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Osvir

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Everything posted by Osvir

  1. Just out of curiosity... how often does a Jedi force throw his/her Lightsaber?
  2. 1. How would a massive book with a bayonet attached be anything but comically cumbersome and ineffective? Concept 1: Yes, in a sense. What I meant really was a blade that requires the Wizard to be in proximity to the Grimoire. So it is still very much close-combat. But like a Jedi with his Lightsaber could do a "Force throw" as well. Concept 3: Haven't painted it yet but I thought of one more which is practically a combination of Concept 1 & Concept 2. The Wizard could perhaps open a rift behind an enemy, and stick his sword into the book and hit the enemy from far away like that. Oh I dunno I would have to draw this to show what I mean I think. 2. Fighters can't typically (or ever, to my knowledge,) throw their sword at an enemy like a modern toy boomerang that returns on command. Conjuring a spectral sword of some kind is not analogous to a wizard equipping a sword and plate armor. And why would the wizard in question drop their treasured grimoire (it has been established that the things are the crux of magic usage in the P:E world,) on the ground in the first place? 3. By the by, I don't think we need any more "visual aids." I do believe it's reasonable to assume most readers are familiar with the concept of portals, dimension doors, wormholes and the like. 1. Well, as seen in concept 1 I was thinking about it in a way where the book is hovering in mid-air in front of the Wizard (In essence: The Wizard wouldn't be holding the book at all). I personally think it could be an awesome way of handling a type of Wizard with a Sword. I want to highlight that further: A type of Wizard with a Sword, that is not excluding what I think people are asking for, a Wizard holding a sword in one hand and having the Grimoire in the other hand, or maybe even no Grimoire at all. The Grimoire is just 1 medium is it not? A Wizard would be able to cast spells without a spellbook as well? 2. Fighters can't typically throw their swords indeed, but my statements weren't about Fighters, it was about Wizards. I can see a Wizard throw a sword like a "boomerang" by the use of magic. 3. About "visual aids", I need it because it makes it easier for me to explain and convey what I think and it makes it a lot easier (for me) to present some of my concepts. Some things I have trouble writing out in words, or I just stumble over words. It is easier for me sometimes to just draw a picture.
  3. Concept 1: Yes, in a sense. What I meant really was a blade that requires the Wizard to be in proximity to the Grimoire. So it is still very much close-combat. But like a Jedi with his Lightsaber could do a "Force throw" as well. Concept 3: Haven't painted it yet but I thought of one more which is practically a combination of Concept 1 & Concept 2. The Wizard could perhaps open a rift behind an enemy, and stick his sword into the book and hit the enemy from far away like that. Oh I dunno I would have to draw this to show what I mean I think.
  4. Further explaining and more (new) ways of "Wizards with Swords". Concept 1: The Grimoire is hovering in mid-air, and either the Grimoire Blade is a unit by itself (which can be controlled and moved as a unit, the Wizard would be static/channeling for it to work). Concept 2: The Wizard opens a magical rift and the Warrior sticks his hand through it and out of the book the blade appears. I do love Steiner's and Vivi's "Magic Sword" combination, but I've been curious if there are more things you can do with it than "Set the sword ablaze!". EDIT: I can totally see Concept 2 as something tactical, an enemy Rogue appears at your flank or in a position where the Wizard is vurnerable, in this situation a spell that allows the Fighter to "extend" his help (partially... and literally) could be a savior.
  5. Update from Torment Devs and they marked it as [NOT PLANNED]. All good by me
  6. "Well fought, men! It was a fine battle, but despite all odds, we conq-What's that noise? Anyone else hear tha-Oh god, worms! They're huge! They're stealing the corpses! Close call, glad they didn't grab the lot of u-OH GOD, THE LOOT! DAMNIT! NO! SOMEONE GRAB THEM! NO NO NO! Shovels! Now! We need shovels, fast! Move, you idiots, move!" Something that a Digging mechanic could use every now and then? (as in, rarely & prompted) Could totally see it happening at some point in the game, in some murky scary cave battling a horde of Goblins, then realizing that the Goblins weren't fighting you to fight you, they were fighting you to get past you and escape from this "horror".
  7. Hi! It got a new project page up: http://www.indiegogo.com/projects/grimoire-forever/ I have seen this before posted, but I just wanted to endorse it as I think it looks awesome & the history of it (some guy working on it for... 17 years was it!?). There's a demo for it as well on the Indiegogo page. EDIT: The Demo is awesome :D just my first quick impression.
  8. Quick-fire thought: What about a Grimoire Sword? The Grimoire itself being a "Hilt", in essence, and the Sword (Blade really) is some spawned magical stuff sticking out of the book. Though, that'd be a "type of" Wizard.
  9. ^That as well. That's the type of "Link" I am talking about. And although it is debatable, I think the Demon Cult and Demon fall into that category as well in the same way as the: - Painting in Numenera - Area in Eternity It's the same thing, in my perspective of how I am viewing this idea.
  10. Someone did an immersion mod for Baldur's Gate where you start off as a little kid in Candlekeep. I liked the sentiment of it and I grew way closer to the game thanks to it, but it was a quite a bore. You were stuck to almost meaningless chore Quests added with a movement speed of a Baldur's Gate child (they have slower movement speed). Took forever to complete. What would have been fun with such a prologue would've been to explore different classes and generate your creation like that, take this as an example: * Go to Hull, he will train you with the sword. If you choose this you get a System Shock type of way of progression (where it teleports to the next section "You are now older"). You could go to Gorion to become more of a Mage, the Temple to become a Priest, a Thief if you do tricks with Imoen etc. etc. Maybe you could do this 3 times. * Child (10-15) * Young (15-20) * Mature (20-25) Each time you'd get a chance to specialize yourself. Take Warrior the first time, then take Wizard the second time, then Warrior again. Depending on how you do it you'd get different classes and bonuses (A different form of "Would you like to answer 10 questions and generate your class that way?"). However, this is unrelated wishes to P:E as I think Obsidian mentioned you would be able to pick your age at character creation. Unless there's something like this, wherein the Tutorial area is a choice of Character Generation: - "Would you like to Create your character using the Tutorial?" - "Would you like to skip the Tutorial and generate your character sheet?" - "Would you like to answer 10 questions?" This way, the Tutorial could be a way to generate a character's early days, when you're done you could pick your age by more choices "Joined a Mercenary band for X years->[Event] Happens". For even more depth, depending on what the "Event" is, your character could perhaps even use this "Mercenary Experience" in dialogue such as: "I used to be a General god dammit! Now no one knows what or who I am!?", it'd personalize the experience but I fear that it would require TONS of work so maybe not. Just putting it out there.
  11. For immersion factors, it can work as simple as a God sucking up the flesh/soul/entity/being or whatever of the fallen one in an "instance" so to speak. Perhaps not Final Fantasy styled where it directly "disappears" but like in Baldur's Gate, if you leave the area and come back the bodies are gone (I think they are gone after a little while if you walk around a bit as well). But yeah, it can be easily be explained as some underworld God that feeds on bodies or whatnot. Or souls. Or magic. Or the Project: Eternity physical earth~ Tons of stuff that can be used to add the immersion factor and "explain" why they disapper.
  12. "PTE" might be something of the short form of the final title. As seen in Update 43: Thought: Parchment It is not used by any video game company (as far as I know from my googling around) for a title. In the same way that "Elder Scrolls" generates titles (I, II, III, IV, V etc. etc.) this could work well for something like a "Parchment". Though, it's pretty much a rip-off. Parchment: Tenants of Eternity (PTE) or maybe even Tenant: Parchment of Eternity (TPE) (another way to write it, "The Dweller: Eternity on an 'Old-Piece-of-Paper'" xD) Definitions of a tenant. (Ten-ant, Tenant). In context: An occupier of eternity, dweller of eternity, someone who inhabits eternity. Parchment runs pretty bad on my tongue though, I can close my eyes and imagine TotalHalibut & AngryJoe say it and I think it would sound pretty good (and generally any reviewer saying it, but my swedish accent makes it feel weird & sound weird. I dunno), it would never work well with a dark Trailer voice (does anything though?).
  13. 2 more thoughts that's related to this thread: #1. The most important one. Companionship. So the joke is about some friends taking a walk some years ago and this "thing" about Companionship starts cracking the friends up and they burst out in laughter. Later, one of the friends make a dubstep song about it, which this song is a tribute to. Just felt like sharing it Source to the Numenera thread is in the OP. Siilk wrote a great & reasonable response #2. People asked quite some time ago about "Lovecraftian" stuff in P:E, I wouldn't know too much about it but I get it that Cthulhu and everything else is up for grabs and anyone can use it in any of their works. I am flirting a little bit with "Why Lovecraft when there's an opportunity for something entirely new?". I know that it is already established stuff that gets a lot of endorsement across the internet. The question I am begging to get answered (figuratively) is in essence: "What about some entirely new stuff?". The opportunity exists now for Avellone and Ziets to mark both of the games with cool content that could overlap, and furthermore perhaps even into the future (like Lovecraft). Instead of (example!) Cthulhu references in Eternity and possibly Numenera, how about some Avellone+Ziets references? Granted that they would find something like that interesting and not pressuring.
  14. Aaah, what I meant with fireball being subtle is... 99.9% of both games is -not fireball-, 0.1% of the game is -fireball-. It gets subtle with the whole picture in mind.
  15. Subtility, for sure. That was the entire thing I was trying to convey with the Fireball that I posted over at the Numenera forums. I wrote it out like it was cast over at Numenera, but it manifested in these forums. If you look at Numenera's thread that I posted (objectively) you'll only see the spell being cast, and if you look at this thread you will see the Fireball. Looking at the Fireball here only, it makes no sense. Looking at it over at Numenera it makes no sense either. But looking at the whole picture, both of them, it suddenly makes sense. Why? It connects and because that's how I designed it. That's the explanation, and the catalyst and creator or "guide" was me. In the same way that Avellone or Ziets can be guides for the exact same thing with different context. Example 1: Action into Consequence (A) Context/Dimension/Numenera A: Fireball is being cast... chanted really. It wouldn't have any effect. It doesn't appear. © [unexplainable Black Hole Dimension]: Passes through the Borderless Borders. (B) Context/Dimension/Eternity: Fireball appears. Example 2: Mirror-effect and Yin/Yang (A) Context/Dimension/Numenera: Bakkuba is an insane person. © [unexplainable Black Hole Dimension) (B) Context/Dimension/Eternity: Bakkuba is a sane person. Let's turn it around with the demon cult. There's a crazy occult Demon Cult in Numenera, they are praying to what everyone thinks is just crazy fables and dumb stuff, but in Eternity a Demon exists that is a direct reference to the prayers. By the suspense of "belief" that it is being summoned, the projection is being summoned into "The Link". But it never appears within Numenera, which could be something the Player AND the Demon Cult themselves could question "Hey... Hey!! We have been chanting this stuff and nothing is happening! Why do we believe? What is the purpose? What is the meaning of life?" etc. etc. they don't even know if it works, they simply blindly "believe" in ignorance. The Demon doesn't question its existence it simply is because of the prayers, it wouldn't know that it exists because of that. In Numenera no one would know that the Demon exists and it would never transcend the "Border", it simply exists on the other side of the "Border". "The Link" is both a Border/Wall & a Connector. EDIT: One more take at the demon stuff. It would have to harmonize with both world's by themselves, but could be linked at the same time. You play Numenera: You meet Demon Cult, they are viewed as crazy-folk. They fit into the Numenera world by themselves and harmonize with that world as it is. You play Eternity: You meet Demon, it is powerful, you take it down (or befriend it? Whatever). It fits into the Eternity world and harmonize with that world as it is, and is presumed to be summoned by the effort of demon summoners in Eternity (they could summon from "The Link" that the Numenera Cult has projected into "The Link"). You play both games: "Awesome!" in my opinion. But that's only my opinion. Furthermore, it gets subtle and makes little sense, for the whole of the concept if only 1 game is played (makes sense within the 1 game), and if you play both games it does get more apparent, for the whole of the concept. That goes for in-jokes as well. 1. Numenera (= Demon Cult makes sense in Numenera) 2. Eternity (= Demon makes sense in Eternity) 3. The Unity (= Demon Cult+Demon makes sense in Unity)
  16. ^That's a great point and idea by Sensuki. Being able to turn off the UI entirely for screenshots. I know there are some games that has deployed this, though I can't recall their names. Hrrmm... I think World of Warcraft did this? Final Fantasy XI? Aaah, I don't remember, but when you took a screenshot the game would automatically remove the UI from the screenshot, and another game required you to press and hold a button (you could key-bind it as well).
  17. I'm swinging bothways, because I believe Achievements can be fun if tied to gameplay. But I also think the "fun" achievements are fun too. The pop-ups that doesn't really do anything but congratulate the Player for achieving some sort of challenge. They do tend to get abundant in numbers though, and after a while they are just "noise" on the screen. Yay! I love achievements! = If they do something physical to the game. Such as "You took down 100 Goblins! You now take down Goblins easier! Congratulations to your +1 Damage!" or something. Technical Skill. Lore-bits. "Ah I see you are a Goblin Slayer good sir!" in dialogue. Nay! I hate achievements = "Congratulations!" in one of the Spiderman games, for a bad example, my friend finished the game 100% and the only thing he got was a "Congratulations!" pop-up. The same thing goes for some sort of Weapon you can get in Assassin's Creed 2 by collecting 100/100 Feathers, I am not even bothering because I don't think that's enough of a reward, there is a personal reward of course. My friend, again, said that by collecting 100/100 Feathers his OCD calmed down and he isn't as OCD as he used to be for instance. Achievement should be some sort of reward for "Hard work". Either by a pop-up or providing a gameplay modifying element in my opinion. The 100% Completionist: "What did you learn?" type of achievement I guess. Obsidian can't answer that. Aah, I don't know. Achievements such as "You finished Chapter 1 as designed/intended! Congratulations you are playing the game!!!" feels kind of stupid as well, though I'm sure it makes the Player feel better about himself, and probably feels better about the company that made the game, and continues playing the game and endorse the company for it. Subconcious stuff. This makes me curious... what does the Developer feel about Achievements? What is it the Developer is trying to say to the Player with Achievements?
  18. Sorry that is was wrong (I linked Post 9 with 8 at first), cus that link only goes "one way" (it does go both ways but it is convulated, Post 9 comes after Post 8 ). Gets easier to explain like this: Post #10 < Link > Post #9
  19. I can think of 3 links that physically ties these games, and if I give it some more thought I can come up with more: * Eternity < Avellone > Numenera * Game < Developer > Game * Dimension < Portal > Dimension The possibilites are, regardless, near limitless to how a relationship like this could work in terms of psuedo-science. EDIT: A more concrete example: Post #9 < Link > Post #10
  20. Let's take BruceVC's Demon and Demon Cult concept. Elaborate how that could/would be a moodkiller. EDIT: *does not comprehend this statement*
  21. Something that started here: Thats an ingenious idea, there could be some synergy. Not too much but some links. A good example could be a some kind of Demon cult in PE but the actual Demon lives in Numenera Adding another idea for dimensional stuff: - You find a sword without a blade in Eternity, it is a key for some door. Nothing really special about it, it's a key. - In Numenera a Blade appears from nowhere during some side-mission sequence and stabs some guy/thing in the back. Direct reference. What do you think? What I mean with "The Fade" is this: More ideas are things like... mirror characters, one is Corrupted in Eternity, the other is Pure in Numenera, but it is clear (if you play both games) that they are the same character! They could be different "perspectives" of different characters. Mirrors. EDIT: Discussion thread over at Numenera Forums. What do you, Eternity fans/developers, feel about this sort of relationship?
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