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Osvir

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Everything posted by Osvir

  1. 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??
  2. 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.
  3. 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)
  4. 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~
  5. 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.
  6. 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.
  7. 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.
  8. 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?
  9. 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.
  10. 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.
  11. 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.
  12. 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...?
  13. Is there a sun* in Eternity? That could explain the shadows. * Dynamic global light-source~ day/night cycles etc. etc.
  14. Yes it is idealistic and naive. But reading your responses makes me feel you don't quite understand my vision. Instead I'd like to give it a go in practice instead of discussing it in theory. I've made a thread over in the forum I created with a simple question (for starters), "What type of game would you like to see?". Feel free to join in and see where it goes. I don't really have any more theoretical points to discuss really.
  15. Because you're talking about codex. "Codex == PokeDex" In Mass Effect it makes sense due to technology "You have a new update!". In Dragon Age: Origins it doesn't quite make sense now that I think about it. "You defeated a Hurlock! Suddenly you know everything about it!". I hope Eternity has nothing of it. In fact, as I am on the subject. Two things: A) Abd al-Hazir and Deckard Cain from Diablo III. Blizzard used an interesting mechanic, but it's still the same as Pokemon Dragon Age: Origins "You killed a scavenger! Here's some magical information out of nowhere!". Nonetheless, it'd be interesting to meet and greet a character in-game who has this information. Maybe a librarian you can recruit to your Stronghold. Someone who "unlocks" a section in your Codex which then allows you to "Catch em all" (so to speak) and get instant feedback or access previous entries of places you've been and enemies you've defeated and weaknesses and strengths. Imagined plot-ish: - Defeat an enemy - No entry - Meet librarian~scholar or w/e - Unlock Beastiary - Read about the enemy you defeated - Defeat an enemy - Gain an entry B) Free-Form Journal Option. Something I've endorsed and will continue to do. Don't get any entries. Write em yourself! I believe it adds realism as well as adds some "Traveling/Survival"-Simulation Elements. Same thing with quests. Books wouldn't be "blank", but could instead serve as instruments to learn more about an area before venturing into it, and then scribbling down notes in your own journal. Play as the scholar Abd al-Hazir, don't use a PokeDex an automatic Codex/Journal.
  16. but... why give a ****? so it won't feel like Planescape. how is that a bad thing? I didn't like Torment for Planescape, D&D, and most certainly not for combat. I liked it for its characters and plot First of all: Ditto. Second: I don't care if it's RT or TB. I'm just analyzing and presenting hypothesis. I don't mind either TB or RT, I like both systems but they are very different in terms of perspective, pacing and experience. It determines how I move my characters in the world. RT = More freedom TB = More restriction
  17. I have not read the entirety of this thread but I did read some of it some time ago (a week ago maybe? It has grown) Anyways. This is my opinion on it. I don't think Turn-Based is initially a bad thing, and for this case particularly it might be wise (economically and resourcefully) for inXile to go with a Turn-Based system. But in a "spiritual" successor sense (Infinity Engine~) it might not be so wise. More stuff~ Questions and hypotethical/analytical answers: Q - Will it feel like an Infinity Engine game with Turn-Based? A - No. But maybe it will feel Fallout-, ToEE-, Arcanum-, or Wasteland 2-ish (Most likely the latter). Q - Will it feel like a spiritual successor to Planescape: Torment? A - Maybe? Plot-wise, World-wise, philsophically, maybe. Q - Will it be cheaper for inXile to use Turn-Based? A - Probably, they have a Turn-Based system for Wasteland 2 they can use for Numenera. In essence: They can spend more resources on world-building and make Numenera bigger and not worry too much about their combat system. Q - Will you want to play Numenera right after you've played Wasteland 2? A - Maybe, do you like Turn-Based games? Chances are that Players will have spent energy on Wasteland 2, and if Numenera has too much resemblance in its Turn-Based system, it'll feel like playing the same game but with different art assets. Q - Could a hybrid system function? RT elements combined with popular TB elements? (Real Time with Pause & Turn Based Hexgrids?) A - I HAVE NO IDEA I AM JUST THROWING AN IDEA OUT WHILST FLAILING MY ARMS SQUAWKING LIKE A BIIRDY! KWAA KWAA!
  18. Torment, Eternity & Wasteland and other games on Kickstarter is made by the developers. I am sure they are inspired and take some points from the community, but most of the stuff is made by them. They not only have the final say but they also create much (if not all) of the lore, classes, spells, abilities, combat system, health, stamina, areas, plots, quests, characters and so on and so forth. The developers create (approximate, hypothetical and symbolic number) 95-99% of all the content, from written idea to physical representation. Opinion on the Turn-Based dealio~Off-Topic (linking this to the appropriate thread) The developer is right in choosing to go with Turn-Based for Numenera for some reasons (The most obvious one, Wasteland 2 is Turn-Based, inXile already has a system which they can polish & adjust further on Torment. It'd be cheaper for inXile). But will it feel like Planescape: Torment if Numenera has Turn-Based? Probably not. Eternity will most likely feel like the old-school Infinity Engine games thanks to their RTwP system. I do fear that Numenera will feel like Wasteland 2 instead of Infinity Engine. If they go full on with the Turn-Based system I do hope that it at least feels like Temple of Elemental Evil. To answer your question: It would be the community' "game" in this case. The developer could adjust and modify some things that they understand better, but if the Community would say "We want RTwP" and the Developer then suddenly decides to change it to Turn-Based that'd be wrong. If the Kickstarter gets funded it'd get funded on the idea that the Community decided on. My idea is not the same thing as what Eternity, Wasteland 2 & Torment is. My idea is opposite of that. - Obsidian creates a Kickstarter "We want to make this game! Do you want it? Fund!" - My Community Idea "We want this game made! Do you want to create it? Okay! Let's see if more people are willing to fund it!" there is no risk involved. The Developers don't even need to dedicate themselves to it until the Kickstarter is actually successful. Of course, potential time schedules would have to be set. When a Developer is asked "We've created this world and a lot of people endorse it, you want to make a game out of it?" a very important question to ask is "Do you have time to create it if it gets successful?". In case of the scenario that the Kickstarter is not successful the Developers can continue doing whatever they had in mind in the first place. The "People"/Community hire a Developer Team by the use of Kickstarter~ that's the jist of my idea. Now, imagine if you could hire the Government by the use of Kickstarter Kickstarter is a way to give much power to the people, in theory and in practice. You just need a space to discuss the ideas you want to pitch to the developer/government/authority/talent first. The whole community idea I am suggesting is an idea where when the game idea is pitched to developer it is 90% complete in text-form. The only thing left to do would be to create areas in a level editor, create NPC's, create all 3D objects, create all dialogues and the physical world-building. Another example: You want a painting to be done, but you are bad at painting. You have this very clear idea that you can translate to a painter and you ask him to do it for you, he'll get paid for it too. You are well aware that he has his own imagination and that your vision won't be his vision. But he could get the general "feel" that you wish to project. Now... does the painter get to decide the shape of a tree in the picture? I personally say yes. But would he be allowed to change that tree into a bush? Of course he would be allowed too, but it wouldn't be what I envisioned nor what I wanted.
  19. But instead, turn around and look at this very board in the Project: Eternity section and you'll see the opposite. I guess World-Building is a more proper term than "gamemaking". This has nothing to do with the Developer picking anything, quite the opposite. The community creates the world, lore, mechanics, rules any developer can feel free to join in on the discussion and add their say to it as well. I do have thoughts on moderation, though I can't quite say that it'd be a "final say" in any way but more or less a "Stop"-counter. "No more discussion on this topic! We've reached a general consensus, next topic" kind of. People would be free to continue the discussion on whatever it is but the next "Event" for world-building would begin as well. If there's a "split" (e.g. competition) or two groups begin to form (one likes one thing and the other side likes another thing), simply open up 2 categories/forums and moderate both of them side-by-side. Moderation in this case = Guiding hand. Idea is to create a world & game concept, give to developer, gain merits, next idea. More or less community pre-production.
  20. Adding in another layer here for those curious: Ghost Writer (Wikipedia page), might explain a little bit what I am trying to do. Conceptually I am looking for a "Snakes on a Plane" sort of deal, but with video game enthusiasts instead. Kind of like this game idea too.
  21. Or a sophisticated visionary design team that lacks skills and tools. You mean a bunch idea guys? Yes. But the information is also out there, so a bunch of idea guys could do the proper research of all costs included as well. What types of personell would be required, who to hire, priorities, set up a proper documentation on the development process and also present that "This is what would be required to make the game, apart from the funding". Asset concepts. Materials. When you're pitching to a developer, the most important thing is an assurance from the community to fund and support the project. Because whatever projections they make will change based on the funds they have and their projected sales. Of course. But supply and demand is also important. Say there's 50 people that envision this game on a forum, not very many but it's a start. A) Community: Discuss and debate a game. Anyone can join in on the discussion, but there will be "milestones" of some sort. - 1st: What type of game? Let's say an RPG. Market this to "event" to various other forums and sites where appropriate (RPGWatch, RPGCodex, Obsidian, Bioware and so on). Get more people on board. Maybe the board rises to 100 active members. More demand. - 2nd: What will be in it? What would it cost? This is a bit 2-in-1. Everything, discuss lore, discuss mechanics, rules, classes, you name it. Kind of like a Kickstarter mentality, but before a Kickstarter is started. Updates that determine what gets in and what doesn't get in. Some sort of management just to not get stuck on 1 topic until eternity's end. Updates serve as "marketing" as well in a way. Costs: Community could research, mail to developers and marketing divisions. Ask them how much this and that would cost and how much time it would take. Get a number basically. With that, pre-production done. Revise and polish before pitching to developers. - 4rd: Pitch to Developers. Get in touch with everyone. Let's say someone bites the idea and wants in. If they all say "No" or give feedback, polish the idea further and then pitch it. B) Kickstarter - So now you've got an idea, you've got a community, you've got a developer, all that's left to do is get funding and develop the game. There's already some willing to fund the game, but not everyone. But enough demand to see if there's more people willing to demand it. Who says a dev couldn't just... you know... steal the free game idea? A) Does it really matter? The community would mostly be made up of conceptual hobby artists (I would believe), people who fantasize and dream about a game they really want to see. The point with the community, as I see it, is to envision a game that will never be made, and if a developer team chooses to steal it to use it and make it. No loss. B) Through Kickstarter, where a community is required, it might be shunned upon and it might even appear on journalistic sites as "Bad company! Bad company! But we really want this game!!" kind of. If an established developer team steals it and makes it outside of Kickstarter it's another deal in my opinion, kind of like saying "Thanks for making this awesome game idea for us! But we don't need you! Bye!". Why no pay for the community workers? Are we getting paid on the Obsidian forums? Nah. But we've made several fictional games that could potentially become awesome-est! I'm sure of it. So the potential for it exists. Lore, weapons, items, NPC's, companions, mechanics, rules and so on and so forth. Lots of people on this board could probably create an entire game by themselves in their minds, but can't express it with either Art Tools or Programming Tools. People here have a different skill, Concept & Design Projection, Visionary & Idea Artists. Here's the forum: Conceptual Community Cheers, John Westlin
  22. Or a sophisticated visionary design team that lacks skills and tools. You mean a bunch idea guys? Yes. But the information is also out there, so a bunch of idea guys could do the proper research of all costs included as well. What types of personell would be required, who to hire, priorities, set up a proper documentation on the development process and also present that "This is what would be required to make the game, apart from the funding". Asset concepts. Materials.
  23. But to stay on topic. Are there other methods to get by a trap? "It's a trap!" - "Do a barrelroll!!" Jokes aside. Items? Abilities? Wild Rush away from a boulder you just sprung? Place a plank on a pitfall with spikes. Etc. etc. Do a dodge roll with a Rogue (if possible) over some tripwire? (use the trap to your advantage?) blanket on some magical rune to be able to pass it? Take a sacrifice? A companion maybe has to stop an incoming boulder or dart trap. Will some traps be instadeath? (Getting squished~) or will it be possible to "defuse" any situation? Could Trap-Encounters" be RTwP too, and the mechanics of traps flinging about the screen. A statue falling on top of the party, pause, move away.
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