Everything posted by JFSOCC
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Josh Sawyer on Quest Staggering and why BG2 might have had it right
This old thread again? Quest staggering can have some very useful implementations. It can be used to repopulate areas with new level adjusted quests after you've gone through any of the story bottlenecks. It rewards exploring and going back to places you've cleared of quests before, and prevents you from feeling like a place is now "completed and empty" after you've run through all the quests there. Quest staggering based on pre-requisites like, story progression, level advancement, faction advancement, gear, areas uncovered, or specific triggers, can help make the world feel more alive and reactive. Suddenly that party you didn't get an invite to when you were still a mercenary scrub is much more welcoming now that you are the lord of a stronghold with prestige level x. Anything that gives you a reason to come back to a place you've already visited, imo, enriches the world. You can still have a great quest density with quest staggering
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Can we take drugs please
I made a point in F:NV not to do drugs, because it's so easy to get addicted. Once I learned how easy it was to kick the habit for a few bottlecaps, I used buffout whenever my carrying capacity was lowered. I'd like the idea of beneficial effects decreasing with increased use (for potions and the like) as you develop a dependency you also develop a tolerance.
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Josh Sawyer talks about stealth mechanics
I still have the same question I've had from the start: If one guard is alerted, does that mean the entire base is alerted?
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Stronghold "random event" alert methods
How long will I have, how quickly can I travel? Am I the stronghold's bitch or can I finish what I was doing?
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Can we get a world map like the banner saga map
I think I read somewhere there will be no fast travel. (pity, but ok)
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Movies you've seen recently
I heard about that only recently. I was actually at a book store and saw enders game with a new cover ( clearly a film cover ) Its not out Down our way yet, but from the trailer i am VERY dubious of it. I am a huge fan of the book, and i very much doubt the film could live up wo what i imagined Enders game to be. For those that have not read Enders game i highly suggest it. Its a great piece of written work. better than expected doesn't mean good, but it wasn't as terrible as I thought it would be.
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Friendly Fire
This influx of new members has livened up this forum and there is again a lot of very interesting (and some less interesting) discussion going on. It's a shame its so late because it's an inspiration for ideas which will never make it in now that development is well under way. Reading this thread got me started thinking about spellcrafting... developing your own spells with a set of possible attributes. You could create, provided you have the right pre-reqs, a spell with x effect y power z shape. The resulting spell would have a stamina cost/casting time affected by the power. Which you could tweak one way or the other. So for example. I want to make a spell which (x) Causes confusion (y) beats will save caster will +5 (z) spreads outwards from the caster like a cone. My cone of confusion spell would cost a lot because confusion is a powerful ability, +5 will is a lot of bonus power, and the cone shape makes it easier to avoid hitting your party. So it would have a cost of 20% stamina (getting that number out of my ass) and a cooldown of once per rest. If I wanted to make it once per encounter, it would have to cost 60% stamina, and further increase would be too powerful. Now sorry for derailing the thread, move along...
- Missing Impact Animations?
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Fog of War
I wonder if it is possible to script certain parts of the map, so that when you walk on them, it reveals parts of the map which couldn't otherwise be revealed. (like the roofs of big buildings which you'd always keep partly blacked out)
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Josh Sawyer talks about stealth mechanics
Your stealth circle allows you to enter his perception circle. http://forums.obsidian.net/topic/64268-stealth-or-guerilla-warfare/ http://forums.obsidian.net/topic/63102-commandos-a-stealth-perspective/?p=1298295
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The Obsidian Order of Eternity (part 7)
How about Swooshbuckler?
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Josh Sawyer talks about stealth mechanics
While I don't want to over-ask, I agree with Trashman that I wouldn't complain if vision cones or light elements affected stealth were also added. That said though, the system as is sounds challenging enough, especially if you put guards near choke points like in front of doors, or let them patrol narrow hallways. In that sense, the gamist beats out the simulationist in me and I'll say "good enough" if it truly is challenging enough.
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Movies you've seen recently
I watched enders game, I liked it better than I expected I would. I thought the main actor was pretty good, especially for his age.
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Spell interruption in Pillars of Eternity will not cause loss of the spell
I thought it was going to have spellbook based casting...
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Need quirkiness
when minsc broke out of his cage the first time, it wasn't because I was trying to find a smart way to release him, let's leave it at that.
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Josh Sawyer talks about stealth mechanics
Reading this makes me very happy on so many levels. This is very close to what was discussed in this forum, and I can hardly complain seeing something I argued for (or similar) make it in.
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Playing other Kickstarter funded games makes me nervous
JFSOCC replied to Death Machine Miyagi's topic in Pillars of Eternity: General Discussion (NO SPOILERS)Obsidian has a history of production problems they have been carefully trying to avoid on P:E. They've learned from their mistakes, have a strict production schedule, so far have been on, or ahead of schedule. I think unlike the other studious with kick-started projects, Obsidian is planning their time carefully and efficiently.
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On the confirmed attributes for PE
err, pulling a bowstring further back means you store more power in the shot, it does cause a more powerful shot.
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What's on the idiot box... Part 2
I was very disappointed with season 3 of sherlock, it wasn't nearly as good as the first two seasons.
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Spell interruption in Pillars of Eternity will not cause loss of the spell
I hope there will be a large database of character animations, barring that, however, I think cooldowns are ok, especially if there is a reason behind them. "Disabling shot" with my Guild Wars Ranger did less damage but put the ability being cast at that moment on cooldown. Very useful for an interrupter like my ranger was. I'm not saying cooldowns for "normal" resolve-fail interrupts, but rather for specific interrupt abilities.
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Spell interruption in Pillars of Eternity will not cause loss of the spell
I hope there will be interrupt abilities which put spells on an additional cooldown.
- Obsidian Order: Get your own coat of arms/shield!
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Creation tools
As far as I know, no specific modding tools are being developed, much to my disappointment. That said, it might still be mod-friendly.
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On the confirmed attributes for PE
From the other thread:
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Attribute theory
I'd like to see resolve influencing more than just concentration (not getting interrupted every time you're hit.) A person with a high resolve would keep going despite setbacks or obstacles. So, maybe something which allows you to last longer? Resolutely keeping walking while you're tired, getting back up after being knocked down. Less fatigue over time? More stamina regain between combats? maybe decreases duration of negative effects? that last one would make it a nice counter to high intelligence opponents.