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Hormalakh

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Everything posted by Hormalakh

  1. I used my stronghold in BG2 (the thieves' guild) for this very reason. I had everything organized: keys in one desk, possible quest items in another drawer, books in the safe, weapons that I may use in a bookshelf, etc. I was a very organized adventurer.
  2. Fallout 2 ? LOL maybe... God it's been so long since I've played these games.
  3. I don't remember what game it was, but I played it when I was quite young. The number of members in a party was determined by the charisma of the party leader (that being the PC). I wonder if that would be some sort of interesting mechanic to put into this game as well? Maybe, until you don't get a PC/companion with high char, you cannot maximize to a party of 6. Sorry, O/T.
  4. I think roleplaying games when made for powergamers are no longer roleplaying games. If I'm a fighter in an RPG then I'll solve my problems using a sword. If I'm a Rogue, I solve them by stealing and sneaking. I shouldn't be penalized for my roleplaying just because a powergamer can break it. There are good and novel ways to solve this problem: I'm sure OE will think of them.
  5. Right. But outside of those limited instances, we want more options!
  6. LOL I'm imaging the monk companion talking like Ashton Kutcher from Dude Where's My Car. Thanks for the laugh
  7. I don't want 50 different nose types, 100 different ear types, and 60 different eyebrow types. If a beard is going to show up in an isometric view, fine, put in beards. But don't waste time on things that don't much matter. I would rather have more voice types, more portraits, more skin tones, more body shapes than changing minutiae.
  8. I actually wouldn't like this. I think that the dungeon, regardless of how unique each floor is, still ties together completely. I know that the goal for this dungeon is to have different devs work on each level, but I'm hoping that there is someone who oversees the whole things at the end and makes sure the entire dungeon comes together. Watcher's Keep seemed a little schizoid for my tastes, even though it did have an overarching theme to it. Maybe have each developer work on their floor, but also consult with the devs on the floors above and below them.
  9. Aye 40-60 hours at the minimum. BG2 was much much longer.
  10. Josh Sawyer has stated that the game world has two mechanics determining whether a character lives or dies: they are the health and the stamina of the character. Usually, health (or hitpoints) are determined by a single attribute: endurance (or constitution). Would you be interested in seeing two separate attributes effecting these two characteristics? For example, should endurance determine ones stamina, while health is determined by endurance and strength? Do you think this would be an interesting mechanic?
  11. What if the tutorial for the game was sort of a "when you were younger trying to learn the ropes as a level 1" which you can skip and it fast-forwards a few years in the future where you're a little higher level/older. This older character would be where you start the actual game. That would let people skip the tutorial part, allow some gameplay at a lower-level, and cuold possibly fit the game story (depending on what that story is).
  12. I remember a particular section in Baldur's Gate 2 where if you had Viconia, the duergar would speak with her and she would initiate the conversation for you. It's been a while since I've played that game, but I think they would otherwise attack you. That was interesting, and I would hope that there is more of that in this game. It makes writing and programming dialogue much more difficult though, as I understand it.
  13. This is an interesting question. What about some of the party characters "interrupting" a dialogue and saying what they think instead of you always having to speak as a dialogue option? It allows for more roleplaying and believability. It is a little convoluted however. Even in BG2 if you dragged a companion up to be party leader, dialogue options would not change and it felt a little unreal for my other characters to say something that wasn't a fit for their character. Either they should not be able to be party spokespeople, or their dialogue options should change (slightly, if need be, just to get that characters feel) or be limited to what that character would do if they were the spokesperson. Minsc would never be spokesperson and attack innocents. Sometimes that was difficult to roleplay.
  14. I find the Path of Exile creation extremely confusing and limiting. I did want to mention that Baldur's Gate II, Arcanum,Fallout and all of these games had slightly different attributes being changed. Baldur's Gate and its successors used the Forgotten Realms system of Str,Dex,End,Int,Wis,Cha, Arcanum had sort of a table format with Physical and Mental as the ordinates and Power, Skill, Resistance, and Appearance as the absicca and a total of 8 stats derived from that (Str,Dex,Con,Beauty,Int,Percep,Willpower,Charisma) Fallout had the S.P.E.C.I.A.L. system (str,Percep,End,Const,Int,Agil,Luck) There was the initial GURPS system Darklands had Divine Favor Might and Magic had Str,Int, Personality, Endurance, Speed, Accuracy, Luck and so on and so on The one thing I noticed with all of these stats systems is that they worked really well for their worlds. I think ultimately that the developers should probably create something very similar to these systems, but to utilize the stats (strength, int, endurance, etc) as ways to define unchanging attributes of the people of this world and skills (barter, mechanics, steal, etc) as more flexible attributes that can change during the game. Ultimately, we might not have the same stats at the end of development than what are found in BG or FO, etc. Generally speaking strength, dexerity/agility, intelligence, and endurance/constitution have been mainstays in RPGs. Luck, wisdom, perception, charisma, willpower, and others not so much. I think that ultimately the creators of the game will decide a few questions. One is "What aspects of the game world are we trying to highlight in this game system?" Secondly, "What attributes do we want to make unchanging in this world?" For example, would one's access to his soul be something highlighted and will it be changing or unchanging in this world? If unchanging, consider making it a stat. If changing, consider making it a skill (Access soul skill, for example). The whole point of my post here is that ultimately the P:E world will probably not look exactly like Fallout or Baldur's Gate because the game developers might want to highlight certain aspects of this world over others. Luck might not be a factor here. Neither might wisdom or Willpower. And I'm completely fine with that. The one thing that I will not be fine with, however, is to make a certain statistic be part of the character creation and to not make that stat matter throughout the game (something I'm sure will not be a problem with OE). Your stats (and skills) should ultimately effect the class you can be, the items you can use, the dialogue options you can have, and the solutions you use to solve problems in the game world. I'm more interested in knowing which stats make it into the game, and how they effect certain attributes. For example, will my stamina be determined by one stat and my HP determined by another? I think that makes for an interesting tactical choice (can my character do much in short bursts while being more likely to die (high stamina, low HP), or is s/he more of a long-term survivor, doing less but living longer (low stamina, high HP)? Edit: Grammar and clarity.
  15. Hello, I was watching this the other day, where Tim Cain talks about movies, books, and other sources of inspiration for the first Fallout. I wanted to make a topic thread for everyone here and ask you, "What IMAGES you find inspiring your thoughts on Project Eternity?" I wanted to know what images you find yourself thinking about when imagining what the Project Eternity world to be, and I wanted you to post them here. Try to keep the text to a minimum and keep the picture sizes small (linking to them would be better). I wanted this to be a sort of "flipbook" for the devs to look at as inspirations for their own creativity when creating this world. Obviously, pictures you've taken yourself would be better than images you've taken from someone else. so... show them your pictures! Throw something up whenever it inspires you about something you know about the PE lore! This is, for example, what I thought of when Josh Sawyer was talking about the Vailians.
  16. Hello, I can't find my name on the list of OO members. Anyone know who I should talk to?
  17. Not the same enemy, but same enemy type and challenge rating. I thought that one way around this problem would be to 1- either change it so you don't get xp for sneaking, but rather you improve your sneak skill, and similarly with other mechanics AND/OR 2- your experience gained becomes a function of the challenge rating for that particular action. In your example, as you sneak by easier foes, you gain less experience. Similarly as you kill easier foes you gain less experience. Until either mechanic no longer gives you experience.
  18. I couldn't agree more with a lot of the discussion above. Yay for intelligent discourse.
  19. Hormalakh - Locust of the Obsidian Order, just upped my pledge by $8.
  20. I didn't know those guys in the video were monks. I don't think I did a good job trying to convey my point. Here's another try. I'm going to give you some definitions. Give me one word that would describe these people. 1 A master in the art of fighting. Able to use swords and shields. As well as bows and arrows. Heavily built and able to withstand much damage. 2 An extremely devoted and zealous, often fanatical, soldier who has pledged himself/herself to a chosen cause. 3 While they are masters of combat, their recklessness, ferocity, and their predilection to substitute raw aggression for discipline is what describes them. 4 Also a master in the arts of fighting. These people have a predilection for not wearing any clothes and spouting philosophical nonsense right before they jump into battle. They also forecast their attacks with some sort of ridiculous name like "Flying kick-a-pow" (That was for you Osvir, due to your avatar, er...) 5. A spiritual master known for their devotion, discipline, and spirituality. They have forsaken this material world for a better understanding of the heavens and spiritual realm. While many are peaceful philosophers, some have established their philosophies into the fighting arts. 6. A master of the magical arts. They are able to change the physical world with words that nobody understands. No I understood what you said, the guys in the video are performers, but in a sense they are very much Monks too. Not going to go into poi, if anyone is interested go ahead and do your research. 1. Gladiators, Hunters, Soldiers, yes Fighters in this sense. 2. Cleric, Paladin, Necromancer(?) 3. Barbarian 4. See 1, this is more of a personality rather than a "Class". This one could be a Barbarian, yes even a Monk too (a young one). Using Souka as an example... Souka is the very definition (in Avatar) of a young man learning. He later becomes more towards a Samurai, closely related to Monks by the way. 5. Monk 6. Wizard I took the #2 definition from what was in the kickstarter. It was for paladin. I guess it's interesting that the two biggest class confusions are the monk and the paladin (please correct me if I'm wrong). It could be because of peoples' different definitions of what a monk and paladin are. And I think once we have a definition (I couldn't find one in any of the OE posts or the KS posts) for a monk, some this might be clarified. I could see Souka as a monk, but I wouldn't define Souka as the generic monk Samurais FTW.
  21. Survive the random encounter. That's actually a pretty good way of doing it. My druid can sooth the bears and wolves and my fighter can kill them instead.
  22. I think that ultimately this was the goal anyway. I always hated having to kill certain creatures just so I could gain some experience. What if I didn't think that the druid I was playing should be killing bears and wolves just so he can get experience?
  23. My answers were 1- fighter 2- Paladin 3- Barbarian 4- A martial artist or a fighter. Also, Saka from Avatar (Not a monk) 5- Monks 6- Wizard
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