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TRX850

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Posts posted by TRX850

  1. The movie would have been a marketing disaster if they'd called it "Conan the Outdoorsman", but the points you make are all researched and valid.

     

    Loyalty and compassion are other likely traits, considering their tribalistic/family existence.

     

    Maybe the whole "Rage" thing is still valid, but just misunderstood by the gaming community at large. It carries the unfortunate image that it somehow infers a loss of control. "Rage" isn't that far from "Blind Rage" in a visual sense.

     

    It may well be that it comes down to how Rage is triggered. We've all heard modern analogies such as the mother who was suddenly able to lift a car off her child that had been reversed over. It might just be a deep psychological or innate survivalistic reaction to something that threatens our kin.

     

    So maybe instead of choosing when he/she rages, the Barbarian must witness something that "outrages" them, such as an enemy landing a critical hit on a party member, or any other action that causes great harm to others.

     

    Edit:

     

    Just to add to that last point, if a medium-level party (inc. Barbarian) encountered a low-level enemy group that was clearly outmatched, it wouldn't make much sense for the Barbarian to fly into a rage and "overkill" them, even though it would be perfectly allowed in earlier games.

  2. More variation in dungeon and landscape topology to eliminate some of the "flat" areas that have a slightly artificial look to them. Because trees and vines etc can grow up (or down) through stonework structures and cause all sorts of irregularities in the same way as subsidence.

     

    And in wilderness areas especially, the landscape could do with less flat areas. It's different in cities where there are man-made flat(-ish) landscapes. Out in the open, centuries of weather and erosion would have roughed up an already rough terrain. And I don't mean simple bump maps, but actual modelled roughage with proxy mesh that means characters walk over or around certain parts differently.

    • Like 1
  3. Clear spell AoEs. I know a lot of people here are mixed on DAO, but that was one thing it got very right: not only did you know where the spell was going to land (see also: NWN2, the new Xcom), but you knew exactly what you were going to hit, provided none of your targets moved. None of that "oh, yeah, dude was 1/3 inside the blast radius, but his hitbox is actually 2/5 of the way into his body" bull****, y'know?

     

    Some suggestions were made in the Spellcasting thread about this, because it does aggro a lot of players. It should also work for grenade-like and thrown weapons like flaming oil etc.

    • Like 1
  4. The actual innkeeper is pretty much redundant and unnecessary with useless game mechanics (drinking and resting) that add no value whatsoever. A little odd I think...

     

    I know what you mean. Some of them do offer adventuring equipment, but if anything it should probably be limited to certain types of equipment. Leave the arms and armour to the blacksmiths, the gems and jewelry to a jeweler, scrolls and magic items to appropriate specialists. Now, what are we left with? Rations, alcohol, rumours and information, basically.

     

    Maybe by NOT consuming alcohol in certain quest-potential inns, it will lower your initial reputation with that surly dwarf in the corner, or those conniving thieves near the fireplace, all with their nefarious proposals for the right sort of adventurer. But if you did spend a few silvers on pints of "Blackadder's Bowel Basher" and a flagon of "Old Roger" so that you "look the part", then it might trigger a positive reaction with them, and off you go questing.

     

    Of course, the opposite might also be true, and frowned upon by sanctimonious quest-givers. It doesn't mean you lose the quest, it just might mean price negotiations will differ, and you have to roleplay your way through it better.

    • Like 1
  5. A "quick load" function.

     

    True min-maxable stats, rather than hardcoded minimums at character creation.

     

    And a Character Builder in the toolset, similar to this NWN2 online app http://nwn2db.com/builder.php because at some point, you want to pre-test builds before you play them.

     

    Ooh! Ooh! And dynamic lighting for those truly dark places we love to explore. So someone has to carry a torch or cast a light spell etc.

    • Like 6
  6. A spell-writing mechanic for high level wizards could be fun. Obviously to limit the hassle of implementing something like this, you could limit the levels of the design and be given a certain number of "points" assigned to various sections of the spell. You could have break it up where they would design whether or not the spell was a passive spell like a buff, a defensive spell, or an attack spell. From there you could decide its various effects an invest your "points" into either the power of the spell and its damage, or how many turns the buff/defensive ability lasts. You could also determine range for the spell whether or not you want it to be limited to yourself or a party buff, or be an AoE type attack. You could choose from basic spell types already in your book and mix/match. Like a paralyzing poison spell, etc. Duration, Damage/Power and Range would all subtract from the allotted point system.

     

    If... that makes sense. I think if executed properly it would limit players so their spells weren't overpowered and would be more like combining or altering existing spells rather than creating entirely new effects, meaning that it wouldn't be TOO much of a pain for devs.

     

    I've thought about this too. You could design an AoE spell like fireball, but it could be half fire, half acid, for example. Or 1/4 each of fire/acid/cold/electricity and so on.

     

    A poison bomb? Or a disease bomb? Or a combination.

     

    It's conceptually an excellent idea, and now that we have computing power to handle all the "numbers" involved that PnP would find a hassle, it'd only be down to funding and time constraints to implement it. If not, might be something the modding community could look into. But I'd like to eventually have a go at spell combining. It's a great idea.

     

    Edit:

     

    Of if you're engaged in a Frost Salamander quest, you could design a spell that cast Protection from Cold on yourself while instantaneously dropping Firestorm on the enemy. The targeting variables would need to know that Stage 1 is on the caster and Stage 2 is user-selected. Could be hilarious if those were mixed up.

  7. I would like spells to have some sort of to-hit. And then if they miss, for the spell to still be cast and to-hit something/one else. For example, a fireball spell with AoE might be cast, but if you "miss" the fireball still lands, except not exactly where you expect.

     

    Of course, I don't think Sawyer would implement this because too many players would just reload on a "missed fireball."

     

    It's an interesting point though. We'd be getting into the whole glancing fireball and critical hit fireball territory, which I'm sure would make for an entertaining discussion thread, if nothing else.

     

    Actually, why *wouldn't* it be possible to get a critical fireball, if the saving throw was missed by more than 50% etc etc. ?? My brain has just exploded. :aiee:

  8. Yesssss! For the range indicator, you could just have the thin, high-contrast circle around your character, the radius of which would be your cast range.

     

    Actually, that would be better, and would solve the problem outright. Wizards in particular are known as the "Controller" type, as in battlefield/multiple-enemies/AoE control. So it would only be right if they understood the actual AoE range of their abilities.

     

    I like it.

  9. Also, on the note of those little ground-hugging AOE markers, I sincerely hope they don't make them targeted directly to the cursor, with the cursor defaulting to foreground objects/surfaces, and call it a day. How annoying is it when you want to target that group of enemies near the wall, and you move one pixel over, and the entire 15-foot AOE circle leaps up to the next floor. It should stay on the same floorspace until you've made it clear you want it to hug a different plane. More of a minor complaint, really...

     

    Maybe if there was a function to shift-mousecursor (or ctrl-mousecursor) so that it targeted smoothly and didn't "snap" to each object? You could still TAB to the next nearest enemy for an exact target.

     

    Also, I'd like some indication that where I'm about to cast is currently out of spell range, implying my character has to move closer to the enemy before casting. Maybe the AoE marker could change colour or blink, or something to inform me that my strategically placed party members may want to reconsider tactics in case my mage has to break rank and stand in harms way to cast that fireball.

    • Like 1
  10. Here are some suggestions for spellcasting in P:E. Please add ideas that you think would suit the game.

     

    First off, I'd like to see spells project their Area-of-Effect Marker on the ground, before you cast-confirm them, like in NWN2. Because I need to know if I'm about to barbecue my friends with this fireball spell as well as those pesky ice trolls.

     

    I understand if some folks would rather play it old school without the AoE marker, because learning how spells behave was always part of the appeal. So maybe just have it toggleable in the gameplay options? Some players might use it for a while, then voluntarily disable it later, or vice versa.

     

    post-48060-0-72028100-1357985948_thumb.jpg

     

    This example is in NWN2/3D of course. I just mean project the marker onto the isometric background in P:E.

     

     

    Secondly, Buffing Spell Chains. I mentioned this in the Readied Actions post but will re-summarise it here. I wonder if it's possible to see a small extension to the spellbook UI where you can add a string of buffing spells to a list -- a spell chain -- order them however you see fit, and save them to that list so that when you anticipate a battle or the need to buff, you click the "spell chain" button on your main game UI for that character, who then begins casting in the order you specified. As long as you have all the spells in your current spell pool, it will cast all of them in sequence. If any are missing, it'll skip to the next one.

     

    This is not to be confused with Spell Sequencers, where you pre-cast a chain of spells into a robe or other magical accoutrement so that they all trigger instantaneously at a later command. I don't mean that.

     

    The purpose of the buff chain is to both save time and to ensure a level of consistency when you need to cast the same pattern of buffs many times over during gameplay. And of course, as you gain new spells, you simply adjust the spell chain as you see fit.

     

    Maybe there could be 2 or 3 optional spell chain buttons on the UI for different spell arrangements? And if I were to really push the boat out, it'd be cool if on the spellbook UI, it showed you spell stats like casting time and spell duration, so you could assign long-duration spells first, and short-duration spells last, for optimum efficiency. I imagine the UI would also require target settings for each spell, such as Caster, Centered on Party, Party Leader, etc.

     

    An example using IWD2 spell stats.

     

    post-48060-0-68418700-1357985961_thumb.jpg

     

     

    Of course, you don't have to use it. You can keep buffing manually the way it's always been done.

     

    What are some spellcasting features you would like to see in Project Eternity?

    • Like 1
  11. You could also potentially do some things with fog or mist in these environments to add further to the atmosphere.

     

    Fog and mist would look awesome in already creepy areas. Graveyards. Ancient battlefields, And the low, rolling kind in some cases too, like in underground crypts and cave networks.

     

    I don't think it would overly complicated either. We still don't know exactly how far Obsidian can layer effects and 3D elements over a pre-rendered 2D backdrop, but now is the time to have everyone thinking about it.

  12. What if your STR bonus dictated how many points you could assign to STR-related skills on level-up, and your DEX bonus dictated how many points for DEX-related skills, and your WIS bonus..... etc. (or whatever the P:E abilities will be).

     

    At least then the number of skill points would be roughly equal for each party member on level-up. Rather than wizards or rogues having inherently more due to high INT or high allocation of class skill points.

     

    The only downside to that is, historically, skills linked with ability scores were never evenly distributed across all 6 abilities, so fighters would almost always have fewer STR-related skills available to them, while rogues had a smorgasbord of DEX-related skills, and so on.

     

    Why should it be purely INT that decides how you've grown in skills? Just putting that question out there, that's all.

     

    Edit:

     

    If you practice a particular skill long enough, you tend to get better at it, regardless of your measure of intelligence (probably).

     

    And apologies if this has already been suggested.

  13. Is it that the "floating" toolbar of 1-9 would look out of place in an isometric game? It was okay in NWN2 I suppose, but yeah, I wouldn't want to keep moving floating toolbars around or docking them so I could see what's going on in P:E.

     

    But I would still like to assign modal actions and quick actions as per the IE games.

     

    We don't really know what the UI looks like yet (do we?), but if there was room and the style was fitting (why wouldn't it be) then 1-9 should be okay. Or 1-0 technically, since we're all pedantic types here. :)

     

    Edit:

     

    One minor aesthetic issue I had was that the buttons were numbered as well as having a symbol, and often the number got in the way of the symbol. Might've just been my graphic settings. But I almost always clicked the button (for drink potion, enter stealth mode, cast fireball etc) rather than press the 1-0 keys.

  14. I had forgotten about DA. It could be interesting if Grimoires could also act like a mini Spell Sequencer for buffs. If you're using temporary buffs in it, however, it's might be too powerful if it removed the need to actually cast them -- especially if it's a lot of buffs.

     

    I don't mean spell sequencers, where you "pre-cast" them so that a chain of spells all trigger at once, although that would be cool if we could develop that too.

     

    I just mean having a UI button (or three) that you can assign a sequence of buff spells to, with specific order and target location, so that when you start reaching higher levels, and your spell pool increases, so does (often) your preference for buffing yourself with everything you have right before a battle.

     

    So instead of buffing your party manually, which gets tedious if you're having to do the same long sequence many times over, you just assign your preferences to a list and click once, and it tries to resolve it for you, while you relax for a moment and ready yourself for battle.

  15. Well, in most games you set their orientation and choose their voice, in more recent games you can set their ability in how to use the spells, abilities and potions.

     

    If their including character creation I'm sure some form of behaviour will be looked at. Maybe the voice actors will provide a few hundred lines of none sense for us to get bored of rather then the usual 6.

     

    I mean if I remember rightly

     

    NWN2 - "You Will Feel My Wrath!" urghhhhhhh got so annoyed of hearing that.

     

    I would like the ability to replace sound sets with my own if it came to it. Probably not for the first couple of playthroughs, but eventually.

     

    Schwarzenegger, and Beavis & Butt-Head for IWD were favourites from way back. I know it's childish, but hey.

     

    It was never not funny. :)

  16. Btw: when I said "programmable buffs" I meant spells you pre-select from a menu on your spells tab and assign to a list, with a preferred casting order, so you ultimately press one "buff button" right before battle and it handles an entire chain of spells for you. It just replicates you having to click click clickety click for 2 minutes with the game half-paused while you scratch your head and try and remember exactly which buffs you wanted to cast for the upcoming battle, and which order to cast them in.

     

    Over time, you will undoubtedly accrue your preferred lists of buff chains, some of which might be quite long and complex. I'd just like to be confident that I have cast everything in the right order to maximize its effects. Of course, you can always do it manually.

     

    Edit:

     

    What would be useful is having the casting time and spell duration in the buff chain panel, so you could move spells up or down in the list. Longer lasting ones are cast first. Short duration ones last etc.

  17. Visually it would seem to fit a first person game more than an isometric. If anything it's reminiscent of the dream sequences from BG.

     

    I re-read the OP a couple of times, and I couldn't help picturing the party of 6 marching across a feywild area, but there was something in the breeze, something in the air, like pollen that made them all have to will save against confusion or some mind-affecting outcome, like a natural defense of the forest or its intelligent denizens.

     

    A druid quest maybe? :)

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