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About Odglok

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  1. Yay America! July 4th is usually a family holiday for me, but this year some of them went on vacation, so the rest of us are just enjoying the free day off work. I'm celebrating with beer and pizza for breakfast. Since it's raining where I live, I'm staying indoors, which prompts me to post my personal Top 4 July 4 Movies! Independence Day (1996) - starring Will (the actor formerly known as Fresh Prince) Smith, also starring that guy from Jurassic Park - a modernized retelling of the American Revolutionary War Braveheart (1995) - starring & directed by Australian-American actor Mel Brooks, also starring one guy from Sons of Anarchy - FREEEDOOOOMMMMMMM!!!! Rambo: First Blood (1982) - starring Sylvester Stallone - I have not personally seen this one, but I understand it to be the story of a former boxer turned psychopath who fights corruption, repression, and possibly terrorists in small town America The Godfather (1972) - starring Al Pacino, directed by Martin Scorsese - America's answer to Pride and Prejudice, this is perhaps the most iconic allegory of the American Dream, also the prequel to Goodfellas May the rest of the world have a blessed day, and thank you for sharing it (the world) with us!
  2. Just dropping my comments in after reading the OP. While I don't see myself playing as either type of orlan, I really like the direction you're going the wilder subrace. I was very critical of the first orlan concept art revealed, but now I can see them as a people to be taken seriously. I may be in a very small minority on this feeling, and I don't mean to offend anyone, but I had been just a little fearful that orlans might become too "furry" for my taste. It was a subconscious apprehension until I read "hirsute" in the OP, which I immediately assocated with "fursuit", and it hit me. But the renders defintely evoke more wildman notion than anthromorph, and I personally like that much better. I'm very curious to know how paladins will function in the absence of alignment. I would think each paladin has a particular diety or cause that drives them, yet the possibilities seem too numerous for the team to create an extensive list for players to choose from at character creation. And I would like to think that paladins will have abilities specific to their diety or cause, so I'm not sure how this would be accomplished. I hope you're not planning on giving all paladins access to the same selection of abilities, since it would mean that playing a traditional, Lawful Good paladin would be no different than playing a Chaotic Evil death knight (at least, not in combat).
  3. I'm glad to know there's no mana bar, so thanks for that info. I guess I still feel like spellcasting should gradually fatigue the caster, but really it's more important to go with whatever system works best in the actual game. I haven't read any of the Harry Potter books, so I may be speaking from ignorance here, but it irked me that in the movies there seemed to be no limit or consequence for spellcasting. Granted, it's a movie, so there's no real need for such mechanics. But I recall one of the few actual spells that Gandalf casts in the Lord of the Rings books (not depitcted in the movies) was when they were attempting to escape Moria. My memory is vague, but Gandalf is trying to magically shut a great door as they flee from the balrog, when suddenly the balrog uses a counterspell (or something to that effect) and Gandalf describes the spell-battle as physically exhausting. To me that just made more sense than "derp, I'm out of mana, guess I'll run away" or "oops, I've already cast all the spells I can for today, better take a nap".
  4. Haven't read any of the replies, but just wanted to say that I like these aumaua models much more than the earlier concept art. I find myself really wanting to know more about this race and the setting in general. Good work!
  5. Considering that two of the playable races are original, which is somewhat rare in fantasy RPGs, I think it's likely that they will create plenty of new monsters, too. But dwarves and elves means there will be plenty of familiar enemies, too.
  6. Well, there actually are shadows at night time, so long as there is moonlight. It's mostly only noticable in the woods.
  7. I'm honestly impressed. Beautiful. I think you hit the right balance of realistic quality and stylistic quality.
  8. Speaking of trolls, how do you guys like your trolls to look? Seems that in most CRPGs, trolls either tend to look like D&D's version (green skin, lanky bodies, high speed & agility) or more like the Lord of the Rings movies (fat ogres). I tend to prefer the later when it's done well. Didn't like Dark Age of Camelot's trolls that looked exactly like Thing from Fantastic Four, but I do like the idea of giving them a sort of earthy affinity.
  9. Even though underwater combat isn't a feasable concept in this type of game, I still really like aquatic/ambhipious enemies where they're appropriate. I'm also pretty fond of snakemen. Yet I've never seen a game with aquatic snakemen.
  10. As fascinated as I am by PE's pantheon and the soul-centric nature of the game, I can't say I've been excited by either of the new races' concept art. In fact, I almost laughed at the Orlan. I hate to be critical, especially since I know I couldn't come up with a decently original humanoid race if you held a gun to my head. But I can't take this one seriously. Based on the wiki description, I assumed Orlans would have a more sinister appearance. I can only assume they're trying to evoke a rabbit vibe with the ears. While Watership Down and Donnie Darko were both chilling and unexpectedly dark, this fellow doesn't strike me as someone who is capable of having a "nasty reputation". He looks more like a boyscout. I guess his appearance could be described as more bat-like than rabbit-like, but he seems to lack the appealing mystique of bats, capturing only the aspect which categorizes them as vermin. I am super excited about the religious aspect of the game, though. In particular, I'm curious to know more about how much a priest character's choice of deity affects his/her abilities. In past D&D-based games it didn't seem to make much difference at all (alignment was more significant), but after playing Dungeon Crawl, I would truly love to see priests with wildly different abilities based on their god. And since traditional alignment isn't being used in PE, I have high hopes for that.
  11. I've only skimmed through the thread so far, but I really just have one suggestion: limit voice acting as much as possible. For some reason the only RPGs I've played that have voice acting I could appreciate were Bethesda games, but these were also first-person and (apparently) didn't want to force the player to read a lot of dialogue. But I thought Morrowind and Fallout 3 were great in that respect (Morrowind's Dunmer are truly special in my opnion). Obviously this whole topic is extremely subjective, but I think in an isometric, pseudo-2D RPG like P:E, voice acting is best kept to a minimum. As awesome as BG2 was, I think it's vocals were straight up campy, pretty much breaking the immersion everytime an NPC spoke up. Grunts and battlecries are fine, but when it comes to whole lines of conversation in interactive dialogue, I could do without simultaneously hearing the same words I'm trying to read.
  12. In-game economy as a whole is a bigger subject than I feel capable of tackling, but I did want to make a suggestion regarding one particular aspect, which is the issue of selling extremely valuable items. Either the player will end up with more gold than they know what to do with, or merchants don't possess enough gold to pay the player what the item is worth (which is realistic, but unrewarding). Skyrim (which I haven't personally played, but have watched others play) and Dungeon Crawl (a popular 2D freeware game) provide ways for players to "spend" valuable items they don't want/need without merchants being involved. In Skyrim, there are certain crafting tables that allow you to destroy enchanted weapons/armor, capture their magical essence, and then enchant other items (at least that's my 2nd-hand understanding of it). Dungeon Crawl doesn't even allow you to sell items, but instead many characters can sacrifice magic items to their deity (the game places a lot of emphasis on your choice of religion) in exchange for divine favor. My point isn't that P:E should do precisely either of these things. I'm just pointing out that there are ways the game can be designed to reward players for parting with valuable items without involving currency. Heck, if nothing else, there could be spells which consume weapons or pieces of armor. Why not?
  13. Though we've focused a lot on Orcs' alignment and culture, the question of intelligence begs a bigger question: if Orcs are going to be in PE, what primary attribute bonuses/penalties do you want them to have? I'm not familiar with 4E D&D, but most computer RPGs have aimed for a balanced set of primary attribute adjustment, so that the net effect is 0. So dwarves commonly recieve a bonus to constitution and an equal penalty to charisma, for instance. We don't know for sure if PE will go with this format, but it's been standard for their past games. How do you guys see their base stats differing from humans? Personally, I see them having bonuses to strength and willpower/discipline, with penalties to intelligence and charisma. Of course, all of these stats may not even be applicable to PE (particularly charisma based on what I've read), but speculating is fun.
  14. I can see both extremes of the spectrum being equally appealing, just depends on exactly what kind of experience the developers desire. So I think that unless Obsidian specifically wishes to limit players' control over their companions/followers, the degree of control should be a player-selected gameplay option. You should be able to toggle whether NPC level-ups are automated and have a separate option for combat AI, possibly with a slider for how liberaly they use their items, spells, and abilities. That way those who want complete control can have it, and those who want to be less hands-on with their companions can be.
  15. While I don't disagree with anyhing you're saying, AGX-17, I think you're focusing on realism more than Obsidian is. The 3 damage type mechanic that's been described is very gamey, and the hit-and-miss system (or rather the hit-and-glance system) is utterly unrealistic. I think they're aiming for a rock-paper-scissor model of weapon & armor, not anything truly realistic. So I think it stands to reason that there would be a ranged weapon of each different damage type, or that piercing would be relegated to ranged weapons only. Having said that, I've got nothing against realism in an RPG, but I think it's clear at this point that Obsidian isn't focusing on it.
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