree, alone, and your companions won't know anything. Furthermore, maybe even send Cadegund herself towards the corruptive-side-plot area and you'll find out that she was a double-agent from the start! Why is it only the Player who gets the "I shall corrupt you!" treatment. What if Aloth, Edair or someone else has that goal in sight from the get-go. What if a companion is working on making you their apprentice, but they do so from their own agenda? So when you try to corrupt them, it is in truth you who are being led straight into their plans. PC: "I shall corrupt you!" Forton: "Good good" Also, I don't know what kind of Global Party controls there are, but I hope there are some. (Such as: - Send characcters not-in-party on scouting missions - Defend Stronghold as "not-in-party" members - Send characters in-party, in-towns, on various missions -- Burglary -- Patrol -- Fetch Items from Nearest Stash/Campsite -- Sell "Flagged As"-Junk Items -- Gather Information/Talk to NPC's Any of these would remove the party member from control for a brief period of time. Kind of like the dog in Torchlight, but would actually fulfill some objective. Furthermore, if you were to send Edair and Forton on a patrol mission in the city, they might encounter some ruffians by themselves that they have to take down) The point I wanted to make was... what if you send an unimportant Adventurer's Hall companion off on some mission out into the wilds and they return corrupt and tainted by some curse or possession. What is to say that any of the important companions could not fall into anything like that? Also, Cursed Items and... Cursed Spells (If there are any Curse Spells) affecting a character for a longer period of time could also affect their personality or "Reputation" values... no?
  20. Well, there is a fatigue system in the IE games. If you go along to long without resting you'll get some penalties. I guess what I am proposing is a system which gets you to that stage quicker and also limits how much you can rest at the same time.
  21. I don't want to shine like a christmas tree, I don't want to have wings or horns. I'd prefer if armor's didn't glow or swords either. And no aura rainbows either really. EDIT: Reputation: It should be possible to be rather unknown even as a high-level character.
  22. Ranged attacks also work, but I think they give less Focus. So a more careful Cipher works too, perhaps with a one-handed crossbow and a Grimoire? A bit of a Van Helsing Wizard.
  23. I love the idea, but there should also be places where there are just fancy corridors with a little dust maybe, just as deadly as the other levels. Meaning, no one else has gone before. Lower levels of Od Nua should have some of this. Meaning that no one else has ever ventured that deep into it. Imagine, going deeper and deeper, corpses become thinner and thinner, and there, you enter the halls of the depth, where there are no corpses or splatter clues. Perhaps making traps more dynamic and time controlled, slower execution could remove some of that "50/50" chance? I want some traps that are "non-detectable" and they get the "encounter"-treatment, in a way. A poison trap might bubble a little before beginning to leak and then ooze in a moisty green mist. But a quick thinker with a Wizard in their party might have some tricks up his sleeve to avert it. Or a "click" sound for a loading harpoon arrow aimed at your clumsy Fighter, but again, a quick thinker might enter some defensive mode and gaining bonus defense (Maybe "Footman Shield" stance or something as well), and can avert more damage from the trap sprung. The idea: Handle some traps like encounters, "non-detectable" and you have to use skills and combat abilities to avert it in a non-combat kind of way. A simple example: Trap sprung: Arrow is fired from location. Pause. Activate ability. Unpause. Take less damage. Fireball trap? Ice Shield Spell? Some tactical spartan formation? I think, in Baldur's Gate, traps are kind of mundane in that way. It's so very instant and little to do about it when a trap is sprung, save for some very minor movements. It'd be interesting to see if you could get more time to do urgent decisions. So that you could Wild Rush your Barbarian into the trap's trajectory path and in that way also save your mid-health Cipher. Or more trickier, a frost trap that creeps on the ground and accelerating, a torch or fire spells to slow it down or remove. Some magical and permanent traps until taken down. Not just "BOOM BIAt.... MAN!", but giving the Player some moves for Indiana Jones trap dodging.
  24. @Leferd: But maybe a Cipher-styled-Wizard build (Lots of magic stuff). A supportive Cipher build (Buffs/Debuffs~FFXI Red Mage) and an aggressive melee Cipher build could work? Maybe not exactly like I portray them, but does some or all classes have different "builds"? Can other classes learn to "Sing" for instance, at a penalty of course and can only maybe raise it to level 2 or 3 in proficiency? In a similar way of how every class can learn stealth, lockpick and disable traps (did I get that right?). I mean, who wouldn't want a drunken singing pirate dwarf warrior? Does "Soul of the Voice" stuff work for Eternity? Could "Voice" be a weapon type? Anyways, [a Cipher/Chanter oriented build (items, gear, talents) = Cipher/Priest]? Conceptually of course.
  25. That sounds horribly confusing for party management. Where's the overview? Hm, a local minimap could be one solution. Isometric-styled minimap for overview. Soundsets or "pings"/signals ("Your other character is in danger!" red ping, or "I need assisstance!" sound-set). But switching characters... Bindable Hotkeys, default F1-F6 could also function? Integrated tutorial into the story. Menu Management with an individual "Party Control Menu" for inventory, AI-Scripting and switching characters. Pause mechanics to make it less hectic, and/or confusing really (With Pause-Mechanics you allow the Player to take their time to understand mechanics as well). If executed correctly there'd be no confusion. Turn-Based FP RPG with combat like ToEE could also be pretty cool. Albion, an old PC game, has some sort of outdated mechanics like this. The only game I can think of though. But I think a Real-Time environment would be even cooler.
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