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Hormalakh

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Everything posted by Hormalakh

  1. Yep....he's the furthest thing from majestic. I just thought it was interesting enough to post. I wouldn't want the Aumaua to look like this guy.
  2. You don't know what kind of body is underneath that armor (he could be jacked, extremely strong). Or what kind of tortured soul he has... Perhaps, he could destroy you with his soul powers and knows the all the tricks indeed.... FREAKING AWESOME! So...this game is coming out when again?
  3. Edair is the Waldo of Project Eternity. You couldn't pick the guy out in a police line-up, he's so unassuming. That's freaking awesome. I want to know what that guy is hiding. You can see something in his eyes as he looks out into the distance... The first officially bland character that I've actually wanted to be in my party.
  4. What if Edair likes being clean? What if he frequents the taverns in the slums (wearing rich clothes don't make sense - he'd be robbed)? Why would he dress any differently than anyone else around him (that would bring attention to him)? How do you know that the common soldier's attire isn't what Edair is wearing? Perhaps all common soldiers are given that attire. Or perhaps he doesn't want to be known as a common solider. Maybe he wants to be seen as "that goofy guy that nobody bothers" and has nothing to steal. He's not a guard or anything, so... He's just the dude that comes to the tavern. Nobody knows him. Nobody cares. It's truly beautiful how low-key he is. He's quite well done. It's like the artist is playing mind games with us. He's the only guy in the image, and people just pass his image by and look at the next guy. It's like meta-awesome... I don't know how to put it... The artist has done a great job. (Did you notice that he's got a whip? I don't think a lot of people have noticed that.)
  5. Just call it Eternity: Tales from Dyrwood. Honestly, you know how Fallout got its name? http://thiscageisworms.com/2012/04/09/tim-cains-gdc-2012-talk-fallout/
  6. Honestly...Edair exactly fits that description. I think you're looking at Aragorn from rose-tinted glasses. We have a bland looking guy without a personality to attach him to. Or are you asking for a scar across his face? How exactly would you make Edair unimpressionable but at the same time make him memorable? I think his memorable qualities come from when you deal with him in the game. I actually REALLY REALLY like Edair's concept. He's the guy you don't bother because he's bland. He's got nothing that strikes out at you. It's done so perfectly that you don't even want to add him to your party. It's beautiful...*sniff*
  7. Fallout 1 had an awesome way of doing this. You walk in, the NPC says "Hey! Get out of my house!" Tarry too long, you get attacked. Have different doors to houses being either locked or unlocked. Then if you walk in and you see someone, bam "Get out of my house." Tarry too much longer, you get attacked. If the NPC runs away, you'll probably have guards on you soon enough. This can be done well. Knocking seems too much of just a single mechanic to stop thieving. There should be a more generalized mechanic dealing with this.
  8. This is, I think, a problem with some of the classes and how they've been defined in the past. It's as if all sneaky characters have to be rogues, and all strong melee characters have to be fighters. We pigeonhole our characters quickly into "classes" and think that we aren't allowed to play them outside of those roles. We do know that PE is moving away from rogues being the only swiss-army knives in the game, i.e. they have all the skills, and other characters not having any skills. At this point, it's too early to tel lwhat Edair is like: I don't have his character sheet in front of me. But that doesn't mean that his class should be the only defining thing about him. We had a bit of a discussion about this here: http://forums.obsidi...efines-a-class/ As for how he can use his intelligence in battles: here is a great example from a comic that is based on PnP D&D, the Order of the Stick. http://www.giantitp....s/oots0808.html It's a big image, so I'm not going to post the whole thing here. Check out the link.
  9. From the AMA a while back, we have this: http://www.reddit.co...nd_josh_sawyer/ hopefully that's helpful.
  10. I forgot they already had that bit down in their design. I think it's a bit unfortunate. "Unassuming man who keeps a low profile" sounds much more fitting for a ranger/ rogue. Unassuming basically means he's of average physical build, at best. Keeping a low profile means he's not the drunken revelry or fight-picking or outspoken type. Together that doesn't bode well for a fighter; it would force him to remain rather bland. I hope they reconsider that part. Personally I imagine him as someone who prefers loneliness and the wilderness because he's not very socially apt and given to angry fits, as well as maybe having an agenda that requires solitude. He usually stays away from crowds but if he enters a tavern he drinks himself into a stupor and picks fights. Rage is barbarian territory of course, but still. Perhaps that's their way of turning a trope on its head. Who says all fighters have to be loud, brawny savages? A class doesn't define your personality, while a personality can help guide you towards a class. The two should be distinguished, and I actually like what they've done with Edair.
  11. I don't think a race can be defined as savages. The way I like to see this is that we can have these kinds of "Aumaua" as well as these kinds of "Aumaua" as well as these kinds of "Aumaua" . That is to say that the race doesn't define the culture in isolation of other factors. The race plays a part of the overall culture in which we find the Aumaua. I know that the above pictures are of orcs, please, you don't need to tell me. It was used to illustrate an example.
  12. Hey Rob, I would be interested in how you or your artists would best welcome our feedback in the art? Would you like us to put up pictures that we think could influence your art direction, or would you rather we opine on what you come out with yourselves? There have been quite a few threads with images meant to help/influence the artists on these boards. I want to know what is most helpful for you guys? Is there another way that would be welcome? P.S. Obviously I don't think we're going to take over art direction, but many of us -as is obvious- have opinions that we'd like to share. I'm just wondering what the best way, in your opinion, is to share it. What would you find helpful and -other than obnoxious feedback- unhelpful?
  13. The thing is that they all are from the same part of the world: the Dyrwood. I know we want diversity in our games, but a lot of us want for things to make sense too. We don't need diversity just to have it. I'm a little conflicted about this: I want the world to be big and diverse, but each people should have their own place. Unless Dyrwood is some sory of "America" or late "Rome" where peoples of all cultures go to find a better life, it makes sense to try to stick to one culture per place. Also, the Vanicians are Afro-italians - so there will be that.
  14. I don't think low-level design decisions like that have been made. The big decision made so far is that it'll be two-bar i.e. stamina and health.
  15. I don't think that they've nailed down the Aumaua lore yet. But good points.
  16. Tigers are truly majestic creatures. Here's an image of a guy wwho tried to make himself a tiger: The website I found it on is a little disturbing, so I warn you. Warning: Disturbing http://thevelvetrock...ess-part-2.html
  17. Which you do know is a play off of Bill Gates right? Stole the technology of another, made millions? I love that game...
  18. Honestly, my feeling about monsters is this: Let's have as many as we can put in there, with one very big disclaimer. Since this game is in a completely new universe, I would hope that the monsters would tell part of the story too. A lot of times, the story can be told straight through exposition and dialogue, but especially in a game/interactive media, you can utilize other methods of telling your story. Just like some games utilize the backgrounds and settings to tell part of the story, I would hope that the monsters could do the same. We have the beginnings of such a thing with the biamhac (wind spirits) but I'd like as much of the monsters to tell part of the story as possible. If there are goblins in there, why are there goblins? What's their history? Where did they come from? Why are they there? And so on and so forth. We don't have to be given an exposition for each one: perhaps the places that they can be found, the items found nearby, the setting that they're in can help tell that story too, but ultimately they should feel like they belong in the universe. I know this is difficult to do with a large bestiary, so it might be nice to get a couple of them fleshed out and perhaps we can know about the other monsters in a later game. This is what I think Fallout did quite well. Each monster found in the game had a reason to be there: it wasn't always immediately clear why they were found in the universe, but there was always a reason.
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