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Osvir

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Everything posted by Osvir

  1. 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.
  2. *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"
  3. 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.
  4. Ooh and how could I forget some sweet jazz-ish electro swing :D Parov Stelar http://www.youtube.com/watch?v=-BsAl6HVZ-Y
  5. 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?
  6. 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
  7. 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.
  8. 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.
  9. 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
  10. 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.
  11. 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)
  12. 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.
  13. 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
  14. 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.
  15. 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
  16. Which wouldn't or shouldn't be impossible in the least, quite the opposite. Import one picture and it should "overwrite" or "copy" itself to all the "sub-folders" (so to speak) and be the prioritized image in all states. So if you import, I dunno, Pierce Brosnan (really? That's the first one on top of my head?), you would ofc get Pierce Brosnan. Then you could modify it for "Poisoned", "Asleep", "Weak" etc. etc. The idea is to keep the old & easy of the IE games, but with potential to enhance the expressions depending on "Status Effect".
  17. Every Might and Magic game after 3 had this and it wasn't just for health. The portrait changed based on various conditions like insanity, paralysis, weakness, poisoned, etc. The new Might and Magic game by Ubisoft will also have this feature. Brilliant! :D The point I was/is making is that Obsidian wouldn't need to put any Art resources on it because simplicity and cost-efficiency (but programmers would ofc have to spend some resources on it). It'd suffice if they only made the "Normal" state and left everything else alone BUT keeping "Hurt", "Weak", "Asleep" in a Folder-setup or in-code somehow so that Amateur Artists/Modders could fill in the blanks. A) Obsidian doesn't have to spend too much resources on it*, as I believe it would be fairly simple to code as well: IF [Poisoned] = Show [Portrait#1JAHNormal] Modders/Artists could open [Portrait#1JAHNormal], modify it a little bit, rename it into [Portrait#1JAHPoison] and insert it: IF [Poisoned] = Show [Portrait#1JAHPoison] B) IF Obsidian leaves this out and allows Artists to take on a sort of "sub-role" to fill in the blanks, it'll allow the Community and Gamers from all over to grow closer to the game. Fallout 3, Oblivion, Morrowind, New Vegas, Skyrim and all of the mod heavy games becomes better psychologically when Fans have touched the games. Mods make the games not just "better" mechanically, but spiritually and emotionally it leaves a little bit of a joyful tear in my heart that "The People" have taken a part in the creation of the full product and enhanced it Post-Release. * Unless it's something that Obsidian think they can and want to spend resources on of course. I wouldn't know, I'm just trying to get this idea through and at the same time present the idea of "you don't need to spend too much resources/money on this". I'm just thinking "for simplicity's sake", fwiw.
  18. Agreed about Mass Effect. But I believe there is a better method. The pop-up method just doesn't suit me. I like the TES version of it, where you have to open the book first and start reading, then you get a pop-up "You have a new Quest!" or "New Codex Entry!". The pop-up thing in Mass Effect is easy to ignore because it's an action-oriented game and I might be in the midst of combat when it pops up. The physical copies of the IE and TES games are good fun, in a roleplaying sense too. You can give different books to your different characters because it would be relate-able to them and take up inventory slots. I hope PE does a similar method too. Whilst I am on the subject: Libraries? It would be kind of cool to have a Library Bookshelf that has different "Picture" states. If the Bookshelf is 50% filled with 50% of the Lore in the world, it could have a "50% Filled Picture" state. This could occur manually (find books and drop them in the bookshelf inventory, by going to the Stronghold and click on the Bookshelf) or automatically (as soon as you open a book wherever in the world, it is collected to the library). I get some Scholar Talent ideas w/ this book collection idea ~the more books you collect the higher chance of getting a "Learned" Talent or something? It makes collecting books more fun, I believe, as it gives a "sense of purpose" to collect books.
  19. I'm the same. Which is why I think expiring potions is a good solution to give potions more use, otherwise they might end up stacking up in my inventory. Potential usage, that I can see with it: A) Use a Potion before it Expires (Should be able to walk through maybe a 2 to 3 story dungeon without a potion expiring) B) Potion Expires = Polarized Effect ([Heal Stamina] becomes [Damage Stamina]) C) Potion Expires = Use as a component to create a new potion that might have "Positive" effect or "Negative" effect D) Potion Expires = Use Alchemy to reverse effects (~Make 2 [Damage Stamina] into 1 [Heal Stamina] Potion) E) Stashed Potions should never Expire F) Potions, if Expiring Potions is in, should be a degenerating effect. It shouldn't go from [Fresh] to [Rotten] straight away, but maybe from [Fresh] (100% Effect) into [Good] (90% Effect) Over a longer period of time. Check my other large post on something that could work well imo. Or for inspirational material. Maybe be able to combine components to make a [Fresh] Potion last longer, or by combining 2 [Good] Potions you create a [Fresh] Potion. All those potions that I hoard in the IE games suddenly has more use. That is if Expiring Potions is something Obsidian would want in their Crafting system. BUT! I have never really played any of the IE games on the hardest hardest difficulty, saving it for Project Eternity and from what other people say about the IE games is that potions become more important in harder difficulties. I expect that I will use Potions more frequently when I play PE, because I intend to consider their usage much more than I have previously.
  20. Isometric perspective. Kind of "top down" perspective. 1. Baldur's Gate 2. Icewind Dale 3. Planescape Torment 4. While I'm still at it: Project Eternity No First Person.
  21. Something that none of these Lore stuff games have taken into consideration is.... I think it'd be wise to go into another aspect first. So, first of all: BG, BG2, IWD, PST, Skyrim and all of those games are WAY more intriguing than the Mass Effect or Dragon Age method. You pick up a virtual copy of a Book in-game and then you open it and read it. I read a lot of lore from BG, BG2, IWD, TES. In Mass Effect and Dragon Age I don't. Why? I can't say for sure, but there is a certain different "emotion" I think to picking up a book and reading it page by page. In Mass Effect and Dragon Age it's just a cluttered clutter of cluttering information. It's so much! Everything has a name, everything has a short story, look at something and *pop* "You've got a new codex entry". It becomes a lot. I am of the opinion that virtual in-game books ("physical stuff you can pick up") is more interesting than the ME or DA method. Anyways, back to what I was going to talk about from the very start. Some rather complex stuff I believe and I don't think Obsidian would have the resources for it: Story reading around the camp fire. Companion reaction to some of the lore or some of the books. Equip a book onto a Companion and he might recite some words later~ yep, kind of complex and easy to miss by the majority of players. When me and my friend played Baldur's Gate, we used to have some story sessions where one of us read aloud, great fun. As for the thread title question: I'll read most of them, might ignore a couple of them. I like to read descriptions and books. I also want to manipulate the information from time to time if possible, maybe finding an uncomplete book that's missing a couple of crucial words and I can go on a quest to find the true words supposed to be there. Or perhaps even be able to write in a couple of false pages in another book and then distribute it. Then some random generic villager #2 might recite a passage or whatnot from the book "The famous lord Ulfer went and took a dance at the ball and pissed himself on the floor!" or whatever I choose to put in there. Whilst I'm already at it. I want a blank manual Journal and Quest management Option (optional on/off thing). No auto-updates but I would have to observe the world and the things that go on in it and then write my own clues and ideas. Instead of "Updated my Journal = Go West" I'd have to fully read what the Quest Giver is saying and then write down my own notes. I want to cast spells that have blank descriptions and then after I've cast it I want to write out what it was I just saw, heck, even the damage too (which I could see in the Combat Log).
  22. People want to pledge more money and get to a higher tier I think. Which is why it is, personally, surprising it isn't up already. More money = More PE. I don't know if you can get a higher tier by simply giving more via the Slacker Backer pledge. Can you? Regardless, thinking about it a lil bit.... because the fulfillment site has gotten a little bit of "hype" somewhat, it'd probably be excellent to release it at the same time as the "First Look" video comes out. People might go "I didn't just get a First Look treat!? I got the fulfillment site treat too!!! Yaaay!". Kind of the same reaction as Kingdom Hearts 3 got after they revealed more about Final Fantasy XV. But at a lesser level (of course). Otherwise, they could work on a proper fulfillment site until they decide to do a PE2 Kickstarter (if they choose to do that model again) and start off the PE2 campaign with a proper site right off the bat. There's most traffic (I think) during the Kickstarter campaign period after all, and that's where the big bucks are. More people would be inclined to heighten their tiers after a week or two (what with salary and all). But I dunno if people would appreciate that too much~ I don't care too much about the fulfillment site to be honest, but it seems like it could be a nice thing to have. I'd probably up my pledge a lil bit. There should be an option "Do you want rewards or not?" in my opinion, because I kind of just want to up my pledge to Beta Tier but I don't care much about the physical rewards.
  23. I want to throw in "Expiring Potions" and "Ideas for creating items with negative attributes that people will actually use?" as well into here, mostly to raise awareness of the topic. I think it fits the same bin. SHAMELESS PROMOTION!!11 1. Crafting Components [Potions] w/ Expiring Potions 2. Items & Potions that give a temporary or "semi-permanent" boost with side-effects (Gulp 5 potions and you throw up, but you can fight for longer than you would've been able to previously)
  24. I believe in a sort of philosophical extraordinaire as a last boss. Something that makes the Player question their experience in the game world as a whole, the final page of the book. In many ways the last boss doesn't even have to be "the end" of the book either. An epilogue chapter would be nice for various reasons (you can add end-game content into it, such as my Stronghold Defense Mini-Game idea*, you can also close the "story" nicely too). As for Mid-Bosses (Disgaea reference) and such, I think they can be put into the world without much "reason" a la "This is a bad guy defeat him". They serve more or less as "obstacles" anyways, but it'd be nice if they too had depth to them. It's also a little bit "eye of the beholder" (as in: Watching art, subjective, not the eye of the beholder). What else did I want to squeeze into this post?? Right! Haitani, a brilliant display (in my opinion) of a mid-boss that is tipping on the edge of being "Badass Last Boss" and "Badass Mid-Boss going Last Boss". You don't quite know what his objective is, except that he is spurring on the protagonist to his own goals. Haitani wants to achieve goals, and he'd probably sacrifice himself in doing so as well, because he understands that he is only a chess piece in his own scheme. He is not the King, but he appears throughout the story of Zetman time and time again as this annoyingly powerful character that just plays with the "Hero". A manipulative S.O.B. I find him very intriguing, intelligent. But he's not quite the Gannon or Bowser material that people talk about in this thread, yet he's definitely someone or something that could reappear in several sequels depending on how such a personality type is handled. I've talked about this one before in other threads (Haitani), but it's a brilliant (imo) display of a great model for a sort of "deep", "mysterious agenda" type villain. Additionally, he outright helps the hero several times, but only so that he can achieve his own goals. Another twist is to have someone of the VIP's be the main bad guy. Aloth, Forton, Edair, Sagani etc. etc. or even potentially become the bad guy. Though, then I'm talking about dynamic last bosses and that'd get hard to do, probably. Imagine picking up Aloth, he's bratty or whatnot, then at the end he's a monster Wizard who's been playing you for fools all the time. Or something. I don't think this model would be very appreciated though, unless done in a very good manner. I could see lots of "Damn, I just lost my Wizard that I've been playing with all game! And now I don't have a replacement!!! Gaaah!"-complaints and stuff. So maybe not. But I'm just brainstorming through it. * TL;DR @link: Being able to talk to someone at the Stronghold to set up a "Defend your Stronghold!" mission and play it as much as you want~ self-challenging stuff~
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