Everything posted by JFSOCC
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Why 9 Charakters only?
I got to say, with 11 classes and 9 companions, I'm curious which 2 classes (or more if some companions share classes) will miss out.
- Update #57: Hello again for the first time...
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Cloaks and other cloak-like things.
I'd like a Shaed, but Rothfuss is working on a T:ToN.
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Small suggestions. Easily implemented ideas, quickfire thoughts.
Ah so you suggested it as a method to deal with rest-spamming. I don't think forcing a player to watch a 30 second animation will make them particularly happy with the game, especially when they feel they need to rest, but, it does get the point across that it is not something to do on the fly. Perhaps there are other methods to make this something you cannot spam. I've suggested before to gamify resting. With that I mean, make it a part of the game itself. (Set up camp, campfire, place traps, alarms, set watch schedule, etc) this would serve the same purpose without taking control away from the player or forcing him or her to deal with something unenjoyable.
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Small suggestions. Easily implemented ideas, quickfire thoughts.
wouldn't you then have a repetetive cinematic?
- Update #57: Hello again for the first time...
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level design
TL;DR below. Great levels have multiple points of ingress and egress, they offer different challenges based on which path you take, they reward exploration but don't punish you for missing areas, and can be done at your own pace. How to design such a map? I don't know. I suspect I would build it not as a level designer but as a narrative designer (stick to your strengths ) IE: I'd build the Satrapal palace first, and then worry about how to create a challenge. So, what does a Satrapal palace need? Well, there is the impressive main entrance, well guarded of course Then because the satrap loves his dalliances there is the secret entrance for his lovers, this is hidden, and unguarded but trapped. Interrogating one of his lovers may tip you off on it's location, and perhaps even the traps. The Satrap loves to hunt, there is a gated entrance near the stables, it allows commoner traffic, but is some distance from where you wish to be. It requires bluffing to get past the gate, or sneaking, and then you'll have to find your own way into the Palace. (maybe you can tail a servant) You can try and get a contract and be invited in, deliveries to the kitchen have a different entrance, it's not well guarded, but everyone there will immediately recognise that you don't belong there. You can wait for an invitation for a party by the satrap, which would allow you to pass through the main gate, but poorly armed. You can scout out a sewer entrance, the sewers may seem like a smart option at first but will lead you past lots of enemies (monsters), lead you out into a high-security area once you leave them, and you'll be smelling awful, cancelling out any bluffs you may have while being found on the premises. An acrobatic character may find that you can climb to the roof of a neighbouring building, jump to the roof of a small building next to the satrap's romantic garden, climb up to the balcony, and from there into his personal chambers, requiring the bypassing of a single trap. A player can choose to scout out the palace on a day that the satrap is away and security is light, this will allow a player to know the lay-out, but should the player be discovered, will lead to extra security measures on the day of the grand party. Each player can take any entrance, with or without preparation. Prepared players can make educated decisions on what entrance is best, what egress is best, and base it on their playstyle. Sure you can fight your way through the main door, but it will be more difficult than fighting through the sewers, and the Satrap may flee. You can sneak through the kitchen, but it will be harder than sneaking through the stables. And you could bluff your way past the guards at the front gate, but most likely they'll ask for your invitation papers anyway. It becomes about skill, but also about your playstyle. And all players would have the same map, the same level to deal with, yet everyone's experience will be different. So now I know I need A main entrance (with guards) A secret entrance (with traps) A stables area (lightly guarded; connected to the palace but not directly) A Kitchen/deliveries area (lightly guarded; connected to the palace) A sewers (populated by monsters, lots of fake exits leading you away from your goal, one or two which open to inconvenient locations) A balcony and door directly leading into the Satrap's bedchamber. I now have 6 points of ingress/egress, not all of them will be available or useful to everyone, but anyone can find them and attempt to use them. Based on how the player is playing, he or she will be allowed to make educated decisions on their approach. (allowing for a change of plans) I have different challenges set for different sections, which can be avoided (no bonus XP, thank god, so no incentive to do everything) No entrance will be the best option, all paths will create challenge. - I think this method creates organic maps rich in potential, moves away from what I like to call "Corridor Hell" maps and helps deliver the setting vs it being "just another dungeon". And you can expand on this too, because once you have a map, you can elaborate on what would be possible there. Just thinking of this scenario gives us several options for content. We must cause a scandal discrediting the satrap, what better time than the day he holds a large feast. We may want to loot his palace or we must crash the party in order to save the Satrap from Assassination Perhaps we must assassinate the Satrap, and do it at the day of the party to send a message. The Satrap is holding someone prisoner, we must rescue the prisoner. The Satrap wants to test security for a grand feast he is preparing, he's hiring you to test the defences. A secret organisation you work for wants to get word to the satrap, you must deliver a message without being spotted. The Satrap is holding a large feast, at the party is a man I wish to contact, I must talk with him about business. And peripherally, in preparation, ahead of time: We can find out about the satrap's jilted lover, or sabotage his current one. We can manipulate this knowledge and cause a scandal if we're invited into the party. We can learn about the dungeon under the sewers (just off the top of my head) We can scout the palace ahead of time, maybe pick up a quest from those found there The Satrap has the best warhorses in the land, we could steal his finest. We can forge invitation papers, forge an invitation list and plant it. We can forge a delivery request. We can pressure a local nobleman to get us in as his +1 The local crime syndicate can ask us to look for a specific piece of loot thought to be on the premises. - TL;DR: If a place has a purpose the maps will draw themselves.
- Metaphysics in fictional worlds...
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Wildlife, Ecosystems, and Travelers
Well I don't think your thread is going to get much discussion, I think everyone is on the same side here.
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Quest & Area Design/Layout - BG1 style vs BG2 / IWD style
so you'llfind other content, or approaching a place from a different direction gives you a tactical advantage. there are plenty of other ways to encourage exploration.
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@ Obsidian: Please don't neglect spell effect graphics!
the term you're looking for is telegraphing, and yes, I agree.
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Small suggestions. Easily implemented ideas, quickfire thoughts.
class synergy would be nice, that'd make it more interesting to have more of a class in your party.
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Wondrous Items in Project Eternity
Everfull canteen Always filled with water, vintage wine or lemonade, depending on the version. A damaged one may produce poison instead. - Portal tent. After setting up the tent, entering it will lead you to a room in your house. That room has an additional door to use to get back. - Lazy harp This harp will produce a delightful tune no matter what cords are struck. A strong willed player can make the harp play what they want, otherwise it will be a random tune. An Actual Harpist may find the harp irksome.
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Constructed Languages and Intuitive *~ Culture Feels ~*
How did I miss this thread? this is way cool. I don't have to get it right btw, as long as any voice actors will.
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Extra credits on Difficult games vs Punishing games
I think the video describes very well the difference between difficult and punishing, the most important distinction being that punishing is when you couldn't know in advance how to deal with the problem you are facing, whereas difficult gives a player all the needed information for them to CHOOSE how to respond. It becomes about skill, and not grind. Combat in Baldurs Gate II was a grind for me. But I think this video stands with or without my personal opinion on BGII. You're damn right that I hope that P:E will be a game that is not punishing, I want it to be a game that is difficult. One you need skill to overcome, not trial and error. A place where my observation skills can tell me enough to solve the encounter, not just luck in what skills I happened to click worked out for me. I think P:E can be that, and this would satisfy everyone.
- Update #56: Paladins and Wild Orlans
- Wondrous Items in Project Eternity
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Extra credits on Difficult games vs Punishing games
http://penny-arcade.com/patv/episode/when-difficult-is-fun For me, in Baldurs gate II, sometimes combat was punishing, not difficult. I think this Extra Credits Episode is spot on.
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Wondrous Items in Project Eternity
Lucky coin. Gives a passive bonus, +1 luck (if such a stat exists) or +1 reflex save. (likewise) Has an 80% chance for falling tails up, If used as currency has a 50%+x% chance of returning to your pocket after the transaction. where x is the number of previous successful returns. (maxes out at 95%) If given as part of a bribe increases the chance that a bribe is successful. If spent on a bet, increases chances that the bet will turn out in your favour. Skilled Ciphers WILL be able to detect that it's a magical object, unskilled ciphers may be fooled. Always shiny, and slightly heavier than expected.
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Update #56: Paladins and Wild Orlans
You've made the paladins exactly what I expected them to be, which I guess is good for all the Paladin fans. (Which excludes myself. I find their Fanatic Absolute mindset to be stupid and boring. Religious fanatics, can't argue with them, they lack nuance, etc) I myself would have liked to see them more as a Knight. I somehow don't expect to see philosophical debate with a Paladin going anywhere. But I never intended to play a paladin in the first place, so, I'm perfectly OK with how it turned out. Just give me some scathing dialogue options when I turn one of those retards down from joining my party Yes, despite how awesome they seem in combat.
- Armour & weapon designs - a plea (part III).
- Companion Wages?
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@Obsidian: Please include an import/export (new game+) feature in the game!
I don't know about new game +, I like that for some games, but not for others. I would however like to see the ability to take my character to the sequel, should it come to that.
- Companion Wages?
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Design a monster.
You'd say "I'm not a fahnn of that sort of behaviour." Torchmoth Torchmoths are fairly harmless, but can strike fear in the heart of the unprepared. Torchmoths are large moths which hang around in dark areas, when an adventures turns on the light/places a torch, the torchmoth will instantly fly towards it, it will be consumed by the flame. When this happens it releases a loud shrill and piercing shriek which can be heard for a hundred yards, alerting all to your presence. there is a small chance the shriek will be so loud that it disables any spellcasting which requires sound for a short period. Torchmoths can easily be killed before they burn, if you're fast enough.