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Osvir

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Everything posted by Osvir

  1. 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*
  2. 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.
  3. 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
  4. 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.
  5. 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?
  6. ... both? :D EDIT: Okok seriously though... I want to choose one, but then when I think about I want to choose the other. So my vote is ambivalent buuuuuut........... I mean more death animations are fun. I'll have to research into this... Are you suggesting death animations for the player character (because I'd like that) or for the mobs we are facing? Does a Gibberling kill the player character differently than what a Giant does? Well "duh" but I am just curious if that's what you are going for. But then it comes back to the bipolar self-counter-argument which is "But wouldn't it be cool to take down a Giant in some cool way?".. Oh I don't know Hormalakh, I'll be back to vote later
  7. Yes please. I strongly believe that Project: Eternity could benefit from some Dark Demon Souls influence. I like the entire post just wanted to highlight that. However, I think that'd be something on a somewhat... higher difficulty. 1) Not in open areas. I don't think that Obsidian wants to constantly send the player through extremely crowded or narrow areas. 2) If it is very cluttered, then yes, of course. 3) We agree. 4) Same here, pretty much. 5) If they make sure that sneaking requires a great amount of skill, and is not a no-brainer easy thing to do, then this would be ok. 5. Or run like a coward?
  8. http://forums.obsidian.net/topic/63180-forum-update/ High Reputation (Good) = Faction B dislike, Faction A like, Faction C skeptic High Reputation (Evil) = Faction A dislike, Faction B like, Faction C skeptic High Reputation (Neutral) = Faction A+B skeptic, Faction C likes Alignment/Reputation/Morality/Faction-Based w/e it's the same thing just different names. Mechanically might function in various ways but it's there to fulfill the same thing. Just like High Chaos and Low Chaos does the same thing in Dishonored, some sort of "Feedback" on your characters personality. What I was proposing was a "Global Reputation" so you can get a "Temperature" on where you're at in the World, instead of having some sort of 10-15 Faction List that you have to go through to see who likes you and who doesn't. Didn't get far in Fallout: NV but that's one of the initial feelings I got about it when I began to interact with Reputation. I like where Jobby is going, Male could have some easy way through some instances and Female could likewise have an easy way through some instances. I wouldn't mind flirt my opponent as a Female, just to take them down non-lethaly so that the rest of gang can enter. Seduction, and that's not perversion or anything but an actual skill and if proficient enough; a very effective method on swaying men. 1+1+1 (Male+Female+Seduction)+1(Dialogue Options) Paladin says nothing about "Male/Female", but Priest does, I wrote the thread from memory and what I recalled and I'm looking into both of those links and thinking "Yep, that can be fleshed out a lot and we can be innovative with it still". Even if it is the finished product (as in 100%, you can always come up with new things). I am not suggesting that the Paladin should be "My" Paladin but I am looking at the "Assets" and seeing what they got and puzzling that together with another asset, 1+1 (Paladin+Priest). Likewise, Paladin doesn't say that Priests and Paladin do not have any relations, actually, Paladin+Priest does have one relationship (taken out of context! Just saying, read all of it @Paladin-link above): The bold implies that Paladin and Priest are related, and the Monk too, even if it is more "figure of speech" to explain the Paladin, it explains the Paladin by mentioning the Priest and the Monk. You don't say that the Fighter is a Ranger or draw inspiration from the Ranger, do you? It'd actually be less work for Obsidian if they just had one main "Holy Order" and threw Paladin, Priest and Monk into it (not advocating for it! Just stating the obvious). 1+1+1+1 (Paladin+Priest+Monk+Religion). @Wanting only title change: No, I am actually suggesting that Barbarian could have an Amazon skillset as well, let's look at Diablo 2. Barbarian and Amazon are quite different in their builds and skills. If Barbarian could have some Amazon traits, I'd be happy cus I think it would be cool 1+1 (Barbarian+Amazon Skillset). Same ^ though I would like to say that about everyone, everyone is an inspiration Wizard
  9. .... I accidentally hit refresh mid-post so, you're only getting one (Had linked 5-6 Champion Spotlights on "Movement", Ahri, Akali, Riven, Graves etc.etc.). Diana's , will we see something similar? How quick will the pacing be? Will it be more akin to a more slower and tactical "IE" styled, or will there be a bit more action and intense situations with your Party moving visually quickly? What I'm wondering is practically will P:E be potentially as intense as League of Legends can get? <-Anyone thinking that is necessarily bad should watch some LoL videos and pause every now and then to simulate a "Pause" function. Here's "Champion Spotlight" for more animation inspiration.
  10. @Graveyards: Divine Divinity hath shovel
  11. @TRX850: First: You have an infinite stash in P:E so you wouldn't need the storage. Oh, and Stronghold. Second, that's a good point, cleaved 2 Bandit's in half, putting their armors together and repairing them gives me some shoddy or decent product that I could sell for more. But how many of these semi-decent products would the Blacksmith want? Man, keep coming back to the shopkeepers. Loot+Crafting+Shopkeepers+Equipment are really tied together close. Balance one and you un-balance another one etc.etc.you gotta think about the different aspects and then try to bake a cake with that "What are the ingredients?" as well as "Multi-Layered Rainbow Cake or a Simple Sweet Cake?".... and all of this is then related to Economy, which can dominate a game in a bad way or a good way. I don't know which is which btw, Baldur's Gate does it fairly good imo. Loot (has several sub-divisions by itself) - Treasure - Crafting Loot** - Vendor Trash? - Equipment - Money * Anything else? Crafting Loot** (I have no idea what kinds of loot): - #### - #### - #### - #### - #### * Anything else? xD Component Loot/Equipment/Maintenance: - You'd break your gear enough, lose durability enough, that'd you wouldn't be able to make "300 Repaired Full Plate Mails" and then sell them. Instead I would like to propose that in a fight you lose 25%-50% durability and items/components that you find after the battle repairs 30%-40%. This way you could repair some extra gear and sell it to a Blacksmith, but it might be better to keep it as a backup mail. Shopkeepers: - How do they address loot? What do they buy and what do they sell? Does factions have banners on their armor? Will the Blacksmith buy gear that is bloodied and damaged from your onslaught? Are the Shopkeepers in P:E Businessmen who just wants to grab all of your money and will trick you to do so, or are they placed there for the Player to feel pimp?
  12. As I understand it, the objective in both cases would be "get past bandit"; the objective XP system should not care what method is used to get past the bandit. So satisfying the objective could be based on three things for example: Did the bandit let the party past [Y/N] (yes = diplomacy success) Did the bandit spot the party [Y/N] (N = stealth success) Is the bandit alive? [Y/N] (N = combat success) ^^^ This, nobody is penalised for the way they choose to complete an objective and everyone is equally rewarded, throw in some optional objectives to encourage people to try out different playstyles and keep the incentive to not just create a tank/sneak/diplomacy party and i think it could be a wonderful system. What I am curious about is, could you be rewarded in different ways? Or do you reward yourself in different ways? I think the answer is a given. Dishonored does work in a way like this, somewhat. The runes are the "Objective", in a way. Gold could be seen as "Experience" for Equipment.
  13. @Sacred_Path: Truth! But from a more adventurous viewpoint: Quest requiring digging for treasure? One of the islands are rumored to have pirate gold and you venture out to the island and find it? How important is "Digging" for the adventurer, and how often is it used in a D&D experience as well as in what situations?
  14. Yes! I've been advocating this idea in several threads already, but I guess I'll throw the thoughts in here as well. I personally think that most of the loot the enemies are wearing should break often, 75% out 100% type thing, except rare/magical/epic/legendary items. Weapons wouldn't break as easily but Armor related gear could. Copper, Silver, Gold~Low Drop, where "Gold" would be Treasure more so than "Income". Copper & Silver more common. If the enemy chops of a piece of my armor, I'd like to have something that compensate for the loss. Now I obliterated his armor and cleaved it in half, and it's probably not going to fulfill a function anymore, but hey! maybe I can repair my own armor with the guy's broken armor so it's all good. Or I can save the salvaged parts, get to town and sell it as vendor trash and get repairs/upgrades from the Blacksmith. Perhaps even the Blacksmith can make more stuff if I sell it to him? Loot loot loot.... About chests! I really like the idea that bashing destroys items, but at the same time I don't like it. I don't like it when I can't bash a chest and/or when I break items in the chest, but I like it that the game allows just that. Enjoyment in frustration kind of. "Open damn you!!!" *bash bash bash* "Come on!!!" *bash bash bash* "Okok I'll walk away.. who am I kidding!? Just one more time!!" *bash bash bash* If I'm ever going to be able to open it, I suspect that fragile items in there would be broken and if gear could break in a fight (I utterly destroyed the Bandit's Leather Armor) then I am going to advocate that the Leather Armor in the chest should be obliterated as well.
  15. I can think of 2 different methods that work very well: King's Bounty * Indications of where you can dig, a light ray * 3D Environment * I realize I don't know more.... but this doesn't have any "animations" except the light ray which indicates where you can dig HoMM3 * Isometric, painted 2D * When you dig, it takes a full day (Not interesting for P:E, but just noting in this list) * A very simply hole with a pile of dirt appears. It's the same one every time (might be different depending on terrain). Point is, it looks really simple. This idea isn't to necessarily cause any visual changes. But digging under the wall wouldn't be possible at every location next to the wall, but would be explained by some psuedo-logic a la Secret of Monkey Island~"Ah! You can only dig here because the dirt is soft here, everywhere else it is too hard and requires too much effort, cha-cha" or something. There wouldn't even perhaps have to be any "visual" changes to the dirt either, but your party simply gets teleported to the other side of the wall. Which brings me to thoughts on "Climbing". There doesn't need to be any animations for this stuff! If there's a location that you could use a rope at (Like Fallout) it could simply be "Teleport" to the next level. ^Regarding that, will you be able to teleport over walls or through walls with a powerful enough Wizard? Or is that "Fast Travel" related?
  16. Yes, we probably did The difference between TES and IE is that in TES there's abundant amount of experience (possibly infinite) whilst in the IE games you don't encounter that problem because experience is limited. I'm thinking about ways to make a Stealth-Mechanic that gives experience like a Combat-Mechanic. "Take down Bandit = 15 experience". What would the Stealth equivalent be? "Get past Bandit = 15 experience"? or would it be "Hide in that shadow = 15 experience"? That's why Objective Based experience is brilliant for a Stealth-Mechanic, but utterly horrible for a Combat-Mechanic. Because when you get to the Windmill you can ask the program "Is Bandit alive?" with a following "If [True] = Gain 15 experience". Similarly "If [False] = Gain 15 experience" and you'll see how odd it looks like. 2 Paths: [Combat] = Guard Dead = 15 Experience [stealth] = Guard Alive = 15 Experience ^That l don't like. More thoughts to make "Experience" a little bit more interesting, because that's what it is about right?: Fable (TLC) goes about like this. This is an active choice I make before I even begin combat. What kind of experience do I want to get?: Red - Combat Experience. In Fable this translates to fighting up close and personal. Blue - Magic Experience. In Fable this translates to using magic. Yellow - Guile Experience In Fable this translates to using a bow. ^That is a form of a solution. I'm trying to combine that together with your idea PrimeJunta, and I can see it working both in an Active form and in a Passive/Objective form. So when you get to the Windmill, you have already decided in-before which sort of experience you are directed towards and want. Either in the forms of a Guild that you go to (Might & Magic Trainers), or simply going into "Records" in the UI and choosing "Get Stealth Experience". Instead of "Active" Stealth Experience, it'd be more like "We saw that you finished this Quest without killing anyone, here's some Stealth Experience". ---------------------------- Related and important question, that I think needs to be addressed. Party pool of experience or an individual character experience? Forton has his own experience pool based on his actions, Aloth has his own and the main character has his own? Some of the best games I have played has this, Disgaea, Final Fantasy Tactics. There is just one little problem with it, in my opinion, and that's when one character gets all of the glory (through luck) and gets to level 482 and everyone else is at level 8. Though, I am the one to blame for it entirely. I'm just digging Could Reputation be a part of some "Experience" gain? How much can you pool different stuff together to cause some sort of push-pull effect. Reputation+Resources+Objective
  17. Just maintenance or some new features? Possible to upload other file types? *Paste *Paste as Plain Text *Paste as Word Are those new? *Editor Options" also looks new. Likewise, more "Share" stuff at the bottom? Or am I just paying attention to this stuff that I didn't before because of the "Maintenance"?
  18. I love this idea but.. I finished Dishonored in the Stealth path in a couple of hours. It was way easier than the combat path, then again, I had meta knowledge so I just flashed through all the maps. Dishonored does have a great Combat/Stealth system, and I think it is a great resource to look at for inspiration. Parties in Cities is something I would like to take a closer look at. What if you could control Individual characters across several maps? Scenario: Need to get into the building, but we can't really barge in with 6 party members. So Corvo goes the backdoor, and I only control 1 character (or 2) at this point. Corvo does his magic and unlocks the front door and the rest of the party waits outside. Basically, allowing for situations where you might need to split up your party 2 ways. Lots of fun for a roleplayer in my opinion <- It'd also solve the "6 party members stealthing about is... :/". Instead a sort of "Mission Impossible" approach would be absolutely beautiful, and you can either choose to bash in the front door or do it more elegantly.
  19. An adventurers best friend! ~ Maybe not, but still making this thread out of curiosity. Not the "?" in the "shovel" tag. Like always, this thread is simply material and my own "philosophical" thoughts on "Could this work in P:E?". Could it work in the IE games? Do we dig for treasures? Would you require shovels? Is this taking it too far? Gold, Treasure, a pitfall which takes you to a dungeon (You dig through some roof and fall down). On Mortality Mode: Dig a Grave for your fallen companion, although that might take it a bit far. Easy to implement? Yes. It's a button in some form of UI or HUD~and it has a [LOG] function "You dig" + % of finding something (not abusable). Great for finding riddles, clues, heck maybe even be able to disarm or dismantle a trap. Prone! Digging might allow you to crawl under some sort of wall. Thoughts?
  20. @Ieo: I get the sentiment :D what I do is just close my eyes and imagine Baldur's Gate but with my, yours or Obsidian's ideas on top of it. I don't know what you do, but that's what I do because this forum is about a spiritual successor to that game. LOS is LOS is only about 3D objects, and does not require you to be able to rotate camera (see Nox), heck even Baldur's Gate has LOS (you can't see around a corner unless you go to the corner). As a creative man myself, I get ideas, I'm creative/innovative and I just go whacky with it. "Digging" down deeper on the patch of dirt looking if there's anything there. If there's not, then I wouldn't be down there, something shiny on the ground, a piece of gold or whatnot (boom, and now I have a brainstorming idea for [Digging]). If there's problems of understanding or problems of complaining, then I'll do my best to explain. This doesn't mean that I am in favor of the idea, I am objective. It is at the end of the thread we come to an understanding. Granted we read all the posts in the thread and manage to come to some conclusion. "This is material" in a way that a Computer is Material. I can throw my computer out of the window if I decide to do that (not that I will). The point; I get some intelligent people saying "No" and some intelligent people saying "Yes", and I sit in the middle of the chaos looking at both sides and understanding the perspectives. I'm a middle-man. Many of the threads I create, I get such a response in a way that I feel "NO" towards "feature creep" rather than the idea itself, or what Alexjh says "Pushing boundaries". Why do you insist in thinking I am on some other page than you guys? "P:E" should be the best it can be, in a way that it is "P:E" and not only "IE 2.1". +3 Arrows was a joke Ieo. Didn't mean to sound rude, just thought it funny when I saw it and couldn't resist. No bad blood kk? I think you're a nice guy too! (very intelligent too, I really like pretty much all your posts Ieo). Do you want a copy+paste? No I don't think so. Lore obviously is going to be different in P:E. Don't forget "Read Ancient Poetry" as well. And it is always about making the player experience gloriously enriched brother classes themselves were pretty bland in the IE games and the only game I can think of that had a twist too it was PS:T. Are Fighters part of the P:E world? How? Why? What do they do? Where do they go? What kind of culture? Profession? What is the Paladin? Cipher? Priest? Does there exist a Holy Religious Order or several of them? Are there Male and Female Dominated Orders/Factions? Why? How? Where? What do they do? Etc.etc. @Alexjh: Thank you! That goes in my bloody signature.... "I push boundaries"
  21. ^More like: Read threads -> get ideas -> start post in thread -> post becomes brainstorm -> brainstorm post becomes "Should be its own thread" -> Becomes its own thread.
  22. Let PrimeJunta be immersed by his own ideas, in my opinion those are the best. Those who complain about them don't understand them. Lots of good stuff in this whole thread, but is it the solution? In my opinion, not the complete one. Quest-Based Experience is something different from Active Experience. If you want to get better at guitar you either play guitar yourself or are very aware of how the guitarist is playing in front of you and you are trying to suck up as much knowledge as possible. Now, I wouldn't want a game where you get experience for looking at someone playing guitar because A, too convoluted, B, not desirable in my opinion. You don't get better at playing guitar by going up to a windmill, unless the guitar is what is always on your mind and you are somehow reflecting the Windmill back to being a guitarist. You have great thoughts for a Character/Class Experience (The Spiritual Experience). Traveling to America was Character Experience, but did I get better at playing guitar? As a whole, yes. More material for songwriting (which, is another type of experience) and I played guitar maybe 2%-3% of that entire journey. I learn more about myself in a Quest-Based Experience, which may be related to music, drawing, intellect, knowledge and so on. Philosophical Experience. When I'm playing I get better, when I am traveling I get better. That's two different types of experience. EDIT: However, if I am doing the Quest for a Guitarist Faction, then there's a chance that I am more inclined to get experience in guitar-playing (in a way PrimeJunta is suggesting). Or if I decide myself "I am going to learn how to play Guitar by looking at this Windmill", yes it sounds odd and fluff butI bet if you reflect on anything there's something to be learned from it. This is just trying to make some sense of what experience is. Experience = Learning. @PrimeJunta: Do you get experience at those points depending on how you've progressed to this point or do you get experience because you saw the Windmill for the first time? One playthrough you take everything down before entering, combat experience. Another path you are sneaky and stealthy, stealth experience. That sounds all good. But how do you manage it? How do you not misstep your bounds? "****! Got noticed by the Guards!" = No stealth experience? An easy fix, although a tad bit "meh" as well, is Faction-Based Experience. You went with the Soldier Faction, you'll be awarded Combat Experience at Windmill, whilst joining the Thieves Guild gives you sneaky experience. You could perhaps even get different skill-sets, depending on which faction you choose to follow. Of course, you could play Soldier Faction in a Thieves Guild kind of way, would you get combat experience or sneak experience? I say, parameters that control what has happened when you enter the Windmill earns experience. The Factions are simply "proposed" paths by design. In my opinion you should be able to play as a Thief even if you are in the Soldiers Faction, and earn experience accordingly.
  23. There's no good rolls eyes smiley! But whatever, because those titles are what I'm suggesting? Those are just titles in the post and I don't think you're dumb. But just in case that you are: Barba-rian+Ama-zon (and yes, I thought it funny as well as a good way to create a shorter title in the post)~ It's not what I am proposing.
  24. Thus far this is what we are getting, to my understanding: * 1. Quest Experience to level up your character in class, revelation... Soul. The main character is getting more experienced, basically. World-Experience. What makes the character stronger, what kind of path he/she on, in what direction is it taking him/her? Did you finish Chapter 1 as a complete schmuck or did you play it safe and were you kind? What happens in Chapter 2? You traveled to another location. Spiritual. This is what we are not getting: - Non-Combat Experience, you finished Quest 1 in Chapter 1. Boolean value (True/False), "Are any of the Guards still alive?" = Experience. Lockpicking a certain type of LOCK, rather than every chest, yields some experience. That would be (imo) more preferable. [speech]. More applicable to "Quest" experience. You got back to the Thieves Guild unharmed and unscathed as well as undetected, they give you praise and you share experience. You learned most at the end of the journey. * 2. Interactive Experience, with sub-system. An Interactive Experience Table is progressive growth and here's how I'm thinking: - Close Combat, not weapon proficiency but Close Combat in itself having sub-tiers that grows in battle. If you're using a sword you get better with a sword, doesn't need to be any flashy super moves but if you want that Whirlwind Ability to be optimized you'd better practice using a Spear, or Dual-Wield. You should be able to see what you can access at higher levels (Like Diablo 2), you get a spreadsheet in front of you and you can decide how you want to build your character right from the start. - Magical Experience, casting a spell yields experience (Once per spell) and other magical fluff stuff. Determines strength, and what types of spells you can have and or what kind of spells you learn. Throw a lot of Fire spells? Get better with Fire magic, it could even transform your Grimoire into a Fiery Burning Tome, the cover having patterns looking like it comes from Hell. Could "Action" = "Evolution"? Fable utilizes a system like this (Yellow/Guile, Red/Melee, Blue/Magic), managing this across 6 party members might be a little bit mind daunting however, it could also be very very logical and simple. Build your Wizard like a Fighter and your Wizard starts to transform like a Fighter, etc.etc.. Also, would the Wizard gain Close Combat experience when the Fighter does? Does the Fighter gain Magical Experience when the Wizard does? Is Experience going to be a shared Party Pool or an Individual Pool?
  25. There could be certain faction banners that give you away, which should be able to work both ways (Either to disguise yourself, or to show off your honor for the faction). So when the NPC's see your female Paladin wearing the colors proudly they go *GASP!* or you hide your Paladin in a warriors garments in some cities. Then, if a fight breaks out in the city somehow and your female Paladin uses a Paladin ability = *GASP!* regardless of how they felt about you. Kind of "Necromancy" dealio, heresy. How does people react to Necromancy in a village/city where it isn't favored? Dropping the male/female in this sentence but, how does the world react to you and how can you hide or enhance that reaction? Oh my suggestion is not about being called out on your class. But how could someone see your class? When you see someone strolling down the street wearing a tuxedo, you assume the guy is a businessman or "The Office" worker in some way? Wrong? Anyways, there could be some key-elements to a Class that is noticeable at either first glance or it has to be hidden away somehow. Suppressed aura or something. Project: Eternity: Magic is common, souls has something to do with it and it exists in many places. Can people "feel" aura's? "Ah that's a Paladin, I can sense it in their aura" or whatever, of course that'd have to be in some way limited to some few applicable Classes, and not have every bloke in a city know it. "Detect Soul". Then there's the question of the Cipher. "Erase memory" or whatnot. ^That is pretty messy brainstorming but I think it's a start of some structured way to achieve some form. I am totally in favor of hiding your identity! Perhaps even wanted posters appearing, Dishonored has this, the wanted posters are simply texture (High Chaos you'll see em everywhere, Low Chaos you won't see em anywhere). Barbarian+Amazon, why Amazon? I tucked it into there because I just thought it'd be cool to be able to build your Barbarian into something Amazon-esque. Strong hulking spear throwing berserkers, just sounds fun imo Wizard, Witch, Sorcerer, Sorceress as well. It could imply different types of "Kits". Initially I thought like this: * Wizard Male * Sorceress Female That'd imply that you could build your Male Wizard into a Sorcerer, and your female Wizard into a "Witch". I understand it is unisex now, but this is my train of thought and what damaged me since childhood, Disney's "The Sword in the Stone" I'm sorry about the misunderstanding, not "Globally" of course. Faction-based, of course.

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