Everything posted by Osvir
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Update #40: Orlan First Look and Ziets on Pantheon Design
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 ).
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Update #40: Orlan First Look and Ziets on Pantheon Design
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?".
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Balancing Stealth vs Combat
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.
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Balancing Stealth vs Combat
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.
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Balancing Stealth vs Combat
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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Balancing Stealth vs Combat
Does Combat Experience have to be = I took Bandit down, now I got more experience!! Can it not be = I took Bandit down, now I get more [Component] that I can use to upgrade my [Gear]! [Component] having 2 uses: [Combat Path] = Uses this when taking down [Enemy], upgrading [Gear] progressively. [Non-Combat Path] = Uses this when shopping after [Pickpocketing]. [Combat Path] * Start at Square 1. * Go out in the wilds, kill some fools. Get [Loot] (X amount of [income]+Y amount of [Component]). * [Reputation]+[Faction] Relevant Line. * Go to [blacksmith]. * Use [income] to buy more/upgrade [Gear] with [Component] [Non-Combat Path] * Start at Square 1. * [Pickpocket] for [income]. * [Reputation]+[Faction] Relevant Line. * Go to [blacksmith]. * Use [income] to buy more/upgrade [Gear] with [Component] What needs to be balanced, in this case is: * [Pickpocket] gets only [income] = To balance, let's say it gives you 50 [income] from stealing from 5 [Citizens]. * [Combat] gets [income]+[Loot]+[Component] - To balance, let's say you get 20 [income] from slaying 5 [bandits]. +[Loot] that can be sold for perhaps 10 [income] and [Component] to be able to upgrade [Gear] once. - Non-Combat has 50 [income] - Combat has 30 [income]+[Component] [Component] costs 20 [income] at [blacksmith]. - Non-Combat can upgrade [Gear] twice, and keep 10 [income]. - Combat can upgrade [Gear] once, and keep 10 [income]+having 1 [Component] from earlier. [Pickpocket] = Having a [Risk]. Picking pockets too much = Getting some form of [Heat] in a City (Guards looking for you, Ciphers "GPSing" you etc. etc. Wizards laying out traps) etc. etc. and if it goes to the extreme, a God could be introduced (plot-wise) which starts a Quest-tree and/or simply gives the Main Character a "Slap". <- That depends on what a "God" thinks about the Character stealing all the [income] from a City. The point, [Risk]-ful enough for the Player to consider "Maybe I shouldn't steal any more". [Reputation] with [City Faction] could get super "low" but at the same time you get a super "high" [Reputation] with the [Thief Faction]. It could be a [Risk] still.
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Balancing Stealth vs Combat
I was just trying to figure out some sort of "How strong are you versus how strong is the opponent?". Now there's millions of other parameters that can be taken into consideration (Tactics/Spells etc. etc.) but I tried to be as simplistic as possible. I think you need to define "Player" and "Encounter" before you can pit them against each other. In the example I was simply going for a "Player has 100 Health and 10 Damage vs Orc has 100 Health and 10 Damage". Static = "Who hits first wins" Dynamic = Add in Tactic, Dodging, AI etc. etc. and it isn't "Who hits first" but "Who reacts first". Even if you hit first (in Dynamic) you could lose depending on AI Abilities & the usage of AI.
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Ciphers: Inspirations and their mechanics
Maybe less Sci-Fi and more Medieval err... Steampunk? Never seen that before Now I have: I'm a sucker for detail, and the "pressure" clock on the back there hits me right in the heart. With a gun: "Like a glove", not the same guy as above or "contraption". This one, looks coolest (artsy): EDIT: Steampunk Cyborgs?
- Ciphers: Inspirations and their mechanics
- Barbarians: inspiration and mechanics
- Weaseling Game Mechanics - Not Challenging, Irritating!
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Barbarians: inspiration and mechanics
braiinztorm: - Bulky - Strong - Fast (Wild Sprint) - Hard - Dual-Wield - Good boozer - Vulgar - Meat-eater - Two-Handed - Firebreath - Smelly Breath (Dirty Breath) - Fart (yeyeye w/e I think it can be both fun and... okok only comical really) - Tame Animal - Stampede - Hulk Smash - Rage - Battle-cry - Shockwave - Flex Muscles - Leap - Weapon Abilities - Unarmed Abilities - Body Abilities - Elemental Abilities * Fire = Channeling, standing still, the Barbarian can gather in their diaphragm an immense heat and [Firebreath] * Earth = Rock Throw, Golem-Skin or The Thing Skin etc. etc. * Water = Not applicable. * Wind = Not applicable.
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Parties in Cities
Why would the other party members be in that? It could be your own little personal quest as an evil-doer, you do some nasty business on the side when the rest of the party isn't looking (or more correctly, when you've nonchalantly sent them off to do your bidding). Likewise, it'd be your own choice to bring the rest of the party with major interactions. In Star Ocean 2, and Star Ocean, you could enter an important cutscene where the game takes over and you enter some dialogue stuff. Some times the "out of party members" faded in from the sides of the screen, some times it was just -you- and not the rest of the party. Basically, if you send off your party members, then they'd miss out banters. A price to pay in my opinion, but similarly it opens up so many doors for a unique story. I like doors that opens doors that leads to even more doors. Oh! Have you checked my "Dimensions" in my signature yet?
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Ciphers: Inspirations and their mechanics
Quick-fire thoughts pew pew (that thread xD) - Mind Magic - Soul Manipulation (Bending) - Telepathy - Telekinesis - Pyrokinesis - Chakra Molding - Shadow Souls - Dual-Wield - One-Handed - Crystal stuff~ - Enchanting - Crystal Magic (Pew pew pew) - Imma firin' my lazor! And I guess I'll stop about there cus I'm starting to de-rail xD EDIT: Mind Bullets! How will Guns & Cipher work? I'd like to say that Corvo is a Cipher. Here's a song to go with the Mind Bullets thoughts (it's actually the other way around, Mind Bullets inspired by this song).
- Weaseling Game Mechanics - Not Challenging, Irritating!
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Would you want Polynesian inspired aumaua?
^It's my "Peace on Earth!" ideology that's talking xD What I meant to say was that perhaps there's an interracial "Maori" Culture, and likewise in Cities, a more Industrialized Culture, with not just Races, but Multi-Cultural (Maori, Digger, Industrial, Village etc. etc.). What are the usual, simplistic now, cultures? Industrial/Multi-Cultural = Lots of different Races from all over the world, different languages (Sigil is such a place, and many Capitals of the world are as well). Maori = Island dwellers Digger = Dwarven~Deep Castle Fortress. Village = Smaller Towns, more specific types of people. "Types of people": Being an Aumaua, physiologically/biologically, would give a different type of personality? Can an Aumaua feel love in the same way a Human does? If that's the case, then can there even be interracial villages? Or will there be prejudice?
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Would you want Polynesian inspired aumaua?
I hope that each Race has a multitude of culture. The Aumaua Wizard looks to be of a higher status, in some ways just because he is holding a book, but also the clothes. Then there's the woman Aumaua with the axe, way more fierce, Barbaric. Similarly, there can be Humans who are dumb peasants who knows nothing of life except the way of the hoe, just as there can be Humans who might even live in "Aumaua Culture". Rather than "Racial" Culture, perhaps there could be some more "Global" Cultures that spread across several races?
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Gods in Eternity
Just some quick-fire: G+ = Major God G- = Minor God G+ God of Death G- God of Night G- God of Moon G- God of Shadow G+ God of Life - G- God of Day G- God of Sun G- God of Light G+ God of Season G- God of Spring G- God of Summer G- God of Autumn G- God of Winter G+ God of Wind G- God of North G- God of West G- God of East G- God of South G+ God of Earth G- God of Harvest G- God of Rebirth G- God of Creation G+ God of Water G- God of Ocean G- God of Island G- God of Depth G- God of Rain G+ God of Fire G- God of Passion G- God of Destruction G- God of Warmth others God of Heaven God of Hell God of Soul Messenger God
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Adventurer's MOBA Hall
Great post generally JOG, as always, and I understand what you are saying. This question is what I want to address actually: You want a Faction vs. Faction combat? Yes! There were talks about "Hey! Defending our Stronghold mini-game?". Now what would be best for that? What if we besiege another Faction's (F2) castle, with the help of another Faction (F1). What would be the best form of "Defense" and the best form of "Attack"?
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Adventurer's MOBA Hall
While I think it could be fun, I won't go deeper into the Adventurer's Hall aspects, but rather the "One team against another team". Faction vs Faction having a battle, not a mini-game per say, but a strategical and tactical battle. Of course, unlike a MOBA (such as Dota or LoL), the fights should be a bit more fierce and intense (instead of going Dynasty Warrior on the minion creep waves, it could be fixed encounters instead and no "infinite spawns"). Basically, 2 Factions are fighting each other on an open field, do they go gung-ho at each other, is there a chance that they deploy some sort of tactic? I feel that "MOBA" does have a lot of favorable features in terms of "Faction vs Faction" combat.
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Weaseling Game Mechanics - Not Challenging, Irritating!
Easy. Make an [invisible Wall God] (who kills you when you go towards that direction, that should teach players that "Invisible Wall" is not something to joke about ), and make a [Waist Height Fence God] as well. Conceptually, tie in some Lore+Quests and you wouldn't even know that the [invisible Wall] is in fact an [invisible Wall]. Instead of "You can't go this way" you could get "Here's a Quest for you". On the Energy Immunity: Acid, I've run across that a couple of times in times past, jRPG, console RPG and cRPG. The Protective Spell not working when you really need it is "quite common". I think it might be because the specific enemy has been given a "Copy+Paste" spell which is supposed to deal damage, or else it gets too easy for the Player. I think I've encountered the "Entering Area Fully Protected" but still take damage (Walking on Lava or whatnot, thought it'd be O.K. but I guess not). With "Energy Immunity: Acid" you can go past it as if it isn't there, and I shake my head every time I encounter something similar, but I understand why as well.
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Parties in Cities
I never thought about is as XP giving at all, I think it'd be better and more beneficial as a resource income of sorts. [burglary] meaning the "Thief"** leaves the party for an X amount of time, perhaps you choose in which area of the City (AoE, or an entire City Area Location). Y% of City Total Gold (or Area Gold) would be stolen or a the "Thief" gets sent into jail based on a Z% factor, compromised together with Y+X (making [Jail] happen if X+Y+Z all match correctly or something). Would there be a experience reward? Maybe. If [successful]... entering the City you send off your "Thief" on [burglary] and go about your doing. As you are leaving the "Thief" comes back. You earned some copper and the "Thief" also found a weapon. Re-telling his feats, you gain some minor experience as your party chuckles at his endeavors. If [Failure]... entering the City you send off your "Thief" on [burglary] and go about your doing. In the middle of your "stuff" you get a "Notify" message or w/e, saying that the "Thief" got caught. Bail him out by paying copper, or by busting him out with force (or with guile). Gain more than minor but less than normal experience, with a cost of it (either more [Wanted] status within the faction or costing a resource/income). EDIT: Bailing out with [Money] could yield 1/2 of Successful Experience, and ofc cost [Money]. So busting out could be more attractive (as it would give you 1/2 of [successful] experience for both busting out, and 1/2 of the [successful] Experience because the "Thief" did the [burglary] thing earlier, and not costing anything but [Reputation], and maybe that could be a [Risk] too? Do you want to anger the [Faction] you are siding with or apologize for your "mistake"?). ** Thief = Can be any Class. [in Soul Essence]: You'd be able to send off your party member on a [Fetch Quest] for some very minor experience (in my opinion) with some [Risk] to it as well. A [scout] in a forest might be captured by bandits, or fall into some trap/dungeon. With [Mortality] your character sent off could even [Die]. Or would that be too harsh and too chaotic? Answering that myself; Yes. I think it would be too chaotic, but that in itself could be an interesting [Risk]. On Exploiting such a mechanic: With [Rest]* only once a day, make it a "Once a Day" [Function], example below: * Should post this in a [Rest] thread but w/e, [Rest] being an [8 Hour] resource that replenishes each Day? - 1 in-game Day = A minutes (let's say 24 minutes) - You didn't Sleep anything on Day 1. [Morale]+[Fatigue] stuff for one, but similarly you wouldn't get [16 Hours], but you'd still have [8 Hours]. - You Camped [2 Hours] on Day 2 to replenish some slight [stamina]+[Health]. Maybe some 10%. Now you have [6 Hours] left to spend within this Day. - When Day 3 begins, you get [8 Hours] again. To the point of the [Exploit]: You would be able to leave the game "On". Time would pass. You'd use the [Function] once a day, you'd get your minor experience (let's say 50 exp, shared between 6 characters). - Day 1, use [Function] = Takes 2 minutes = 50 experience - Sleep [8 Hours] (to negate 8 minutes, now only 14 minutes til next day) - Wait 14 minutes - Day 2, use [Function] = Takes 2 minutes = 50 experience - Sleep [8 Hours] (to negate 8 minutes, now only 14 minutes til next day) - Wait 14 minutes etc. etc. Basically, spend 48 minutes for some minor B experience (100 in this case) so not too much consideration (if done as above) needs to be taken imho.
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Balancing Stealth vs Combat
Before you figure out the challenge rating of 20 Orcs, perhaps starting with the challenge rating of 1 should suffice for now and then take "Grouped Action" into consideration based on "How strong is 1 guy?"? Gets easier to do the "1+1+1+1" thing for later, I think. This list is also taking into consideration if the PC Party is in some ways "Standard Built" versus Enemy Party that is "Standard Built". Neither side has any Advantages or Disadvantages. Basically, 1 Orc is as strong as 1 PC in this example below, so 1 character versus 6 Orcs would be like facing 6 of your characters in terms of Strength (in essence: better run). How strong is 1 Orc? >> 1on1, challenging? >> 2on1, with difficulty? >> 3on1, start to get easy? >> 4on1, easy? >> 5on1, easier? >> 6on1, don't even register because "squish"? How strong are 2 Orcs? >> 1on2, run? >> 2on2, challenging? >> 3on2, with difficulty? >> 4on2, start to get easy? >> 5on2, easy? >> 6on2, easier? How strong are 3 Orcs? >> 1on3, run! >> 2on3, run? >> 3on3, challenging? >> 4on3, with difficulty? >> 5on3, start to get easy? >> 6on3, easy? How strong are 4 Orcs? >> 1on4, run!! >> 2on4, run! >> 3on4, run? >> 4on4, challenging? >> 5on4, with difficulty? >> 6on3, start to get easy? How strong are 5 Orcs? >> 1on5, run!!! >> 2on5, run!! >> 3on5, run! >> 4on5, run? >> 5on5, challenging? >> 6on3, with difficulty? How strong are 6 Orcs? >> 1on6, run!!!! >> 2on6, run!!! >> 3on6, run!! >> 4on6, run! >> 5on6, run? >> 6on6, challenging? The difference between ("2on1, with difficulty?") and ("6on3, easy?") is that in 6on3 you can focus down 1 guy with 6 characters, whilst in 2on1 you focus down 1 guy (that might be strong) with 2 guys. That's why the challenge rating is different.
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How can they solve the massive texture problems?
Compare handcrafted beautiful-ness with tiles. There's one factor why I think tiles should be considered: Working with tiles, at least for dungeons, allows Obsidian to do more dungeon. I'd love to have as many levels/areas as possible (not to mention the 15 level mega dungeon) and asking Obsidian to do everything handcrafted feels like a lot of pressure. Hey I say, if they can make a lot of areas handcrafted (without tiles) then that'd be awesome. But with tiles it allows Obsidian to do so much more, and fan modders as well. But then, here comes the question, "Quality over Quantity". With Quality you get (example) 10 levels, with tiles/Quantity you can get 20 levels. Then it strikes me that an IE spiritual successor would be the latter, Quality would be to have Quantity (More Levels/Tiles > Less Levels/Handcraft). I absolutely love the drawing there, but if Tiles allows Obsidian to work faster and create more content, then I say (personal opinion) that it might be a reason to at least consider Tiles for Dungeons (which is what Obsidian is already doing, I'm just advocating for it further ). On Random Generation+Tiles, conceptually: As long as you have 4 corners and 4 walls, if you know the math, then you could just press "Enter", compile, and you'd get a random generated dungeon every time. Tiles = Less workload Handcraft = More workload It took Obsidian 1 month, approximately, to release the screenshot. Taking that into consideration, it might take 1/2 month for a screenshot to manifest (what with deadline and all). Tiles allows Obsidian to give us an abundant amount of areas, whilst handcrafts would give us about 36 areas. That is if they make 2 beautiful areas a month. My point: Dungeons, Catacombs, Houses, Corridor-y stuff: Make it into tiles. Save some time. If it saves time. More open overland areas (Forest, City, Mountain etc. etc.) = Handcraft.
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Adobe Flash (Fan-Made) Concept Tile Map Maker Q?
Permission to use for fan-made project ofc.