Jump to content
View in the app

A better way to browse. Learn more.

Obsidian Forum Community

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

Osvir

Members
  • Joined

  • Last visited

Everything posted by Osvir

  1. A mechnaic that does not exist in any of the Infinity Engine games: Animals, Pets, Familiars, you name it, should have their own vision. When I send my pets into the Fog of War, I want to be able to see what they can see. In Baldur's Gate (for instance) I can send familiars, animals, whatever, into the Fog of War, and there they will be lost forever. No but seriously, they just go into the Fog of War and thus I lose control of them. I want to be able to scout with any kind of sub-companion (which I couldn't in the IE games). It was odd then, that I couldn't, and it'd be odd if I can't. Not a demand but more or less a suggestion that I strongly recommend Obsidian implement. Give minions their own vision. EDIT: Which is why I said it'd be intricate and complex to implement. One animal might reside in the mountains, and another might reside in the forest. Running with an animal from the mountains and putting it in the bandit camp in the forest the bandits should get alerted, but if I had the animal companion from the forest, they might be more like "Oh what a cute lil' wolfie coming to say heloo" (or, more accurately, be a lil bit on their guard cus it's a freaking wolf!). The point: The forest animal would have an easier time getting around in the forest and the mountain animal would have an easier time getting around in the mountain, not the other way around. So it wouldn't be "Scout everything and sneak everywhere for free!!", it'd be situational. Which is why it could be a pain to implement.
  2. Greydragon gave me an idea too... a bit intricate and perhaps a bit complex for every area but hey... I dunno. Let's say you are traveling in a foresty area, and there is a Druid Enclave or something nearby and they are evil (or whatever). Charming a local wolf or animal in the area could allow your party to sneak up with only the wolf to gather intel. The Druids wouldn't bother with the wolf, but they would with your party. In other words, animal companions that could act as spies in various ways. Obviously, strolling around with an animal that has a habitat in mountains into the Druid Enclave of Evil might make them raise an eyebrow and some of them even sense or understand the underlying intentions. Call it "Divination" or whatnot but yeah... Similarly, "stealthing" or scouting with an animal of some kind into an enemy base or structure, they could sense the connection with the Player Party by Animancy somehow (if they have an Animancer of some kind in the base).
  3. Osvir replied to Osvir's topic in Way Off-Topic
    Ah I see okay. I just thought because I got "hacked" on this site/forum (there is a chance that I forgot to log out at my job or something), Obsidian General seemed like the best place for the thread.
  4. There are different variations of trolls in the Project Eternity universe. To be completely honest, though, I am not sure how many variations we will get to by the end of development. Some may have to come in an expansion. That is great to hear if you have like 15 troll variations that you are considering putting in, may I suggest that you only pick out the 3 or 4 most sensical ones? (and perhaps use some 4 or 5 in books and mysterious lore, and in expansions. Finally having the last ones appear in expansions) Don't forget about the rest of the beastiary is all I'm saying I'd personally rather have a rich beastiary with variation rather than having a rich troll culture. Personally, now that I'm thinking about it, I'd even be perfectly satisfied with the single troll shown in the 68th Update, if it'd allow Obsidian to insert more creatures and things into Eternity. Off-topic: Expansions! So you are planning (as in professional planning/"Project Planning") for post-release content? Perhaps this warrants its own thread but as I have you on the line here I am curious if Backers who pledged a certain amount will get expansions as if it was a subscription or if they will have to pay for expansions apart from their pledge to Kickstarter/PayPal?
  5. Osvir posted a topic in Way Off-Topic
    So I got hacked and appearantly had sent a mean message to someone and also updated my profile feed with something mean as well. I used the same password here that I used on the Codex, do not know if there is a correlation between the two but yeah. Changed both passwords on both sites. Regardless, check your passwords people, in case I'm not the only one.
  6. That's a good method too that I didn't think of Jarmo. Fast recovery up to a point (say, 50%) then slow regen afterwards. Perhaps even slower and slower. Say you spend 70% Stamina in a fight, you're down at 30%, it goes fast up to a certain set %. For instance, say a Fighter has a 30% Regen Rate. That'd mean he'd get up to 60% fast after the fight, but afterwards it'd regenerate slowly. Another example to shed more color to the idea. You lose 60%, down at 40%, as a Fighter you'd get 70% quick, but then it'd go slow. Fast Regen Rate and Slow Regen Rate are two "mechanics" I can think of. Fighter Example: A) Fast Regen Rate: 30% B) Slow Regen Rate: 15% Example: 1. You lose 60%. Now at 40% 2. Fast Regen to 70%. 3. Slow Regen to 85%. So you wouldn't get 100%, but enough to be "fresh". Next fight, you'd be at 85%, lose another 60%, down at 25%. Fast Regen to 55%. Slow to 70%. etc.etc. just throwing a ball here.
  7. http://forums.obsidian.net/topic/64680-stamina-regeneration/?p=1394253 From that post in that thread. Merge or seperate topics? 1. Instantly after battle. Lose 100%. Gain 100%. EASY-CASUAL-MODE 2. Regenerate Slowly. Lose 20%, gain 5% within X in-game hour. HARD-NORMAL-MODE 3. Regenerate Fast. Lose 20%, gain 10% within X in-game hour. NORMAL-EASY-CASUAL-MODE 4. No regeneration. Lose 20% in battle, stay at 80% until next rest. HARDCORE-HARD-MODE Elaboration: - Lose 20% in ONE battle, stay at 80% until next rest. - Lose 10% in NEXT battle, stay at 70% until next rest etc.etc. 5. Depletes over time and no regeneration. 5% every in-game hour. HARDCORE-MODE The capital letters underneath each are simply how I envision these various poll answers in comparison to each other. I reflect "Which seems easier and which seems harder?" mainly. I realize it also depends lots on how hard combat is to begin with, and a very important factor to the equation. But regardless how I bend and twist it and look at it at different angles, 5 is the hardest option (if combat is already hard as it is, then 5 would make combat even harder). I like challenge, "If the challenge does not exist, then no one can ever overcome it". Why are older games hard and difficult? Because they were designed to be hard and difficult in many ways. You had to overcome something to beat many of them. The difficulty existed and was created by the developers. If it isn't created, then it isn't there. This is why I promote any and all suggestions or discussions for harder & challenging options. I want Eternity to be as difficult as it can be. Maybe even so difficult that the devs themselves have trouble to defeat it. "If God exists, can he create a mountain that he can not lift?" type of philosophical question. In a sense: Developers of Eternity = Gods/Creators of that world. Well... can you?
  8. Which is pretty common in RPGs too. Heck, very common in pretty much every single game I can think of. You level up, get better and better, then you eventually become godlike and can take on 500 enemies at once. Exaggerated for many games, but pretty much that. Or you drive the fastest car in a driving game eventually. I can name lots of examples. What I kind of want isn't that you need to rest all the time, but that Stamina would deplete enough that you'd have to rest when it starts to make sense. A Level 1 Character might have to rest once every day. A Level 2 might be able to be up a little bit longer. A Level (jumping a lil bit) 6 character might be able to stay up (with his Stamina) for 2 to 3 days. And the more careful and tactical you are in encounters, you'd lose less Stamina still* Edit time ran out. * "you'd lose less Stamina still", clarification: The less Stamina you lose during a day, the longer you can "stay up" so to speak. So if you'd lose 50% of your Stamina as a Level 1 character, you'd be able to stay up til the next day (if you can keep it up). This is what I am proposing. But then again, if you lose 80% of your Stamina as a Level 1 character on one day, it might be wise to tuck in for the night and replenish some of it yes? I think a Stamina system like this adds to an overall challenge of the game. It makes the character feel more fragile. And if resting is "limited" in a way that you can't rest as much as you like, then it becomes a resource to nourish and take care of... at the very least on harder difficulties. Maybe a constant depletion of Stamina is a bad thing after all, but I still want to discuss the idea itself of the regeneration of Stamina. What I kind of "fear" is that we'll see a somewhat DA:O execution with Stamina. All your guys fall down to the ground when the battle is over, but then their Health Stamina explodes and is 100% again in a matter of moments. It is one of the "bad" mechanics of DAO and to my understanding (and personal preference) it is not anything I liked and that many seemed to dislike as well. The underlying questions (which should be a poll I suppose): 1. Do you want Stamina to go up to 100% after every battle? You lost 100% Stamina, but it's okay, you'll replenish all of it when the battle is over 2. Do you want Stamina to regenerate slowly? One hour has passed since the last battle, you lost 20% Stamina in the battle, but you've regained 5%. You are now at 85%. 3. Do you want Stamina to "stop" after every battle? You lost 20% Stamina, you will now be at 80% Stamina until next rest 4. Do you want Stamina to deplete with time? (No regeneration at all, combo with "3.") Time takes its toll, you have lost 20% Stamina and you lost 20% Stamina in the last battle. You are now down at 60%.
  9. Which is pretty common in RPGs too. Heck, very common in pretty much every single game I can think of. You level up, get better and better, then you eventually become godlike and can take on 500 enemies at once. Exaggerated for many games, but pretty much that. Or you drive the fastest car in a driving game eventually. I can name lots of examples. What I kind of want isn't that you need to rest all the time, but that Stamina would deplete enough that you'd have to rest when it starts to make sense. A Level 1 Character might have to rest once every day. A Level 2 might be able to be up a little bit longer. A Level (jumping a lil bit) 6 character might be able to stay up (with his Stamina) for 2 to 3 days. And the more careful and tactical you are in encounters, you'd lose less Stamina still.
  10. My dream World Map traveling system: - The Fallout World Map Freedom of Path. Click there, go there. Might get a random encounter, might not get one. But I have the freedom to click anywhere, and my pixel will go there. It's childishly simple and accessible in a very good way. - Realms of Arkania Traveling Depth. When you travel from one location to the other; Food, Hunt, Camping, Scout, you name it. The little messages you get and the choices you get, "There's a cliff here, do you wish to try and climb it or walk around it?". Climbing it goes faster but at several risks, costs more energy (I think) and you might lose a character (death) or something. Walking around it takes more time, and I think that's the only con of it. - Ultima Feedback & Darklands Combat. See what's going on in the proximity of where your Fallout dot is going. Maybe there are some bandits lurking about, or a caravan that is going from one location to another. Less random encounters, but more of a choice and allowing the Player to observe what's going on around them on the world map. Choose to engage in various obstacles that pops up or choose not to. Not every encounter needs to give the Player a map either. For instance, one caravan might be a merchant, and instead of going into a rendered map, you could get a window box which allows you to buy and sell items. Or some toll guards which won't allow you to pass unless you pay money, and only when trying to fight them do you get sent into "rendered map mode" and combat ready, kind of like Darklands. Speaking about Darklands and that last paragraph, let me elaborate: I traveled the world map, and I got this message which said "You see a hut, what do you want to do?" kind of. I chose to sneak up to it, but I got spotted and then I was sent to "battle-mode" instantly and got to fight some nasty wolves and a crazed wizard who utterly destroyed me. But that's what I'm talking about regarding Darklands in the last paragraph. Travel the world as a pixel, and unless there's a fight or an important story/quest/lore/easter egg/event that's happening, stay on the world map (otherwise get sent into battle mode).
  11. This might go in the "Things you've wanted to see for the past decade" thread but this is more fitting as it is on topic too. So, let's take Baldur's Gate as a concept. Let's say you start a Priest character, and you get to choose all attributes, appearance and all, but as a final note, you get to choose were to start your game as well. Do you start at the Temple? Or are you a emissary from Baldur's Gate and you start at the gates? Or are you Gorions ward? What would be the meeting ground? Friendly Arm's Inn or Nashkel. Just like in the original experience. But I think it could add a little bit more choice and freedom to the Player if they could choose a starting "spawn" point. But instead of being teleported to "Ostagar" (just a choice of words, Dragon Age: Origins meeting ground), you'd have to traverse the land to get there. Ostagar: No matter which Origin you start with in DAO, you always end up in Ostagar in the same way, with the same intention, similar backstories (the jist of it: Duncan recruits you). The Origins in DAO is simply "texture" but the underlying story is exactly the same. Duncan -> You -> Ostagar. But what if you could've started in Denerim Commons as a City Elf, do your crimes or whatnot and get sent to Ostagar as a soldier (forced against your will, but either that or death), then travel too Ostagar and face off enemies or do quests along the way and then you meet Duncan when you get to Ostagar. As a Mage, Wynne could take you under her helm, take you to Ostagar as an assistant and perhaps even as an apprentice of hers. Travel with her to Ostagar, traverse the lands and allow some freedom (change course, miss the entire battle at Ostagar and continue the game accordingly towards the general Darkspawn Objective/Game Objective). Maybe you meet a worn and torn Alistair who you help and eventually become a Grey Warden with him as the "helping hand". I started with Baldur's Gate as an example but started talking about DAO instead xD but hey, iz all part of the brainstorm somewhat. Let's go back to Baldur's Gate examples: - Start as a Fighter, choose again to start at some key-points in the game. Maybe start off in Beregost, or straight off in Nashkel at the tavern. A Bhaalspawn can be anyone right? So maybe the Main Character has been eluded from his own truth, and Gorion is someone from the past (Maybe he was the ward of your character but your character managed to escape, or had to leave). Knit it together with the original plot somehow so that the cutscenes make sense. I think it would and could be a rich addition to the game, but mostly to the character's lore and history. Baldur's Gate does suffer slightly from the "Yeah you're that guy" no matter how you start the game. You'll always be Gorions Ward and you'll always start in Candlekeep. The roleplaying aspect becomes limited within the bounds of your starting position. Arcanum feels the same but yet it has a brilliant execution with the Zeppelin so your character can really come from anywhere and be anyone. Baldur's Gate doesn't have that at all. You can only be one character with one history (with a Player crafted personality). This is something I'd like to see in an RPG. TES games (all of them) are also very good at this execution. You are someone who can be anyone coming from anywhere within the bounds of the world. But the TES games also lack this short "intro" in a way. If I make a Redguard in Skyrim I do kind of want to play the game as the Redguard I am creating, before getting caught by the Imperials. Just to create some backstory on my own. In Arcanum you pick an origin, but I kind of want to vaguely create an origin. And the only way I can "truly" do that would be to experience an origin.
  12. A question I haven't seen been brought up in this thread is....... Animal Companion Equipment? I can see how they could give 1 or 2 extra top of the back items. But the most pressing question I really have to ask is: Are animal companions permanent when caught or temporarily charmed? Are they spawned magically or does the Ranger/Druid "whistle" for them to come and then they run away when low health/low morale??
  13. I'd love to join in if possible. What do I need to learn? EDIT: I were part of and eventually helped run a RP site (don't judge but... Naruto RP) for about 4 years. I've got plenty of fantasy and I'd like to join in whatever really, sounds like a fun thing to do I just don't know mechanics/rules.
  14. Which I include in the idea, the "avoidance" that is. This idea is integrated together with the "Can't rest 500'000'000 times in a row". With a more reasonable number: Maybe rest once an in-game day as a limit. As the character levels up, you'd be able to stay up 2 days, then 3 days etc. etc. getting enough Stamina progressively to last longer. Resting wouldn't be that necessary towards the later part of the game. A) You wouldn't have to rest as much. In "The Sims", for instance, you can rest but the character will keep on getting up or they'll get depressed. The latter is not what I'm suggesting. B) You couldn't rest as many times as you want. Resting for 6-8 hours would replenish the Stamina accordingly, outdoors/wilds/campsites, always up to 80%. C) Inns/Strongholds would always rest up to 100%. After resting you'd be able to rest after 16 in-game hours have passed (on hardest). But you'd still be able to keep going. Say, maybe you want to have a better day-cycle towards more evening based missions for instance. Let's take a real-life example: - If I work evening shifts at my job I have to go to sleep at a different time and go up at a different time than when I'm working day shift. - When I work evening shift I can't hang out with any friends cus everyone is at work when I get up, and everyone is asleep when I get home. - When I work day-shift I can hang out with my friends, cus I quit around the same time as them. - Basically the woe of the working life Stamina~ that's somewhat the idea. It makes the character more relevant for they go through the hardships like you do irl~ xD it does sound cheesy but it is pretty true when looking at Amnesia and Slenderman (as the examples I can think of)
  15. I doubt it will work, because they are likely balancing the whole combat(abilities, encounters etc) around it. Even if you'd be able to do it(increasing penalty to regeneration?) personally, I am not a fan, to me it's like simulating people need to pee during a road trip. Sure it is more realistic, but also more annoying and not the "hardcore" experience I am looking for. Was thinking about it a lil bit more and if possible I'll try to make a mod for it or something. Dependable on how easy it is to adjust values like this~
  16. Additionally: Take Slenderman (the scary game), one of the things that were commented most on were the fact that you were a little girl that had no strength and could not run for very long. Many like Amnesia for the very same reason. You have no way to really fight back and it adds a certain "realism" to it (I'd prefer to call it "mortality" in this case). The character is no Half-God from Olympus that is capable of slaughtering armies one-handed~ It's quite a perspective to put into the game and both Slenderman, Amnesia, or other similar games win many points to have it. With the same philosophy and psychology I do think that having a sort of Stamina, or other depletion of some other statistic, could add the same sort of mortality. Not to mention the feeling of day/night-cycles really matters. Like I mentioned previously, Bandits who only pillage on nights and sleep during the day might attack you when you're weak and tired whilst they are fresh and rested. On the other hand you might go into a cave during the day, and face off some bat-like or night creatures that are in turn weaker or more stressed because you probably woke them up stomping into their cave. It adds a whole different level of "Do I engage this dungeon during the day or during the night?" preparation. Stealth obviously easier during the night, but maybe some night-only obstacles prove more challenging? Well-rested and alert Guards for instance, the Undead*, some types of animals, maybe even Trolls. Another layer to this further down** It also adds a different layer of depth to the "Do you want to wake up during the morning, day, evening, or night?" question that pops up often in the TES games (and I think in some other games I can't remember). * Does Undead have Stamina? ** Then as "guard shifts" are traded, if you've infiltrated the guards or stolen a guards clothes (by subduing a guard earlier) with 1 of your characters you could switch shifts with an unknowing guard. When the previous guard has walked away from the screen you could then go with the rest of your 5 characters (hiding in an alley nearby) and go on with whatever mission~ what does this have to do with Stamina? Well, either to nullify potential problems of 1 patrol guard in the area with full Stamina so that you can get around easier with less risk or because you're low on Stamina and need an easier time to get around.
  17. Chickzent-mihalji?
  18. Oh I am not addressing the actual stamina system. I am merely proposing an idea. As some of you probably know, I like to discuss difficulty and challenge. I think a system where Stamina isn't regenerating fast and quick it will make the game more difficult in the long run. Mortality Mode is there for those who want the risk of perma death. What I am suggesting is somewhat an addition to the "Mortality"-factor. The character is mortal and get fatigued if working too hard. Currently this can only happen in-combat, but what I am curious is if it could be more generally global. If you get low stamina by the end of the day, there are other enemies that follow different day-cycles. Bandits may be at 100% Stamina, and you are on your way to a campsite/inn or whatnot and have 40% Stamina. Tells by itself that it'd be more difficult. Situational difficulty. Things that make the Player plan and prepare ahead. TL;DR: Basically more hardcore difficulty stuff regarding Stamina.
  19. More envisionary numbers: - You rest. 100% Stamina. - 1 in-game hour passes, you're down at 95% (16 hours = down at 20%, adjustable by difficulty) - You "take a breather", drink some water, down a potion, eat, or whatnot. 100%, can't heal Stamina for next 3 in-game hours. - Engage in fight. -- IF you did well: Maybe down at 90% -- IF you did poorly: Maybe down at 85% -- IF you did really bad: Down at 70% - The higher the Stamina, the more "in-shape" the Character is. The lower it is, worse and worse shape. - Resting irregularly could put stress on the character, and might not replenish 100% Stamna when resting. Stamina Sickness~. - For the Player, it adds fragility to the character and challenge. Spend too much Stamina during one fight and you won't be able to progress as easily. Engage in a fight all nuke mode and you need to rest right after, but playing more conservatively and tactically you spend less Stamina. The characters aren't big never-tiring machines but prove to be somewhat more human. Adds versimilitiblahdiblah. Realism-ish.
  20. Hi! Title says it all, but I am curious and I don't think this topic has been talked about. How does Stamina Regen work in Eternity? This is the question. Now for some ideas. - Stamina being a day-to-day resource. The Sims-esque in a way (Always draining) - You can recover Stamina by Stamina Potions, Water, Food etc.etc. but only a limited amount and with a "cooldown" Example: * You are well-rested, 100% Stamina * Engage in a fight, you have 80% Stamina left * Drink a bottle of water, +5% Stamina (85% Stamina) * Can't drink another bottle or heal more Stamina for a while (say, 3 in-game hours) * Stamina drains at 5% every single in-game hour * 100% Stamina Example: Walking around for 3 hours, lose 15% (down at 85%), heal 5% Stamina (90%). Can't heal for 3 hours (70%), heal (75%) etc. etc. These ideas are somewhat directed towards some Ranger mechanics I discuss here and also because I think it could add some realism as well as tactical resource-management, planning ahead and preparing with Stamina in mind. It also makes somewhat sense (to me) that Stamina could act as a "fatigue" meter which also refers how well your character is doing. Having 100% Stamina the character is happy and probably in a good mood, but at 10% the character might be irritated, tired, frustrated and grumpy (Hit/Miss penalty~). Critical Misses should, in this case, drain Stamina from the character. Thoughts on Stamina Regeneration? Instant regen after battle? Or a resource that you manage day-by-day in-game?
  21. I like Arcanum's way of handling it. A sort of "This is who you were before". But I also like Dragon Age: Origins too, you start off in a different place in the world. Actually I think Dragon Age: Origins way of doing it has many unexplored design areas, but Arcanum way of doing it gives more resources to the Developer to spend on other things. What Origins lacks though, is kind of a "Saga Frontier"-esque story path. In Saga Frontier every character has their own story arch though, but they tackle their problems from various angles and that's kind of the idea. Ostagar, I've spoken about it previously, is an excellent hub location for the different origins but I think it gets mundane and repetetive. All the Origins become 1 in Ostagar, which is a bit of a disappointment to be honest. Duncan recruits potential Grey Warden candidates, but I think Ostagar itself would be more fun if you'd, as a Circle Mage, gets to travel with Wynne to Ostagar as a mage and Duncan notices you there. As an Elf, perhaps you stumble across Ostagar camp (or a watcher, watching over the battle plans) amidst the deal Duncan or the soldiers finds the character and emprisons them. A Dwarf Noble that is overlooking military investments made by the dwarven kingdom in Ostagar. Etc. etc. Lots of stuff can be done with it I believe.
  22. 1. This sound like a mini game, and a very repetitive one if each time it only last for an in-game day or two. Also if you want an oblivion like tutorial mission for choosing your soul animal, will Druids get one for their transformation animal of choice, mages for their choice of their spellschools etc? 2. It is my understanding that the reason for the shared stamina/health is so that you don't use your pet as a drone to soak up the damage. IMO it will also makes pets your Achilles heel, so your idea to share only Stamina makes more sense to me. (but then again we still don't know all the details on how it works). 1. I imagine it does feel like a mini-game. But I don't expect you to catch all animals you find. There's probably a hard limit for the Ranger (how many etc. etc.) for starters the Ranger might not be able to tame any animals. And then as the Ranger goes up a couple of levels you can catch 1, then 2 and perhaps max (if not already too much) 3. I envision animals/pets to be permanent to the Ranger. In that sense, if you can keep your animal companion alive long enough you wouldn't suffer "mini-game madness". 2. I realize that as well but it depends on how Stamina is handled. Is Stamina something that goes up instantly after every fight and you always have 100%? Or is Stamina a "Day"-Resource that you spend doing actions? Rested/Well-Rested idea: - 100% Stamina == Resting bonuses/Well-Rested - 50% Stamina = Normalized stats. "You've worked half a day, still feeling at the top of your game" - 25% Stamina and down = Some very minor penalties to hit/miss chances. - 10% Stamina = Enemy hits more often, Characters hits less (You need to rest, you've been up 20 hours and/or spent all your "energy" or "fatigue") - 0% Stamina = Pass out. Gain 10% Stamina after battle. Balancing thoughts: - Support Classes can heal Stamina but can't heal their own Stamina maybe~ - Healing Stamina can only be done every now and then again (You can't nuke a companion with Stamina heals), maybe a sort of cooldown~ can only heal Stamina on a character once every 3rd-4th in-game hour (Stamina Potions, Spells, Abilities, Talents, Regeneration etc. etc.) - Healing Stamina gets capped (can only heal up to +5% of current value) - Getting low on Stamina = Higher Chance, Bad Stuff As for Pet Stamina and Ranger Stamina: - The Pet only has Health, no Stamina. - Attacking with the Pet costs the Ranger Stamina. - Building a "Beastmaster" being a choice, a build path~ having an animal companion+attacking with ranged weapons costing lots of Stamina in a non-efficient way. The idea: The animal companion becomes a "weapon", and using 2 weapons (bow+animal) drains Stamina fast.
  23. To answer OP's question "What would you like to see?": - Taming an animal in the wilds. Don't just magically get one. Attain one. Catch it. Perhaps even fight it to low health. Yes yes, pokemon and all but, in a roleplaying game like Eternity!? I think it would be awesome. Tackle and wrestle down a bear. Or create an intricate trap to lure the bear in. No pokeballs here. - Animal companions only drain Stamina. Ordering around your animal companion takes energy. - Animal companions having their own Health bar just like they would if you fought and killed them in the wilds. Doesn't make sense that the "wolf" gets cut and that would make the Ranger get hurt as well? Sharing stamina could make sense on the other hand. The companion itself: - Naming - Extra "Top of the Pack" Slots One temporary passive ability: - Training/Taming When an animal is caught it tends to not always follow orders, have a couple of penalties to some stats and can randomly choose to fight the owner instead (berserk effect). A good time to beat some sense into the animal to make it understand who's master. That sounds really brutal but how else would you tame a wild arctic wolf? This last for an in-game day or two.
  24. I like the trolls in the latest update, but I am curious if there are more "branches" of trolls and thus I'll throw out some ideas. I do like the concept and idea of a bigger, more viking-folklore, troll. Though maybe rare, isolated and more singular and impactful. "The Ice Troll of the North resides in the most cold reaches where it casually strolls". Thinking a little bit of Neverending Story (the first one) and the giant turtle, wise and cryptic but somewhat stupid too. Old. That's how I could see a bigger troll be handled. Not so much something that runs around in packs, but maybe it is bullied and exiled for w/e reason. Cave trolls? Mountain trolls? River trolls? Are the trolls in the update "Glenfathan trolls" for instance? Or are those the only single-type of trolls in the game? I am also curious why the Eternity troll lacks the signature troll nose...?
  25. Is there a sun* in Eternity? That could explain the shadows. * Dynamic global light-source~ day/night cycles etc. etc.

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.