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Osvir

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Everything posted by Osvir

  1. I also wish to say that I mean no ill intent this stuff is awesome! I did jump the guns a little. So uhm, I'm sorry Who do I send a PM to, to ask for permission?
  2. I think, they can re-use the same pathing/shadow maps several times for P:E, but it better have a new sort of texture.
  3. But but... zoom in on the link, and how much do you need to zoom in until you can't distinguish what is what? In BG:EE, zooming in is ugly. Why? Because the rendering or whatever doesn't adjust, so you get pixely stuff. DA:O had an awesome zoom in and zoom out feature, DA2 had a terrible zoom and they could've done without it. I am not talking about the zoom in going "3rd Person" on you just because you zoom in. ZOOM IN = Zooming in, take any picture and use the "Zoom in" tool and you'll get what I am going for. Not "Hey let's change the perspective as well" like DA:O. Zooming in on the picture (that I linked), it doesn't get pixely. It doesn't turn "ugly" (try it, the link is in your post), in DA:O, zooming in, it doesn't turn "ugly". Apples with apples right?
  4. So this thought totally came out from nowhere. MOBA styled fights, Faction vs Faction. Perhaps becoming your own Faction, sending out soldiers against other Factions. Warfare! :D Anyways, I'm ambivalent (other form of "idrc") to the idea and curious what others feel (I really like the DOTA level in Warcraft 3: TFT with Pandaren, the Blood Elf and the Naga), top-down isometric really works so well for the LoL/Dota stuff. There could be a dungeon that just pumps out goblins at you, and you have to fight your way forward (minor, weak creatures, at a point when your team/party is stronger~higher level). Similarly, taking the idea, fighting a blizzard that blows you away unless you "do something" to press forward. With objective experience, you'd get the experience at the end of (When Goblin King = Slain). Thoughts?
  5. Burn it with fire!!! Star Ocean 1 was first! I think. Jokes aside, loving that. Completely forgot about that (And Star Ocean 1 and 2 are two games I've finished twice each. So good). I think some earlier "Tales of" games has that as well, in some cities and places (story-related party splits, in fights though).
  6. @Xienzi Star Wars: The Old Republic~ the mere mention of it might make some people cringe but I thought the companions in TOR was implemented good (for being an MMO). Don't know how well it'd function in a Single Player game though. Sending off a party member like a "Dog" (Torchlight 2) to sell stuff only feels "Please no", maybe if you are in a city (but not from a dungeon). Sending off for crafting could be a "City-Only" thing.
  7. Nono, not anything used in the game, but some concept external map maker~ Like the DA:O Character Creator. EDIT: But not something Obsidian needs to spend any resources or time with, just for fun stuff.
  8. Arcane Spells Level 1 Arcane Spells Level 2 Arcane Spells Level 3 Arcane Spells Level 4 Arcane Spells Level 5 Arcane Spells Level 6 Looks like I haven't gotten to Level 7 or higher in Baldur's Gate yet
  9. You have to take into consideration that BG, EE or not, is still an old game. BG:EE is just a modernized mechanical update. It's tons of new stuff too and it's great imo. I think you should compare (by graphical standard today) DA:O's zoom. Where it looks good zoomed out, and it looks good zoomed in. Or do I not understand what zoom means? Zoom in on this EDIT: Tiles! Props didn't see that before.
  10. In recent news, in the latest update, it struck me that "Hey, couldn't you make a concept tile editor fairly easy?" There's already some assets to use. A, It could help with creative concepts. B, It could be fun :D 1. Dungeon from a Dungeon! http://forums.obsidian.net/topic/63207-update-39-non-core-classes-cooldowns-attack-resolution-damage-vs-armor-and-a-tileset/?p=1302826 2. Forest from a Dungeon/Which can be transformed into "Tilesets" as well: http://forums.obsidian.net/topic/63207-update-39-non-core-classes-cooldowns-attack-resolution-damage-vs-armor-and-a-tileset/?p=1302944 I don't think Obsidian should waste any resources on it. If you've played around with "Legends of Grimrock", with the "Dungeon" tiles in the screenshot you could at the very least create a "Dungeon Maker". I'm already halfway through one right now but "Photoshop" gets clunky in some ways, and I'm feeling "Is there some more effective way to do this, more effortlessly?", which is why I'm asking here.
  11. @twincast: There's Stamina in P:E. I think it's inspired. @Malekith: No but I am basing it on that BG:EE has a zoom feature, and I think it is a mechanic that is control based in a different way that you could implement fairly easy (like adding a digital real time clock into the game, toggle-able on/off).
  12. Take a good look at the first 8 seconds again~ Looks like good flow Paused -> Un-pause -> Mobility/Pacing/Very short combat -> Pause. As for character size, it does look to be a little bit smaller, but if I would have a lower resolution I would get a more "zoomed" in view, right? In Baldur's Gate, with widescreen I see more, it's like being zoomed out. P:E will also have zoom in features right? So you could play zoomed in (like the BG example) and following that zoom-in, your characters will be bigger. UI and Portraits look to be test only currently, but having that bottom bar with some cool UI with the portraits in that position in them, might look cool (Kind of Land's of Lore UI, having the Character Portraits in the bottom). Anyways, example: Baldur's Gate P:E: EDIT: Modified the P:E picture to the same size, and it looks like it's bigger? EDIT EDIT: Looks good :D E: The guy furthest to the left might even be Godtouched?
  13. Some quick-fire: * You've got 6 characters, the task ahead only requires 1. Leave 5 behind and go with 1. * [burglary] send off a character in a city to steal gold (leaves party for X amount of time) * [scout] send off a party outdoor (leaves party for X amount of time) basically physical "Divination". When character comes back: [Text] of what's in the area. * [street Smarts] ^same but in cities. * [business] (sell trash, trade/buy/sell items. One Issue that can arise with "Pre-Trading Management": Too much UI, Torchlight 2 had some minor stuff, like buy potions), * [Read Ancient Poetry] at Library? * WarCraft 3: Cave-in, control your party split up. One character falls through a hole, or into a trap. * [Jail], save a character caught. Trap, Thief, Murder, Kidnapped, Caught by Monsters (when [scout]). * [Etc. etc.] ~what else cool stuff can be done? I think we are ready to touch some base with "abilities that has no animation" but fulfills a feature in text only. Could some features be extremely simplified? * Climb * Jump * Toss * Dig * Teleport All are the same, none of them require an animation (simply teleport character from A to B). * Climb a character ~he gets a favorable elevation, perhaps on a roof and can scout the area ahead/below. Controlling the rest of the Party you get further "Vision" ahead. Essential for a Stealth path, also part of "Splitting up" the party. Does one of your characters have a bad reputation, perhaps "Wanted" posters, and bringing that character into the City by itself alerts the Guard? Perhaps you could send such a character ahead on [scout] or just leave them outside. In some ways, Reputation being a big business as well? EDIT: Xienzi, great idea. Additionally, far-fetched: Adventurer's Hall = Create an army? Lesser "units", to fortify "your Kingdom", perhaps? Not "Classes", but you'd be hiring (for gold/silver/copper) different types of "Units" serving different functions? A "Footman" from a Barracks. ^Maybe not for P:E. It would be cool though
  14. Sorry I can't just drop this xD Why does the dungeon map have to be a dungeon? Put a texture on top of it... voila! (not very pretty, this one below, but it gets the point/concept across I hope): Also, creating some sort of Adode Flash Tileset Concept Map Maker (with photoshopped tilesets) would be fun. Anyone knows how to play with Flash, please send me PM and we can try and make something? I used these btw: EDIT: To Obsidian, with this, using different textures. Some maps you can re-use over again, for the pathing stuff. I honestly don't think Players would notice (if it's done good enough, in essence -> not the concept I did above ). And if we the Players would notice, it'd be better than DA2's "re-use area"-method.
  15. Multiple Playthroughs, one game you go 20%, another you go another 20%. It also gives a ton of ways to get varied, allows the Player to experiment (there might even be some spells designed to be "worse" than another spell, just to make the Player feel "Good" about his choice). It allows the Developers to make a game where Players/Gamers can play like they want to play as well. Several "Profession" thoughts and Faction thoughts goes into that bin as well, in my opinon (other threads~Campfire thread, Different Paths thread) (Only experiencing 20% on one playthrough, and another 20% on another playthrough).
  16. Well, if the potion breaks, perhaps you are given an advanced component from that cleaved Leather Armor? Similarly, if the Magical Scroll gets destroyed, would that enchant the components? (If you can use it to upgrade your own Armor). Breaking items could actually be a benefit in another way~ * Not breaking: You get 1 potion+1 component. * Breaking: You get an 1 enchanted component. * Scrolls could work in the same way. * Could work with a "randomized" loot, or rather, "randomized break" which in turn makes "randomized loot"~
  17. Just saying: I wouldn't mind it, it's not about too much realism, it's about a cool feature and mechanic. I don't know what's so precious about all those Leather Armors, Bastard Swords, Two-Handed Swords that you guys find attractive, but I think playing through Baldur's Gate (PS:T as well) there were a tons of crap that I didn't bother to pick up (and those sorts of items should be able to break and serve some other higher function). Why? Cus I only get 5-15 gold for it and my inventory was packed. If there will be different types of loot (conceptually): Minor Loot - Components, potions (destructible in fight) ~other crap stuff~ Major Loot - Some coins, Magical/Mythical (Indestructible in fight) Similarly, breaking loot would... oh nevermind! I always forget: "Unlimited Stash". Breaking loot would have been a great mechanic side-by-side with a Limited Inventory. EDIT: Because really, how much of that vendor trash do you pick up in Baldur's Gate midway through the game versus how much do you ignore?
  18. I think they could rival BG2, with some help from the community. But it's not anything to bet on perhaps. To be able to make more spells swiftly and simplified, I wouldn't mind it if Obsidian copy+pasted some spell animations, changed the hue/texture and mechanic effects a little bit. They could easily do 5 different spells using 1 spell animation this way (practically 5-in-1).
  19. What about magic and loot? I burned a guy to ashes, do I still get to loot components or is it just dust?
  20. More quick-fire: * Descriptions being "toggle" able. - ON: Get Obsidians Spell/Journal Descriptions - OFF: Get none, manually write & edit your own Journal & Spell Descriptions -> Make Journal -> Make easy to Edit in-game (Baldurs Gate, edit your own Journal) -> On/Off Sounds easy to implement. Gives slight PnP experience within the game.
  21. I made a dungeon with your dungeon Accidentally lassoed some stuff~ just conceptual tileset stuff? Can a "texture" which looks completely different be placed on top of this map? Could I draw a forest area and just put it on top of the map, but the pathing and everything is still the same? Modding related~ re-using an area and making it into another area basically.
  22. Inställningar = Options I'm Swedish, so understand if it's non-understandable. Start = Not off -> Lista = Menu of options -> 1-5 = gives different types -> 1 -> start game -> playing game -> 2, getting points/score -> 2 -> Look at your points/score -> 3 -> Help (How to Play) -> 4 -> Options -> Into game -> 5 -> Quit -> Playing game -> Winning/Losing -> Continue? Y/N -> Y -> Start Over -> N -> Quit

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