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Everything posted by Osvir
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Perhaps just progressing the game gets you resources that you can use at "Camp" to upgrade and "level up" physically? You play for 10 minutes, Camp, use resources or whatnot, become stronger/better or whatever you've been doing up til this point. This would really require you to not being able to Camp "always". (Sleep for 6-10 hours with a 14-16 hour cooldown? In-game time, naturally. Could you sleep 2 hours to regain some Stamina, and then sleep the rest of the 4-8 hours later?). Similarly, with "Faction", "Career", "Way of Life", "Class" or "Profession", whichever you'd like to call it, you could grow in Class Level depending on which Faction you choose. Faction = Objective Based Experience, Levels Up your Character/Class, Spiritually as a Person (Having more "Life" Experience). Camp = Interactive experience, making your equipment better makes you in turn better. If following a Faction is a "Career", and you start off as a City Guard before becoming a Soldier sent out to war (and deserting? nvm that for now..). Perhaps the Soldier knows or learns some techniques which allows him to make certain gear at "Camp" phase. Similarly, the Thief at the "Thieves Guild" might learn other crafts (This is what I'm trying to combine, ultimately: Crafting+Economy(Copper+Silver+Gold)+Profession+Faction+Class+Progression+Camp+Torches+Digging+World+Cities+AI/Monsters+Gods+Equipment+Food+Mortality+Stronghold ). I got 10 components -> Camp = Upgrade 2 things I got 5 components -> Camp = Upgrade 1 thing Components could be available by chapter-to-chapter, just like Objective based experience is, so Obsidian could have a really decent watch on where you're at in the game. Perhaps you've got 1 full plate early, but it cost all of your gathered components and the rest of your team is in "shoddy" armor. Or you could balance it out, give your entire team a progressive upgrade as you go along. Choose to upgrade one and save the other for later or not upgrade at all (e.g., the Wizard might not need much armor upgrade early game). Similarly, resources found in the fields serving different functions? * Magically (Enchanting/Cursing) * Crafting (Herbalism, "Maintanence"=Resale or Vendor Trash into Components?, Cooking, Gadgets etc.etc.) * Physically (Armor/Weapons, Components) Leveling up becomes... player based. You not only choose how to level up but when to level up. Some people might dislike this just cus I'm saying but w/e: Minecraft and Terraria is pretty much this. Your "camp" being the house you build (or rather, the "Crafting Table" you can bring with you). When I mention "Minecraft" and/or "Terraria" in these kinds of discussions I am not talking about "Chopping down trees" or digging "Dirt". But the concept of how Minecraft's and Terraria's resource system works, they make a lot of sense in my opinion. Minecraft -> Chop down tree -> Get resources -> Build House Desire -> Chop down Bandit -> Get resources -> Upgrade Armor/Buy Items Non-Lethal -> Pick pocket -> Get resources -> Buy Armor/Steal Items A simplified form of the "Crafting"-game resource management in some ways.
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2. More IE-games Character Creation and progression (Attributes/Statistics such as Str/Dex/Con etc. etc.) being static to Attributes. In Baldur's Gate you make your character, let's say with 18/00 Strength because you were rolling for hours. You'd have that 18/00 Strength for most of the game, with some 2-3 Tomes that you can use to upgrade your Strength as well as some stat-boosting items. In-Game items progress your "Statistics" rather than "Leveling Up". I hope that P:E will keep the significance of the Statistics. They define your character, rather than defining their "physical" or "magical" strength (seen in pretty much every other cRPG out there). Stats should define the ability to talk well, to move well, to look good etc. etc. rather than "This is how much damage I do" and I think PS:T touches base best with significant stats. 3. Additionally: Based on Difficulty. - Easy: Shouldn't be much of a struggle, it should be like flipping pages in a book in my opinion. I don't want to face a challenge on this difficulty, I want it to be a breeze. - Normal: Standard Combat Challenge. Stuff can be easy, stuff can be hard. - Hard: Challenging in more than just "Combat" but in other parts of the game as well. - Hardcore: Challenging, Economic, Food, Unlimited Stash = Limited Stash?, Weight?, Morale?, Mortality, Camp, Combat etc. etc. stuff that makes the game not just difficult but a challenge that challenges the intellect further. 4. In my post about "Professions". Why is it only the "Stealth" path versus the "Combat" path? Make being a Scholar interesting, make being a Guard interesting, make being a Thief interesting, because it is in doing those interesting (possibly as professions/way of life-paths?) that you create several different paths. Not just "Do I sneak past this or do I fight past this?" but "Can I read some ancient poetry for the Guards as a Wizard and in turn confusing them? Can I get a business and talk to authorities as a businessman? Was a Cipher ever there?" etc. etc. several approaches, rather than 1 or 2 approaches. A Thief in the Thief Guild could be guided by his fellow "ruffians" to the Stealth path, of course you could choose there and then not to follow the Thief Path and fight your way through it. Likewise, a Guard for the City should be able to "sneak by" as well, similarly the Guard should have an option to "Talk" through it as well and not necessarily have to fight a battle. 6+7. For 6, that's exactly what I am talking about with "Professions". Profession = Faction. For 7, [interrupting God] to be both Easter Egg and Lore. I'm sure I read it somewhere that Gods like to play/interfere with people... I know for certain I've read (because I've read it several times on the wiki) that souls will be haunting the main character. 8. In Baldur's Gate you hardly had much customization as you leveld up, gear was what made your character mostly strong. Weapon Proficiency making you better with weapons, a proficiency you put out every other level. Unlike "DA:O", Baldur's Gate and the old IE games hardly had much "Skill-Up" screens. Actually, it didn't have it at all. If "Character Level" is more of a "Spiritual Experience", I can see [Professions+Factions] (Mentioned above) being an interesting way to level up. Not only do you dig deeper into the Faction, but you also dig into the Factions teachings. A Fighter becoming a City Guard at "City1" then becoming a Soldier, a Soldier who becomes a Commander or General, and a General who becomes King. "Leveling Up" could be an "Objective" in itself, a desire for the Player. "Ah if I become a Soldier I'll learn more stuff!" rather than the little "Guard" who knows little of the combat techniques that the Soldier does. Level up with the World. That'd be cool imo. Progressing in "Profession" or "Career" makes you better at doing what that Career does, with some limited (like the Weapon Proficiency) upgrades, gaining abilities naturally as you progress in "Career". The numbers not addressed and such I don't really have much of an input on. Great list
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Lovely post, Osvir! I agree with most of your points. Some comments: 2) All that sounds good. However, I hope you don't mean that our pc and party members must have a profession to attain money. Also, I honestly think games where you are sorta made to be logger, trapper or fisherman just diminish the adventerous side to RP. Skyrim, once again: It is nice with a few handimen and artisans scattered in the game that can make stuff, but it seems a bit of waste of game-making resources. It adds a sense of a believable world, but I as a player don't want to be a part of it. I don't want to work in that sense in games. If I feel like mining I go play Minecraft. And regarding economy, I must one of a few who don't like the economy mini-games that sometimes sneak into CRPGs, you know where you control trade or your building town, cities or castle (It was the part I liked least about NWN2, and I love NWN2). I know the stronghold is in, but I want be holding me breath in anticipation for that one. Hope it doesn't rutn out like that pirat island DLC for Kingdoms of Amalur. It felt like chores and fedex quest galore. 3) See my criticism for point 2 5) For some reason that doesn't sound exciting to me. My pc should be the main character and the others I'd like to have around for the party feel of it. I don't want to explore away on me own with them, but that's just me. I mean, I certainly would give it a go if that was so. 7) A player shouldn't be punished for realoading or resting too much. If that is part of the game system, it is perfectly fine to do so. You could always refrain from doing certain things if you feel like it makes the game too easy, but don't have the game punish you for it. Again, Kingdoms of Amalur had a crafting system that made items far more powerful than anything you could find in the game, so I simply didn't use it. Strange punishments from some gods of game morality I think I could live without. Boy, are you gonna love this gaem, Osvir! Look at the great writers for this game. This is Obsidian we're talking about here!! 9) I know that you mean "mortality", and yes death needs to be made a bit more important than in it is in lots of CRPGs 10) Great point! 2. Not a logger, not a farmer or fisher. But professions that progress the story. Integrate the Classes with the world. Imagine being a Paladin in Baldur's Gate, and pursuing that path as a Paladin and not as the Bhaalspawn. Doing objectives for the Temple, going to Nashkel for the Temple, figuring out the Conspiracy for the Temple etc. etc. or you are a Guard at Friendly Arms Inn, sent out as an Agent or simply a goody-toes messenger/investigator. Heck, maybe you could start off as a messenger and you get thrown into the whole mess and you just want to get out of it. But for the heck of it, let's say you could become a Fisher as a profession. Which results in you finding some weird treasure, or a fish that talks and it tells you of greater treasure as it slips out of your hand and back into the river. It is all about "initiation" into the larger scheme from different angles. Unlike Skyrim is the first thing I write. Make Classes significant beyond Character Creation. A Paladin is a profession, just as a Priest is. A Chanter singing on the streets. In other words; No need to make up professions that has nothing to do with the Classes. All of the "Professions" (Even Paladin) could perhaps be a path that any Class can choose (In other words, a Fighter pursuing the Paladin path, becoming a Fighter/Paladin). 3. But Minecraft does it right! You slay an enemy, you get resources, you build stuff. Minecraft/Terraria = Cut down tree -> Get wood -> Build House My Desire = Cut down [Creature] -> Get components -> Upgrade armor/tools/items Non-Lethal = Wouldn't need to do this because "Pickpocket". A Combat Heavy character would slay enemies to get goldcopper+gear, a Thief could simply pick pockets to get goldcopper+gear. The only issue I can think of it right now is: Having 2 characters, 1 Rogue and 1 Fighter, in cities the Rogue picks everyone's pockets, in battle the Fighter fights all the battles. If this is an issue or not though~ but just stating that it could be a "problem". 5. That's all good. I just think that, in some situations, splitting your party up into a smaller "squad" might actually be a logical choice. Look at "Mission Impossible", how they deal with their tasks. Look at League of Legends. Party members splitting up to do different tasks, split pushing, roaming, solo pushing. 1 top, 1 jungle, 1 mid, 1 adc, 1 sup. Different roles doing different things, and with a game like P:E I can't see how it couldn't be a good thing. Maybe you want to get into that heavily guarded house without getting noticed at all. Would any movie you've seen send all 6 party members forward or would 1 character scout ahead and/or deal with the task him/herself? I didn't say that you wouldn't be able to send forward all 4 characters in the example, but that sending 2 characters forward would be completely a choice that you make. Do you want to sneak in with your 2 disguised guys or do you go headstrong in with all 4 of your guys? Could you even let your 2 disguised ones bring in the 2 other and say "These guys are prisoners". 7. It wasn't meant as a punishment, but if Obsidian has exploitable stuff that they don't want and they don't see any other possible method to "fix" it then I say a "God" is ultimately a great method for obstruction. I do not intend "Punishment" for the Player, but punishment for the "Character". Perhaps there is a God of Farming, and going to a farm and taking all the cabbages makes the God angry and sends Tomato Devils after you or whatnot. I guess this "Desire" is more in the ways "Interesting Gods that interfere with the Player" oh right! I'm sure I've read that "Gods interfere" somewhere...... did a quick look around (google~) but couldn't find it. 9. How do you make Death most important? I think Economy and Food plays a great part into this. Because it is the poor that starves on the street. Likewise, Combat plays obviously a great part of this and the Player or Main Character should/could shake their boots before engaging in combat. "Putting your life on the line" difficulty, which I think comes naturally at a higher difficulty~ I think Mortality might be a big business physically at higher difficulties but at lower difficulties it'll be mostly Lore. Which is why I think P:E would be most awesome at higher difficulties and should be designed for higher difficulties~ (Because Mortality really becomes a big business at higher difficulties). Unless they make Combat matter just as much on Easy+Normal, but that might make the casual player sad.
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I'm in favor of Campfires being "intermission" somewhat, where you manage your team, switch around gear, eat cooked "Food", do some minor crafting (adjusting resale price, great idea, but also perhaps doing maintenance on "Vendor Trash" to create minor components for upgrades). Maybe it could even be a "placeable" object to add immersion. Likewise, I had this idea a couple of weeks back about Campfires costing "resources". If "Torches" are in the game, it'd make sense to pay the construction of a Campfire with Torches or pieces of wood (maybe for a higher difficulty?). You also bring up a point on "Food": * Food being mostly important on "Higher Difficulty" * Food replenishing Stamina. Eating at "Camp" raises Morale and gains "Well Fed" status, comparably to eating an Apple on the field, eating food at an Inn or at Camp could give a temporary "Well Fed" for a duration of time. Perhaps you can only be "Well Fed" once a day, for a duration of 1 combat. Resting and "Well Rested": * Resting at Camp out in the wild too often could instead degenerate "Morale", forcing you to go to an "Inn" to get back all Morale as well as get a "Well Rested" status for a duration of time. * Depending on where you rest your party might become pissed off or angry. Resting outside in a "Winter" area on a mountain might make your companions grumpy, and won't perform as well in combat due to "freezing my ass off"-effects. But all of this is void because we got an Unlimited Stash to carry everything with us! So I could have 10'000 Torches. I forgot. Though, it all depends on how/where you access your Stash. Is the "Stash" in fact "Camp" and is the "Top of Pack" weight based? Perchance there could be an option or at higher difficulty the "Unlimited Stash" is not "Unlimited", thus adding more strategy? EDIT: [stamina] Food (SF) instead of [Health] Potions (HP)? Potions = Body/Mind/Spirit Enhancing Drugs?
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Classes and Party Build
Osvir replied to gglorious's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Where do you get that knowledge from Aenor? On the P:E Wiki: http://eternitywiki.com/Chanter I didn't read anything about no musical instrument yet. EDIT: I can think of several instruments, but the one that allures me the most is probably this one: Bagpipe. This is from Monster Hunter, where it is an actual weapon called "Heavy Bagpipe". Could it serve a function as a "Crushing" weapon, such as a Mace? Then there's Guitar, Harp, Jew's Harp, Flute (When I write "Chanter" in Google and go to "Pictures" there's tons of pictures on flutes). EDIT EDIT: * Bagpipe bomb? * Bagpipe gun? -
Different Types of Paths/Professions
Osvir replied to Osvir's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
What if there is a way to have the foundation to be the same. A common goal that is legit for any profession. A profession = any class. If you'd choose Fighter at Character Creation, would that disallow you from joining the Thieves Guild? No. Later you might join a Wizards study, and suddenly you're a Fighter/Thief/Mage. If the goal could be "becoming a God" or "a Legend", then any path could be just a path to that "foundation". -
Can the Player character Curse anyone, presumably early game, to see the consequences of the Curse late game? Either unknowingly you have acquired a cursed sword that you sell to a blacksmith, will the Blacksmith start to grow corrupted? Can it be a part of an aristocratic quest tree, find a sword, curse it, give as gift to the other faction. Or keep the sword, because it becomes actually pretty good (even if you'll be cursed if wielding it). Curse Magic, Chanters cursing weapons that the enemy is holding, making them un-lootable pretty much (a curse on the weapon doesn't go away). Legendary Weapons and such could be immune to curse effects. A Curse that transforms the sword into a flower stalk or something
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- Curse
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1: Desire: A fun system to explore with many different paths. One Solution: Unlike Skyrim, several designed paths. Start off in Gullykin as a Gnome, and be a Bhaalspawn, or start off at the Temple as a Paladin/Priest, as a Bhaalspawn. Replace "Gorion" with "Gnome Mother" and "Priest Tutor" that is related to Elminster somehow and you've got a wrap. Of course, instances as Chapter 6 in Candlekeep would have to be adjusted to your character "Profession". Just an example on what I think could be a fun system to explore. 2. Desire:​ A rich an intricate economy, strategical. One Solution: Economy being strict. It is an authentic feeling for a farmer to feel the lust of "Gold" and venture on wild dreams to find treasure. Economy being limited, and a profession is required to gain income. It would be a legit feeling for the Player to run low on food in the first City and is about to starve, but at that point has the option to start pickpocketing people to gain more economy and can survive instead of starving. Thus being lead into the path of the "Thief". Another might arrive at the City and quickly finding the Guard who takes you in, or you fall at the doorstep of the Church in exhaustion, and the Priests or Paladins take you in. Profession+Economy+Faction+Reputation. 3. Desire: Loot being significant beyond "vendor" trash. No vendor trash at all. A resource based equipment growth. One Solution: Enemies you slay you use for your perusal, upgrade your own armor with the skin from the bear, or with the metal plating that Bandit had on his gloves. Take components to a Blacksmith and you get a discount on any upgrades. Having a profession as a "Monster Hunter" or similar could yield an income at "Tanners" by giving them "Wolf Pelts". A path of the "Merchant" as well, perhaps, you start a trade. Buy leather from the tanner and take it to someone else, and in turn you start a career as a Businessman ("1. Professions"). 4. Desire: A fulfilling and intelligent Combat and non-Combat experience. One Solution: "Do I want to engage in this?" whether I am prepared or not, it should be challenging enough for me to question it and device tactical and strategical plans to defeat it. Combat should be difficult on difficult. Equally important should the non-Combat experience address this question as well. "Can I get past this without fighting?", perhaps there is a patch of dirt that I can dig through on the side of the wall being one way. Another way could be to dazzle the 2 guards by the gate with a sleep spell, and then (if possible) move the bodies and/or switch clothes. 5. Desire: Sending off party members on tasks by themselves, leaving the rest behind. Individual character management. One Solution: Taking the 2 guards example from above, we have 4 party members, leave 2 party members behind and do the rest of the quest with the 2 that switched clothes (to go undercover). Depends on the objective. [search] for a Scout/Druid/Ranger in your party, leaving your party for a duration to explore the outdoor area ahead of you (disappearing like the dog in Torchlight 2). [burglary] for a Thief, disappearing for a duration of time, looting a small % of the towns gold. Can enter Jail or get "Wanted" status. 6. Desire: A fun [Experience]. One Solution: With a [Profession] tied with [Faction], which grants growth in "Class" path. A Guard (Fighter) would be better at close combat than the Thief (Rogue). [Armor Resources] being an experience to grow in potential protection, and a Rogue, Wizard, Fighter, Ranger you name it can grow equally in protection. 7. Desire: "The Interrupting God", weak mechanics that Obsidian knows are exploitable, [insert God] to stop the Players from exploiting it to remain authentic to the world. If you know it at release and there's no other logical or easier method. One Solution: Some Player choices in the game could be interrupted. You would be able to Save+Reload as often as you want, but doing it could put you into a "Doctor Who" loop, thrown into a trap made by a God. If you Rest too much and frequently, you could be sent into a Realm of Dreams, trapped by a evil Jon Blund God. Pickpocketing everyone in a town, Ciphers could appear, setting "Heat" in the city. Or a God could come and shake his finger, and if you continue to do it the God Smites you with Lightning (but you could still continue to do it xD). 8. Desire: A rich story One Solution: Drama. Maturity. Darkness. Creative. Innovative. Mortality. Authentic. Medieval. Gods. Religion. Factions. Good guys. Bad guys. Friendship. Rivalry. Ominous. Intelligent. Fun. Comic. Love. Hate. Mystery. I think there's a lot that can be thrown into a world like P:E. 9. Desire: Morality being a big business. One Solution: Is it? 10. Desire: P:E should be P:E One Solution: Obsidian has final word and it's their game. They should fulfill their desires and find their own solutions first and foremost. Looking forward to seeing what its going to be like :D
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Different types of paths and/or professions. Starting off as nothing but a commoner, the Event might not have happened or it is what happens on Square 1, opening scene or whatnot. Regardless, I'll use the "commoner" because I think that appeals to most different styles as possible. I had this idea for a mod for Baldur's Gate, instead of starting off as a "Fighter", you start off as a commoner. Going to Winthrop could make you a Bard, to the Priest and you can become a Cleric etc.etc. different types of professions instead of "just a class" that you choose during character creation. Being a commoner, we're in the first city, money is low and need cash. These different "Professions" wouldn't just be the "Class", but it could be woven into "Factions" and "Economy" as well. Having a "Proffession" generates "Income". But not only that, a different approach, from a different angle depending on which Profession/Faction you choose (to a start, you could always switch, what with Reputation). You could become a Guard, and your quests would be related to patrolling the streets, which would lead into deeper conspiracy, like the cop in L.A. Noire you start to suspect your superiors or whatnot. Anyways, your Fighter class getting stronger. Likewise, if Economy+Food also gets important somehow, becoming a Thief pickpocketing could also be a "Profession" and a way to get an "Income" going. The Thief would in turn also go his/her own path, perhaps through the Thieves Guild or even through stumbling into a Noble's house that happens to be woven into the grander scheme. With "Professions", there could be several different paths. As a Wizard and a magician, you might be granted audience with the "King", whilst a Thief might be visited by an associate to another King, when the Thief has been thrown in "Jail", leading to another "Faction". A Chanter or a Bard might seek work on the streets, or at Church, earning some little copper and in turn gets discovered by some aristocrat who pulls the Chanter in. Or perhaps you can go about and learn to master "Ancient Poetry" and spreads wisdom and investigates deep ruins. A treasure hunter who goes down deep dungeons and across land to find treasures dug down in the earth. Following in-designed riddles and clues. Some of the treasures being tied to an even greater plot. All part of the same grand plot, but simply different paths. Too much? Thoughts? Do you have any more paths that could be explored? Other Professions? Regardless if it would be too much for P:E, could it serve as inspirational material? Please, share your ideas for different types of "Fantasy" professions. Perhaps a "Monster Hunter" could be an actual profession, and at the top of it's "quest tree" you become a "Dragon Slayer" or as some would like it "Mythical Creature Slayer".
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Gods in Eternity
Osvir replied to Giantevilhead's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Could Gods interrupt/interfere with mechanics somehow? For example, if you'd try to pickpocket an entire town, a God of Shadows could come in and wave "its" finger "No no". If Gods could fulfill such a use, it could both be fairly (and magically) reasonable for the developers to design "restrictions" that'd be content by itself. In Journey, there is such a mechanic, when you try to walk outside the screen you get pushed back by this invisible wind. Many gamers don't mind it, and is immersed by its feature. Kind of like that, but with Gods If you Rest all the time, you end up in the Realm of Dreams or something, transcending into spiritual form (and it wouldn't be a nice place to be at because, presumably, a God could've sent you into a trap). Saving and reloading too much could send your character into a Doctor Who loop, meeting or seeing yourself as you moved before as a "Ghost", before you reloaded. It doesn't necessarily have to happen all the time, but Gods could function in "random encounter" scenarios and "restrictive" scenarios such as the Pickpocket scenario. For example, imagine a God being annoying towards you, obstructing you on your path, so you decide to go after it and take it down. You take it down and take a breather, no more annoyance. Likewise, you could've thought you took down the God, but in fact you took down another one, manipulated by the first one to take out the other one. -
With a proper economic system there could be more professions than just simply being pretty much a "Bounty Hunter" or "Monster Hunter". But you could become a Thief that gets sucked into the underworld of a City, or choose to become a Holy Paladin to be a messenger of [insert God]. There is so many awesome things that could be done with a psuedo-real economy (immersion+authenticity). I've read several "Best Game Ever!" lists and EVE Online popped in there and I understand why. I have some thoughts on the concept of a good economy but I don't even know if I should bother, a Global Economy might take time to build and design (I understand this) and I also understand that financially the game would be played differently than the IE games (That doesn't mean combat would feel different). A Community Developed Economy? Now that is a different thing, whether it is used or not, that would be certainly interesting to see This sounds more fun (In my opinion): Profession = Income Rather than the common one which is used in every game: Slay enemy = Income
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Economy & Difficulty
Osvir replied to Osvir's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
That's what I'm talking about. By gimping player income you allowing him less variability. What is variability? Have all content available to you in your possession (Backpack) or having all content in front of you and picking and choosing which one might be best for your journey that you want to do? Is it variable that everyone can buy everything and do everything with it? Is it variable to choose which shop to go to, and then choose which items fit with your journey the best, whatever your journey is?- 35 replies
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Male/Female+Classes, Lore
Osvir replied to Osvir's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
No. Slaughtering a band of slavers gets a negative reputation with them, even for them they might view you as evil. The slaves you saved, thankful and happy. The faction that you saved the slaves for, happy as well. A third (or fourth) faction might hear the rumors/the reputation, and think your actions were a little bit unnecessary and/or gung-ho. -
Chris Avellone Plays Arcanum
Osvir replied to Adam Brennecke's topic in Pillars of Eternity: Announcements & News
I voted Let's Play/Documentary first. But then changed to Twitch/Stream after reading some posts. Uploading youtube videos and such, I don't know, how fast internet does Obsidian have and how fast does it take to upload? Some ~100 MB for a 10-15 minute video? Twitch would be: Start game+Record and then it's online (and recorded~saved on Twitch). It'd be less time consuming.- 112 replies
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I totally agree with this, and that is what I'm advocating. Not digging up an entire country, but quest based digs. To make it most interesting, though, money would have to be slim (Treasure Hunting being a legit profession). Credit to you because you posted the picture, sourced it as well. Farmer deciding to go on treasure hunting because he doesn't earn enough cash by "Plowing".
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Male/Female+Classes, Lore
Osvir replied to Osvir's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
So what you described is a child? Anyone can (and does) come up with ridiculous off the wall ideas; the important thing is to not promise people things you know can't be done. Also he's admitted to making **** up on the spot just to generate hype for his games; that's not someone getting too excited, it's someone who craves attention and publicity. True. Not necessarily publicity, attention for sure ^^ I like to give attention too. I completely agree that it is important not to promise anything, but that doesn't mean you can't explore 150%. Perhaps there's 1% in that +50% that could be swapped with something in the 100%, the +50% could both be more complex or more simplistic than other ideas. -
True, but since I've started this thread about digging I've made a system for where it could fit in an isometric view, but mostly in the story of a world and it's economy (won't go into it all the detail). Inspired by P:E, if you will. I don't think many would dig into the following paragraphs either, just sharing thoughts For digging to be important, economy would generally have to be slim. Realistic is probably a good word. Treasure hunting could be a valid choice of profession, in ways of growing in career and/or character path. Be the adventurous treasure hunter Indiana Jones. Or you could simply go the Thief path, pickpocketing your way forward through the shadows, as a profession. One might manipulate himself forward, getting better prices. And one might work on the street as a singer. Generally that. NPC's choosing to go out treasure hunting implies that farming isn't profitable, youngsters going out on foolish adventures and, you are one of them. If making a "Business" is going to be in P:E, things get ever more interesting. Copper - The commoner's coin. Minor Resources, Herbs, Low to Mid Maintenance, bribing. Pickpocketing, slaves for business. Silver - The merchants coin. Better resources. Upgrade Gear. Invest in Stronghold. Gold - The noble's coin. Buy business. Invest in Business/Stronghold. It could be spread among some factions, a limited global amount of gold (figure is examples~examples, as big as Spain?): Progressively finding gold. With a limited amount of gold in the world, and perhaps even chapter per chapter being a different amount of "global" pool that can be depleted and you can't upgrade fully but rather partially (Dishonored springs to mind, there's only some some gold on each level, and it is enough to upgrade some or certain aspects of your character). Anyways, ^that's one way to make "digging" important in the world. Note: Won't be in P:E.
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I feel the whole point of the treasure hunt is a man's wild dreams... probably heard in some movie xD but the point is kind of... I see a plot in the farmer giving up farming just to chase wild dreams with a shovel. http://forums.obsidian.net/topic/63088-weapons-that-enemies-react-to/?p=1296384 Credit to AGX-17.
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Just realized that King's Bounty is rather bad in my opinion. Same thing with Kingdom's of Amalur, "indicators" where there is treasure. And so much loot :/ I think loot could matter more significantly than being "Hey get your gold here!". And not necessarily something that's the extreme opposite, "only gold at X location". Something in the middle. As for a quest: a riddle could be inscribed on a sword hilt as it gets identified: "Go to the Hollow Willow Tree" *goes* "Nothing here..." *looks around, realizes the area itself is symbolism for direction; tree is pointing East* *goes east* *finds new clue towards ~elsewhere* *finds cave, needs torch to read inscription on wall, "Location" clues* *Finds X, digs, finds comic- or epic treasure*
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Liking your post mate, just want that to be highlighted. Perhaps not for this thread~ don't want "Flying Enemies" to be forgotten. Harpies could perhaps try to lift you up and drop you, and if they do, you die (unless you can create some "Cushion" spell, before they fall into it). Or place a strong Aumaua to catch them xD Idunno.
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I thought it was a vote between "Player Death"- and "Enemy Death"-Animations~ Attacking Animations vs Death Animations..... you're gonna have to have good attacking animations to get good death animations.... which makes this into a "Finishing Moves" thread, somewhat? Also voted on more death animations. Basically more Enemy Finishing Moves would be fun I guess, let your fodder companions go out with a bang on ironman
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Male/Female+Classes, Lore
Osvir replied to Osvir's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Thanks man, explains a lot It's good to hear another one's perspective, but I'm really on the same page: This is the framework you need to look at my ideas with. This is also something that has been said to me several times xD I get it! I love Baldur's Gate, Icewind Dale, Planescape: Torment and although I might not have finished all of them entirely, I know the mechanical system of how they work. I've played with DLTCEP and other tool-sets to figure out the core files "What is it that keeps Baldur's Gate together??", I know what assets exist and what you can do with the editors and how you can mod the IE games. But it is relevant!! If P:E ships without an Amazon skillset I'd be absolutely fine. But the point is that at least now it's been asked. -
Ya, I really like that. That's kind of what Dishonored gives you. As for a tradeoff by running away, if "Morale" is a part of P:E in some ways, "Leadership" or whatnot, you should first and foremost take a strong hit to that and the Bandits or whatever Ruffian Lawbreaker they are, they should instead gain Morale. So if you ever return you should be having an even harder time. Reputation could be hit as well, obviously the villagers who wanted you to save the hostages won't be very happy about your decision to run. Off-Topic but related to the story of running away: Could Reputation stoop so low that people starts to throw tomatoes and stuff at you?