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Osvir

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Everything posted by Osvir

  1. 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).
  2. @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.
  3. 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.
  4. 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
  5. 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.
  6. 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.
  7. @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).
  8. 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?
  9. 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
  10. 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.
  11. 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).
  12. 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"~
  13. 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?
  14. 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).
  15. What about magic and loot? I burned a guy to ashes, do I still get to loot components or is it just dust?
  16. 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.
  17. 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.
  18. 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
  19. But your attack will be decided if it hits or not: 1.8 seconds - Your Attack - Dice rolls (Turn) 2.4 seconds - Enemy Attack - Dice rolls (Turn) 3.6 seconds - Your Attack - Dice rolls (Turn) Also, I did a little touch up of what I see in that mysterious fellow Aumaua or Orlan. I think it looks like a monkey (I'm not a great artist, just wanted to convey the concept of what I see) versus
  20. Nah that's an Aumaua, not an Orlan. Why are you thinking about it in turns/rounds ? You select both your animal companion and your ranger and left-click to attack (YES LEFT CLICK, looking at you Dragon Age), they both attack at the same time I'm sure they'll 'balance' it out but I bloody hope they don't try and make it so that each class is doing a very similar amount of DPS. Hopefully there's quite a lot of variation between the DPS and how consistent classes deal damage (some would be consistent, others bursty). I'm thinking about in turns, because Dice Rolls are pretty much turns. I'm also thinking of how powerful the Hunter+Animal combo is, and how do you balance that? (Health+Stamina looks to be one way, but is there other ways?). In many cases I think combat will flow = I attack, enemy attack, etc.etc. Turns also makes it easier for the developers to design combat flow. For instance: 1. You attack 2. Enemy defends 3. Enemy attacks 4. You defend Inserting more attacks or special abilities into priority (Instead of using "Wild Sprint" instantly, the previous "animation frame" would have to finish). It makes combat more... uniformed, having "priority" in the dice rolls. P:E is simulating some sort of PnP/D&D play right? Turns. It'd still be real time, you see (as in the picture) your characters fight their battle visually, but in the "spirit" or "mechanics" of it, dice rolls could be jumping back and forth (in turns). All of the IE games also uses turns, just saying. EDIT: I still think that's an Orlan though. The head resembles this too much when I google, and I'm thinking "Obsidian got inspired by this too": This to get to google search. Proportionally, the head looks very different than Aumaua. Some of the pictures I found in google search: Compare facial structure, +back of head, with the zoomed in picture in your post Sensuki. Might be jumping conclusions but, picture from Obsidian+Pictures from "Orlan" google search = Resemblance? Looks like a 1+1 to me. Versus the white war painting coloring of the face. Other pictures when you search "Orlan" in google also resemble the picture more than what these do: Notice the "Back of head" on the dude in the picture. The neck/shoulders, proportionally it looks like this guy has a rather big head, or has a small body frame. Of course, I might be completely wrong ^^
  21. Number 3 is Cadegung, who is a priestess. When did Cadegund get a beard? EDIT: It might be the resolution. It looks like you are correct, but it does look like a beard xD Comparing with this one:
  22. I see 2 Characters in there that hasn't been revealed yet Number 1 furthest to the Left. Cipher or Barbarian? (The charging guy?) *wait...* that's an Orlan!? Number 3 has red beard, chainmail hoodie, Paladin most likely. * Several things I am noticing about the combat aesthetics: WOW! Haha. I can totally see the choreography in movement and it excites me, it looks very nostalgic with an updated combat visual. The core looks like it might be the same (nothing bad about that). The first, somewhat Rogue-like enemy to the left, looks like he just dodged an attack to his own left. Hunching down. The enemy to the right looks like he just took a blow, it might be early model+animation (most likely) but for some reason it looks like his arm got "limp" or that his model/animation got "hit" and there was some sort of "impact" shifting his body with the blow. Or the guy in front of him is about to give him a backhand attack.
  23. I thought the same thing. Sharing [Health] sounds about right, but sharing [stamina]? If [stamina] determines "Action", then I can kind of get it. If the Wolf companion dies, it'd be heartbreaking for the Ranger. Thus [Health].... or vice versa, sharing [stamina] but having their own [Health], because.... [Morale] of course! Maybe doesn't even have to share the same pools, but if the animal Companion dies, the Ranger becomes sad and can't amount to anything in the current fight. Likewise, "Ranger = Beastmaster"? I do like that, if it is innovative and a new form of it (and not Warcraft 3: TFT Beastmaster). A Ranger-Master, a P:E-Master. Hawk = Whistle and you get a Hawk you get to control for a limited amount of time, checking the forest ahead of you. And if you get into a nasty bandit place, they might (might!) shoot it down and cook it. I think something to consider, that I think Obs is considering, is the power of having an animal companion+Ranged combat. It is very powerful for an already powerful class. Ranged combat is very strong in many games. Adding in a "Beast" to an already strong class, phew. I am not against it, I've been advocating it after all. Maybe the Ranger either has to focus his Soul into controlling the animal, or focusing his Soul into Ranged combat. In this way, you'd choose to attack with the animal or the bow. 1. Attack with Animal 2. Enemy reacts 3. Enemy turn (Attack animal) 4. Animal reacts (block/dodge w/e) 5. Attack with Bow 6. Enemy reacts 7. Enemy turn (Attack animal) However, don't know how pretty it would look, skipping a turn for the animal like that. Adding an animal to the Ranger gives them both Long-Range and Close-Range combat at once. Which I think can become a rather big "Powerhouse" build (as it can get). I'm advocating for that the Ranger himself/herself as a Beastmaster gets a "Whip" and must be up close. Perhaps being able to "Whip" the animal so it gets extra bonuses (Perhaps there could be some sort of "Animal Morale" and/or "Animal Reputation" for doing that though..). Animal mechanics! Lots of stuff to think about there. Grimoire Switching out Grimoire's in the inventory in the battle resets all cooldowns? Or wouldn't it be better if the Wizard takes a personal breather (and the Grimoire has nothing to do with cooldowns). So if you've cast a spell from GrimOne, switching to GrimTwo would still have cooldown for the Wizard. However, if you haven't cast a Spell, you'd be able to switch and throw spells instantly, kind of like that would be a good way me thinks. Otherwise you could just: Throw spell GrimOne switch Throw spell GrimTwo ^That is the bad example. Throw spell GrimOne switch (+Cooldown) Wait for Wizard CD for GrimTwo Throw spell GrimTwo ^That is the good example. or: Don't throw spell GrimOne switch Throw spell GrimTwo Can we name our own Grimoires? Can we edit the spell descriptions? Can you "turn off" (Options Menu/Start Game Options) spell descriptions and write them yourself? Don't get me wrong, I love the spell descriptions in the IE games. Playing the very first M&M (Might & Magic) and learning what spells do (by trial-and-error) really was a great feeling. The spells became significantly more personal, having the spell descriptions on a piece of paper beside me. However! Instead of bringing out pen & paper, the spell descriptions in-game could just be "Blank" during this "Option" and you get to flesh it out yourself. How does Grimoire's grow? Do they get visual changes depending on how you upgrade them? * A Grimoire with lots of Fire Spells = Gets an artistic touch and looks like it's burning (In the Inventory, it doesn't need to look too fancy on screen-in-battle, all that needs to develop is the inventory item graphic, for simplicity). * A Grimoire with lots of Necromancy = Transforms into a bone tome, with bones surrounding the cover, a PS:T skull on top of it or whatnot. And for a Lore logistics question: What are the differences between Soul Manipulation, Magic & Necromancy?
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