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Osvir

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Everything posted by Osvir

  1. Piece of junk 2010 computer.. technology goes fast

  2. "Lives keeps on growing like leaves on trees"

  3. Imma be honest: Skimmed, I'll read it more thoroughly later. A Wizard with a Sword is a Fighter with Magic? Can 2 classes combine into 1 class? 2 paths leading to 1? Pure Wizard = Wizard Pure Fighter = Fighter Wizard with Fighter perks = Swordmage Fighter with Wizard perks = Swordmage
  4. On Realism: What is realistic to happen in P:E? Can a character get the strength to lift mountains, is the average person super strong or weaker, more human? Mortality is a Big Business in P:E so I expect people to be fragile, that should go for the party as well (the issue: in my opinion, when the game says that there is mortality and you suddenly act as if you are a Half-God destroying everything in your path). However! It would be awesome to become a Half-God and destroy everything in your path, but that should be towards end-game and enemies at that point should or could also be Half-Gods (at least bosses).
  5. I haven't finished Fallout: New Vegas so I am careful when reading threads like this (don't want spoilers). Idea/Inspired by thread: Fallout: Post-Apocalypse Online If you live in, let's say New York, you'd start off in New York. If you live in France, you'd start off in France. Yeah, maybe in some couple of 100's?
  6. @Indira perhaps could link to each poll in the "Ideas not to be forgotten" thread? [Poll 1:] and group the ones that are in this poll. [Poll 2:] which isn't finished yet but start adding those that don't fit in the first one into this one~ Idk
  7. ^Which is why Indira's idea is better than a poll Trashman. Its going to expand. EDIT: Why this is better though, is that more people vote on polls than write I think. 2nd. Did you add L's based on what was voted on here Indira? Because there's a big chance you're getting doubles (if I vote on this, would you include that and include from your thread as well? Doubles). 3rd. http://en.support.wordpress.com/polls/ might be interesting to look into if possible to Edit and Expand Poll Options?
  8. You should always put the new ones at the top I think, because they get lesser votes. Kind of: [updates!] - Blablah - Blahblah [Previous Ideas] - Blahdi - Blahdo ^Just an idea, I re-arranged it so that lowest comes first and then ascends downwards~ I'm thinking something like "Yellow" for 5. Red for 10, Teal for 15 etc. etc. conceptually it'd look like this: ||||||||||||||||||||||||| That would represent 25. Just count the colors (5 each). I just added one | to all of them btw (not L, Alt Gr+<, next to LftShft on my Swedish keyboard, reference in case yours isn't the same/doesn't work) vertical bar.
  9. Lightning Storm: - Channeled - Wizard has to stand still - Gain a new Unit: Lightning Cloud - Lightning Cloud has some abilities (with CD) - Can only maintain for a certain duration of time - Can only cast 2 or 3 spells from Cloud before it breaks. With [Pause] you can make a simple Magic Missile Spell function similarly. Channel Magic Missile, [Pause], add effects, shoot. Elaborating on what I wrote in the Knock Knock thread: "Painting" Spells. Portal 2 might be something to look at for that? (The different colored gunk/slime/paint stuff that you can portal~). A Grease Spell for instance, entering [Pause] when channeling perhaps allows you to "Paint" how you want to cast the spell? Could the same thing be done with arrows? (Change the curvature of the arrow so it doesn't hit friendlies in the back, similarly that could possibly be a factor "To Hit" with arrows?)
  10. Worst case scenario: "STAHP! You have to pay 15 dollars to enter this country on this virtual server!" followed by "STAHP! You have to pay 15 dollars to watch this content". Best case scenario: Less lag on the internet? Unity? Friendship? One World? The Government: Is it under attack by cyberterrorists? What does that have to do with -you-? Are the hackers attacking -your- computer because they are attacking Barack Obama's computer? Or does the Government think that they are America and needs to be protected above all else and especially above you? (*cough* Corporation *cough*) The Government cares about itself, even if it somewhere (hopefully) wants to make stuff better for all of us the priority is to protect itself first and foremost. The Government would separate all of us if it found a way to make more money for itself, oh right! It seems it already is! "This content is not available in your country" and I can't pay anything to watch it, it's blocked from my European Servers, I am not allowed to watch it at all. Why? What is being protected? Nationality? Pfft what is Nationality in this day and age... the World is the only "Country" there will ever be (Until Ragnarok ofc). I can envision this message in the future: "You have reached the edge of your Stockholm Server, here are some payment options if you want to go to the next one" I believe that the more we get separated into different groups the more powerful the Government become, and the weaker and more easily manipulated the People become. Makes sense?
  11. Hmm, some spells could be very interactive in various ways... you could "paint" a path forward? Perhaps the same thing with a [Cone of Silence] (Or [Muffle]), create Shadows which your Thief can sneak through to get forward. Make Illusion Doors that the enemy get stumped by (When they could just walk through the transparency of it, but it being an Illusion it could mess with their "perspective" or whatnot until they pass a proper "Dice Roll Check") or something. I am super tired atm and de-railing this post so much from the initial topic (Lockpicking). These are ideas of getting forward, which doors pretty much are a part of anywho. This OP doesn't really have any sense of direction and I wasn't even thinking Wizard Knock Spells until someone stated it in a reply to the OP so either we can continue the discussion here or make a new thread for it (doesn't matter for me) but yes it is getting de-railed a little bit: Perhaps being able to "Draw" the Grease Spell how you wish to cast it, those TNT barrels next to that unsuspecting group of groups, maybe you could make the "Grease" equivalent act as a sort of old school black powder "fuse". Similarly something which was said earlier (by Lephys as well), [Teamwork], and I think Jenovah Chen (thatgamecompany #journeyps3) has a ton of good things to say about that (to inspire such an emotion at least). Characters being able to do stuff together, one of your companions butting into a conversation, being able to pull one up when they fall into a hole. Small things that aid the passage forward. Back to topic: * 2 Guys breaking down a "Difficult" door together, making enough noise to break any "Spell" put onto the characters (even with the [Muffler Spell] On) Now, sleep zzz
  12. Came across this on my Facebook feed, seems relevant to this thread:
  13. I like to use Minsc+Dynaheir ideas: Meeting Minsc in Nashkel with Dynaheir, to recruit them you have to play through a flashback how Minsc saved Dynaheir all by himself. Why? Because I find it an interesting story mechanic. What happened before the Companion joined the Party kind of. Perhaps you can even dictate that course too, which forms the Companion in question just a tiny bit (I'm thinking something short and simple like the child episode in Fable 1). But as I've said before, "is it desirable" to play a 5-10 minute "Flashback Quest" every time you recruit a Companion? Maybe there are a different dialogue choice, where you can tell Minsc: [Minsc Dialogue Choices]: 1. Yes, tell me the story (Flashback, play as Minsc saving Dynaheir) 2. Yes, tell me the story (Text) - Loops back to [Minsc Dialogue Choices] when done. 3. Wanna just join now? (Recruit) Do you have to unlock the 3rd option or would they just be recruitable right off the bat? I agree with the OP about the Party members having to leave for something, mysteriously after you camped one of the guys are gone. With a [Wilderness Lore] check you could perhaps even get some information in which direction the Companion went (and possibly even catch up with him/her). EDIT: Maybe a [Flashback Quest] could determine if you would get a Corrupted Aloth or a Benevolent Aloth? @OP: Depends on philosophy of life and cultural philosophy clash/sync~ 1. I totally agree 2. Totally agree on dynamics as well, which is what I am trying to think concepts about above.
  14. I think the world is getting closer as one, there is no need for an Americanas, there is no need for Europeanas, Asianas, Africanas, Bananas, Blue, Red, Green, Pink, Black, Brown, Yellow, doesn't matter. Say, where are you guys from? I'm from Sweden. Does that matter at all? Probably no. I feel a connection with all, I could've been from Asia, Africa and it doesn't matter. We have more connection as a planet, than separate and disconnected as corporations countries. This doesn't mean "countries" need to disappear, they can simply be landmarks, which they already are. Bring it! Down with "Western Society" & "Eastern Society" & "Middle-East Society" and Up for "Worldwide Society". I believe it'll happen, maybe not today, tomorrow, or even in thousand years (I think in 200-300 years, might be a realistic number) but I believe that this is what humanity is going towards. EDIT: I think War is silly and should be priority number 1 to end. How many of the worldwide society want to have a war? Governments should do a joint project, or are they lazy? They are 2 buttons away from it nowadays, Obama can talk with Putin from home nowadays. There is no distance for communication. Back to topic: If all of the world's governments did a joint project, an Online Live Poll with "Do you want war?" with two answers "Yes" or "No". What do you think the number would be?
  15. Yep, and that's how Dragon Age, Mass Effect and other dumbed down games came to existence. And yeah the MMO example explains so good why such "great" game like TOR burned down like a supernova. I believe creating a game at the highest difficulty gives most to everyone. Why? Design the game at 100% (Josh Saywer Designed?*) Difficulty and you can adjust the % for lesser difficulty. However, if you design a game at 10% Difficulty, how do you expect to create the rest of the 90%? I am not just trying to be an elitist Hardcore Gamer when I say "Make the game as difficult as possible!" I believe that it is healthy and a wise choice for the development and the best course of action to deliver a great game for everyone. Similarly, creating the game 100% Difficulty allows fan-mod-community to make an even higher difficulty. * Who decides the difficulty of the game? EDIT: @Obsidian that is EDDIE'T: This is a response to Umberlin btw.
  16. Sorry about this. Merge it into this thread?
  17. Is that taking into consideration playing solo or just 2, 3, 4 or just 5 characters?
  18. Yes, sorry, I think I'm to blame for that. I just got inspired
  19. None at all. Even with a party camp you usually use your core-party. In a role playing game you rarely select squad members dependent on their specialisation. Ideally you choose the companions *you* or your character like. Outside a military / mercenary setup where the main character is the commander who deploys his squad members for the mission ahead, it makes no sense that people you obviously don't consider friends or companions still follow you. Yes, there might be a stalker NPC who simply follows you, because he/she is enamoured with the main character (or simply a pesky fan), but any person with a little bit of self-esteem won't just follow you, or wait at your place, so that they are available should you ever have need of them. Regardless of whether you are on friendly terms or not, they should go to the place of *their* choosing, and *you* should have visit them if you want their company. Of course this can be made a bit flexible, the rogue and the dwarf may coincidentally always be found half drunk in the most seediest tavern of the town you just entered, and a dear friend/spouse/relative like Imoen actually may decide to wait at *your* place. That's fine for me, as long as they don't behave like good little soldiers and wait at the place you chose for them until you assign them to their next mission. Misunderstanding. Let me elaborate: I meant the in-party "party camp", like Baldur's Gate you only have your 6 party members that go camping together, and those that are either kicked out or left on friendly terms they go do their stuff. With this in mind, what is the most desirable "Party Camp" function? What would the "Party Camp" do for the members you have in your party? That is my question. I would like to advocate that someone you kick out (get on bad terms with) could come back to fight you (Takes a path down Evil or whatever, Aloth becomes a powerful Anti-Christ~ or something). EDIT: @JFSOCC, that is not what I meant either sorry, I am just thinking mechanically what does the party camp do and what would be a good UI for it? DA:O's Party UI (in a sense) is to go around and talk to everyone in a static unchanging place, or is there some other way of doing it? Concept: I can think of one simplified version and that's a simple "Menu" to navigate through, "Talk to party members" and have Party Camp banters, "Manage Stuff", "Repair" etc. etc. this could allow you to put it out everywhere. But is that desirable to begin with? I am sure it'd make work less for Obsidian (comparatively to making an entire area dedicated to the "Camp") but with todays technology neither might be too much work?
  20. Or simply adjust the level capping making enemies have higher level scaling which equals "More HP+More Damage". As enemies doesn't seem to drop experience in P:E, what with Objective-Based Experience (anything new on that that I've missed?), how would they give more? Honestly I hope that Experience tables stay the same, just because I play on a Harder Difficulty I shouldn't be awarded with more Experience. Actually, to go further Hardcore I'd personally prefer if you actually got less experience.
  21. What is the most preferable/desireable "Party Camp" system? A separate screen like DA:O (area), or simply a "Campfire" icon you place wherever you are? (Like a bedroll or something) and from there you can access more stuff and talk to people in a simplified menu of choices? (envisioning it now and it can either get a "bad" effect or a "good" effect on the rest of the game) Or a DA:O-esque positioning of current party members around the campfire and you can walk up to them and talk to them? TL;DR: What is the most desirable "party camp" way of doing it?
  22. Ironman is what makes the characters story into Art, in my opinion. In the actual story, does the character die 100's of times just to get "Resurrection" a couple of steps back? (Loading the game) No, no TV-Show, no Comic Series, no Art-form takes you "back" 1 hour. Designed Flashbacks, sure, but I can't pin-point a single time where I read a book and in the middle of it I have to go back a couple of pages to "reload", I can expand my knowledge of reading the book by doing so, but there is no reason for me to do so because I am reading a story (and not studying it). Ironman = In my opinion: The Designed Story, the Book. Harry Potter doesn't reload or die on the way (well he does, but it doesn't take him back to the first Book, if you get what I'm saying). Gameplay = Dying on the way and being able to Save/Load within this Story/Book. Hardcore Ironman = This is what I think Obsidian should design the Difficulty in (they should have this in mind at least when creating something). What is the vision? Does a character die when they get penetrated by a sword in the world of P:E? How much of a Big Business is Mortality in Josh Sawyer's Project: Eternity? How difficult is the World of P:E in Josh Sawyer's Project: Eternity? If it is anything like I suspect, then I suspect that Hardcore Ironman would or could be not just difficult, but have a lot of "realism". Now, when I say "realism" I mean realistic and authentic to the Project: Eternity world. "Is stuff 'realistic' enough for such a thing to happen in Project: Eternity?" In the real world, as an example, you die if you get stabbed in the heart. But perhaps there is some psuedo-logical reason within Project: Eternity that makes it possible to survive if you get stabbed in the heart. That's the kind of realism I'd like to see (not necessarily the stabbed in heart example, but conceptually the realism in Project: Eternity could follow logical rules to what is real in Project: Eternity).
  23. The "best" choice is up to the Player. Currently playing The Elder Scrolls: Arena and I really like the "Generate" option when creating a character. You are asked an intelligent intricate question (me and a friend analyzed it a little bit) and then you get to pick your answer between 3 choices (A, B, C). 10 Questions. It is all depending on what type of character you want. Likewise, you'd be surprised when you want to make a Mage and you pick a choice you think is Mage and you get Soldier instead. If I want to make a more intimidating character and there are 3 choices: [intimidate] "You should get out of the way" [Appeal] "You should get out of the way" [Jedi-Mind Trick] "You should get out of the way" I'll always pick [intimidate], if that's the character I want to make. There is nothing wrong with having obvious choices for obvious characters. Similarly, if I want to [Charm] my way forward that's the choice I will always pick. It'd frustrate me to no end if I try to make an intimidating character and it transforms into something completely different. For TES: Arena I had to create several character before I understood what is a Rogue option and what is a Soldier option, and it makes lots of sense (some of it raises an eyebrow still though). Highly recommend TES: Arena. EDIT: Dialogue choices are like "Doors" (metaphorically), different paths to different rooms. I still think that a general [speech] Skill should be the base factor, but perhaps a Barbarian investing points in [speech] transforms it into [intimidate] and a Cipher investing points in [speech] transforms it into [Jedi-Mind Trick] or [Read Thoughts]~
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