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Messages - Braveheart

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16
Gameplay Discussion / Transition between exploration and turn combat?
« on: April 08, 2019, Monday, 03:44 pm »
Is there going to be an exploration mode and a turn based combat mode and will there be a transition between the two while playing the game?

There is no transition. The game immediately switches from the real-time exploration with free movement to the turn-based combat mode on a hexagonal grid as soon as the encounter starts.

If that's the case, will there be hidden enemies off the hexagonal grid waiting for their turn to act or will we see every enemy were dealing with off the start (no surprises).

17
Gameplay Discussion / Transition between exploration and turn combat?
« on: April 08, 2019, Monday, 02:23 am »
Is there going to be an exploration mode and a turn based combat mode and will there be a transition between the two while playing the game?

18
Gameplay Discussion / How required is each class for our party?
« on: January 31, 2019, Thursday, 07:10 pm »
Greetings, all!

Realms Beyond is intended to reward player cleverness and ingenuity, but I'm curious how vital each class will be.  I'm most interested in the Rogue class since it's the only one at present with Trapfinding and all social skills (Bluff, Diplomacy, Intimidate, Gather Information, Sense Motive) as class.

I'll simplify it for you based on my experience playing D&D games, basically if you make an only warrior type classes without magic users like (mage, sorcerers, druids, clerics)  you won't finish the campaign. Somewhere along your leveling process you will encounter dangerous enemies that  will wield magic on your warriors and  survival will be almost impossible.

As far as social skills go, it's always been a minor role playing  feature for me. The meat and potatoes of D&D games are combat and strategy for the purpose of advancing lore and story. I do like skills  that deal with perception and disarm traps or sense magic but that's about it.

19
News & Announcements / Combat System #1: Turn-based, RTwP and the Open Game License
« on: January 31, 2019, Thursday, 02:27 pm »
Imagine you have been fighting goblins for the 5th time and your party gained enough experience to steamroll through them, why spend 5-10 minutes to go through a fight when you can in a few seconds knowing full well you will be successful?  Have an option to speed up combat please !
You can decide to let the AI play for you and the whole combat will be resolved automatically and very quick.

Thats good, now will we be able to script AI behavior for our party?  Example,  Character A = heals self below  15 HP   or   Character B = Attacks weakest enemy

20
Gameplay Discussion / Darkness, Lighting, and Darkvision
« on: January 28, 2019, Monday, 04:36 am »
What about fog (color) or evil effects? Ground  skins (cracks , vents , blood stains) etc..

21
Gameplay Discussion / Camera angles and mobility
« on: January 26, 2019, Saturday, 06:56 pm »
So is the game designed in a way where we can rotate the camera  360 degrees and or tilt it to get a better angle? Zoom in zoom out feature?

The camera angle is fixed like in games such as Baldur's Gate, Arcanum or Pillars of Eternity but it can zoom in and out.

You think we can have an option like creating mods to enable camera rotation like in other games  such as pathfinder kingmaker?

22
Gameplay Discussion / Camera angles and mobility
« on: January 26, 2019, Saturday, 06:38 pm »
So is the game designed in a way where we can rotate the camera  360 degrees and or tilt it to get a better angle? Zoom in zoom out feature?

23
Script System / Monster Scripting
« on: January 26, 2019, Saturday, 02:40 pm »
I would like to know the level of  scripting and customization were aloud to implement  with regards to monsters or bosses. Some examples ... can we..

1. custom the race / class /armor / weapon
2. height , skin tone etc..
3. assign level,  powers and immunities
4. trigger behaviors during combat
5. spawn mechanic

You can create you own monsters from the scratch, all attributes, feats, actions, spells, equipment, 3d meshes and animations included.

Gameplay wise, the spawn mechanic usually depends on the encounter group but single monsters have different visual effects when spawning dynamically inside a combat.

Wow thats good to know, how about the capability to script monster behavior like imagine a party opens a chest or triggers a trap and  monsters either spawn  near you or  set an alarm which will make them run towards you. Or, speaking to an NPC and upon giving him the wrong answer, he turns into a demon encounter  etc..
I also would like to know, how many monster types will there be in the game roughly? Is it going to include  most or everything in the latest monster manuals?

24
Script System / Monster Scripting
« on: January 26, 2019, Saturday, 04:54 am »
I would like to know the level of  scripting and customization were aloud to implement  with regards to monsters or bosses. Some examples ... can we..

1. custom the race / class /armor / weapon
2. height , skin tone etc..
3. assign level,  powers and immunities
4. trigger behaviors during combat
5. spawn mechanic

25
News & Announcements / Combat System #1: Turn-based, RTwP and the Open Game License
« on: January 26, 2019, Saturday, 01:16 am »
For me the only issue  between turn base and real time pause combat like pathfinder kingmaker is that sometimes I want combat to go fast. I don't want to be stuck in combat that presents no challenge to me and forced to be in a turn based system which will take time to resolve if I can steamroll through the fight. So to be clear, I don't mind turn base combat as long as  there is an option to speed the combat so it can get resolved and continue with the story. Imagine you have been fighting goblins for the 5th time and your party gained enough experience to steamroll through them, why spend 5-10 minutes to go through a fight when you can in a few seconds knowing full well you will be successful?  Have an option to speed up combat please !

26
Gameplay Discussion / Quick combat
« on: January 24, 2019, Thursday, 04:25 am »
The last combat stream looked a little slow on animation and movement. I know this is a D&D game, but I hope you will put an option to accelerate combat especially when sometimes we encounter monsters that we already have experience fighting and all we want to do is steamroll through the fight.

27
Gameplay Discussion / Multiplayer
« on: January 18, 2019, Friday, 08:15 pm »
When creating content, how will we implement it in the game world?  Do we just download the content and start playing it? Will I find people creating different level content , where my party would be either too high or too low level regarding the content? Also, can the player content serve as level grinding for the party created in the main story line that's going to ship with the game? Or, are you expecting player contents to be standalone games without the use of our pre-existing party created for the main game?

User created modules are always separate from the main campaign. If you want to modify the main campaign, you need to clone it and create your own campaign from it.
Single adventures campaign modules can be either configured for a certain number of characters and level range or force the player to create new or choose pre-defined characters.

On Steam, the Steam workshop will be integrated in our main menu and we will feature the best campaign/adventure modules there. For the DRM-free version, we still need to evaluate the user content system of GoG.com

Okay, just to be clear, you can use the characters you created for the main campaign to embark on a user created campaign?  If so, you can potentially get experience from user content and continue on in the main campaign afterwards? Like grinding for XP?

28
Gameplay Discussion / Multiplayer
« on: January 18, 2019, Friday, 07:16 pm »
Are we going to be able to create stand alone content for single players to play? Besides the DM option for multiplayer?

Of course, our authoring/modding tools are primarily designed to enable players to create and share their own adventures/campaigns/worlds.
When creating content, how will we implement it in the game world?  Do we just download the content and start playing it? Will I find people creating different level content , where my party would be either too high or too low level regarding the content? Also, can the player content serve as level grinding for the party created in the main story line that's going to ship with the game? Or, are you expecting player contents to be standalone games without the use of our pre-existing party created for the main game?


HobGoblin42: Accidentally modified your post

29
Gameplay Discussion / Gameplay options
« on: January 18, 2019, Friday, 04:06 am »
Will there be options like encounter difficulty like core rules/advanced etc.?
-Deaths door
-Friendly fire

30
Gameplay Discussion / Multiplayer
« on: January 17, 2019, Thursday, 11:30 pm »
Are we going to be able to create stand alone content for single players to play? Besides the DM option for multiplayer?

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