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Tale

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Everything posted by Tale

  1. I'd be terribly surprised if we didn't see the primary class archetypes, since we're already seeing the primary races. They may have interesting flavors or customizations available, however.
  2. Obsidian has a policy of inclusion, as do these forums. That's about the long and the short of what I'm able to provide on the subject. The thread's topic seems to be asked and answered. As the thread does not appear to be strictly about the game but instead about people and social concerns tangential to the game, I will be closing it.
  3. Lorne fight was easier than I ever remember it. He went down in three hits! Maybe because I'm Chaotic Good this time, not Lawful Evil. Thank Neeshka.
  4. Hi all! Since I prefer not to use Reddit, I try my chances in this thread instead: 1. Will there be possible to play Evil alignment/classes in Project Eternity? 2. Project Eternity, if that the games final name, or just the name of the project? 3. If there will be planned any future expansion packs, will that be on Kickstarter too? Thanks for finally bringing us a true RPG of the old school! This will most likely be a great one! I don't think the game has alignment.Project Eternity is just the project name.
  5. Working. Bought a couple Two Steps From Hell albums yesterday, so been listening to those as well.
  6. I don't see why not. NPCs got powerful for a reason. The PC could have a reason too. It's not like the game is going to be about Farmer Joe. He's going to be a significant character with an impact on the world around him. At some point in his journey, this game or the next, he'll have had a quite full life of adventuring comparable with other great heroes of the setting. Maybe even more so, as many great NPCs in fantasy worlds become static leader figures as opposed to adventurers constantly seeking challenge.
  7. Godlike is likely one race, with subraces representing various elements or deities. Like how Planetouched is set up in NWN2, Aasimar, Tieflings, and Genasi are subraces.
  8. I would hope for a feat based customization system over a Diablo like skill tree customization.
  9. I just had to post that question with my old boring reddit account name. The answer about classes turned out a bit more mundane than I hoped. Still, glad they're considering multiclass.
  10. It worked wonders for Neverwinter Nights. I'm not trying to be snarky. That seems to be a commonly held opinion.
  11. The insults leveled at Mrs. Hepler were beyond the pale. I'm ready and willing to say negative things about Bioware's games and speculate things that may be considered insulting about the process of developing them. I'm a jerk sometimes about it in all likelihood. But that is a whole other level of crass. I think Nepenthe's the one who opened my eyes to it, the SNR is simply out of hand. It's no wonder Bioware games have difficulty with fan feedback. Nobody wants to read that crap.
  12. Magic, by definition, should be apart from normal abilities. Above, beyond, below is arbitrary. It just needs to be different.
  13. Still on my latest play of Neverwinter Nights 2. And still enjoying it. Only real complaint I'm having here is the non-responsive controls in character mode. I'm surprised at how well paced it is, to be honest. Go through a dungeon or two, get back to town and get to relax. Except those stupid Orc caves, where you're running through like four or five dungeons areas before you get out of it. It's like the bleeding Deep Roads.
  14. Never underestimate the suburbs. Never.
  15. Well, if we're entertaining complication, then a buckler would probably be a multiplier off something like the dexterity stat. A dexterous character would be able to put it to better use than a slow/lumbering character would. Maybe that wouldn't be such a bad idea. Like how dual wielder get two attacks, buckler users get a second defense check based on dexterity.
  16. I think that's where I stand. I'm used to, and welcome, companions interjecting and possibly providing success through those interjections. But I'm not comfortable with SoZ style picking and choosing who says what to get the maximum benefit. Unless the conversation system becomes Alpha Protocol levels of complex and companions replace stances. That's an interesting idea. The conversation system in Alpha Protocol was brilliant and my personal favorite part of the game. However with the number of companions available and assuming each of those companions can develop different dialogue/influence skills to various degrees I fear that may produce a system so complex and involved that it may fall outside the scope of what could realistically be funded via Kickstarter and/or would take serious time and resources away from other aspects of the game. The more I think about it, the more I like it. But yeah, outside the scope.
  17. I think that's where I stand. I'm used to, and welcome, companions interjecting and possibly providing success through those interjections. But I'm not comfortable with SoZ style picking and choosing who says what to get the maximum benefit. Unless the conversation system becomes Alpha Protocol levels of complex and companions replace stances. Now that would change my mind.
  18. I have not fought enough gelatinous cubes. I can say that comfortably.
  19. One of the developers proposed an idea for an adventurer's guild. You start out with your regular PC, then you get coupons or something that let you go to the adventurer's guild and recruit from there. This would help resolve pacing and identifying the main character. The extra characters would just be custom built hirelings. And I really liked the idea. The sad part is I'm not sure I would actually use it.
  20. Tragedy seems easier. More seductive. I'm not intentionally invoking Yoda, but it just so happens to align. I've never been solidified on why that's the case, however. Are we simply engineered to notice tragedy and sadness more to aid conditioning? Sadness and tragedy are more likely to connect to evolutionary fail states, so they're given extra weight? Are they perhaps rarer in our lives and media, so we notice it more as a novelty effect? I don't really know, I don't have the data on any of it. What I do know is that I cry every time I watch Man on the Moon. The Andy Kaufman biopic starring Jim Carrey. Which makes it more memorable than most other films, even though it doesn't do as much as most of my other favorites. Does this mean it's more dramatic? I can't say that.
  21. Just two posts later and I'm forced to challenge my own ideas. Edwin and Korgan were great. Well, Edwin was, I never used Korgan to make an opinion of him. Because he was funny. because his delivery was fantastic. So I guess it shows there can be exceptions, but I worry that it's really hard to pull off. Without voice acting, Edwin might have not been nearly as likable.
  22. Because people are voting for and against your post. It has nothing to do with you, but the other users.
  23. I actually agree with him. Any character that insults or belittles the player, the player won't like. A character can still challenge the player, they can disagree with the player. But the second the character starts insulting or acting better than the player, the player will hate them. I'm taking this from my PnP experience. Everytime the DM brought a character in to try to reign us in, where he'd go around making fun of our strategies or mocking our ludicrous behavior, I just wanted to kill the character. The DM, however, thought he was being funny. He wasn't. The DM was trying to show us up. And my response to characters like that extends into computer games. Characters should support the player. Yeah, they can have their own goals, but they should try convincing the player to help with those goals. They shouldn't be hounding the player and becoming obnoxious to that end.
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