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Hormalakh

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Everything posted by Hormalakh

  1. Some funny bits: Will my contribution get me a copy of the Project V13 game if it is released? No. This campaign isn't meant to fund the final PV13 video game. So what DO I get? "What's in it for me?" It's a fair question. Your contribution at $10 and up will get you access to news, special updates, and content from the new Black Isle Studios - PV13 forums. At $20 and over, you will achieve special insider status and you will be able to participate in a restricted area of the forum to interact directly with the BIS game designers - make suggestions, discuss our progress, ask us what we had for lunch...
  2. These are just ideas. I don't imagine my ideas are the best nor do I expect them to be implemented. I think throwing out ideas and hearing feedback is good because I imagine this idea isn't something that's been tackled on the forum before. I'm not trying to tell the devs to "implement this or else I'll throw a tantrum" or that "players who loot are degenerate." It's more to gauge everyone's take on it and what we find important. Sometimes I write really long posts that have a lot of thought and to make an honest plea. This is not one of those threads. The mechanic seems contrived because it might very well be. It's food for thought, nothing more. Don't be offended.
  3. I've noticed that Project Eternity is implementing many mechanics that make resting/camping a significant "thing." For example, limiting camp sites, allowing health restoration only during resting, restoring magic spells, and now accessing the "stash" inventory. I've looked at how Darklands handles camping/resting as a mechanic and I've got to say that it seems more interesting than IE games and is a more engaging way of rest/repair. Any hope that you guys might consider implementing it this way? Thanks in advance.
  4. AWESOME! Thanks for answering. Edit: I really like this new way of skill/talent/ability customization. I finally understand what you meant about IWD2-ish but not so extreme. It basically allows us to go down several different paths without forcing any decisions upon us. I never thought to "customize" Alteration spells for wizards, for example, or allow culture/race specific abilities further down the line. Most RPGs only make race matter at the beginning of character customization and that's it for that. This way is much better. It's great. Can't wait!
  5. Any thoughts on whether there will be any class-restricted abilities or whether some classes will have more passive/active abilities, or will all abilities be equally available to all classes?
  6. I think the biggest issue isn't the map size itself but the UI. As the dimensions got larger, a lot of times, the text got too small to read. That's a more important issue in my mind than how much of the map you can see. This is where I think a modular UI would be helpful that follows the PPI upscaling that mstark was talking about. I don't mind smaller (1" instead of 2") party members, but I want to be able to see my mouse and spell options even at 5120X3200.
  7. Maybe because the car was a means of transport with a lot of signifance while pack animals are just... personification of storage space? Now if a carriage would speed up your overland travels and you could fight from atop it (ohai Ultima VII) I might be in favor of that Yep.... updated the main post b/c that's a great idea. I don't want BoB's just to look pretty. I want mechanical reasons for them too.
  8. I don't think that "fitting" 10 or 20 weapons plus 4-5 suits of armor as backup equipment is the same thing as stashing down 40 leather armors and short swords from your fallen foes simply to be sold at the market. A lot of times, that's what a majority of inventory space was used for. The collection of junk to be sold away at the nearest merchant for a few hundred/thousand pieces of gold. An unlimited stash with enemies dropping their armor/weapons continues this trend of so-called degenerate gameplay.
  9. It's weird...this is something that some people woldn't care much for (or would rather leave it abstacted) but the car from Fallout 2 was pretty much loved by all - or was quite symbolic for that game at the least. I'm not seeing the difference. Can someone help me?
  10. It's not about realism as much as it is about being able to carry 100 leather armors in a pack and 200 swords. All looted from the dead corpses of bandits. Then carrying all of that to town to be sold away quickly with the click of a button. That's the main issue with unlimited space in a stash. And a stash that the adventurers are "carrying." Edit: My idea continues to limit stash space (still fairly large, but not infinite) but allows players, if they wish to expand it further (upgrade the beasts, add a cart, etc). It can also be implemented as "fast travel" options, like the car was for Fallout 2. Just throwing ideas out there.
  11. fair enough the way i see it, since camping is restricted already, they wouldn't be following you into dungeons anyway - I imagine camp sites would be fairly combat free. The way I saw it was to have them sort of like the "car" from Fallout 2. You saw it at the edge of the map, so you knew where you could use it (where you can camp). I'd imagine the BoB staying out of the dungeon, when you "send to stash" that's just abstracted that the loot was carried to the cart and left there.
  12. So now that we've heard about invetory, I wanted to bring up the idea of beasts of burden again. I wanted to know what everyone thinks about beasts of burden being implemented (both graphically and mechanically) into the game to help with the idea of "stash"? The way it would work is that you'd have beasts of burden "companions" on the screens that allow you to camp and anywhere else that would allow acecss to your stash. This plays several roles: 1- It informs the player that this location is one where access to the stash is allowed. 2- It helps with understanding the stash mechanic better - why you're allowed to access stash only at certain locations. 3- Beasts of burden can also be implemented as "inventory space limiters." That is you can start with a beast of burden with only limited amount of space in the stash. Then you can spend money at the market (another money dump) or at the stronghold to "upgrade" your beast of burden (BoB) to increase stash space. This further allows players to decide whether the cost in upgrading stash space is worth the advantage of being allowed to loot more junk. Make upgrades fairly expensive though (enough for several plate armors worth of gold). EDIT: 4- They can act as visual cues for where camping is allowed, as camping is likely to be spatially limited in Project Eternity. 5- They can act as "fast travel" options for players, similar to how Fallout 2's car did so. What do you guys think?
  13. This is why the game is called eternity already, to harken back to IE.
  14. Some people have concerns that the flank maneuver in a gridless game can become fairly difficult to judge in terms of positioning. I was wondering whether you have considered utilizing some sort of toggle-able visual cue (similar to DA:O) in allowing players to know where to position their rogues to flank.
  15. I want a carrion crawler as a pet. My name will be Quallo.
  16. Obsidian has already been paid for their work though right? I mean if they don't distribute the game, it's not like Obsidian will be forced to pay back the money, will it? How would this effect Obsidian?
  17. By 2015 we'll all be playing Project Eternity 2 anyway. Just save your art assets so that the next time you want to do P:E Enhanced Edition, you can do so easily.
  18. Piercing is best when the target's armor is good but not great, i.e. when the DT bypass of the piercing weapon is negating more of the armor than the equivalent slashing can power through. Slashing weapons, especially the single-handed slashing weapons, start getting inefficient very quickly when armor piles on. The piercing weapons continue doing all of their damage up until the point where the DT exceeds the bypass. When the DT is so high that it is effectively negating all of the piercing weapons' bypass AND damage, that's when crushing weapons emerge as the best choice. All that said, more protective armor always protects you against more damage, regardless of what the source of the damage is. So at the high end when guys are pounding away with mauls, war hammers, and maces, they're doing proportionally much more damage than slashing or piercing weapons, but they're doing much less damage overall than weapons of any damage type when the target has no DT. So would it be theoretically possible to have slashing/piercing weapons that could possibly do the same amount of damage as a maul? Like a slashing weapon that does 20-30 damage with 10 damage negated for heavy armor doing the same damage as a maul which does 1-10 damage? Also how does stamina play into this whole slashing/piercing/bludgeoning idea? Any of these more powerful for stamia or health? Finally, have you considered weapons that can deal multiple types of damage? Like a sword that can deal either 1d6 slashing or 1d4 piercing, or something like that?
  19. I'd be interested in any problems you've seen (other than the ones mentioned) with enemy AI that you've tried to tackle. You don't have to give code, but I think everyone would appreciate better enemy AI. One of the things that I think isn't generally discussed is what the actual "problems" are: what questions is the computer not answering when making a decision that a human player would innately do? If we can come up with some of these, the actual AI implementation can become easier.
  20. Oh and before I forget... Any update on the website/pledge fulfillment front? would be nice to get some information before the end of the year.
  21. I was wondering if the devs were also cosidering dividing a weapon into %slashing/%piercing styles too. For example, you can slash with a sword, but you could also pierce with one. Maybe it could be interesting to try style hybrids and see how they play out too? The question is: are you the REAL JVC? If you are, just wanted to salute you sir. Your M&M series was what started my love for dungeon crawling RPGs. Cheers.
  22. Ah my mistake Ieo - thanks for clarifying. 'm not sure if encouter scaling is in though. At this point, i think this thread is moot. apologies to everyone for the waste of time.
  23. @jezz555 The point was that the functionality of the wheel was in place, but not to be absolutely necessary for playing the game. That's why the examples I gave, weren't really game-changing. Mouse wheels do exist and we should make use of them. But we don't have to force them on people who don't have wheels.
  24. level scaling's been confirmed for main story line. optional stuff is not level scaled. sorry s_p...

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