Everything posted by Osvir
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Party System
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?
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What Is Ironman Mode To You?
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.
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Party System
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?
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What Is Ironman Mode To You?
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).
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A Dialogue Mechanic Worth Investigating
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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Update #41: D&D: Dwarves and Doors
Additionally: Investing in Weapon Mastery (Sledgehammers, Blunt, Two-Handed?) could open up an ability that allows some doors to be bashed down? EDIT: Not a question of making anything obsolete, it is a question and curiosity if there's more than one angle to it. Allowing more Player choice.
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KNOCK KNOCK!?
It wouldn't have to, what if the Spell School which allows the Wizard to [unlock] requires 15 levels spent (Just like Lephys says the Rogue spent 15 levels to get that good at lockpicking). In essence, * [Wizard Unlock] = Invested Skill Path, * [Rogue Unlocking] = Invested Skill Path. * [sledgehammer] = Breaks some chests, some doors? * [Wild Sprint] = Takes down some doors after a couple of times? I agree with LadyCrimson that chests are a different deal, and totally follows a different rule. Some = Wooden/Weak Doors/Chests. Obviously. Stone/Steel Mythical Doors/Chests in some Ancient Prison or Ancient Temple might not be that easy or even possible (in essence: Indestructible). Not to mention possibility for stuff like "the God of Doors", or "the God of Treasures" (Chests) which could simply just make bashing into "Nope". What types of Doors will there be? Magical Barriers that has to be shut down by a Wizard's Magic? (By Spell or Scroll or Item) Would a Fire Barrier in a Doorway be consider a "Door"? Would I be able to use an Ice Spell on that? Granted, if anything like that is in the game.
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Update #41: D&D: Dwarves and Doors
Rogues have bonuses to opening locks, but other classes can take that skill as well. We won't include spells or abilities that make invested skills obsolete. What about [Wild Sprinting] a door (specifically, Chests are a different deal) a couple of times? Doors is a way to get forward. How important is the prone stance? Will there be other paths instead of lockpicking the door? Will there be places to crawl through instead? Could the Spell School that could have [Wizard Unlock] be an invested Spell School? Is [Wild Sprint] an invested Path or does it come naturally with the Class? Can a Fighter learn [Wild Sprint]? More curiously -> can a Rogue? As a Rogue: Investing in Lockpicking makes "something else" obsolete and investing in "something else" than Lockpicking makes it obsolete anyways (it depends on how the Player builds the class/character), or do we have to spend Lockpicking points on our Rogues? Similarly, in Baldur's Gate I can bash locks which can generate Broken Weapon or Broken Armor from chests. But instead of that, perhaps minor stuff such as consumables, various components in the inventory. "Low tier" items. Similarly, kicking in a door is a different approach than unlocking it and sneaking into the room. Different paths forward.
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KNOCK KNOCK!?
Who is it? It can be any creature or being but for a concept; this guy: And he could be ripping through the halls of this place: Smashing in doors, something that's difficult to handle and you could either lay out traps to stop it in its way and take it down like that or run to an area where it would be easier to face it. Conceptually. Similarly, it could be you. Like Tucky said (in the post linked in the OP) that you could knock on a door, thus making someone walk up to it: Kick it in and knock the guy out. Brilliant idea.
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Update #41: D&D: Dwarves and Doors
Further expanding: Alundra has a great "World Travel"-feature like this, and it is purely optional (You can find Monuments across the world that you can activate, which takes you to this "other realm" where you can save, heal and travel to other places faster. Must be activated on-location first). Kind of Chrono Trigger and the Room of Time (is that the name?)
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KNOCK KNOCK!?
SMASH! EDIT: This post made me Wizard :D also, read this whole update thread and this post.
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Update #41: D&D: Dwarves and Doors
Granted and agreed that it might not be "A Thing", but I do believe that it would make the game interesting. Depends on the Armor and how many times you smashed the Chest, likewise, why would you smash the Chest straight head on? Wouldn't you try to break of one of the edges and/or the [Lock]-structure. Similarly I think "Fighters simply existing" can be turned around to "Rogue's simply existing". What if I don't have a Rogue to open doors for me? Why should I have a Rogue to open doors for me? Why could I not have a Wizard that has all the magical capabilities to remove the Lock from existence/disintegrate/Melt the locking mechanism with Fire Spells/Divination or whatnot? Figuring out the Locking mechanism by reading into the future and/or contacting the God of Locks? Would a Player be able to "contact" Gods for Aid? (Which could be a risk factor depending on what Player standing/reputation is with God?) I believe the possibilities for innovation and interesting mechanics regarding Doors (Expanded "Open, Close, Lock") are near endless. I have to admit that it is rather immersion breaking, and frustrating, when your Rogue is capable of unlocking a Chest but your Strength heavy Fighter on Level 8 can't break it. In-game Art Assets show the Chest as a Wooden Chest (The point here being that if you're going to have non-bash-able Chests, you better make them Rocky, Metallic or Magical visually). "Why" isn't it working? "Why" is it working? Let me highlight something in your post: Don't get me wrong here but I think this is part of the point: Does it have to be lame? You say the mechanics are lame in other games, great, how can you un-lame it? Smashing Doors: You broke the door and can't close it -> Demon -> Player o.o -> Run! P:E isn't New X-COM and New X-COM is certainly not P:E. No ill intended to the creators of New X-COM (which is a great game) but I did enjoy Old X-COM more (rewarding/nostalgic/"I-like-retro"). Smashing Chests: The armor doesn't have to break, but consumables in bottles, scrolls, a weapon gets bent. Minor stuff. I believe it would be interesting however, if lower level armor do break. Smash that Chest as a Level 10 and everything that is Level 5 and lower gear gets broken (also negates hoarding). Sledgehammers. Further, how many armors did you pick up in chests in any of the IE games that were not crap? I recall from memory but most of the good loot comes from Bosses and Important Quests/Characters anyways. What I am addressing is not the pointless armors that serves no function except vendor trash, I am curious about all of those stuff that are more logical & makes sense that they would break. If the Armor would break from smashed crate/chest/barrel~use it in [Component] to upgrade your own armor. I believe that would solve the issue of "But but... it's going to break!". Don't worry! If it breaks, recycle Final point and something I wanted to highlight: Recycling gear. Perhaps taking it a bit far but perhaps even being able to recycle the broken components of [Door] or [Chest]. EDIT: Tuckey said: Great idea.
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Update #41: D&D: Dwarves and Doors
Could mindlessly breaking through a Door cause damage? I'm thinking of Dungeons of Dredmor, where you can lose Health trying to kick down doors. Would the Minotaur take damage bashing doors open? Could a Wizard reinforce a Door with magical spikes causing even more damage? How often would you need it versus how interesting is that type of interaction? If there is a God of Doors, could that allow a sort of Door Spell Tree? (Door, in this fictive example = Time/Space/Illusion/Quantum Physics/Dimensional~) Great post Indira and thoughts on peeping and hearing through doors. It is a mechanic I absolutely loved in Dishonored, what would I do if I couldn't look through those keyholes? I advocate for something similar in P:E, but instead of seeing through the keyhole, perhaps the Field of Vision becomes more of a "ray of light/vision" through the Fog of War in the next room that you can control (like a cannon in some old 2D defense game, 180 degree control edit: from the point of which the door is located).
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Update #41: D&D: Dwarves and Doors
More door thoughts: - Barricade a Door (The tank in your group holding the door) - Door-Choke Points and enemies pushing you back and overwhelming you, similarly, being able to push enemies back and overwhelm them. - Some Windows in Houses/Huts as an alternate route? (Doesn't require an animation, imagine Baldur's Gate and entering a house through a window in just the same way as you enter a house through a door) - Teleporting through Doors? Teleporting Doors xD Secret passageways, a Wizard opening a Portal in a door-frame getting to the realm of the God of Doors? Perhaps you could put the Orange Portal in a Door Frame by the beginning of a dungeon, and putting the Blue Portal further down and can get in-and-out swiftly? - Door Damage (If you can blast a door with a fire spell, it could fly across the room and hit enemies in the room? A Guard could be knocked out if standing right next to it as your Barbarian kicks it open?) - Not to forget "The Door" from Adam's Icewind Dale gameplay. - Door obstruction. A wizard throws a direct targeted spell, but I close the door before the animation frame reaches the target location by AI, will the spell hit the door or will it go through it? Arrows fly through doors as well? - Wizard Lock+Wizard Unlock, can the Player [Lock] doors? Will an enemy Wizard [unlock] it? Enemy Rogue? Bashing it down? Etc. etc. I'm envisioning an awesome escape Quest :D - Door Shields: Pick up the door from the hinges (if applicable) and use as a Shield (Nullifies the "Wielder of Door" from attacking or using any skills) -> Throw Door - Evil Enemy Doors (I'm thinking Mimics that are Chest Monsters, but what if they could be doors too?)
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Update #41: D&D: Dwarves and Doors
Great update as always Maybe a silly question, but what about smashing/smashed doors? Would this be counted as one of the states? I mean, c'mon, you have to be able to smash a wooden door or something with a big axe if you don't have the key, right? This was the first thought that popped up and additionally: Kicking doors open, for a more "grand" entrance. Perhaps it could serve as some sort of "Element of Surprise", and whilst you are instantly detected by enemies in the room, you can get a (based on a dice roll?) a morale check? Of course, if there's a high and mighty Demon in the room you might get a bad morale check and might even have to run away. Burning Wooden Doors down with Fire Spells. Perhaps being able to bash Metal Doors open with blunt weapons and Earth Spells (Rock Fist~). [Door Smash] for the race that has trouble getting on a helmet (Unless its a small one). A God of Doors, however, that makes doors invulnerable sounds like a cheap shot but I guess it could work for a "logical" reason (in the P:E world) for you to not have to model+program interactive doors more than they are already interactive. I was curious too. Much respect for this. Tell him he makes beautiful art regardless
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Amateur Programming Study
Hi! So I was super enthusiastic about this and really wanted to do this, unfortunately no more. I don't feel the need to go into anything of it but let's just say external factors made stuff bad for me. Sorry, but this thread can be closed/deleted and/or used by someone else who is interested or whatnot. Thanks for helping out, although it was brief, and letting me use this place
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Project Eternity - Orgins
The Dream: * Form your character through gameplay. Join a Faction to determine your Class. Do Quests to form your Class. Maybe you chose Priest at the Character Creation but by joining the Thieves Guild you: A: Become a Priest/Thief, because "Trainers" or whatnot, or simply by joining the Thieves Guild makes your Priest more "Thief"-ish B: Perhaps you'd only meet a set of Companions by choosing Faction path. For instance, do you meet Edair as a friend if you join the Thieves Guild, or does he face you off viewing you as an enemy of the state? C: You instead chose to join the City Guard Faction, Edair & You face off the Thieves Guild together, but in turn -you- fight a Thief Guild companion you could've recruited. D: Paths! Different paths, crossing each other but going on different journeys to the "Direction". "Chrono Trigger" in a sense, the Thief Guild path takes you to the "End Goal" but it is still different from going down the City Guard Guild. The Budget/Realistic Dream?: * I have no idea if it allows for it or if the above dream is even possible. The Simple Method: * Arcanum/TES, Cultural Backgrounds.
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Project Eternity - Orgins
^You don't know any Elder Scroll story at all do you? There is tons of story in both the introduction of the video (the reason to why you are in your dungeon) and there is an incentive for you to embark on this Quest. You were put in the cell (much like Corvo), in the midst of Tamriel's demise. You are contacted by a higher being, or a woman who has taken a higher form, who helps you to begin your embarking on your Quest. Thinking about it, Arena and Dishonored has somewhat the same pacing (Somewhat!) and it is extremely rewarding (I'm sitting with pen and paper and documenting Quests, Characters, Kingdoms, Maps, Rumors, Lore etc. etc.). Anyways, sorry, de-railing the topic. In Arena you start off in the Dungeon as whatever you choose, but when you've finished the Dungeon you start off at your "destination". Dragon Age: Origins plays instead with the idea of starting as someone (Like ToEE) and then you embark on the rather linear Quest (don't know if ToEE is linear though). It is a bottle-neck and uninteresting, whichever Origin I chose I'll always end up walking the "One Path". In Arena you instead start off on the "One Path" (The Event) but as you finish it (The Event) you are sent to your Original City, and from there you can treck towards the first Main Quest. Of course, Arena would have been way more interesting if there were more Quests to do (and less Chore stuff). I'm not advocating the game (which I could, but that's irrelevant). I'm advocating the the Conceptual Idea of the Origins, used in Arena.
- Let us corrupt our companions
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Project Eternity - Orgins
Can you say somthing more ? Besides of horrible gaphic level i don't understand your poin Basically you choose your Race at character selection ("Where are you from?") and that's where you will start when you've finished the first Dungeon. From that point you will go towards the main quest. You can find "The Elder Scrolls: Arena" and "Daggerfall" for free over at Bethesda.
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Project Eternity - Orgins
Take a look at Elder Scrolls: Arena
- [Hardcore] Thoughts. Praying to Gods for survival?
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[Hardcore] Thoughts. Praying to Gods for survival?
http://www.formspring.me/GZiets/q/414930203056307948 George also talks a little bit about Woedica (click his name, to get to his Formspring account and you can see for yourself). However, found this and thought "That would be really cool". The God thing that is, and praying for survival. [Tribute to God] stuff. [Camp]-stuff as well as [Temple]-stuff? Thoughts?
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Balancing Stealth vs Combat
Furthermore, Mirror Image thoughts (sparked reading your post): * If P:E uses Tiles, could a Mirror Image~similar or equivalent spell, cast an illusion on the walls all around? Giving that "endless" mirror effect, making the enemy lose Morale+Attacking walls/floors/roofs wildly and you can either leave him there in his manifested madness or take him out easily. Another Stealth method would be to cause some sort of "ruckus" by throwing an illusion spell on one guy, making him attack his bro next to him. That should call lots of Guards surrounding the "mischief" you did to go to this location, to put the raging guy down. Basically setting up a "Guard AoE Beacon" that draws in surrounding guards allowing the Player to sneak by even further ahead, however, on the way out the area should be re-patrolled. Though you could exploit it easily, unless some sort of "Once a Day" ability.
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Balancing Stealth vs Combat
Some drive-by thoughts for a Wizard whilst playing TES: Arena. * More methods for Sneaking: Float/Levitate = Shouldn't make a sound (except when casting spell). A "Tenser's Floating Disc", used to transport several members without a sound through a dungeon?