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Hormalakh

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Everything posted by Hormalakh

  1. I think many people would negotiate for a piece of MCA *swoon*
  2. Screams of the Biamhac Dyrwood: Shadows of (Name of continent) Hammerfall Citadel: The Watcher Sleeps
  3. It's hilarious how unrelated the wasteland post is to JFSOCC's idea. I haven't seen this idea used before, to be quite honest. Generally speaking, most pickpockets are simple pass/fails. It seems to me that JFSOCC is saying that with a pickpocket, you'd always be found out (or the person will always find out) but it sort of becomes a dice roll as to whether or not they find out its you based on your skill. Fallout 1 and 2 didn't allow window shopping. But the pickpocket there was just a basic skill check (a tad bit random if I'm not mistaken). I would take your idea further and say that once you pick a pocket and the person finds out, he will accuse the closest individual to him. If that is you, then watch out. He might accuse an NPC nearby and in that case, perhaps he'll call the guards on him or start a fight with him, etc. If you're closer, that individual would be you.
  4. The cave level is being developed for technical purposes (developing organic cavern levels) and is small in overall size. The level above it has two entrances (though in this dungeon they are relatively close) and can be explored non-linearly. In terms of labyrinthine layouts, we will generally avoid long dead-ends in favor of loops (small dead-end branches are fine). E: In my own campaigns, I always try to design dungeons with multiple entrances and multiple ways to explore them. I'd like to do the same in PE when the size of the level supports it. Thanks Josh, for clearing that up. All the best to you and the rest of the team. We all look forward to hearing from you guys in a few weeks.
  5. I also had a problem with the concept sketch of the dungeon, but for a different reason. It seems like the "bowels" of your dungeon look too much like actual bowels: the dungeon looked a little too linear with a pre-selected path. There had been a lot talked about in the forums about good dungeon design and Jaquaying your dungeons. Please please please consider this if you have not already. This is a highly important aspect that you should consider in your vertical slice! http://www.thealexandrian.net/archive/archive2010-07c.html#20100723
  6. If only that were true... Heh. It's more like "A patient without patience is a patient without a doctor."
  7. Just as long as the AP arrows work like they're supposed to. I'm looking at you, Fallout.
  8. A doctor without patience is a doctor without patients.
  9. Great update and game mechanic. Was wishing to see some updates on previous mechanics (like hit/miss and armor mechs) just to see where we stand, but that's probably a WIP still. In terms of Engagement, I'm hoping that the computer AI is smart about this and isn't open to work arounds or players being able to take advantage of the mechanic. For example, having enemies constantly switching engagement between enemies and thus limiting the usefulness of this. I can't come up with actual examples right now, but computer AI is notorious for sucking when complex mechanics are put in place. Just wanted to give a heads up on this and wondering if the devs had anything particular to say about this. EDIT: Also, I'm loving the camera work and the new style of updates. Very professional and it seems like this would be a great addition for developer commentary on some DVD in the future ...
  10. I concur. I didn't realize that when they said the god-like would be similar to the plane-touched that they might turn out exactly like the plane-touched in all but name. It is still too early to tell, though, so I am hopeful that these are initial drafts towards a more original race.
  11. No random nonsense in character creation....absolutely not in any way shape or form. Different variations of alterations based on the god you choose are cool IF you get to choose them as well in character creations. The last thing I have the patience to put up with is "Oh hey it's random so you got a green butt......forget about cool hair or horns and so on, you get to have a green ass." Ok let's not make it random. Let's have several aspects for each god-like, but then make it a bunch of checkboxes for on or off. Take out the randomization, but allow different aspects of the god-likes to stay. If someone only wants the horns or the ears, then allow them to do that. Different god-likes should be "touched" by the gods in varying amounts, in my opinion. How about now? Is it still a sucky idea? I'm not too adamant about the randomization, but I would like the ability to choose particular aspects.
  12. Wanted to throw out an idea @Rob Nesler. Maybe you guys should talk to the other devs about coming up with specific god-touched characteristics for character customization and then make these qualities randomized. An example would be like this: let's say there is an earth god/dess and the first art example you showed was several different aspects of a god-touched (ears, horns, mossy hair, green eyes, etc). Then, the player gets to choose the specific god that their character is touched by. However, when it comes to the specific attributes/aspects that the character "gets" (and thus displays) from the god, those are randomized. So not all earth-touched look like they have horns and ears, with mossy skin. Some have only horns, some only have the ears and mossy skin, some might only have green eyes, etc. Some get more, some get less. These appearances can be re-rolled at character creation to get the "right" look for your god-touched. It introduces even more variability in character creation and doesn't have an effect on gameplay (all god-touched have the same bonuses/maluses).
  13. So we have fire, water, earth, lightning (air?), air (talons?). I thought they were going to be "touched" by the pantheon that existed in the world, not by the "elements." (Not that I mind). Unless the pantheon aren't really gods and these guys are touched by "natural gods"... Or it could be that there are these gods (elements) in the pantheon. Great update in either case. Thanks! Keep up the good work.
  14. Just wanted to throw this up here so someone could see it. Basically, it's a dialog mechanic. What I was thinking was to have a more "robust" dialogue mechanic. It would be a mixture between the Alpha Protocol and the old-school dialogue. You have 3 or 4 "tones" to your comments, and then 3 or 4 options for topic conversations. Based on the topics and the way you ask them, you get varied responses from different people. It allows you to lead the conversation down a certain path while allowing your "tone" to also do part of the talking. Different people would react differently to different tones. Anyway, it's probably a pretty bad idea (so much dialogue rewriting!) but I thought it might be a nice thing to try out one day... Example: At the top of the dialogue box you have 3-5 tones (aggressive, timid, professional, suave, etc) and you also have your multiple choice dialogue topics like in old-school games. Each tone you click gives you a new set of lines but the topics are the same in all the different tones. Aggressive: 1- Give me the quest, I don't have all day. 2- I'll only do this job if you pay me, you moron. 3- Out with it! Where's the nearest tavern?! 4- Out of my way pleb! Professional: 1- Sir I would gladly accept your quest. 2- I must ask that I be paid for this quest. 3- Would you mind telling me where the nearest tavern is? 4- Excuse me, I must be leaving. Suave: 1- Yeah baby. I'll take your quest too *smirk* 2- You gotta put your money where your mouth is... 3- Hey there good looking. Where can I get a drink around these parts? 4- Catch you later! Yeah, it's a pretty bad idea, right?
  15. If a certain door is meant to really keep someone out, the creator of that door would have chosen better materials (unbreakable) for the job. If it's a wooden door into some pleb's house, I should be able to break it down. It's that simple. Then the thieves and the lockpicks still have a job, and the door smashing monsters are happy too. Many have said this, and I agree: breaking down doors was a mainstay of the older games. It wasn't always easy (and feasible for every door) but you could do it and was an option sometimes. Most of the old games had this, at least. Fallout 1/2, Baldur's Gate 1/2.
  16. Cool stuff in here. I guess one of the questions for me was what was the difference between a Project Eternity dwarf race and a human race with achondroplasia? Are these two the same or do dwarves have different physiologies than humans (and are thus unable to mate)? It would be nice to know about some of these differences. What adaptations do dwarves have that make them well-suited to live in Project Eternity and yet have a evolutionary lineage that diverges from humans? Hopefully we can get some answers to these questions either in the game or in the manual (or even here).
  17. Please. Explain why you hated receiving xp when you engaged in combat. This conversation is stilllll going on? I hated receiving xp for my druid when he killed animals.
  18. Gaaahhhh! Monks have all the appeal of fingernails on a chalkboard. Oh well, to each his own. Maybe I can burn down a monastery in the game... Ah the sweet sweet melody of fingernails on a chalkboard. I don't think "monks" are a great class either: I don't think they were very well imagined, but that's fantasy for you. I had/have similar issues with the "barbarians." Alas, I'll take what I can get at this point and maybe the monks will be slightly different in this game.
  19. The way I see it, doors should be breakable if they're breakable. (HUh?) I mean that if they're wooden, they would be breakable. If they're solid steel doors, then no, they shouldn't be. Fallout had something like this, didn't it? Some doors were mechanical and some were "energy" and some were "electrical." Obviously, the wooden doors can break, the metal ones need to be picked, and the magical ones burn you to a crisp.
  20. That's fine, but my fingers are crossed that none of the companions with particularly profitable, informational, or moving sidequests happen to be monks as I'm likely to leave them in the Hall of Adventurers or their monastery. I completely agree with this. It would break my heart if Tsuga C missed out on monk related content, and would really appreciate it if you could make the monk companion devoid of content and totally boring to play. "Keep them in the game, but 'take them out'"
  21. The dwarves look great! i'm assuming the Orlan ears are proving to be a problem in terms of clipping when trying to put on helmets. There should still be circlets that they can wear. Or crowns. Small detective hats would be nice Something like this for my Orlan would be nice. I think it also fits his theme, eh? All the best.
  22. Pretty sure about this and wanted to put it in spoilers in case I'm right Very cool. Also liking the god update. Can't wait for an animal god/creature god.
  23. Then clearly we have no disagreements. I think the old mechanic did this well enough. Intuitive? Not at first.
  24. I'm really liking your ideas Nonek! Keep em coming. ---- Steampunk, I'm not so fond of. At least not for this game.
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