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Hormalakh

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Everything posted by Hormalakh

  1. well given that you also get to customize your character, that means that character customization becomes much more restrictive. gaining one chance at backstab could easily be made up with better skill/feat choices, even more so if you grind slightly and use that extra ability for an extra level or during the fight. the inverse also becomes true, by specializing you are deciding to give up something else, which if a potion every now and again can partially or completely compensate for that trade off (say for noncom situations, like picking locks that are worth it via meta knowledge) diminishes that choice as a choice. so you still end up with OP vs. mundane, you've only upped the difficulty so that you need to be OP, and thus that same level of restriction has been applied to everything else as well.Huh? What are u talking about? This has nothing to do with being OP. I've played the same class with the same skill set on two different difficulties and it made a difference to think about the strategy of when to use potions. Pretty soon you're going to say that spells shouldn't be as versatile because they make your character OP...
  2. Only the main character can speak.Your companions can speak if THEY want, but it won't be in the players control. It will be like PS:T or BG2 That limits the options that can be offered to players when it comes to getting desirable outcomes. For example, if I know that I'm not a smooth talker or a good threatener, I wouldn't go and take a shot at it myself, i'd send a party member better suited to the task. Ultimately dialogue options are only limited to attributes that the main player has and this is a strict disadvantage to playing these cRPGs. This is a way to correct this deeply flawed tradition in cRPGs. If you don't want the party members to be able to choose specific dialogue options perhaps you can pick the other party members and then give them a command. So for example, you wouldn't get specific lines but you'd get (Ask Forton to threaten) or (Ask Orlan cipher to persuade) and then those attributes could be used. As for the graphics, they don't have to use drawn portraits (I've already mentioned this before): they can just use the isometric model in its stead. You would have some portraits and then the others would just be their isometric models.
  3. OK i finally stopped being lazy and did a mock up. Here it is. So in this mock-up, I've pre-selected the party members that I want to be part of the conversation. When the convo starts, their portraits show up. Then I can select between the two party members when making dialogue choices and the computer would take each party member's attributes into account when makign dialogue choices. So for example, I was not successful with Sagani in getting Vertical Slice video updates from Osrnaer, so now I've selected Forton the monk and will flex my strength attribute (or whatever attribute) to threaten him because I know I'd be more successful threatening Osrnaer with a naked monk than with a dwarf ranger. So the next option I'd pick would be Forton threatening him. What do you guys think? Thanks Osvir for the image! It was inspiring.
  4. Reading this gave me an idea~ <-Portrait on left side courtesy of BelmonteOliveira (some random DeviantArt artist I found by the use of google. Proper sourcing ftw! ) Ofc, I could've cut it better and stuff like that, I only intended to use it as an example/concept. There could be some sort of "highlight" in the dialogue as well. If, let's say Edair, butts into this conversation, his portrait could get bigger for a second or "light up" in some way to indicate that "Here I am! Now I am talking!". Same thing could go with the Left-Hand Side (The Target) you are talking with. If you face a Group of Rival Adventurers or you face a group of enemies, they could pop up several portraits on the Left-Hand side as well (of course). Heck! If you've had a Rogue infiltrate the Enemy party (Stronghold missions, maybe?), they could appear on the Left-Hand side too, and when battle ensues (if it ensues), the Rogue could be a 7th Temporary Party Member (Uncontrollable). Just a few ways^ you could use a thing like this. This was exactly my idea! Then you can also have several portraits on the right side too and you can then choose who says/acts the next dialogue option and for those selections that require a dice roll or a attribute check you can have tht particular character make that attribute.dice roll check.
  5. Another thing you can do is to have the two sides of the UI come into play. Use the left sided panel for one side of the conversation, and the other panel for the other side of the conversation. So you would have two (or more) portraits in your convo UI and then you left or right justify your convo based on who's talking. This also allows you to have multiple characters talking part in one side of the convo without it looking too complicated and that you know who's in the banter and who isn't and which side said what. Innkeeper on one side of the panel with either a portrait of his character model (or something simple like a symbol of food and inns) leader and haggler from your team on the other side of th panel. You click the appropriate character portrait you want whenever you want to use their attributes and then click your dialogue option.
  6. I hate dice rolls when creating characters. I'm glad fallout didn't do it and ill be glad PE doesn't either.
  7. I've used potions consistently in many of the games that I've played. And at higher levels they become a requirement for winning. For example, sword coast stratagems taught me how to use potions effectively. I don't think the old way was bad.
  8. I don't see why a narrative text needs a "speaker." Osrnaer isn't speaking the first line, so it's frankly a little confusing to have him "speaking" those lines. I would recommend having those blocked off separately. Try different colors too, see what looks good and is quickly understandable. I have to agree with removing the - from each option. Similarly, make sure to make actions clearly identifible and separate from dialogue options. The inform players the beginning of the game that actions use certain attributes while dialogue uses other attributes. Making this even more clear by using two different colors, fonts, styles will help players. Best of luck with the rest of the stuff. Please please please make sure your Ai is robust! Also please have an option to clear all fog of war from outdoor maps after the map has been "cleared." Mny of us have OCD. Also I wonder that since your fow is fairly robust, perhaps you guys can come up with some interesting and unique puzzles that utilize the fow mechanic. All the best
  9. What does this mean in regards to the sate of the vertical slice? Do you be on to production before or after the VS is finished?
  10. Quality not quantity. The 17 bg chars were not quality. You can get hirelings for the rest of your parties.
  11. There's no such thing as a free lunch. Any work on a next gen takes away from a better pc.
  12. The Reeh A gatherer (or devourer, depending on who you ask) of damaged and incomplete souls, this "monster" is in reality one thought to be created by the gods as a way to protect the souls of all living creatures. It isn't exactly clear what these creatures do, but there are reports by those who delve into such things that they gather the destroyed and incomplete souls and return them to the "ether" once more (at least, that is what is thought). In effect, they have been known to cause the destruction of many animancy experiments especially those that dealt with the "engraving" of souls onto copper and other spells that shatter souls whole. It isn't clear whether these creatures are good or evil and different cultures react to them differently: some believe that they bring the souls back to their natural, complete state while others accept them as the natural mechanism of the gods towards "frustrating the curious by the destruction of years of animancy research and study into the soul" while even others (especially those who are thought to have mixed-souls and incomplete souls) regard them as nothing but malevolent creatures that must be obliterated with extreme prejudice. These creatures have little to no effect on "complete" souls in living creatures but are notorious for destroying soul-infused inanimate objects. They gather strength by "gathering" soul-infused attacks, taking a part of the attacker's soul along with the attacks/spells, but release them (and any other "soul-pieces" they have gathered) when they are destroyed. There have been reports of researchers gathering them (by baiting with a shattered soul - and the reeh being "farmed" like moths to a flame) to fuel research but the method of destruction of these creatures is a tightly held secret, and heavily frowned upon, especially in those circles where these creatures are thought to be "good creatures beneficial to the circle of life."
  13. they're already sort of doing this with the spell system. Lower level spells (over time) will become low-damage "pelting" spells while the high-level spells continue to maintain their "awsum damage/effects!" aura. there's a specific attack that each wizard has (blast) that is a sort of low-damage AOE spell that they can continue to use to pelt enemies. i would recommend this update: http://forums.obsidian.net/topic/63020-project-eternity-update-36-off-to-our-elfhomes-but-first/
  14. i don't understand the point of this though: why would anyone want a xboxone/ps4 port? If you want to play this game you'll need a keyboard and a mouse. If you want to play with a controller, they'll have to actually figure that out. and that takes time and money and Avellone isn't interested in doing that (and I'm not either). If you want to play with a big TV, then just get your PC video output to a HDMI and get it on a TV with HDMI capabilities. What exactly does a PS4 port provide? A wider audience? The console isn't out yet, and people who want to play this can play it on their computers since apparently you don't need a high-end one to play it. I bet there are more medium-end computers out there than there are PS4s.
  15. another thing they can do is to make near-misses or mear-successes cost a defined resource, a la what they plan on doing with pick locks and the lockpick resource (if you're close to the win requirement, you'll use 10 lockpicks instead of 1 lock that you'd use if you rolled a win). So for example, each character has a "thief reputation" resource. If you're going to pick the pockets, each mark will either cost no resource (easy marks) and more difficult marks will cost more resource (i.e. your thief reputation increases) until you hit a threshold at which you're marked as a thief in that community with its repercussions (guards attack you on site, you have to bribe officials, merchants won't talk to you). That way players have an understanding of how much they can risk with pick pockets and the punishments aren't too severe. You can also hide the "thief reputation" resource counter and only notify the player at the end of the day (during camp/resting at an inn) so that unless the player pick pockets each individual and rests each evening, they won't have an exact idea of how much each mark cost them but have an idea of how nonchalantly they can pick the pockets of the citizenry out in town. It also helps with the rationalization of "certain citizens found out that you/someone stole from them and notified the proper authorities later" concept that some were concerned about. you'd also have a way to reduce the reputation counter (maybe time is the only way to have the counter decrease?) i think a mixture of the different ideas here would actually make for an interesting pickpocket mechanic. i'll have to say that i rarely use the pickpocket skill precisely because it's so easy to cheese it.
  16. there was another suggestion on th codex too: lemme see if i can find it. edit: nevermind: it was the "use the fallout short shadows" idea. Antoher thing that I hope they'e tried is a small shadow gradient from the top of the character model to the bottom with the bottom being darker than the top a la shadowrun returns. but i'm sure these are all suggestions they've heard before.
  17. I'm really struggling to understand why you keep posting in this vein. The developers have created their system. You wish they had made another IE game. They are instead making a game that takes inspiration from the IE games while innovating in a number of key respects. None of this is changing. So what, exactly, is the purpose of repeatedly declaring that it will be a bad game? See the post I made about dead horses in the "horses and cloaks" thread. hint:
  18. There's already plenty of that going on in the forums here! Please refer to "In-game romance" and "Console version please!".
  19. Is the point lighting system that Josh describes as "computationally expensive" really that big of a problem even with new gen computers? Can't this be an optional toggle for those with better GPUs? I must admit I am not well-versed in the technicalities of computer graphics/art as others on the boards. I am conflicted between getting the small details right and just spending that time creating more content. But if the solutions to the shadow problems are as simple as some people make it sound like it is, then by all means Obs should try those proposed solutions.
  20. It looks awesome. Very nice. One question: are the elves the shorter ones or do you have humans of varying height in this game? some of the enemies (VERY COOL LOOKING BTW) have varying heights.
  21. playing majora's mask on wii :)waiting till my pc is up and runnig to play fallout 2. ahhh good ol games.
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