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Osvir

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Posts posted by Osvir

  1. I want to play the game by actively seeking combat. Then I want to play it again, but this time I want to find diplomatic solutions wherever I can. And then I want to play it a third time, this time picking my battles carefully, avoiding ones I don't want to fight and getting maximum advantage in the ones I do. Then a fourth time, but now I want to disable and circumvent as many enemies as I can instead of killing them all outright.

     

    Different Factions. Quests for the Thieves Guild makes your party better Thieves. Choosing one Faction over another one, and you get locked out. Going to all of the Factions, trying to attain a neutral position would or could get you a Jack of All Trades build. From another thread: Shopkeepers being, in a sense, more like trainers. Upgrading your gear as you go along in different ways.

     

    I am more interested in the actual "Growth" than the "Level Up". What's the difference? "Level Up" is a sudden improvement ("Gain Experience at End of the Quest"-type). "Growth" is a constant improvement, it might not be much improvement, but still something. Gear could be a part of this calculation, maintenance and improvements. Doing tasks for a Faction. Fighting enemies is also a subject of "Growth".

     

    The problem is the direction of the Growth when you've got a Rogue, a Fighter, a Wizard and Priest in your party. Does the Wizard get combat experience when the Fighter does? Vice versa about Magic?

     

    A shadow would only give experience once, if you sneak in it. Just like fighting an enemy could give experience only once (initiating the fight) and the experience can be handed out at the "end" of the fight (be it running away or defeating, one gives more experience over the other). If you get 100 experience in total, perhaps you get 25 experience running away, and when you return you and defeat the opponent you get the rest 75 (if they are even still there). The game should be able to document your movement by triggers as well, and with Boolean (True/False) values such as "Guard dead?".

     

    I think Objective-Based Experience is way more attractive for a non-lethal path, you went through the bandit camp unseen and return to the Thieves Guild and you've finished the quest gallantly. Now you get experience for what you did, and you'd get a lot of it towards "Sneaking".

     

    For a more combat approach, I personally don't see the Objective-Based Experience much. The Boolean values would be "True" (enemies dead) so you wouldn't get any experience towards sneaking, but surely you should get better at fighting. Probably on the spot as well, and you wouldn't have to return to the Soldier's Guild just to get better combat experience. Teacher/Student complex. Quest-Giver/Player.

     

    Quest-giver sends off the player party on Quest. Player kills everything, returns to QG. Quest-giver asks "Now what did you learn?". Now you earn the experience. Is every quest going to be like that?

     

    All Classes/Races should be able to sneak!!

     

    There's also a question I've been curious about...

     

    Would we be able to decide "growth" beforehand? "I want you to get Thief experience!", as an option for the Rogue. So the Rogue always gets experience towards some "Thief" Build, or I could choose another option that's more "combat" oriented, making the Rogue more combaty and lacking in stealthy.

     

    Dishonored does it amazingly well, in my opinion. The balancing stuff between combat and stealth. You get a certain amount of gold and skill points between mission, enough so you can spend it in some aspects but not all at once. Heck you just can't become a master at every skill, and you only get enough gold between missions to be able to upgrade your gear in some limited ways. Dishonored used "Runes" though, for "Skill Up" resources.

  2. How is that saying exclusive?

    I'd like to advocate for dialogue options if you create a female Paladin, meaning it wouldn't be "off limits" at character creation, but lore-wise for your own party it could be something interesting.
    Thats basically saying they are exclusive in the game world and don't you dare to play them otherwise!

     

    ?

     

    Amentep correct xD my bad. Thanks :)

     

    Paladin and Priest, would not be the same skillset (A Paladin is a Paladin, a Priest is a Priest), but only female can be Priest and only male can be Paladin. I'd like to advocate for dialogue options if you create a female Paladin, meaning it wouldn't be "off limits" at character creation, but lore-wise for your own party it could be something interesting. With few male Priests in the world, having one in your party is like having a Paladin "defect" perhaps. Trash, in their "Glorious" eyes, even if you can woop their ass right on the spot. Of course, reputation should play a big part too.

     

    Again, this is like saying:

    "No way are axes the only weapons in the game - everyone has the choice to use a sword! However, don't mind the -10 to hit on the swords."

    Why should anyone choose swords over axes if it makes the game harder without any justification? Its just a penalty.

     

    So no, they are not exclusive per se. But there is a "lore penalty" attributed to playing them with the "wrong" gender, which effectively is the same as saying:

    "Play them with their respective gender or suffer the consequences!"

    Your compensation is an interesting lore, but if I want to play my character differently, I just have to suffer the consequences without any benefits. Which sucks.

     

    My point is that this is a restriction in having a choice about how I want to play that class and that I don't see how this adds anything to the game which couldn't be accomplished in a better way by having a background feat at character creation - which at the same time could benefit a much broader class of characters.

     

    No. -10?

     

    More like, in the world, Paladin are mostly men, Priests (Priestess) are mostly women. You wouldn't get any penalties, why should you get penalties? A Male Priest is a Male Priest, a female Paladin is a female Paladin. All I'm advocating for is that it could be "rare" in the actual world.

     

    In my opinion it makes making a female Paladin or a male Priest interesting, because it is "taboo" in the world, making the female Paladin or male Priest actually (in my opinion) a little bit more significant. Male Paladins looking down on and laughing at Male Priests, Female Priestesses who shake their heads in distrust or distaste because of your Female Paladin.

     

    How would the world, in turn, see and know what class you are?

     

    How does Reputation work?

  3. How is that saying exclusive?

    I'd like to advocate for dialogue options if you create a female Paladin, meaning it wouldn't be "off limits" at character creation, but lore-wise for your own party it could be something interesting.
    Thats basically saying they are exclusive in the game world and don't you dare to play them otherwise!

     

    ?

     

    Amentep correct xD my bad. Thanks :)

  4. Paladin - Male

    Priest - Female

     

    Wizard or Sorceror - Male

    Witch or Sorceress - Female

     

    Barbarian - Male

    Amazon - Female

     

    Now, these would be the same in skill set and such, but it could imply lore into the classes. Meaning you could have a frenzied Male Barbarian throwing spears like an Amazon. Likewise, having a strong Female Amazon that you play like a close combat Barbarian.

     

    Barbazon

    Mainly about Barbarians, but I see them as stemming from some sort of Barbaric culture (bandits and vikings). Orcs are an excellent example at a "civilized" strand of Barbarians in my opinion. "Stronghold" in Heroes of Might & Magic as well. An established Barbarian society.

     

    I've always viewed the women of these tribal Barbarian settlements as something less masculine, namely something more akin to Amazon. The hunters of the strong and proud male dominated Lion pack.

     

    Unisex, but: Barbarian Fighter or Soldier?

    The rest of the classes feel to me pretty unisex. Fighter doesn't really say "Male/Female" about it, but it could be a part of the aforementioned Barbaric culture. Unless "Fighter" gets a different title, such as "Squire" or "Soldier" or whatever else is fitting the role of the Fighter in the world. About Squire: I absolutely love the feature in the original Final Fantasy for the NES, when you meet Bahamut for the very first time and it's "Oh snap". Then you do a long quest for the Rat's Tail, which you then return and you become "Knighted" (Fighter becomes Knight). Can Factions help you grow in status among the people? Or hide from their sight?

    Does different Factions provide different types of experience?

     

    What's the difference between the Barbarian and the Fighter and what is it that makes the Fighter a Fighter and the Barbarian a Barbarian?

     

    Wizitch

    Wizard and Witch, to me, feel pretty granted as is. A female "Wizard" does, however, sound a bit odd. The skillset wouldn't differ between the two, only their titles. And whenever "Class" is mentioned it accounts gender as well in dialogue? So the result becomes "Witch" instead of "Wizard" if you have a female "Wizard". The same goes for Barbarian/Amazon, they would both have the same tools as the other in terms of character building.

     

    Palaest

    Paladin and Priest, would not be the same skillset (A Paladin is a Paladin, a Priest is a Priest), but only female can be Priest and only male can be Paladin. I'd like to advocate for dialogue options if you create a female Paladin, meaning it wouldn't be "off limits" at character creation, but lore-wise for your own party it could be something interesting. With few male Priests in the world, having one in your party is like having a Paladin "defect" perhaps. Trash, in their "Glorious" eyes, even if you can woop their ass right on the spot. Of course, reputation should play a big part too.

     

    Thoughts?

  5. That sounds great my fellow Necromancer ;) Adds tactics to archery. Might even require the Archer to go melee, later levels the Archer perhaps can conjure arrows (or have a Wizard that does it for him/her) in battle. Or add choose a "perk" or whatnot that allows the Archer to have a larger stock in combat.

     

    Though the question comes to me then, can you drop a bunch of arrows on the ground and then use them as ammo?

     

    EDIT: Can you utilize some sort of "Ammo Cart" stuff? (in concept, you wouldn't suddenly dish one out). Could a Utility type character act as an "ammo" holder? Let's take Rogue as an example for the heck of it: Could the Rogue have a quiver that the Archer can utilize if standing close?

  6. A "rainbow" would be nice, like a grenade in many other games in the GUI. A Player controlled "Aim" in a sense, click the enemy you want to shoot, then "bend" the GUI to avoid friendly fire (so an arrow flies over your Fighter and not through him). Not every arrow would have to be directed, but the shooting path you decide is the general direction that your Archer would shoot towards. You could perhaps even be able to bend the path horizontally (and not just vertically) because of Magical arrows or whatnot.

     

    If "Archery" could have Friendly Fire on harder difficulties (or as an option) it would require me to position the Ranger in possibly dangerous positions (just to get a shot at the opponent) as well as mitigate some of the risk of a "Critically Missed" arrow that hits my Fighter between the eyes. This adds tactic. Perhaps some sort of "Attack Ground" (as seen by siege weaponry in Wc3 and other strategy games) but instead "Attack Target". If the target moves, the arrow should miss.

     

    Arrows and bullets, in my opinion, should continue going straight towards their path. So if I manage to dodge an arrow, it should continue it's path forward and not hone in on you as if it's heat-seeking. This adds further tactics, as the AI could simply move out of the way (if they manage dodge it) and I'll hit my sneaky backstabbing Rogue in the face instead :p

     

    Lots of tactical stuff that can be done if Archery has friendly fire.

  7. ^My teacher told me to avoid printf and scanf (from the other post) so I'd avoid that.

     

    Don't understand anything of that Zeckul but it looks interesting :D

     

    This is how the menu ended up by the way:

    #include <iostream>
    using namespace std;
    int main()
    {
    int choice; // integer variable, the player choice
    bool gameOn = true; // the game is on
    while (gameOn !=false) // while the game is not off do,
    {
    cout << "*************************\n\n";
    cout << " 1 - Start Game.\n";
    cout << " 2 - Hall of Fame.\n";
    cout << " 3 - Help.\n";
    cout << " 4 - Options.\n";
    cout << " 5 - Exit.\n\n";
    cout << "*************************\n\n";
    // a list of choices
    cout << "Enter your choice and press return: ";
    cin >> choice;
    // the user enters his/her choice
    cout << "\n";
    {
    switch (choice) //buttons for the different choices
    {
    case 1: // If user enters 1, do
    cout << "[ Under construction ]\n\n"; // here there could a variable and another while loop to iniate the game
    break; //stops the loop and goes back to the start
    case 2:
    cout << "\n[1 - Ragnar - 974 points]\n"; // "1 - Ragnar -" << variable << "points"\n;
    cout << "[2 - Olof - 874 points]\n";
    cout << "[3 - Kalle - 200 points]\n\n";
    //high score list for the user to see their points
    break;
    case 3:
    cout << "\n[ Type 1-5 for choice ]\n\n";
    //Help to understand how the program works
    break;
    case 4:
    cout << "\n[ Graphics ]\n";
    cout << "[ Sound ]\n";
    cout << "[ Controls ]\n\n";
    // la list for more choices
    // a while loop could be put in here for a second list within the list
    break;
    case 5:
    cout << "\n[ End of Program ]\n\n";
    // self-explanatory
    break;
    default: // if 1-5 have not been pressed?
    cout << "\n[ Invalid. ]\n";
    cout << "[ Type in 1-5 ]\n\n";
    break;
    }
    // While the user enters 1-5 different things happens
    // If 1 the user should start the game
    // If 2 the user should see their score
    // if 3 the user should get help to understand the program
    // if 4 the user should see another menu
    // if 5 the user ends the program
    // if 0&&6=<, 0 and equal to 6 and higher, the user should get notified that they have pressed wrong
    }
    if (choice == 5) // if the user enter 5
    {
    gameOn = false; // end the while loop which in turns ends the program
    }
    }
    }
    

     

    Now for week 2 :D

    Assignment 2a

    In subsection 1 was a task where you created a menu. Now I want to create a structure diagram or write pseudo code that describes the program.

    Use the symbols in word, draw in paint or draw by hand scan and send the file in pdf format. Do you have another idea about how the task should be reported, check with the teacher if it is ok.

     

    An assignment with several different approaches:

    * Code in C++

    * Write Psuedo Code (text)

    * Use symbols in word (text)

    * Draw in paint or by hand (artistic)

     

    I am going for the first one and the second one.

     

    Assignment 2b

    Create a travel planer. The program will ask for the length in km. If the trip is 2 km or less to travel planner suggest a walk. If the trip is longer than 2 km and less than 8 km to travel planner propose cycle. Is the journey longer 8km or longer travel planner propose bus or car. After the proposed travel way, the program will ask if the user wants to continue y / n

     

    There's an extra .pdf that we got (in Swedish ofc) about vectors and strings, so I'm guessing both of these functions are related.

     

    Here's some resources if you wish to try it yourself (wanting to learn, required):

    http://xoax.net/cpp/crs/console/index.php great videos and help

    http://www.cprogramming.com/begin.html lots of documentation

    http://en.wikibooks.org/wiki/C++_Programming a free wikipedia book (which isn't and will probably never be finished but it still has lots of documentation)

    http://www.tutorialspoint.com/cplusplus/index.htm haven't checked this site much more than "bookmarked"

    http://cplusplus.com/ this is what my school has recommended, but I've only bookmarked it thus far

  8. If there's going to be copper, silver and gold... would gold be like a status thing in itself? "Woah you have gold!!! :o"

     

    Would you be able to trade copper for silver, silver for gold as well or are they their own entities by themselves? Some aristocratic fellow with a monocle: "What!? I have GOLD!! Why would I trade that against some petty silver!!! Shame on you sir!!".

  9. ^On my experience, playing Baldur's Gate "Real-Mode"-mod was as difficult as it gets, and it was great fun as well. The economy mattered much more, enough to be considered intelligent and tactical, not necessarily something that was always on my mind but definitely was more difficult to get good gear from shops and I had to choose my options more carefully. Of course I was still able to loot everything and sell it (at a lower price than "Normal-Mode" of course). A better word might be "patience"-mode.

     

    Hardcore or higher difficulties are for patient players.

    Lower difficulties for impatient players.

    Baldur's Gate allows for impatience (gamer) and patience (roleplayer) in whatever difficulty you choose.

     

    Likewise, I would like loot to get destroyed with much more probability on higher difficulties, so you'd not be equipped by what you loot but rather with what you buy in shops, salvaged components that you loot from enemies, treasures, Quests and so on and so forth rather than having just 1 source of resources, cumulatively and together all of the sources pool into one Gold pile.

     

    In many games it is a chore:

    * Looting is your job

    * When you've looted you gain salary

    * Salary = X, where X is (loot*y)

    * If looting you'll get fully equipped 6 party member squads in full armor.

     

    What I am advocating for is (for the higher difficulty):

    * Playing the game is entertainment/art, in a way like reading literature, but more like playing literature (specially RPG's)

    * You took down a band of bandits (3 bandits)

    * Grabbed the little coin they had (14 copper total)

    * Grabbed the gear they had and components (Upgrade your own gear with minor adjustment)

    * Sell the excessive stuff at a merchant (7 copper total)

    * Upgrade your own gear at a merchant (discount if you have components, more upgrades than if you do it yourself)

    * Turn in Quest (Bandit Scalps, get Reputation+Coin)

    * Now to go shopping; Do you need gear or other items? Scrolls? The important point here is "OR".

    * Or food? Or weapon? Or armor? Or Grimoire? etc. etc. basically "Choose 1" (in-short: You earned enough gold to afford going to 1 or 2 shops, tops)

    * This requires enemies, encounters and mobs to be challenging enough for me to question "I might need other items than weapons". Maybe there are items specifically for a non-lethal path? The OR is important because being able to restock on everything when you're in town implies that being an adventurer is somehow a privilege and more people should do it in the world if it is a profession you earn a lot of money from.

     

    * Going to different shop keepers would/could be like going to different "Mastery" Pages.

     

    I think there is no doubt that for an economy to function properly the loot needs to be defined. Do you loot everything? Can you loot everything? Does enemies drop good undamaged gear or damaged/unusable gear? Is that tied to difficulty as well?

  10. Prone stance is going to be in P:E to my understanding.

     

    Prone is like swimming, but on ground. Making "prone" react to water as well~ yep probably could work and might not be too much of a hassle to just get the animation right.. as for the actual "swimming" working correctly in code and reacting to water and etc. etc. that's another question. Maybe there could be some "tunnels" in a dungeon you can swim to (over a pond or whatever). In Alundra (Zelda-clone for PSX) there are "maelstroms" that you can swim out to to get either "teleported" to another portion of the world or to get to an underwater dungeon.

     

    Just saying :)

  11. True.

     

    What I mean about "back and forth" is that many games allow you to do just that without any consequence. It took a couple of in-game hours to get out from the middle of the dungeon, then some couple of days to fast travel to a city, I get back and it's in the state I left it. I didn't lose anything in it and I can do it again and again and again until I grow bored of it. Personally I just loot everything I find in Chapter 1 to get a steady economy going and then after that I hardly loot anything except the good stuff, but I kind of boost myself up in terms of the economy (e.g. I'd be ahead 1000 gold than if I didn't pick everything up perhaps).

     

    The initial roaming about in the world determines how much gold I get (I do the same thing in Diablo 2, pick up all the crap items for the first few quests to get an economy started, even if I know that later on I'm going to get thousands of gold pieces).

     

    Really though, what I want to address is the specific: I cleaved a guy in half, can I even sell the broken pieces of his leather armor or is it more applicable to upgrading my own gear?

     

    Josh brings up a good point of "patient players and impatient players" on Formspring. I am personally very impatient unless the game is built to be patient (I absolutely love Sins of a Solar Empire, me and a friend had a 3 month campaign). What I mean with this is that in Baldur's Gate I have the choice to be either patient or impatient, I usually go with the impatient, get as much gold as possible -> get as good gear as possible -> railroading. There's also the part of being a "completionist" in the ways of "I need to get as much gold as possible, in case that uber item appears that costs 1'000'000 gold!!" and "I need to take down everything!" or "I'm rich b--ch!"-factors.

     

    A safety net, it is a comfort zone (= going back and forth). There's is no threat, not even the random encounters. All I am saying is that I hope that there are some "limitations" or some "disadvantages" that makes it less appealing to go back to town back and forth, some threats or some sort of tangible consequence to it. You'd still be able to do it but it would be more appealing (for the Player) to continue the game.

     

    Likewise, if you are going to be able to have your own "business" (like mcmanusaur posted a topic about, that Feargus brought up in an interview) how will the money system work then? If that ever becomes a reality, how would you manage that Economy?

     

    So we really are on the same page, you play the game without going back and forth and that's how I'd like to play. The difference between our ideologies I think is that you'd want to allow the "back and forth" (and you don't loot everything) whilst I would want it to be toned down, consequential or entirely removed (and I loot everything).

     

    The point, simplified:

    You say: "I don't play like that and you don't have to"

    I say: "I play like that and I don't want to be allowed to"

     

    I'd want the "adventurer" (your) experience to be more important than the "back and forth" (my) experience (in design).

  12. =1) Is it easy to understand?

    =1) Is it fun?

     

    3) Does it provide a reasonable level of challenge? (Optional)

     

    4) Does it resemble real world economics?

     

    1. Supply & Demand

    2. Supply & Demand

    3. Supply & Demand

    4... Supply & Demand...

     

    I don't mean to sound mean or have any ill intent by the way. I think it's preference. I wouldn't want a real real life economy going on but definitely something that has something of it in it. Let me motivate Supply & Demand.

     

    1. I think it is very easy to understand. You have 10 Longswords, Blacksmith has 100 Longswords. Does Blacksmith want Longswords? Probably not.

    2. If balanced accordingly to P:E I think it could be more tactical economy management rather than the popular "farming gear to sell"-method. Something with a little bit more depth to it and that would fit very well into worlds such as Baldur's Gate and other IE games (which already has a little bit of the Supply & Demand apparent. A Blacksmith doesn't buy Potions and most innkeepers don't buy weapons~Beregost. Might've been mods~).

    3. Yes. For both Player and Developer as it naturally presents a challenge. Maybe the Blacksmith doesn't buy Longswords because he already has a lot. In other words you wouldn't be able to farm and sell gear. And for a roleplayer it'd be too much hassle to go to 5 towns just to get rid of all the equipment and earn a progressively decreasing amount of gold*

    4. Yes.

     

    Adding more questions:

    5. Is it easy to design? Might be. Depends on organization by Obsidian as well as preparation/direction.

     

    6. Is Economy part of the Difficulty scale? e.g. Easy = Farmfest, Hardcore = More realistic/indicating realism.

     

    * You have 100 longswords, selling 10 of them to a single Blacksmith with loads of longswords yields 10 gold a piece, but selling more after that gives you 7 gold, 6 gold etc. etc.

    If the Blacksmith has no Longswords at all, he might buy the first 10 longswords for 20 gold a piece etc. etc.

     

    EDIT: Likewise, if there's any sense of urgency or the world is changing around you as time passes, going to those 5 towns would take time and stuff could happen that you either miss or gain a disadvantage later on. The reward for you as the Player could simply be that you get more gold, but there's a chance you'd sacrifice content for it.

     

    EDIT EDIT: On the 3 potions thing:

    * Blacksmith specifically, he has a family and needs medicine for his family. If you buy up his stock his family might die (as a random event thing~ chances are greater if you buy all the potions/haggle your way to buy them).

    * The Blacksmith wouldn't need more than 3 potions, it's more like "personal use" perhaps. What with Mortality and all. At first you might not even be able to buy them from him, but later on you get better [speech] skill and can convince him that they would be better in your hand.

    * Likewise, the other way around, the Blacksmith has no potions and he needs potions or else his family dies, will you be kind and sell him some to keep his family alive and the Blacksmith's morale and motivation up (otherwise he won't make as good weapons or whatnot).

     

    I wouldn't want to see some massive change to what the IE games presents. It is good as it is but there could be some updates to it accordingly to other updates/upgrades that P:E has.

     

    If the IE games had had a "Stock Limit" I'd be "forced" to continue playing the game rather than going back and forth and back and forth. Many times I would have finished the challenge ahead of me instead of going back and re-stocking/upgrading my gear.

     

    Of course, I am biased, I am basing my ideas in combination with my Armor Resource Management thoughts seen in the "Commoner and the Wall of Text" in my signature (specifically the Armor Management, it should be highlighted in the WoT and other posts in the thread) ;)

     

    So perhaps you could upgrade your gear on the field, rather than going back to a shop.

    • Like 2
  13. Does the "E" necessarily even have to be after a semi-colon? PlanescapE as an example.

     

    Why can't it be "Planescape: E" as well? Could Torment+Numenera+P:E have relations with one another? :dancing:

     

    I've always loved "Planescape" because it's a mix of 2 words, or could be seen as it (Escaping the plane). Torment is one Plane, Numenera is another.... is the "Project" also a Plane or a "realm" within the same multi-verse? :dancing:

  14. All those stds... Type using namespace std; after the include, then you can just use cout without specifying which class it belongs to, so without std::

     

    Instead of using cin to avoid the console to close, use system("pause");

     

    Write cases in one line, less lines. Only use do-while when absolutely required, most of the time use a simple while.

     

    I know a very good C++ tutorial in French, you'll be able to learn the basics of c++ in 2 hours, then classes in about a day, then polymorphisms etc, then there's even a tutorial for Qt and some 2d graphics library. Know nothing of the sort in English unfortunately. Interested?

     

    upd

    Maybe paste your code on pastebin.com in the future? at least for indentation purposes.

     

    Yeah my teacher gave me the same feedback on the underline :)

     

    Thanks on the rest, going to try to suck it in but I think it is a bit too soon for me (in essence: I understand what you are talking about but I wouldn't be able to understand where to put it in the code). My current level is-, and what I could write from memory, "Hello World" code (and that Menu thing ofc).

     

    Programming language is like the Spanish language for me, I understand written Spanish fairly well and I understand spoken Spanish somewhat, but I only know how to speak a few sentences myself.

     

    pastebin.com bookmarked ;)

     

    There are also code tags on the boards :)

     

    void main(int argc char **argv)
    {
    printf('Hello world\n');
    
    while !finished
    {
    // Do more stuff
    }
    }
    

     

    Can you compile & run code too? I found a tic-tac-toe console code :p

  15. ^Got a thought from that. A "Status" update every now and then (Every 2nd-4th month?) a la "We are on schedule" or "We've encountered a problem and it might take X more amount of time". Kind of how Feargus said that they are on schedule already (what with the already announced release date). It'd be nice to see some "Progress" on that. Release dates are always subject to change, but having a 6 month preparation for it is different from having 1 month preparation for it (Hearing in September 2013 "It's going to take more time" is different from hearing "It's going to take more time" in March 2014).

     

    Let's say P:E is supposed to release next month, but Obsidian says "It's going to take more time" is going to agitate a lot of fans (even if they are more than willing to wait an extra month). If instead they are supposed to release it 6 months from now and say "It's going to take more time", I wouldn't mind hearing it and understanding it long before.

     

    And although I would love to hear the shining magical words of "It's going to take less time" I hope it doesn't. If Obsidian finishes the product before the announced release date I hope they add in more content rather than an early release.

  16. Supply & Demand

     

    Let's immerse ourselves a little bit here.

     

    In-Game Demand:

    6 party characters in the world of P:E is enough to warrant lots of merchants and traders for the 6 party characters pleasure? What does the general commoner public desire? Do they want swords and shields? Do they buy adventurous gear for laughs? Who needs weapons and why? Does the companions who aren't part of the party continue their Quest tree's without the main character? Do they buy gear? Does enemy adventure parties do that as well?

     

    Doing a quick headcount of who or what has Demand(customers) I can think of perhaps... 1 important Blacksmith in the world. 2 Military Blacksmith Industries that pump out weapons for Faction A and Faction B. Does the Demand change if Faction A is being messed with by the Player? Does Faction B's supply in that case "grow"?

     

    A rough hypothetical number on the demand, taking companions, players, AH, enemy adventurer's and stray characters in mind~ 200 people in the world of P:E demands weapons. Is that enough to warrant lots of mercantile options? As for the "Military", they have a different demand that differs greatly from the citizen's demand.

     

    Out of Game Demand:

    Us the players are way more than 6 characters. About 75k and probably more people who haven't even heard about P:E yet. What is our demand? Do we want a merchant around every corner who can fulfill our desires and wants for our adventures? Or are merchants scarce and they buy only stuff related to what they sell?

     

    Supply: (won't cover out of game supply because it is infinite by the press of a "Create X Longswords" in a code sequence)

    Supply is determined by how many "wants" stuff. Does the Blacksmith make weapons for you only or for the army? Are they interested in selling anything to you if your reputation is low? Are merchants even available at the start of the game? Would merchants haggle themselves? One time they might buy a sword for 10 gold, but later they might say "Nah, I won't buy it for more than 4 gold!" etc. etc. if the Blacksmith has 100 longswords, what makes him want to buy more?

     

    Likewise, does the Blacksmith buy potions? Herbs? Scrolls? Items that are unrelated to his profession?

     

    A battle between party and bandits:

    You took down the band of bandits, chopped off an arm, crushed a helmet, cut through that piece of leather armor like it was butter etc. etc. will you be able to scavenge fully equip-able equipment or would you scavenge components? Is durability desirable? Back to Supply & Demand.

     

    Supply & Demand:

    Okay so the Blacksmith has 100 longswords, but does he have all of the components to make more? Does a broken hilt sell for as much as a fine undamaged longsword? The broken hilt should sell for even less gold, of course, because the Blacksmith is a businessman. There's a big chance he'd say something like "What do I need this broken component for?", but he probably thinks "I can use this to make my work easier".

     

    The Blacksmith:

    Does the inventory he carry change? Does he start off with 3 Medicine Potions that disappear after time, because he used it for his family or for himself? If the Blacksmith only has 1 Longsword in stock, then it is granted he'd buy more Longswords for a higher price.

     

    Capping the Merchant Inventory:

    The Blacksmith had 100 longswords, right, but let's look at those 3 Potions instead. Let's say the Blacksmith has a "Cap", he can carry 3 potions. If he has 1 potion he'd buy a potion for more than if he had 2 potions. If he has 3 he wouldn't buy any more but he could sell 1 or 2 for more than what you sell them for.

     

    Unlimited Stash:

    Now I've got an Unlimited Stash in P:E, and perhaps some of the solution I've provided won't remove the "Sell-scumming" of items, but it'd definitely mitigate some of it. Specially if the merchants have "caps". 100/100 Longswords, buy 1 Longsword and the merchants supply is instead 99/100. If the merchant has 100/100 I wouldn't be able to sell more to him. With a "time-based" factor which changes the supply over time, maybe the Blacksmith has 100/100 longswords when I meet him the first time, but some Quests/Days later he might have 85/100. For example's sake we aren't selling anything at this point: A couple of Days later (In-Game time) he has 100/100 again.

     

    "But Sandwich!": (Strawman, in b4 anyone else argues this point)

    This is basically "I leave the game unpaused in some city, go to work, live my life, party or whatever, return to the computer, play the game". I don't think this is a valid argument but nonetheless I'll try to explain what this entails. The Blacksmith has 100/100 Longswords, I hardly have any gold on my party and I want gold on my party, so I leave the game (afk) to return an hour or two later, at this point the Blacksmith might have 85/100 and I can sell some gear! To negate this I have some more thoughts:

     

    * You'd have to leave the town for any change in the "Stock" so to speak, and a couple of days outside of the town would change the stock slightly. Would it be an effective method for a Player to play the game? No. Player A might get some minor petty advantages over someone who doesn't abuse this, but at the time Player A finish the game using a method like this, Player B has finished the game a couple of times already.

    * Random, one game the "Stock" could be changing slightly a lot, and another game it might not.

    * The Stock wouldn't change much, perhaps 1 or 2 swords more or less (does out of party characters do their Quest trees and how much do they buy?) (Demand: How many are buying longswords and what's the Trend?).

     

    TL;DR: Supply & Demand! How many Merchants are there, how much do they have of what, and how much do they want the crap you throw at them? "How much does the world demand weapons versus how much does the military demand weapons?".

    • Like 2
  17. This sounds awesome!! :D

     

    On slow-motion and similar... I finished Dishonored (twice in a row in fact, Very Easy High Chaos and Very Hard Low Chaos) and I absolutely love the teleport spell and the slow time spell.

     

    5 enemies hm -> Slowtime -> Shoot three sleep darts -> Teleport to the 4th guy -> take him out non-lethal style -> Slow time ends -> take out the last guy as he gets alerted -> everyone falls down around you -> no one saw you -> dump the unconscious bodies in a nearby trash bin

     

    Dishonored has the best slow motion effects. But it might be because of the abilities and first person of course, might not feel as epic in an isometric perspective but it might still be something to consider ;)

  18. Experience Points and Advancement

    Characters earn XP when they make new, interesting discoveries (not from killing things, although combat is often necessary to make discoveries and accomplish missions). They also earn XP when the GM “intrudes” on the action of the game to introduce new complications. Lastly, players have the ability to award XP to other players for great ideas, useful actions, or other reasons.

     

    XP can be spent to increase character abilities, or to affect events in the game (such as rerolling dice), gain short-term benefits or advance in levels.

     

    Yes! Yes please! That is so awesome on so many levels if this is what they intend: Multiplayer-possibilites with one player playing GM/DM :) unless the "GM" is what they simply call the "driving force" (i.e. in-design plot), basically a God in Numenera.

     

    I think it looks awesome, check that artwork:

    http://www.numenera.com/overview/

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