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Osvir

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Everything posted by Osvir

  1. Yo! So, this is an idea I've been thinking about and have posted in several of the "Healing" and "Injuries" threads that has come and gone. I think it is a fairly basic idea that could be simple to execute. If you know my sort of thread of thought, you should know I enjoy a good challenge, which this idea caters fully too. There are several methods I have in mind, so let me get on with it. The first 2 examples are an "easy" injury to implement. Scenario 1: The "Chaotic" Version (Based on Luck) 1. You are in a fight, the enemy scores that Critical Hit (that one which you learn to "hate") 2. Your character loses an eye, and is penalized with -1 Accuracy for the rest of the game. Scenario 2: The "Treatable" Version (Still based on Luck but can be treated) 1. You are in a fight, the enemy scores that Critical Hit 2. Your character is on the verge of losing and eye unless treated. 3. You have a potion, bandages or whatnot, close to a Camp Site, and can rest and your character does not lose an eye (thus no penalty) How would this be presented? Would the character model change? No, not at all. The simplest method I can think of would be a text line in the "Records" tab: See "Free Action" and "Haste"? Replace that with "Injury: Eye-loss" or something. The more difficult version I can think of... it would be "Arm-loss". Because that would affect the Inventory screen as well. Take this picture below, it would nullify one arm (let's say the "Right" arm). I haven't photoshoped the picture but I think you get the picture I am conveying, basically putting an "X" or greying out the Arm if affected by a Permanent Injury. Again, the character model (paperdoll) wouldn't need to change (the character model and paperdoll would still have 2 arms but can only equip items to one), because I believe we, the majority of gamers/humans, fill in the blanks with our imagination. Thoughts?
  2. I really like the style of that armor, but what I was going to comment on wasn't what I thought it was... I thought the rod was a Mace and that the end was designed as a Fist *facepalm* regardless.... I still kinda like the idea of a "Fist Mace" or "Fist Hammer".... so I sloppily cut out the concept I saw
  3. Here are some pictures I googled, then copied and pasted into photoshop for various elements to get different effects on the portraits. Hurt: http://jmount43.files.wordpress.com/2012/11/blondes-women-flowers-blood-fantasy-art-vampire-hd-wallpapers.jpg (blood from mouth) Weak: -broken link- (1 copied bat and mouth) Asleep: http://salespot.com.au/assets/productimages/large/Sleeping-Beauty.jpg (the sleep eye mask) Stunned: http://images.clipartof.com/small/1090499-Clipart-Knocked-Out-Emoticon-Face-Seeing-Stars-Royalty-Free-Vector-Illustration.jpg (inspiration) Paralyzed: http://207.56.179.67/flowcasting/images/fear.jpg (Hands and Eyes) Poisoned: http://krazykillers.files.wordpress.com/2011/09/arsenic-poisoning-32.jpg (Palm) Cursed: http://irishgothichorrorjournal.homestead.com/cursed_mountain-all-all-screenshot002.jpg (Mouth and Forehead) And a lot of Lasso Tool, Cut/Copy+Paste in combination with CTRL+U (Hue), some simple "touch-up" and this is the effect. All of them are modified [NORMAL]: That's 21 custom portraits now. That would've been 3 characters. EDIT: Which, again, I am not suggesting. Obsidian does not need to spend any artistic resources on it, take a closer look at my suggestion. All the Portraits are the same except for "Dead". The mock-ups that I am making is not what I am suggesting Obsidian do, but it is merely something I and others could do if there is a model or method like this.
  4. But the special circumstances, i.e. "Poisoned" is already going to be an effect that's part of the game. To add it onto that, it will probably be accompanied by a small [icon]. The code will already be there, unless Obsidian has some other way to show "Status Effects" in the GUI or on the character models themselves. In the simplest psuedo-code terms: IF Poisoned = Show Icon Then I'm sure there's an easy and simple code sequence you can do for a "priority list" that you could ask the program to run through before showing a portrait. "IF Poisoned = Check List then Show Icon/Portrait" Also, because I spoke about the joke mockup, I couldn't resist xD I agree that that's a lot of portraits to modify but I don't see a problem with it <3 <3 <3 there's a lot of textures, items, props, triggers, code etc. etc. as well. Should those modding opportunities be reduced as well? Because that's what I am seeing here, an exciting opportunity. Damn, should've made his beard stick out to all sides on [sTUNNED] xD EDIT: Look, which section gets most love? 1. Dragon Age Nexus (Hair & Face, 491) 2. Skyrim Nexus (Armor tops the list at 3000~, Hair & Face has 255, Clothing has 870~ish) 3. Oblivion Nexus (Gamplay at 2700, Armor at 2100, Hair & Face has 306, Clothing 1025) The point I'm making is that the "Avatar" is important, vanity is big.
  5. I agree and I disagree. Because it'd be up to the Player what they'd want. Let me repeat the idea again and go a bit more into detail. I agree that 0%, 25%, 50%, 75% and 100% is a simpler method. I 50-50 disagree, with my own belief, that it is complicated (see question at bottom) This is what I am suggesting for vanilla/release, note that ALL of these Portraits are [NORMAL] except the [DEAD] one: In other words, Obsidian wouldn't need to spend resources or even make what you see below mandatory, because all Portraits are "Normal" until modified by you or any other Player/Fan/Hobbyist/Artist. In other words, if you'd get Poisoned you'd see the "Normal" portrait just like Baldur's Gate but with a small Poison icon (Minsc has Poison in the upper right corner) on the Portrait. ------- Because this^ allows me as both a fan and an amateur/hobbyist artist (and anyone else) to modify it into this, or something else~ I could put joke pictures into each and every one of them as well. Maybe photoshop in some stars when [sTUNNED], maybe just find a picture of a Knee and photoshop in an Arrow on [HURT] etc. etc: Then it is up to whoever to either do some customization themselves or download a pack that someone else has done. The 0%, 25%, 50%, 75%, 100% method is simpler of course, but added with Status Effects it is more interesting in my opinion. And I also provide what I think is a simple method. One does not exclude the other either. Maybe there could be a 0%, 25%, 50%, 75%, 100% in the same manner in "What Obsidian Could Do" and Status Effects. The point I am trying to make is that it would all be 100% Optional. Maybe you only want the 0%, 25%, 50%, 75%, 100% Portraits and no Status Effect Portraits, then you could and should be able to pick out those specifically. Furthermore, IF (big one) Obsidian would consider doing a 0%, 25%, 50%, 75%, 100% method, then they already would have a sort of "Prioritize Code" in-effect in-game regardless. I think this is a very exciting concept and idea, and logically I believe and analyze it as something fairly simple to implement :D @the Devs w/ experience: Is it possibly simple or am I naive? EDIT: I also found this when I was looking for the Baldur's Gate picture, which I think is awesome as well:
  6. See the edit. It should be priority. In case of [CURSED] & [WEAKENED], [CURSED] should show, [WEAKENED] could be a Small Icon in the Portrait & if you Pause and check the Records/Biography Tab in the UI. Then when you remove [CURSED], you see the [WEAKENED]. Just some top-of-my-head thoughts on priority order: 1. Dead precedes everything. If you are Dead, that portrait is prioritized. 0% Health. 2. Hurt. 25%~35% Health or something. 3. Paralyzed 4. Stunned 5. Asleep 6. Cursed 7. Poisoned 8. Weak (I am assuming that "Weak" in this context is a status effect, that your character is fatigued and/or isn't generally as strong as usual, [Tired] or low on Stamina). If "Damaged", i.e; 50%~ Health or something, then maybe prioritize higher up. 9. Normal So if I am Poisoned, I know I am poisoned because it shows on the portrait for starters, then I get stunned -> Stunned Portrait takes over and the Poisoned Portrait becomes a small icon on the portrait. And when it is removed, I get the Poisoned Portrait back. If I am Cursed, however, and then I get "Weakened", the Cursed picture should still stick in place, and the Weakened effect is an icon. If I remove the "Cursed" effect, the "Weakened" takes over. EDIT: And if I want to do it super advanced, I could paint all of them in a theme so it goes from one portrait to another fairly "seemlessly". Instead of getting "Yellow" from Paralyze, maybe he just opens his mouth a little bit and his eyes widen etc. etc.
  7. Because it is a currently fond topic of mine :D Considering Status Effect Portraits or a variant of it?
  8. Wanted to go a lil bit further with this, here's an example. This is the only thing Obsidian would need to do. All portraits are "Normal" except for "Dead". This is what I did, the only thing I used was the Normal portrait and did my own take on it, nothing overly advanced really, I could've worked more on "WEAK" for instance, tried to make him look "Tired": EDIT: Adding in a couple of more status effects (not drawing them, just ideas): Negative Effects: - Addicted - Petrified (Cus it's not the same thing as Paralyzed) - Blinded - Silenced - Charmed - [sUPER IMPORTANT EDIT] Polymorphed Positive Effects: - Berserk - [insert Attribute Buff] = Juiced (From Spell or Potion) - Hurrdidurr I can't come up with more. I realize that the Portraits would require some sort of "Priority" in the code as well. Would it just "tick" cycle through the portraits if you are [POISONED] and you are [HURT]? Or would the game prioritize one before the other?
  9. As long as it involves an underground lair with an ancient machine with an eerie pink and purple glow that will suck out your soul and replace it with another... mwuhahaha... Or, better yet (in my opinion) something that simply sucks out your currently accumulated Soul but slowly "regenerates" as you tread along (triggered). Kind of like Arthas in the Frozen Throne but the other way around (I.E: Arthas starts at Level 10, but he loses 1 Level every mission or when triggered). - You are Level 5-6 when you encounter this point in an underground lair. - You sell your soul, get back to Level 1 [insert Class]. - As you move along the underground lair towards the exit, you get 1 or 2 Levels every now and then when triggered. Expect to be challenged. - Serves the A narrative rather than only acting as a "re-specialize game button". - Make it a choice/Add flavor: A) Sacrifice your Wizard Soul so you can fill it with a Fighter Soul (or whatever~). Component for a "later" Summoning Ritual* Gets a bad (necromancy) reputation. B) Use the "Machine" to call back a lost companion's Soul. Breaks the "Machine" and summons a powerful side-boss enemy. C) Destroy the "Machine". Gain good reputation, finish a Quest and some gear reward. D) Leave it alone. Late game consequence (the powerful side-boss enemy appears during some fight~ maybe an intelligent and calculative mid-boss calls it to his/her aid). * You could always sacrifice your Wizard Soul and "respec" into Wizard again if you enjoy the Class, right? Reputation/Quest~ Examples examples: A) Does not finish Quest for one Faction and gets bad rep because Necromancy. B) Finishes Quest but gets bad rep because Necromancy. C) Finish Quest Optimally as "Ordered". D) Does not Finish Quest, neutral rep.
  10. Whilst I kind of agree, I do kind of disagree as well. I could see a "Drinking time" on potions akin to "Casting time". I'm thinking about "Rules of Engagement" and I suppose drinking a potion could be equivalent to "Disengaging". So if I decide "Hey, my Fighter has low Stamina! I'll make him drink a potion" whilst he is in a battle, the enemy Fighter could get the same "Free Attack" as if I was trying to run away from the disengagement. But if I am out of harms way with my Fighter and there's no enemy within range (even if I'm "engaged" in combat with the rest of my team), then I should be able to drink a potion without problem, in my opinion. [brainstorm Start] There could be a risk if you choose to drink a potion "In-Combat", if an enemy strikes a Critical Hit (Archer-type or "Within-Range" Melee) they could deal damage and possibly destroy the potion as well. So you lose a potion and take damage. This way the Player could negate some "Potion" effects that the opponent might be going for. Breaking Down Dance-list: - "Drinking Time" akin to "Casting Time" - Chug-a-Round: Get boost "a turn". Let's say "3 gulps" for simplicity let's look at a Stamina Potion example -- Round 1: 1 Gulp = +10 Stamina -- Round 2: 1 Gulp = +10 Stamina -- Round 3: 1 Gulp = +10 Stamina - If attacked during "Gulp" = Interruption (You keep the Potion) - If Critical Hit = Potion Destroyed This would imply, however, that each potion would have at least 3/3 charges. Maybe you need to down an entire bottle to get that +1 Strength effect, and if you only get down 1 Gulp and then get interrupted you'd not get any of the effects (until you can down the next 2 ones within a timeframe/one engagement). Some potions might only require 2 Gulps, and others might even require 4-5 Gulps. Maybe drinking 1 Gulp of one Potion, then drinking 2 Gulps of another Potion could get you other benefits. But! It could also be an interesting crafting mechanic and an incentive to use potions much more. Got 1 1/3 Stamina Potion and an Acid Potion? Mix and match! Create a Poison Stamina Potion and get an Empty Flask so you can craft a new potion. - Healing Potions = Charges - Damaging Potions = Single-Use/Throwing/Coating Got 2 1/3 Charge Stamina Potions? Mix! Get 1 2/3 Charges Stamina Potion and 1 Empty Flask to be able to craft a new potion. But ofc, drinking too much of the good stuff could warrant consequences. [brainstorming End] * (Strike Through) Old post, I didn't think/didn't calculate correctly when I wrote that.
  11. *shrug* I just wanted to say how awesome I think this project is, and the project began on 14th September so I guess this is simply a "Project Anniversary". Coming up: - "Funded/Birth Anniversary"
  12. Hello! Nice to meet you Kazunori "not a vertical slice video- but no worries, is awesome & great" Aruga. Yes I like the update too! These updates are great, they show off the great people who work on the game.
  13. Osvir replied to Rosbjerg's topic in Way Off-Topic
    Ooh and how could I forget some sweet jazz-ish electro swing :D Parov Stelar http://www.youtube.com/watch?v=-BsAl6HVZ-Y
  14. Osvir replied to Rosbjerg's topic in Way Off-Topic
    Talisco, found them last week. This song <3 kinda pop-like indie/alternative stuff~ http://www.youtube.com/watch?v=BX46jIhkoQo EDIT: How do you get the YouTube vid to appear on this forum?
  15. Project Eternity Kickstarter Page It's been a year. Albeit, I didn't find this project until September 30th, I still find it awesome and just wanted to say "Kudos Obsidian! You are awesome!" and such. This community is so great, friendly, happy and slightly quarrely at times. But I've had many good fun times, laughed my ass off, raised eyebrows and genuinely found much great interest in the whole "developing games" process that I had no idea of before. Thank you Obsidian for sharing so much of the process and giving more understanding and learning. And thank you community for being awesome as well! Weee, I don't know what else to write. Just wanted to say that ya'll are great
  16. They did confirm this nonsense. Supposedly, the point is to let players consistently avoid combat (in a combat focused game with combat focused gamey attributes, yes), by absurdly diminishing the incentive to engage in combat. I haven't thought of this aspect before in combination with the No-Combat XP: - Random "Map Travel" Encounters Will they be treated as Objectives or is it just an Obstacle that gives nothing but maybe some random low-par Leather Armor loot? Are Random Encounters going to be in PE at all? Would you be able to escape from a Random Encounter? I believe in Objective XP, but I also believe in Combat XP in these circumstances... if I encounter a Random Encounter and I've encountered a similar one several times before... would I really want to fight it again when I already know what kind of stuff they drop and I know I won't get any experience from it (except for maybe learning to play the game a little bit better, but that's a pretty redundant reward in this sort of situation)? :/ You can probably do "Objective XP" differently... but I'm speculation Obsidian might do something like this: [Quest Edit] Some story about the quest: - Guard Faction wants help with the Bandits in the woods. - The Bandits does not know that the Guards have a hidden outpost nearby. - Taking out the Bandit Patrol will alert the Bandits to the Guards presence, as the Patrol is supposed to return at some point as well. If they go missing, the Bandits grow suspicious. And they will have better gear when you arrive. - Not taking out the Bandit Patrol will allow you to catch the Bandit Camp by surprise later. [Quest Edit End] Objective XP: Combat 1. Objective is to go to Point C, you are at Point A. 2. At Point B there are 3 Bandits who are patrolling - Bandit George - Bandit Paul - Bandit Lars Each bandit is worth 100 Experience each (300 XP Total) 3. You get to Point C and now you are rewarded with completion of the objective, and for taking out the enemies. 300 XP+250 XP worth. Objective XP: No Combat 1. You are at Point A, get to Point C 2. At Point B you meet the Bandits, but choose not to engage, because the objective is just to get to Point C. 3. At Point C you are rewarded with 100 XP for getting to the location quickly and you didn't take out the Bandit patrol (which would've been revealing to the position at Point C) and +250 XP for completion. Of course, the reason I put 100 XP for "No Combat" is because you'll face the 3 Bandits later at the Bandit Camp (100 XP worth). Similarly, if you take out the Bandits by Combat, when they gear up at the Camp maybe you gain 110 XP for each Bandit later or something. This is just 1 "Paragraph" of a much larger Quest after all (A Quest might be split up into several different Objectives). So, I believe you might get Experience for Combat, but in a sort of "Post-Combat" kind of way rather than the usual "Instant-Kill Reward XP". In a way I look at it like a "job"~ metaphor. You work hard for a couple of weeks, then you get your paycheck later. In the IE games, you also work hard, but you get your paycheck instantly.
  17. Rhetoric: Yes and no. I want to learn more about it, and I am asking questions because I don't know enough about it. We seem to be on the same level of speculation, I wouldn't be surprised either if it was A, B & a variant of C (See Tamerlane's post). Different difficulty levels would (or at least should) affect this imo, IF Resting functions like your ABC. Casual = Heals to full health, can Rest as much as you want. Hardcore = Heals little health, can Rest once-in-a-while and/or once every in-game Day. That would be an awesome solution but I don't think its in the scope of their budget. Fingers crossed. Not at all. Unless it is super advancing coding. A) Health will be given when you Rest. This much we know. So this variable is already in the game code already. Example: Switching the 1-3 Health gained by Resting to 10-15 Health gained by Resting is a very simple solution. Because Obsidian programmers will decide how much Health you will gain when Resting, then they could possibly tie that too different Difficulty levels as well. Concept: Psuedo-code~~~ [iF] Player Picks [Casual Difficulty] = [Rest] Heals 10000 (Caps at Max) Health, [iF] Player Picks [Easy Difficulty] = [Rest] Heals 10 Health, [iF] Player Picks [Normal Difficulty] = [Rest] Heals 5 Health, [iF] Player Picks [Hard Difficulty] = [Rest] Heals 2 Health, [iF] Player Picks [Hardcore Difficulty] = [Rest] Heals 1 Health B) IF there are intervals (Let's say you can only Rest once every 8 in-game hour) it would be as simple as the above to modify as well. Concept: No psuedo-code =*( Casual = Rest 1000000000 times (virtually unlimited, there's probably some sort of Loop code you can put in here) Easy = Rest every 2 in-game Hour Normal = Rest every 4 in-game Hour Hard = Rest every 6 in-game Hour Hardcore = Rest every 8 in-game Hour So the difficulty here is measured by the player's willpower to wait for x in-game hours, doing nothing? I'm pro rest limits, even limiting the total number of times you can rest per game (I impose this limit myself), but there needs to be a clever way to do it. I've had this discussion before not going to get on to that right now though. Limiting the number of times you can rest per Camp Site perhaps (Per game seems kind of scary, but interesting challenge still)? Or heightened danger the more times you Rest at a Camp Site? Basically: 1) You can only rest 3 times at Camp Site X+Intervals (So you can only rest once every 8th Hour). After that, you've spent the Camp Site "resources" (I can see that happening at higher difficulties). Resting at the Stronghold is Unlimited. or 2) You can only rest at any Camp Site for a maximum of 3 times in a row (Resting at an Inn or the Stronghold resets the counter)+Intervals (every 8th hour). Resting at a Camp Site post-3 times could cause "Stamina Sickness" and/or Rest Encounters or something. Gtg, and got to think more about this one. Interesting.
  18. Rhetoric: Yes and no. I want to learn more about it, and I am asking questions because I don't know enough about it. We seem to be on the same level of speculation, I wouldn't be surprised either if it was A, B & a variant of C (See Tamerlane's post). Different difficulty levels would (or at least should) affect this imo, IF Resting functions like your ABC. Casual = Heals to full health, can Rest as much as you want. Hardcore = Heals little health, can Rest once-in-a-while and/or once every in-game Day. That would be an awesome solution but I don't think its in the scope of their budget. Fingers crossed. Not at all. Unless it is super advancing coding. A) Health will be given when you Rest. This much we know. So this variable is already in the game code already. Example: Switching the 1-3 Health gained by Resting to 10-15 Health gained by Resting is a very simple solution. Because Obsidian programmers will decide how much Health you will gain when Resting, then they could possibly tie that too different Difficulty levels as well. Concept: Psuedo-code~~~ [iF] Player Picks [Casual Difficulty] = [Rest] Heals 10000 (Caps at Max) Health, [iF] Player Picks [Easy Difficulty] = [Rest] Heals 10 Health, [iF] Player Picks [Normal Difficulty] = [Rest] Heals 5 Health, [iF] Player Picks [Hard Difficulty] = [Rest] Heals 2 Health, [iF] Player Picks [Hardcore Difficulty] = [Rest] Heals 1 Health B) IF there are intervals (Let's say you can only Rest once every 8 in-game hour) it would be as simple as the above to modify as well. Concept: No psuedo-code =*( Casual = Rest 1000000000 times (virtually unlimited, there's probably some sort of Loop code you can put in here) Easy = Rest every 2 in-game Hour Normal = Rest every 4 in-game Hour Hard = Rest every 6 in-game Hour Hardcore = Rest every 8 in-game Hour
  19. Rhetoric: Yes and no. I want to learn more about it, and I am asking questions because I don't know enough about it. We seem to be on the same level of speculation, I wouldn't be surprised either if it was A, B & a variant of C (See Tamerlane's post). Different difficulty levels would (or at least should) affect this imo, IF Resting functions like your ABC. Casual = Heals to full health, can Rest as much as you want. Hardcore = Heals little health, can Rest once-in-a-while and/or once every in-game Day.
  20. Is there some other method? No, I just wanted specification and a lil bit tired reading. I kind of like the Camp Site function myself, if I have to go back I'll have to go back *shrug* Is Resting a "limited", once-in-a-while, resource? Can you rest an unlimited time in a row to gain 100% health? Do you always get 100% health by resting? Is Obsidian considering allowing the Rest function to have a sort of downtime? (I.E: Rest Once, for up to 8 in-game hours, then you can't rest in, say 10 in-game hours) Does some enemies really re-spawn or reset or is that speculation thus far? (I wouldn't personally mind it tbh)
  21. I have no "real" concerns that are really worth mentioning or "bashing" at. I don't have enough information regarding the "Attributes" to say anything about it. The only thing I hope is that they go the "Fallout"- or "IE" games route regarding this (Attributes that are pretty much "set" all game and can be boosted by a one-time item or a one-time Level at Level 6 or 7 and Skill Sets that can be upgraded more frequently). Then, in my opinion, they can call the stats whatever they want. All in all, I would need more information regarding this. Also, Chilloutman, in this link in your OP you say: Whilst here, in this thread, you say: Am I misunderstanding something? Anyways... I don't really have no concerns ^^ Just a reflection how I look at these concerns, you will most likely play the game differently than I will: 1. I want to believe this will be a good mechanic in the game and an interesting one as well. 2. As I intend to play, Ironman, loading the game won't be an issue because it'll be non-existent. 3. But won't we be able to Fast Travel when we are on the World Map (I.E. go to the edge of the map)? Elaborate. 4. You mean Camping Sites? 5. A looooong discussion has been had. I agree slightly, but that's because I wanted Combat Experience vs Objective Experience (You get stronger at Combat by doing Combat and you get stronger at Objective Skills/Non-Combat Methods by doing Objectives~ a Stealth approach would generate better "stealth"-ish damage) 6. I don't believe it will be "All Classes can be all things" but I believe we'll see diversity within each and every class. A Fighter that can use magical sword stuff, but perhaps not cast Magic Missiles. A Fighter wouldn't be a Wizard, but perhaps a Sword Mage. Becoming a Sword Mage might sacrifice the Pure Fighter path or something. This needs more information for me.
  22. How do you apply 90% of a +1 modifier? If you start allowing fractional effects, you create the following issues: 1) you have to track the fractional potency of each and every potion that is brewed, bought or dropped as loot 2) potions will rarely stack since each one will have a different "use by" date (only the ones that you craft in a given crafting session might stack) 3) if potion effectiveness is sensitive within the time frame of the game, you can forget about adding potions as loot in certain settings such as ancient crypts or dungeons 4) what happens at 50% potency? do you round the potion effect down? If so that makes a +1 potion modifier worthless when the potion hits 50% efficiency and it cuts the life of the potion in half If Josh's earlier comments hold then potion usage is already controlled via the inventory and doesn't need any further constraints. I've never seen one reasonable explanation as to why potion hoarding is even an issue worth considering. You bring up valid points and thus I reform my idea and direct attention at Crafting methods instead: [Fresh] Crafting = 100% Success Rate [Good] Crafting = 90% Success Rate, 10% that the result will turn into something else [Regular] Crafting = 80% Success Rate, etc. etc. Modifiers+the now old idea Also, a +1 Strength Modifier, for instance, might give you +10 Damage (probably less, but it's easier to work with % with 10 rather than, say, 5). Then the effect would be +9 for a [Good] Potion. Down at 50% it'd be +5 Damage etc. etc. Or +1 Strength gives the Player +20 Carrying Capacity for a duration of time (not getting encumbered, being able wield a Sword or Armor for the duration of a fight), then at 90% it'd be +18 Capacity etc. etc. Anyways, I don't know how much you follow the forums: My intention when I'm posting is to provide with inspiration, Obsidian might see this and think "That's an awful idea!! But it gives me another one...". I'm brainstorming a lot Hoarding I think one of the most profound issues with hoarding is the element that... you've got tons of potions in the game and they are probably intended to be used. But many people like myself is almost never using them because they aren't mechanically "needed". How do you make it more "useful"? In the IE games, potions feel more or less like an "Overkill" option. You don't need them to take down your enemies. Kind of like the "Haste" spell, Potions allows you to take down your enemies faster. And when you get to the point where you really need potions, you've got 10 of each kind that exists and you still don't really need them. A lesser issue is the gold issue. Hoard tons of potions and then sell them for good gold (Some potions do sell for quite the sum of gold in the IE games. So potions instantly becomes "treasure" rather than serve the utilitarian purpose it feels they are supposed to fill). I personally want more practical, tactical and strategical use out of the potions. Though, I haven't played the IE games at the hardest hardest difficulty, and I've read from some people that have played on that difficulty (on these forums) that potions instantly become more important. So maybe there really isn't an issue, because I'm only speaking out of Core Rules experience where I felt the Potions where optional and not very important to defeat anything, but more or less important for gold income. Finally Stacking: Yep, that makes sense (what you are saying). Didn't think about that one, can't think of a good way to solve that. One way would be too keep the stacks, but when you are hovering the mouse pointer (and/or right-clicking it) over it you could get a small box list of the quality of the potions in the stack next to the pointer, but this would only work if potions stacks cap at max 5 (or else it'd get too cluttered I imagine). Perhaps not an optimal solution but... like I said earlier... I'm just brainstorming
  23. Since you can't fathom, read the interviews and posts in my sig. No. I'm just saying it would add a lot to the game, I know at least two people who are going to get it off pirate bay rather than buy it because of the lack of multiplayer. Then they are pathetic. There is no reason to cater to people who will look for any excuse to pirate a game, especially a kickstarter game. Just because a game does not have a specific feature does not mean they get to pirate it nor use the threat of piracy to get what they want over others. Tell them that I think they are dickless liars please. Wait a sec, I get told to play nice in the sandbox and this so and so comes back with this vitriol and mods dont bat an eyelid? Well Sir you are entitled to your opinion, I don't see why you call them liars, it's out of context, but thats just me. In reply to your other point, it's not a threat, if a game doesnt have the features you want then you dont have to buy it. If you download it and delete it rather than purchasing it you've created interest where there was none before but not enough for someone to part with their dollars/euro/yen/rupees. If the game doesn't have the features you want then why do you want the game? Sorry mate, it sounds very controversial. "I don't like the texture of this candy, but I'll steal it anyways because I don't want to spend money on it". I agree with Flintlock here, it's just an excuse, some sort of... what's it called... @everyone: Help me out.. that thing when you try to tell yourself that you are doing something right but you really aren't? Addicts to it a lot. Is it just "excuses"? But whatever really, it's everyone's choice and you can't direct anyone else's life. I used to pirate games a lot when I was younger because I didn't have the money and it was so simple and so accessible. But today we have Steam, GoG and other services that provide the same accessibility, and it is usually cheaper than buying in a real store to get a physical copy. One thing I can say 100% for sure, 8 out of 10 games I've bought I've played to completion. 2-3 out of 10 games I've pirated I've played to completion. So, in my own experience, pirating a game doesn't really give more "interest" or "attention". Not genuinely. I stayed away from forums when I was a pirate, didn't discuss the games to the same extent because it felt morally wrong. But hey, that's just me. If I were to work for something I felt passionate about for months and people would just steal my work and I'd get less paid for it I'd be happy that people hopefully enjoyed the product, but I'd be kind of sad too. Metaphor: It's much more satisfying to grab an after-work beer rather than smooch of your friends when you are unemployed. P.S. Your post might not be a threat, "I won't buy this game because it doesn't have Multiplayer. But I'll download it!", is so full of BS. It's like you are crying for a reaction mate, you don't say "IF" but it fits really nicely in there in-between the lines. Because you would buy the game IF it had Multiplayer? Correct? Right. So: "IF you put Multiplayer into the game, I will buy it. IF not, then I'll pirate it" is exactly what your sentiment is saying. Don't pretend anything else, and that is also exactly what a "threat" looks like.
  24. Why can't the unlimited stash be a quest? I know Sawyer said something about "We don't need to explain why you can carry an unlimited amount of gear"~ not exact words but something explaining the jist of it. I disagree, or perhaps it's simply a wish, I want it to be explained and not trivialized. The Pack Mule (a.k.a. Stash) could be a Quest you find in the world, or something you buy, or something you acquire past prologue. Simple. And up until the point that you get it, the stash could simply be "inaccessible" or "locked". There doesn't need to be any "visual" assets for it either (maybe 1 single Mule Model would be required when acquiring it). It can be invisible, just like the Unlimited Stash is (because, this idea is pretty much the Unlimited Stash+Explanation): A descriptive enough text a la "You found a pack mule" should suffice enough, no? The effect this would get is, I would feel like I have a [Pack Mule] or whatever with me on my journey. Whilst if Obsidian chooses not to explain it, it'll feel like I'm carrying around an [unlimited Stash] (because that's the official title it has right?). "Hey boys, let's put everything in the Unlimited Stash" or "Hey boys, let's put everything on our trusty Pack Mule" There is a certain different (obvious) effect, in my opinion. A part of me want to choose if I want to pick up the Unlimited Stash or not. But that's dependent on how much each character can carry on their own (In the "Top of the Pack"). If they can only carry 3-4 items it might get unmanageable without the Stash (But "challenge" goodies!). Mainly for challenging reasons (Would it not be harder to progress the game without the Stash? Would you not have to think about what you take with you much more?). Simplifying the suggestion: 1. Change the name of "Unlimited Stash"* to something more "interesting". Or... 2. Make a side-quest**, explain the "Unlimited Stash" in a simple, easy & very early manner***. Keep the fundamental idea of the "Unlimited Stash" (don't change any of the actual mechanics. Just insert an "Need to acquire" parameter before being able to use). Quest Ideas: ​2a. Pack Mule (Fantasy Beast, Regular Animal etc. etc.) 2b. Pocket Plane (Magical Ability~) 2c. Slaves (Plural) that carry everything around 2d. Tenzer's Floating Disc (or w/e the name of it is) 2e. Caravan AGAIN: None of these require any sort of visual aid. The only thing required is: "You found a [insert Method]..." Because I'll carry whatever I "find" around with me in spirit, in my imagination/mind. *Thus far what I have found is the "Unlimited Stash" and the game hasn't even begun yet. ** The reason why I say "side-quest" is because then it becomes a choice and it allows Players (like myself or other similar minds) to pick up the Stash dependent on Self-Challenge as well as adds a more important "Exploration" factor. We quickly realize that "We don't have enough room for the things we want (not need), so we need to explore to find a solution if we want to carry more". Or maybe even, for those who haven't followed the forums, stumble across the Pack Mule as a sort of "salvation" to their hoarding mentality, or simply a "salvation" in a "I can suddenly carry more stuff! Awesome!" kind of way. *** There's 2 ways that makes sense to me (and that I can think of) in acquiring a "Stash" like this: A) You can instantly get the Stash, just simply pick "Yes" or "No". This is the simple method. B) Reveal the Stash to the Player early early in the first town or whatnot. Now they know they can acquire a Stash, but perhaps there is "requirements" so you can't get it instantaneously, but it'll get the Player to start exploring the actual game until they can fulfill this requirement: 1. A Tradesman is selling his Pack Mule = Gold Requirement 2. A Man is talking about a Magical Spell that can send items to a Pocket Plane = Find Scroll Requirement 3. A Woman lost her wedding ring, willing to trade her Pack Mule for it if you find it = Find Wedding Ring Requirement 4. A drunk has a Pack Mule, and you can fool him/charm him if you have the skill, and if not; See #1 = Speech/Social Skill Requirement or #1 Requirement This is the Quest method, a sense of purpose. Still optional. Finally: I think that a restrictive Stash (at first) is important for challenge. Specially if it's an optional thing to pick up. /Advocate end

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