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Found 31 results

  1. Currently it seems that the next update will feature an expansion to the hedge zone. While I am excited by what I've seen so far, there are a few issues I see with the hedge zone 1; lack of resources. Aside from spiderwebs, there aren't any crafting resources to be found on the hedge Zone's branches. This makes base building particularly challenging, as not only do your resources need to be imported, but you also have to do a lot of climbing while hauling, which is a real hassle. There should be local resources you can harvest as crafting material. For instance, that moss looks like a good way to get plant fiber. Those leaves would make a great substitute for grass. Maybe add small branches that can be chopped up to make logs. For crafting, perhaps an alternative recipe for bandages that uses berry juice. 2. Climbing (and falling) Currently, there are only a few ways to get up to the branches from the ground. This means slipping and falling will take a lot of legwork to recover from. Others have suggested rope ladders, which I agree would be an excellent solution for the problem. Perhaps there can even be pre-built rope ladders you can find and lower as you go along.
  2. I think that the Grill/ Shed area across the pond could really use an update. Here are some ideas I have for the place: Grill Area The ash-lands. Surrounding the grill there could be a burnt area called the ash-lands. This would be a barren place with no vegetation; no creatures; and no water or food (except for the chicken bone, which I will get to later.) This place could be very useful, as you would have to cross it to get to the grill, and there would be some important resources there. One of these resources would be pieces of charcoal, which could be broken apart by a tier two hammer. These pieces could be used to make a tier three hammer (and maybe an oven and upgraded farms.) You could also find chicken bones there. Break them apart with a tier two/ tier three tool, and you will get chicken fat (which could be used as food, and maybe even as an ingredient for candles/ candelabras!) and bone shards, which would be useful for an armor I will talk about later. Top-of-the-grill-goodies. After crossing the ash-lands, you could parkour your way up the side of the grill. Up on the top, you could find old hot dog bits, some raw science, and maybe a SCA.B scheme called "Smoky." Shed Area These are my ideas for how the shed could become the next big area in Grounded. I'll only share a few of them for now, for the sake of time. Mice. these tough creatures would be found on the floor of the shed. They would be very agile and strong, so people would probably need tier three gear to survive the fight. The resources they drop would would be very useful, though. Things like mouse skin (which you could use two of to make mouse leather,) Mouse fuzz, and mouse ears. You could also find mice droppings around, which could be used for upgraded farms. Resources. There would lots of random items found in the shed, usually in hard to reach places (more on that later.) One thing could be coils of string. You would need a tier two or tier three axe to cut it, breaking it into string fibers (or something like that, I haven't really decided on the name yet,) which you could then use two of at a workshop to make simple rope. You could also find glue chunks lying around in the shed. You would need a tier two/ three hammer to break it. You could then use the glue globs with something like chicken fat or mouse skin to make mega armor glue, for tier three armors and such. Parkour. To find resources like the string and glue, which would be high up on shelves, you would need to do some parkour. Jumping from tools to shelves to climbing up wires, eventually you would reach the very top. The top shelf could have anything from a Burgl chip to more story parts to even a boss enemy! The possibilities are vast. I also think it's worth mentioning an armor I thought of that uses the mouse parts and bone shards- Scavenger mask: 1x bone shards, 1x mouse ear, 2x mouse fuzz, 1x simple rope (Armor bonus- Sneaking speed) Scavenger chest-piece: 2x mouse leather, 1x bone shard, 2x simple rope (Armor bonus- Sneaking speed) Scavenger knee-guards: 2x bone shards, 1x mouse fuzz, 1x simple rope (Armor bonus- Sneaking speed) Full set bonus (Leftover bounty)- When breaking something or pulling the parts off of something, high chance to get one or two extra pieces Those are all my ideas for a grill/ shed update. I would love to hear some feedback!
  3. I've been playing Grounded for quite a bit now and I'm loving it. I enjoy the hunting/ gathering aspects of this game and slowly building a cool base. One thing I thought of to make dusk/ night time exploration more eventful would be to add Crickets to hunt. They act like ladybugs only instead of specializing on defense, Crickets will run/ jump away making them harder to catch, (fitting for a night time opponent). Based on what I understand, enemies use a flat nav surface to move around the game world, if jumping long distances were to work right then maybe the cricket could have a choice of jump point destinations that it will leap to in it's area. That would help avoid odd destination glitches that could arise from a jumping target. Cricket armor could give you a jump boost and reduce fall damage when collecting the full set.
  4. I couldn't find it in search, but maybe I just suck at searching, so... I would love to see a termite mound/tower (depends on the species unless you feel like bending the rules a touch) that is heavily defended and can be entered after scaling the exterior and clearing a guarded entrance at the top. The idea would be to implement a dungeon that has multiple levels that have elements of randomisation in layout, resources available, and enemy spawns/types. The dungeon could introduce a new enemy type: Termite, with various classes: Workers, Soldiers, Kings, and Queens. The different classes could be visually distinguishable, like the ants, and have different attacks and behaviours. One of the key factors that would determine your success would be resource management. Players would have to take adequate weapons, armour, food, water, and crafting supplies in order to survive, as the levels might only contain scarce resources to ease the descent. Enemy design could force players to use archetypes: there could be a class of termite that spits digestive fluid from high perches or tunnels that are initially inaccessible to players, and would require a dedicated archer to dispatch them. Some termites might have a tougher exoskeleton, and be almost impervious to arrows; I'm sure there is a wellspring of potential here. The ultimate goal, would be to rid the backyard of the Termite Queen, which could even have further reaching impact on the region around the dome/tower, resulting in a diminished number of hostile termites foraging the area. You could even make termite raids, that target player buildings for the materials, which slowly increase in frequency unless the monarch is destroyed. Termites could be a tougher, perpetually hostile tougher to ants; combined with the decision to exclude creating a "Termi-nator" perk for increased damage against termiees, Obsidian could keep Termites as a real threat, even as the player progresses. New Burg-L quests could also revolve around clearing small termite fortifications that pop up around the main nest and threaten to spill out into the surrounding regions. Even after clearing the tower, a new brrod might take hold a week later, and so the struggle might start anew. I love end-game content in games, and the potential of an encroaching enemy could reintroduce the danger that well-equipped players will inevitably forget as they progress. I have been pondering this for a while, and it's likely not am original thought, but I would love to hear your thoughts and opinions on it. Update 1: Killing the Termite Queen might award the players with a large number of Termite Digestive Fluid which can be used to build a new type of reinforced mud structures that are costly, but very durable. Killing regular termites might occasionally reward players with a small amount of the resource.
  5. Hey obsidian! Loving the game so far I am HOOKED! I'm about 20 hours in here are my thoughts and suggestions; 1. The inventory could be a little more complex, shouldn't have to carry armour that we have equipped and it should re equip when you pick up your back just like the tools and weapons 2. Add some alternate control schemes or at least re vamp the custom control mapping for xbox because i can't place 2 commands on the same button, eg; swimming up to be added with jump on A button cant be done. 3. Make the wolf spider head bust bigger meaner, scarier and hairer than the orb weaver one, they look the same! Also found a bug where i cannot place the bombadier bust anywhere on my stem walls. 4. Whilst having the bow equipped and holding grass planks I cant place them down without the arrow selection popping up which is just irritating. Things I would love to see I would love to see the neighbours gardens become additional areas to explore, adding different landscapes, insects (would love to take on a centipede) and materials. Bigger map means transportation so a pedal gyrocopter, tamed ant sled, polystyrene boats or even the ability for mounts for the larger insects. Additional tools like a compass and telescope would be handy especially for newer players. You may already be working on most of this or at least thought of it but I'm a big fan of your game and I just want it to achieve greatness! Thanks for reading. Gamertag - jibblerz
  6. Hi All, I've decided that since I have a lot of ideas for the game and am a big fan I wanted to create a forum for all my ideas and thoughts. Critiques are always welcomed. Thanks,
  7. a saddle and ladybug bait unlocked at Burg.L the saddle can have small amount of storage and lets you attack with the ladybug and stuff.
  8. First of all, if you're reading this thank you. I'll just get straight to the point. Butterfly wings as a glider. A squirrel boss, it would be funny to see and wouldn't be too big. Instead of killing it the players could maybe knock it out. The squirrel would be guarding it's stash of food/treasures up in the tree. A picnic area. A small bird would be cool but it would to too op, like the bugs life movie. A bee hive, but like the ants you could go inside their home (Hive).
  9. This topic can be used as a place to hold your ideas for new insects, and where (hopefully) the dev team at obsidian can pick them up!
  10. Me and my friends have been playing grounded... a lot, the game is truly great. While playing I have felt like the game has been missing some things. An Idea i got was what is centipedes were added? Maybe you can harvest them and get its shell and make armor that increases your movement speed or tools. I also thought maybe you can dig them up like if they were grubs but I dont know if that would fit the size scale. maybe also add frogs that you can find on lily pads on the lake harvest them maybe make a grapel or something just some kind of tool or perhaps armor that allows you to jump higher. Near flowers maybe add butterflies and you can harvest them for wings and make a glider. Those are just some of my thoughts on some additions to the game.
  11. This game truly is amazing and I can't wait for all the future content. I've got some ideas floating around my head that I honestly just want to get out there. The first idea is my current favorite that being a daddy longleg. I imagined it's oval like body just making it above the grass slowly making its way to where ever. I don't fully know how it would work out of course but my hope would be for it to be large enough to walk under and maybe play more of a role like the ladybug. Some crafting ideas with it would be a much further reaching spear hopefully to help with the reach the wolf spider has. My next one would be a snail. I've seen an empty shell just outside the mysterious machine. I'd think it be a nice addition. It won't be killable right away because it might just hide in it's shell. The picnic table could have a spilled salt shaker somewhere nearby that you could shovel. With the salt you could make a salt bomb that shrivels up the snail or temporary stuns other bugs. The shell once cracked with a hammer (teir 2 maybe) could be used for armor or maybe a shield. Anyways those are the two biggest ideas I've got right now. Obviously you can tell me what you think but I will love this game no matter if it has this or not.
  12. So after much deliberation over the course of the weekend, my friends and I (more commonly known as the Cheesebags) love the game to bits so far and have come up with some cool ideas for things we'd love to maybe see in future updates. I will sort the lists into categories for convenience. Possible new Creatures: We decided to ballpark some new ideas for possible future creatures to add to the garden. Due to the wasps in the banner image on the steam page we assume you already intend to add them into the game. So we have left them out of this list, but below we have some of our other suggestions. Bees Mosquitoes Butterflies Moths Dragonflies Caterpillars Centipedes Fleas Earthworms Silverfish Snails Frogs/Tadpoles Utilities: Ladders We reckoned that ladders would be a useful way to ascend a built wall that might take up less floor space than stairs. Zip-Lines These could be a great method of travel between two fixed points, they could work either in a traditional sense and you'd slide from one higher point down to the lower. Or maybe they could work with some kind of pulley system from two points of equal height. Rope Swing For this we figure like in lots of games you could either have a fixed anchor point built and you could jump to grab it and swing back and forth to clear some kind of gap. Or maybe it works on a portable sense somewhat akin to Indies Whip but functionally works the same, maybe with a sticky tip of some kind to attach to surfaces. Elevators/Dumbwaiters These could be excellent for those that built raised bases. Perhaps using some sort of pulley system one might be able to raise/lower a platform with chests on or a grass pallet. This would for sure help for more convenient item hauling in a vertical sense. Rowboats We assume that the pond is going to have more to it, but we figure that a boat of some kind would be fantastic in traversing across the water. They would possibly be made from acorns leaves or lily pads. Rain Catcher This Item is dependent on a weather topic that will follow below. But if rain was ever implemented a receptacle of some kind to catch the rain would be brilliant. Stationary Slingshot Turret This idea came about thinking about a kids slingshot, and maybe moving forward with that in mind maybe there could be some kind of stationary slingshot style item to launch the players over a great distance for easy travel with the gliders. This could be a really high demand recipe as it is a rather strong item to have. Quality of Life: Inventory sorting function This was one of the first things we came to yearn for in game, we fell that the ability to auto sort a storage container, your own backpack & and easier way to merge you personal inventory with that of the contained would be a much welcome addition. Inventory stack increase Due to the limited amount of storage space in the backpack and the containers, we really feel that the stack size of items could be increased to some degree. It feels like 10 is far too low as the inventory in your backpack alone fills up too quick and maybe increasing up to at least 20 would be great. Craft 'X' quantity of item function This comes about due to the fact we feel crafting larger quantities of items takes too long when doing them one at a time. For example, being able to adjust the number of how many woven fibres you want to make based on the amount of planet fibres in your backpack and craft all at once would be a huge time saver. Pallet capacity increase Similar to the inventory stack quantity feeling too low, we feel the same issue extends to the pallets. Considering how many grass planks in particular you need to build larger structures it would be very handy if the amount of planks you can get onto each pallet could be increased to maybe 30. This would prevent having to stop building and gathering planks almost every living second of the game as you burn through them so fast and building. Storage Chest Naming This one isn't nearly as major as the custom markers on the chests a already pretty cool. But maybe being able to add a name to a storage container just to further mark it with a specific kind of item would be neat, Equipped items not taking up an inventory slot So far we feel that we dislike that the tools and certainly the armour take up a backpack slots while equipped. I'm not sure and the best way to go around dealing with this in the game in the cleanest way for the UI. But its definitely a thought we'd like to put out there to discuss with everyone. Ability to move built structures For far it's been a bit of a pain placing a structure or utility item down in the wrong place and having to recycle it (receiving less materials) to move to another spot. Only to then to not have enough materials now and having to stop and go harvest more. Maybe having just the ability to move a completed base piece would be handy but obviously could be avoided currently by being very careful with where you but down blueprints. It would still however be a very handy feature to have. Custom Blueprint Group This one is inspired by other building games, namely Planet Zoo. In this game you have the ability to create a 'group' blueprint based on a structure you've made so that you could save it to a library and the whole blueprint of the structure could be placed in one motion to make it easier to make duplicate structures. This would be a fantastic feature to add as I would like to repeat a few structures we have made within the garden. Filter Specific Trail Markers This one is another minor one, but even though there is already a way to hide the trail markers from the UI. We feel that being able to isolate certain ones, namely the quest ones while keeping all the other ones could be great. Because in our game at least, we know where to go for each of the major landmarks now but still use a lot of our own custom trail markers. But having our own in addition to the quest ones can be quite overwhelming and would like the ability to filter certain ones away. Additional 'Major' Features: Different weather variations This one I'm sure has been brought up by others, but a weather feature with some of the usual classics, rain, drought, snow, overcast, humid could be neat and effect the game play in various ways based on each individual weather. I wont go through all of them as this paragraph would be gigantic but maybe a few examples might be that some of the games creatures might act differently or perhaps the rain might be very dangerous to travel through but would obviously be a plentiful source of water. Season Variations This one is similar to the weather note prior where maybe just some of the games features, game play mechanics and of course visuals might change up to complement the passage through the different seasons throughout the year in the garden. Understandable this one is a giant effort to bring to life but would be awesome on the less. Base Building: Below are just some off the cuff ideas we had for other base building items that could be added to spice things up. Bunk Beds Slime Mold Ceiling Light Flower Petal Roof Pieces Support Pillars/Columns Bug Cage Trap Equipment: This is the same as the above category but for general equipment. Thistle Armour (returns damage back to attacker) Wing suits (possibly made from insect wings wasps/dragonflies etc) At this moment in time these are all the suggestions for game play changes and possible future content that we the Cheesbags have come up with. We hope that future readers of this like some of our ideas and would be open to discussing their opinion on what we have brought up below, or even add their own ideas! And lastly to the team over at Obsidian, we hope this might be useful information to all of those working on the game. Keep up the great work, even in early access we are having a blast and cant wait to see the next content update from you guys. Stay Fresh! - Corey. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Just under here I'm going to keep the ideas from everyone in the thread so that in the event of crazy amounts of ideas flooding in we can keep most of the coverage from the topic up near the top for easy reading. I will credit everyone accordingly for their ideas Tamable creatures This is one that I reckon comes up a lot for many players. But I do really like the idea of being able to tame certain insects to maybe just have around player bases in order to defend them from threats. Then also down that same vein even have some mounts to ride around on much like in honey I shrunk the kids. Being able to ride an Ant or a Ladybug would be terribly fun and a great addition to the game.
  13. First of all, I just wanna say I've enjoyed this game so far, and I hope it keeps getting updates. Suggestions/ideas First of all how about new traps, that are made for catching small insects, like the weavers or green bugs, though in order the catch them, you'd have to use certain bait. Animal pen, so basically you catch small bugs like the little green bugs, once you catch them you can create an animal pen and put them down inside, where the won't despawn, and if you've captured two, if you feed them, the next day there would be a possibility of having third, which you can kill and eat. Basically being able to farm animals like cattle. A new type of ant armor like soldier ant armor which would have better protection than normal ant armor, as well as a new buff which increased the ant club's damage. The possibility of capturing Ant Worker and Soldier Ant larva from Ant colonies, and being able to raise the larva and when the grow up, Ant worker would collect items for your while soldier ants would protect your, your base, or other ants you've raised Other Ant colony that will battle other Ants that aren't apart of their colony. New Ant species like black ants, which could have new armor and weapons, and would attack the standard red ants.
  14. • Mini bosses, just the same insects already in the game, but bigger and stronger, and could appear if you kill a decent amount of a certain bug species like ants. • Tamable Lady bug, or possibly being able to steal a baby version of a lady hug to raise, and possibly able to make a saddle for it, in order to ride it. • New Ant species, like black ants, or some sort of weird buffed ant species that was made from raw science, which could have some new armor and weapons.
  15. Out of the hours of play that I have had there was nothing more than fun and I will keep playing more but over this time I have found some glitches and some things that I wanted to suggest. glitch one of two has to do with the ground allowing anything to go through it, Most of the time nothing happens but in some areas I can drop an item and it fall straight through the ground and the most frustrating part was it can happen with your death bag. Glitch two is that when building sometimes it wont allow placements and it mainly has to do with it not connecting properly at the top of foundations or wall or scaffolding. In mention of building I think the addition of half walls and triangle walls to place on the sides on stairs and roofs, half versions of those would also help and the reinforced varieties would help. these would help with the glitch placement at times and give more opportunities. Add a fence as well for porches as it would help add more variety and atheistic to a building. Stilts / Columns would help to add over hangs. I'm sure all of this was thought of or possible already set for a future update but saying we want or need it might help push it closer or add it to a development list. With food to me and my friend we found it odd we couldn't make grilled mushrooms or that we didn't get much insect meat we thought it would be nice to add roasted nuts and such items to add more reliable foods. And finally something with looting is the drops, Many items we have to get can sometimes take awhile so increase loot tables or allowing us to pick up body parts after the body splits apart.
  16. I'm not sure on how the sales for pillars 2 is currently to this date, but last i heard is that, even though the sequel is amazing and on par if not better then the first, the game flopped financially and sold poorly,with developers stating that if they were to return to pillars, they would need to re-examine the formula of the pillars games and why the second game didn't do as well. If they decide that it was due to the reason that everyone who played the first game had enough of RTSwP type of game play and didn't need/want a sequel, then they may divert from this genre of games entirely, they attempted it with the turn based system in pillars 2 (don't know if the sales are still low or have risen over the years, couldn't find anything about that) which i don't think is a drastic enough change to warrant people buying the game, they may need to do something bigger, bolder but also keeping it somewhat similar to the old battle system. I think that it would be in Obsidian's best interest to have game play similar to FFXV or any other real-time strategy game. i think that this would make sense since it would shy away from the CRPG genre just enough so that it is it's own thing, whilst possibly retaining most of it's aspect and elements of strategy. It could also be of interest of Microsoft and, if they have a say in any of this, 2K since it would bring back old fans because of the story and new fans who seem to enjoy the new style game play. either way, whether they continue with the exact, or extremely similar, game play, with some good marketing and using all of the services Microsoft provides, game pass, there could hope for a a new pillars game. Do you guys like the idea of a FFXV game play style, or maybe something more ambitious like god of war 4 hack and slash style, or even a first person elder scrolls type of game, or the original style game play. I'd just like to see the story of the watcher continue and possibly conclude.
  17. i know i know. This started first with another game. But always feel like I need a radio station in the background. I love all of the banter from my fellow shipmates. what are some ideas or options TOW could implement to make this work? Thanks,
  18. Wouldn't it be nice if there were throwing weapons in the game? I was playing the other day and picked up a hatchet and not knowing that you can't throw it,tried throwing it. I also said to myself "where are the grenades"???? I also would like to see that pathetic excuse of a hunting rifle based on a 19th Century rifle with a telescopic scope ,beefed up with a proper marksmen stock and a decent scope. Seriously who designs a scope with just a 2x view? There are also variant of the rifle based on the Viet Nam era M-14 also. I have beginning to notice that Obsidian is using the game engine that the designed Fallout New Vegas with because everything in the Game looks like a mirror image of something from New Vegas. I also would like to see a robot workbench added and maybe a version of the Henry Rifle also added. The machine gun looks a lot like the M-240B or AKA the M-240 Bravo. I also like to see a variant of the Victor Securitron or something. The Automatrons look like the Centaur Bots From the Early Fallout Games and are extremely lethal also. I noticed the M1 Garand variant is strangely absent for some reason also. I would also like to see the rifles, both bolt-action and magazine-fed have an option for noscope or remeve scopes and other mods and switch between weapons or switch or remove mods entirely and re-add them when you change your mind like the weapons from Fallout 4. I also like to see an option for a heavy pistol with a long ported heavy frame that does a fair amount of damage. I also noticed the pistols are based off of any early prototype concept of the 10mm pistol. I also wished thre were some sort of jetpack or spring boots in the game so you can reach hard to reach areas and also safely decend from leathal heights. I have accidentally killed my character many times by jumping wrong. Wouldn't. It be cool if there was a mission in the game where you could aquire a newer bigger ship and also modify it . The interior is way too cramped and needs to be roomier. The Captain's Quarters could be bigger maybe a poker table so you and your crew have something fun to do. Ialso wish there was an option to switch Characters also. I actually found a way of keeping more than one save for characters,but at the moment it requires a manual save which can be a bit tedious or if you forget to save you will load your last save if you die etc. I really wish this could be encorperated into the auto-save feature or something. my most favorite LMG from the Fallout lore is th good old M-60 bull barrel with barrel-shroud jungle combat version of the M-60. I like it because it does higher damage compared to the M-240B, and is gas-operated too. I wish there was a variant of the M-60 in the game also. And maybe also a variant of th Desert Eagle that uses .50AE (Action Express) bullets. And also some kind of Anti-Tank or Anti-Personell weapon based off of the .50 Caliber SniperRifle and varies world-wide by nation.
  19. I've played through this game 2 or 3 times the entire thing except maybe some DLC here and there and so far I like some builds and some not. I absolutely hate Ranger class I just find the pet or the ghost pet annoying. I prefer Shieldbearer/Unbroken tank. I love the Eothas/Troubadour Support/healer And I really like the Ancient/Wizard no subclass(maybe I should try Blood Mage?) for magic dps and aoe. Now there are 4 unused classes left Monk, Cipher, Barbarian and Rogue. I'd like to build 2 more multiclass builds with these 4 but I am a bit lost. I heard something about a Helwalker/Ascendant Dual wield mortar build? That would leave Rogue and Barbarian are there any good Marauder builds? I've been looking around on the forums but I haven't found more. Any replies would be helpful.
  20. Had some time while commuting, and nothing else to do except imagining what new subclasses there could be) I've liked some ideas and decided to share them. Just because Reaver (Barbarian) Sonance (Cipher) Bladesinger (Chanter) Keeper (Druid) Battlemaster (Fighter) Disciple of Thousand Dreams (Monk) Fellows of St. Waidwen Martyr (Paladin) Priest of Abydon Duelist (Rogue) Aspecter (Ranger) Archivist (Wizard) And am curious now: do you find any of these interesting?
  21. What if retargetting was instead done this way: Start casting (subject to interrupting). When casting ends a character holds a charge of this spell. Not subject to interrupts now. Character portrait should indicate somehow, that spell is ready. If you start casting another spell (or use whatever else ability you have) the charge is lost. You switch to the character, chose your target and released the spell. Time, spent between steps 2 and 3 is subtracted from recovery time (to a minimum of 0). At least it could be useful for spells with long casting times that target something other that self, I think. (At the very least it was my impression it’s not how it works currently from the way people are posting about it)
  22. So talents in PoE are mostly pretty lame, right now. With a small number of significant exceptions have your basic boring-but-good talents (ex. Two-Handed Style, Weapon Focus), your interesting-but-bad talents (ex. Brilliant Radiance, Ancient Memory), and why-would-I-ever-take-this talents (ex. Field Triage, Unstoppable). I think this is a regrettable state of affairs, and I wish it were different, so I thought we (the board) could come up with some examples of talents that we think would be interesting, or of fixes for existing talents. I'll start - this is not a super-exciting example, I'll admit, but I think it could be interesting. Demanding Presence - As long as you engage an enemy, they can't make disengagement attacks against your allies. In addition, whenever you and an ally have both engaged an enemy, that enemy is flanked, regardless of your positioning.
  23. To distract myself from the howling void that is my life, until GOG pushes through patch 1.03, I decided to take a crack at the stats. I know a lot of people aren't totally happy with their current implementation. While I think they works as-is, I also think they could be better. So here's my ideas. Feel free to post your own, as well. Fitness + % Melee damage + % Max Health + Fortitude Defense + Deflection Defense Coordination + Action Speed + Reflex Defense + Deflection Defense - Chance to be interrupted Perception + Chance to notice objects + % Ranged damage + Chance to interrupt + Reflex Defense Intellect + % AOE size + % Duration of Effects + Will Defense Resolve + % Spell power + % Max Endurance + Fortitude Defense + Will Defense Some things to note: Constitution and Strength are rolled into Fitness, bringing the total number of stats down to 5. Thematically, I don't think it's worth having them as two different stats. Generally when a character is strong, they are also tough. When they're tough, they're also strong. That said, mechanically, having more Fitness will give you more Health, but will NOT give you more Endurance. For Endurance, you need Resolve. This adds a bit more depth and customization, while forcing characters who want to be all-around tanky to invest in more stats. Damage bonuses got split between Fitness (for melee), Perception (for ranged), and Resolve (for spells). I think this makes a lot more sense, thematically, and gives characters more of a sense of specialization. Chance to notice traps and hidden items is, from what I understand, based on Mechanics skill? I moved it to Perception. It makes little sense, to me, for it to be tied to Mechanics. I think these stats preserve the goal of having "no wrong choices". Every character can benefit from any stat. A wizard with unusually high Fitness and Perception will fulfill more of a "spellsword" role, using their spells as a compliment to their natural prowess with weaponry. A Fighter with unusually high Intellect and Coordination is going to be focused primarily on crowd controlling the enemy, perhaps less so on tanking blows.
  24. Im starting this in hopes people will rally for the possibility to make kotOR 3. Please spitball your Ideas here
  25. Coming straight out of this thread with some thoughts... Would you be willing to sacrifice a couple of Mega-Dungeon Levels for more overland exploration? I did a bit of a head-count and some research in this post as well. This is a guesswork list by the way, but I think it could be close to the actual numbers: - 30 Areas in TOTAL - 15 Mega-Dungeon Areas - 2 Big Cities, 4 or 5 areas each. - Depending on the 2 Big Cities, that'd make 5 or 7 Wilderness Areas. So my thoughts are... could some of the levels of the Mega-Dungeon be sacrificed and/or tributed to Wilderness areas? Because as it currently stands, it looks like Eternity might be a Baldur's Gate version of the first Diablo or Torchlight game. Except that in Eternity's case the Mega-Dungeon is optional and not required to finish. This means 15 areas to explore, most of them 2 Big Cities (excluding the Mega-Dungeon as it is an optional thing). On top of my head, I can think of 4 solutions: 1) Donate 5 (or even 6) areas of the Mega-Dungeon to the overland exploration. 9 or 10 levels of MEGA-Dungeon is maybe not "MEGA" but definitely "Mega". 2) This World Map Dream Post (Yes yes self-promotion or whatnot but I haven't followed that thread entirely so I don't know if there are better examples) @Obsidian: If you make World Map Travel simple and interesting at the same time you might not need too many "Wilderness Areas". More Fallout-, Ultima-, and Darklands-esque in a way. 3) Get more funding for Eterntiy to be able to add more content. More wilderness areas and more companions. BUT... would this be wise for Obsidian, as it might push back the release date of the game further? OR, if the "more wilderness areas" and "more companions" does not push back dates but is added as "add-on" content... is that wise for the Eternity Experience? 4) Include the Mega-Dungeon into the story, make it not an optional thing but an "obligatory" thing to complete the game and story. Many games, in my opinion, have used this method with great success. Diablo only had one city and a Mega-Dungeon, Torchlight too and even Legend of Grimrock is using this method (LoG2 is rumored to have outdoors exploration). It is a popular theme that Developers seem to use. I think that "4)" might be the best solution in my little analysis list here. Because it allows Obsidian to use all extra funding they get (which might otherwise be intended for "more wilderness areas" and "more companions") and put it into Eternity 2 and to make Eternity 2 as big as it possibly can be, and at the same time do just what they want to do, add more wilderness areas and add more companions, except they'd do it for Eternity 2 instead of Eternity 1. What are your thoughts?
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