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Osvir

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Everything posted by Osvir

  1. I agree about the conceptual explanation. For me it could be whatever really (Bag of Holding, Pack Mule, Teleportation, A Bird that takes all your Gear, Invisible Rats). But I still, personally, want it to be an optional thing. I know how the inventory is going to work and such, but is it possible (in code) to just "Grey out" the Bag of Holding until a requirement has been fulfilled? I kind of: A) Want to either mod it in (Greying out the Unlimitness) for purely Challenge or B) Find it in a Quest and then gain access to Unlimitness.
  2. @messier: http://forums.obsidian.net/topic/64408-how-many-rings/?p=1372893 I don't think 10 rings is really a good idea~ but is it possible to make it a good idea in some ways? (Regardless if it is for PE or not) I suppose another way to put this thread is... it's both a thread to explore what's good for PE, and also a thread to explore what can be done that's not been done before. 10 rings has never been done before, neither has 9, 8, 7, 6, 5 (at least not what I know). What would be feasible in a system that allows that many rings? What kind of power would those rings have? Are they "combo" rings? (You've got to have 3 of a "set" to make them "work" efficiently) A Ring Class (Mandarin Class~) that gains power based on the Soul in the Rings? (a Class that borrows power from items) rjshae's post (2 rings+1 Accessory Slot) is pretty much what I'd like to see. Sounds reasonable. It even makes me think "Male versus Female" at Character Creation. Maybe Women can wear 2 rings+2 Accessory Slots (2 Earrings, for instance). Usually in RPG's there is no difference between men or women apart from Narrative (not that I really mind, but it could add more tactical & strategical choices and options). Could Men get something else? An extra Armor slot perhaps? An extra tattoo at the tattoo parlor?
  3. Hello! I've wondered... if one would create a 3D environment, and then create all the properties of "reality" within a 4x4 area... would it be real? Let's take water, for instance. Would it be possible to create "H" and "O" scientifically and create wind, gravity and all that's "real" on Earth and the Universe (as we know it) and simulate reality, virtually? Then, when you've taken all components and ingredients, elements and pretty much everything from reality that you can put into this virtual environment... would it be "real"? If you plant a virtual seed that grows like a real plant and gets sunlight (virtually but according to real science)... would the plant be a real plant?
  4. Seeing this by Ineth made me wonder about even further triggers and code. Though this wouldn't be necessary for Obsidian to put in, but I'm just playing with the thought of modding/customizing/adding some String/Triggers/Code myself if it is accessible and/or easy enough. Customized/Added Strings: "IF in [Town] = Show [Portrait1#Town]" "IF in [Plate Armor] = Show [Portrait#1PArmor]" "IF in [Vanity Armor] = Show [Portrait#1VArmor]" "IF in [Helmet] = Show [Portrait#1Helmet]" etc. etc.
  5. ^Yes, absolutely. But what does people think about it being something you acquire (optional) and not something you carry around with you from the start?
  6. Not speculation but wishful thinking: Assassin's Creed Isometric/3D Camera (Top-Down/3rd Person/Camera-Panning/Scrolling) Create-Your-Own-Assassin-Party Based RTwP Strategy RPG.
  7. In Vagabond, a manga about Musashi (based of Japanese lore) is a realistic and very philosophical story. The interesting part I thought about, in reference to the "Out of combat Experience", is that Musashi learns the philosophy and mindset out of combat and then he takes that understanding with him to combat. In many ways this is why he is a better fighter and sword master than many others in the world of Vagabond. Of course, he becomes a better fighter out of sheer battle experience (the more fights he is the less "fear" he has of engaging in battle). A man who has fought 100 battles would be a better fighter than the one who has fought 10? Maybe. How much does the man who has fought 100 battles think about the Blade, Body & Mind in comparison to the one who has fought only 10? When I learned tricks with Poi (link to Fire Poi, youtube), I practiced a lot and I got good really fast, but I also observed much more, watching others play with it, I meditated and reflected their movements and envisioned the movements of the poi (without actually swinging any). I have more "Out of Spinning"-Experience than "In-Spinning"-Experience. It is about how well you know your own body and very much "Tai Chi"-philosophy, moving energy and similar, I can spin imaginary poi without holding poi in my hands and imagine the energy, weight and strength of the poi as well. So what am I trying to say? Cutting down a man teaches you how to cut down a man (in-combat), but how to swing your sword to do so is something you teach yourself and your own body & mind, regardless if there's a man in front of you or not (out-of-combat).
  8. Exactly this. Or so I believe. But Tale has a point. I mean, I think my own ideas are pretty darn good, but it's not always that other people think so too (it's because they either fail to see the greater picture or I am not explaining it properly, or they have their own ideas about it). Sometimes I even realize my own ideas are shiet from the get-go (to be frank) then when others bring me the insight of it as well, then it gives me a chance to reform and re-construct my idea. Sometimes I might have an idea I am a little bit unsure about or it is incomplete, so I post it with lots of enthusiasm simply to fish out more thoughts and input on the idea so that I can form a bigger idea out of it or build on it even further. Because let's be honest, if I thought all of my ideas were REALLY GREAT, then I'd never post them at all and just hoard them for my own selfish use. The point of discussion, in my opinion, is to improve on something that "might" be great for a large audience, get input and feedback, then come back to the discussion with a stronger and EVEN GREATER idea than what was originally presented. I am fairly certain Obsidian is aware of this as well (having been developing games for a long time), so when they present ideas they think are "the bomb" and really awesome and they come to the conclusion that "This is a really good idea" BUT when someone in their community points out an aspect of the idea that's not "that good" it might make Obsidian reform and re-construct it with that aspect in mind and make the idea stronger than previously. I believe inXile posted their Vision Document for this exact reason, apart from transparency. "Hey guys, this is our vision and our idea. We think it's pretty strong" is probably what they thought and it probably was their conclusion of what they thought would be great in the game... how much insight did they gain from doing that and hearing their community give them feedback? Did their vision change and grow? I don't know, I didn't follow that, but I believe it did. I also think that Project: Eternity is going to become a better game than it ever could have been thanks to both Kickstarter and the Community discussion. So in that way I think Tale's statement is wrong. Sure, people might think "My idea is better than yours" but I think that together "We can make the idea stronger, better & create a more satisfying product out of it" is the exact opposite of what Tale is saying. As long as people stick to the vision and the end-product.
  9. Hello! So, this popped up recently as a thought. What are the most important aspects of modding? And in discussing this topic, I was thinking about simplicity and accessibility. First and foremost, I personally want "Portraits" to be a feature to customize depending on Status Effects. I've written quite a bit on it in the Portraits thread, so head on over there if you wish to read more about that or post an input yourself about it (post that feedback here or there, doesn't matter). Furthermore, what else is important to you? I thought about making a poll but I believe this is an aspect that is very diverse depending on the modder/person and their own skillset. People with a higher skillset might like to play around with scripts, triggers, NPC's and Quest trees etc. etc. but what about the regular layman? Some of mine that I think is important: 1. - Class "Kits": This is something that I would really like to play around with. Being able to make a custom Class, or a Sub-Class of a Class (Maybe being able to create a sort of... Friar out of the Monk Class for instance). Never quite figured out how to make your own Class Kit in Baldur's Gate, not that the learning curve seemed too difficult, but this is something I think many would enjoy playing around with. 2. - Colors and Armor/Weapons In Baldur's Gate you have a very limited amount of colors to play around with (4) when you color the armor and the characters skin and hair. I'd like to see even more than this. In Baldur's Gate you could open up Shadowkeeper and change colors of armors and the appearance thereof much more than you could in the game, I played around with it a little bit but it took quite some time to get it just right (had to save/load and jump in and out of the game over and over to get it just right). Is it possible to make this easier? And please, no buying dye's in-game that's one of the most stupidest mechanics I've ever seen. 3. - More Maps/Being able to make the world bigger Being able to import new custom maps easily into the game and placing them somewhere on the map. Will the toolset have shadow maps that you can place and/or "restrictions" a la "You can't walk over this river". Can I import Wallpapers or similar and then make some sort of Vector Masking on the map to determine "This is where you can walk and this is where you can't walk" (Simple imports~). Will there be some mapmaking included in the toolset? Dungeons, Caves, Towers etc. etc. 4. - More Items/Out of Game "Crafting" Being able to easily customize a weapon/armor/item and give it new properties and rename it. This I believe will be a little in the game already with crafting, but it is also fun to make your own items out-of-game for a specific Quest and plant it in the world as if it was part of the world etc. etc. crafting is fun and all but it doesn't have the same impact as creating something out-of-game. I can't Craft "Sword in the Stone" in-game, that's something I'd have to create out-of-game, place in the world, add triggers/scripts to it and make a Quest out of it. Two different forms of "Crafting Weapons". 5. - Quests & NPC's Also something I believe many want to play around with. Dialogues, Stories, Shopkeepers, you name it. What is your most preferred aspects of modding and how could Obsidian consider the most simplistic methods of achieving this?
  10. So only 1 character could get a maximum amount of rings in this case? (The others getting perhaps... 4-6 tops) Another idea: Different fingers giving different strengths? Kind of complex, sounds like it could be its own Class with its own Class/Build Mechanics in the way I'm thinking about it (I.E: Rings functioning like a Grimoire, but Rings instead). Might be something to mod in there :D
  11. That's actually pretty neat. So basically 2 Rings+1 General Accessory Piece I still want a (singular) "Treasure Hunt!" Item Set where you have to find several items (in this case, 3). Maybe you first read about this item in a Book Chapter (or two), then you find one ring which has a chapter description (with perhaps a clue). Then you find the next piece (another ring), with a chapter description leading to a clue in a book. Then you find the third piece (an earring or neklace... a tattoo maybe).
  12. I agree Stun. I voted for 4 rings, but I think 2 is really enough. But I am also challenging the thought of "more than the usual" or "new ways". Which is why I'm exploring variants and various differential values such as "10" rings with a "ring-mechanic" attached to it. This thread is no suggestion, but merely exploration of concepts and vivid and weird ideas. Feel free to explore freely as well :D what would 4 rings be like? 5? 6? 7? What's the downside to having many rings? Does magical trinkets suck on the soul? Maybe you become better focused in one aspect because you have many rings, but other aspects of your character becomes slightly "weakened"? Ring ideas? Stories? Lore? Back to the "Must-Have-3-Rings-To-Summon-Djinni" Idea and elaboration thereof (because I'm not talking about "upgrading" a Ring). The Lore could be attached to the complete set, and each Ring could have a "chapter" description. "Only when 3 become 1 will the Djinni beckon" or whatnot. Instead of having 1 Item with 1 Lore you'd have 3 Items with 1/3rd Lore each. Kind of like Book Hunting in the TES games, only when you have found all 5 Chapters of a History Series will you know the entire tale kind of thing~ - bbl
  13. Aawww, that's true. Before I move on with the topic on Rings, I did find this as I was looking for "Hula Hoop Wizards": So Ring ideas: One Ring To Rule Them All - This concept I find interesting. What if there is a Ring in the game that's pretty good on it's own, but if you wear a second (or more) ring you lose some of it's effects? (Or it becomes a cursed ring! "The Envious Ring") - IF you can only wear one ring: It should be on the left hand because it's closer to the heart/soul~ corny I dunno but we have a pretty big artery going into our left armpit because of this. Power could flow stronger in the left arm? Traditional Two Ringfinger - Traditional traditional. One on the left and one on the right. Or? Too lazy to go through all 10 of em but... can something "unique" and/or "innovative" be done with Rings? Does some races benefit more from rings? Some benefit in other ways? Can rings change appearance like in the Goblins comic? (Ring of Undeath = Makes him look like a zombie) Cursed Rings? Virtuous Rings? Magic Rings that can shoot some minor spells? (I believe there is a "Ring of Energy Blast" in Baldur's Gate for instance) What sort of enchantments could trinkets have? And could they be crafted together with swords, staffs, grimoires etc. etc? Could I take a ring and engrave/forge it into the sword hilt of a crafted sword to give it benefits? Nose ring? Earring? Eyebrow ring? Under the skin Ring(s)? <- Ring (Fantasy-Medieval) Augmentation~ Whilst I'm on the subject.... Magical Tattoos and Seals? Dungeon Siege 1. Only game I ever played that let you wear more than 2. It let you wear 6. It wasn't silly. And it wasn't overpowered either. No, it suffered from a different problem. It made rings redundant and mundane, because in the dev's attempts to keep balance, Rings became nothing more than extensions of your armor. Literally. There were no truly cool ring enchantments, like Invisibility, or Djinni Summoning, or Wizardry or anything like that. Nope, instead you'd just find a bajillion vender-trash rings that all gave you +6 to your armor, or +10 to your health, or some other soulless, inimaginitive crap like that. But it had to be that way. Because your character can wear 6 of the damn things, after all. 6! Could you imagine being able to wear 6 rings of Elemental control? Or 6 rings of Wizardry? It would destroy every build. Depends on how delicate it is handled I believe. Simply giving you "+6 Armor" is boring in itself, but what if having 2 Rings had zero effect whatsoever, but when you find that 3rd ring you can summon a Djinni Summoning or gain Invisibility. A little bit more "treasure hunting" in that sense if you have to gather all 3 components before getting the effect. Whilst in Baldur's Gate you just find an unidentified ring and when you identify it "Oh, a ring of invisibility! Lucky~".
  14. Presumably. But as Silent Winter also said regarding this: the Ironman crowd (or those who intend to play on Ironman) can't reload. This feature is directed at a harder difficulty a higher challenge (as I usually direct many of my ideas). When PE comes out I'll see how the scripts work, maybe you can modify some existing values to become virtually permanent (Extending a "Weakening" Effect for 100000000000000000000 hours/in-game days etc. etc.), maybe you can even modify Critical Hit values. The idea is based with Player choice in mind, it shouldn't be something that is "tossed" in the Players face a la "You got injured. Deal with it 8)". A feature in a "Challenge Mod" might be more appropriate than in the original release.
  15. @Leferd: Only... one...? EDIT: Tempted to ask to rename thread into "How many [Hula Hoops]?"
  16. Moar Goblins... Rings btw... ah! I didn't say that you should put them on your hand (though, not going to lie, I am implying on the fingers ofc). Would a pair of brass knuckles with ring slots work though? Let's just say 10 fingers means "on every finger"~~
  17. Thesaurus has 2 functions. A) Thesaurus Search for a word, find synonyms, antonyms. Lots of words! One word can have many variations. B) Visual Thesaurus Has a Trial Thinkmap feature. Awesome stuff. Darkness takes me to Shadow and Shadow to Phantom, Presence, Trace and more... and Darkness (scroll down, "More words related with Darkness") also goes to Death (Deadly~), which connects with Last, Destruction, Killing, End etc. etc. I doubt Obsidian would be that cryptic but I think all these sounds somewhat "neat"... but also kind of revealing. - Trace of Eternity (ToE, TE) - Presence of Eternity (PoE, PE) - Phantom of Eternity (PoE, PE) - The Last Eternity (TLE) - Destroying Eternity (DE) - Killing Eternity (KE) - End of Eternity (EoE) Oh and try the thinkmap feature, it is awesome (albeit a trial feature). Otherwise, "Eternity" is kind of grown in, isn't it? Or is it just me? EDIT: "Eternity" could be the title is what I mean.
  18. Surely you mean AI? Again, I forgot to think about the AI when I presented this idea. How would the AI know which shape is what? How much work would that require? How would the AI use the best shape and in what circumstance? Re-sizing AoE might be valid though, such as the [Cone]. If I move up with 2 or 3 melee based characters, the AI could sense that somehow and unleash a Cone in close proximity that hits all of them. Or a concentrated circle, shooting a fireball that deals less damage and only hits a single target but casts much faster.
  19. But then why would you leave it untreated? (other than for the extra challenge, as you said - that's what challenge modes are for after all - but from an in-game/rp perspective, I couldn't see it - [python]'It's just a flesh-wound' ... "Flesh-wound? I cut your arm off"[/python]) Or is it a case of 'you might be able to treat it in time IF you can make it to the rest spot' ? Depends on how the rest mechanic is handled really, because there needs to be (in my opinion) a risk factor the other way around as well. Do you press on forward and take the injury as a consequence, or do you turn back to the rest spot and suffer whatever consequence that might bring? Is there any consequence at all when you go to the rest spot? Can you spam the Camp Site and rest as much as you like (i.e. can you sleep 356 days of the year?)? It's a question of preparation as well and adding incentive for more preparation. You don't want to lose an arm right? Right. So you bring with you tools to prevent that in case your character would suffer the risk of losing an arm. And, you could use the same resources for something else as well (bandages, for instance, let's say they are stackable by 3 so you can't carry too many, but might heal 1 HP or close wounds if you have "Bleed" effect or something). Or herbs that you can chew to get rid of nasty poison, or mix into a potion. It's kind of like the Hardcore mode in Fallout: New Vegas, you got to drink water and eat food or else you'll starve or dehydrate. Or better yet, as an example, the game "Don't Starve". If you don't treat your character right you'll suffer dire consequences. If there is no risk of losing an arm, then you don't have to worry about that as you engage in combat (but the combat itself might be riskful in itself ofc). All I'm saying is that I believe the mindset would be different if you go into combat, knowing that you might lose an arm in doing so. A tactical element to consider. Of course, getting an injury in combat would also be difficult to deal with, as it'd make your character weaker during combat. Suddenly you might need to wrap up the battle much faster than you previously thought, otherwise you might be an arm shorter.
  20. ^ This. And if it was based on luck, that would = a RNG form of calculation, yes? So I probably wouldn't like it in that case, if the effects of such injuries were permanent, because there's no way, by skills, to be able to avoid it, even if you're superman in combat. RNG's in games are notoriously terrible. If the injuries were a timed penalty, then maybe. eg, break an arm, -1 to strength or agility (or whatever) for 2 weeks of in-game days. Bandages or kits to fix and such are fine. I just wouldn't want unavoidably permanent, and based on something as iffy as Luck. Well, in my defense and to the ideas defense, I did provide a concept in the OP of getting an injury that you can treat, to elaborate on that: Untreated temporary injuries transforming into permanent injuries~ that's kind of what I'm going for. That might've been a better thread title hrm. Anyways, this is probably an idea I'll play with when I try to mod the game. This is ofc related to harder difficulties. I find- and imagine it being somewhat a charm getting to the end of the game, all battered and worn, you got one eye, one arm, a broken knee cap etc. etc. and doing your best to succeed at a disadvantage. This idea is not "I want more realism", this is purely "I want challenging mechanics". Underline = Hello
  21. Hmm, I didn't think about realism really... then we have the question "Does Aumaua have 10 fingers, Orlan?" etc. etc. This is what I thought about: http://www.goblinscomic.org/01132012/ Panel 6 to 8 "Dammit, the rings don't fit!" I agree with possible tedious ring management (10 rings) but still curious about it. Not for realism in any way, but I can't think of any game that has tried it. 2 rings are typical and traditional. Which means that anything but 2 rings would most likely call for "innovative" ring mechanics. EDIT: Also want to direct some shameless attention to this post: Permanent Injuries losing a Finger could be something fairly common. Again, not advocating for 10 Rings. I am simply exploring, what I think is, an innovative idea.
  22. This was a thought a long time ago that I posted somewhere that I don't remember and there was a short discussion about it. Now, finally, I am making a thread about it. This is most likely a difficult thing to create, but still want to discuss it more in depth. Basically, being able to "shape" an AoE into different forms. I am also going to put in another thought into this thread but that's for later. Let's take a Grease spell for instance, and being able to draw it in a "circle" around the party or around the enemy team or whatnot, then lighting it on fire to create a "Fire Wall". Or making the Grease in a line to some TnT barrels to create a "fuse" and then lighting it on fire to create a "BOOM!". These are two are different suggestions, what kind of AoE GUI do you "expect" and or would like to see?: - Dynamic "Paint-AoE" - Shaped AoE (Geometry: Triangles, Circles, Squares, Crosses etc. etc.) Second thought: "Wild Magic" AoE consequences/effects. Wild Magic is a very interesting concept and I liked it a lot in the IE games, and a thought I got from a fairly recent topic (again I don't remember which one) is a chaotic element of Wild Magic. Concept: You direct your magic and place the AoE circle somewhere, but with a risk of the magic (because it is "Wild") to extend further than the AoE or only affect a "cake slice" of the circle or perhaps even misdirecting completely and shooting way off target. Thoughts?
  23. Simple poll. Don't know about you, but this is something I tend to ask myself in RPG's: "Why can I only have 2 rings?" I know it makes sense from a mechanical perspective, having 10 Rings in many RPG's would be waaaay overpowered because many Rings do grant pretty hefty bonuses later in the game. It would also take up a LOT of space in the inventory screen (unless a sort of scroll bar of some sort). But what if Rings only gave small bonuses and/or had "Ring Set"-functions (3 of the same Rings gives a bigger bonus when worn together)? Nevertheless, I am not advocating for 10 Rings, but more or less just challenging a thought. I voted for for.... ;P

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