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Osvir

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Everything posted by Osvir

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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?)
  6. SMASH! EDIT: This post made me Wizard :D also, read this whole update thread and this post.
  7. 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.
  8. 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).
  9. 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?)
  10. 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
  11. 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
  12. 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.
  13. ^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.
  14. 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.
  15. Ah, read it too quickly ^^ I'm thinking about it like a [Food] mechanic, that's an 1UP as well no, following your philosophy?
  16. 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?
  17. 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.
  18. 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?
  19. He's just using PSI probably, aura reading or something. It's a flintlock. The ball is to hit people when you're out of bullets/reloading. A halfling psionic with a gun serving in city police. Feels like a work of... Lol, I didn't see the gun in perspective at all. It looked like something else (ofc I was looking for "something else" too ).
  20. Awesome update!! Thank you I also knew it, it could have hardly been anything else (well, could've been a Godtouched~). * Like Indira said, "Ponytail". In honor to...? * The Orlan himself, what's his name!? * If we murder someone within a City, will a Cipher look for us? Or is this merely representing the Character Concept? * The Fist and the Club, a symbol of Royal Law & Authority? This guy is possible a believer of Woedica. Makes sense, as she is part of the update. * Is there someone in the window? * There's something wierd, spherelike, ball-like hanging on the satchel to the side (Or is it something that blends into it from the background?). Is that a "Tool" or merely "attire"? * What kind of weapons are in the satchel? Knifes? Darts? * "K" is a signature for which artist? Just curious, great job man! * It looks like he only has 4 fingers (thumb+3 fingers). Although it might be a racial thing, it'd be cool if the Fist of Law/Authority (on the sweater) had 4 fingers too. Perhaps the Organization is Orlan governed? It could also make that "Fist" somewhat new, I'm looking at it and thinking "Where have I seen that before?".
  21. Let's take a look at it again: [Combat Experience] = Get experience for killing. [Non-Combat Experience] = ^What do I gain from that?? That's the problem, now, what is the solution? EDIT: That's why [Objective Based Experience] is better because it can give to both [Combat] and [Non-Combat]. I would personally prefer if it was something like this: [Experience] = Character Level/Spiritual Level/Life Experience etc.etc. [Component] = Combat "Experience". How strong your gear is and how you've customized it for -your- playstyle. Perhaps you upgrade it to be more [Combat]-oriented, or you've upgraded it to be more [Magical]-oriented, or [stealth]-oriented, or [Archer]-oriented, or [scholar/Diplomatic]-oriented etc. etc. etc. etc.
  22. Oh wording~ where have you gone off to? "What is the difference between [Experience] and [Component]?" Is what was supposed to follow, and it does follow after the context you plucked out.
  23. I know [Experience] isn't [Loot] but what is the difference? I am also trying to view [Component] rather than [Loot], which I value as two different variables. A. [Experience] = Get 15/150 Experience by killing that fool! B. [Component] = Upgrade [Gear] by killing that fool! 1. [Experience] = You need to kill 10 Bandits to gain a [Level] 2. [Component] = Killing 10 Bandits progressively makes you stronger, and the Characters "Strength" would be equivalent to gaining a [Level] as seen above in example 1. There is difference though, in [Experience] you have to take down 10 Bandits to gain a level, with [Component] you get 1/10th Level for each Bandit you slay. Going [Non-Combat] you get your [Component] from a different source and by a different style of playing. EDIT: You can't balance [Combat Experience] for a [Non-Combat Path] because that Path avoids Combat. You can balance [Component] to work for both Play-styles.
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