Jump to content

Night Stalker

Members
  • Posts

    432
  • Joined

  • Last visited

Everything posted by Night Stalker

  1. I think the only effort they put into making it multiplatform was to build the game in the Unity engine.
  2. The Paradox stream was yesterday, and I have no clue which stream Josh might be reffering to. Perhaps he is doing a demo for a game website?
  3. I don't know how it works, but there is a Font Scale slider in the options menu as seen in this thread. I have no idea if it does anything about the size or scale of the UI, but I would guess not.
  4. The PoE beta will be small chunk of mid level maps outside of the critical path (I. e. small to no impact on the main story). Spoilers should be limited, and the beta is mostly there to give the developers feedback about the game mechanics (but bug reports will of course also welcome).
  5. For a non-signed Boxed Collectors Edition (originally 140 USD), the Kickstarter page says 20 USD for international shipping, which means to every country outside the US. I assume the shipping costs haven't changed.
  6. Original Sin funded less but was made for a few hundred thousand more than Eternity. No way a game that good is made for $890k.Also, if you check out the Kickstarter video for D:OS, you can see that they already had entered production and had a working engine and a lot of assets. When the PoE Kickstarter launched, Obsidian had an idea of what they wanted to make, but they had not really entered preproduction yet. D:OS was Kickstarted for polish and more features, PoE Kickstarter was for the whole thing (admittedly PoE picked up additional funding along the way, but I assume D:OS did as well). But. to get back on topic, of course I wouldn't mind if the models animations were better, but I'll live if they aren't.
  7. Pillars of Eternity is supposed to be a modern throwback to the Infinity Engine games. While most of the IE games had a form of Co-op multiplayer, but Obsidian decided that they would only focus on the single-player part games in this outing. I wasn't a fly on the wall of Obsidian's offices, so I cannot say if the idea of persistent worlds ever came up, but as far as I recall, it has never once brought up in any of their official releases or interviews. Perhaps it was brought up, but was nixed before they launched the Kickstarter, since it was not a feature in any of the IE games. Also, the modding support for the game seems that it will be limited to what tools we build ourselves, making it unlikely that we will ever have tools good enough to create the amount of content I imagine is required for a persistent world. Maps are going to be especially hard to create, unless you feel you are able to get by with is already in the game when it ships.
  8. AFAIR In Torment, BG, BG2 (and possibly IWD and IWD2) there is a thief/rogue icon in the GUI that you click on and then click on a person whoose pocket you wish to pick. I found the quote from J. E. Sawyer (posted in the Something Awful PoE thread on Jul 2, 2014): So there you go.
  9. Last I recall hearing about it, Sawyer said that it would only happen through dialogue skill/attribute checks. Since Sawyer is a fan of deterministic dialogue skill checks (I think he calls them "hard"), so there will most likely be no randomness in it, so reloading won't matter.
  10. Some people on this site have a weird obsession with GoG. I'm all for DRM free, and I can understand why they like it, but these people fail to notice that many of the games on GoG are also DRM free on Steam as well. I just ran both Half Life and Divinity: Original Sin without steam running at all. It's not like I use Gog all that much anyhow even though I have a few games there; they doesn't support my main operating system at the moment. I don't know what your main operating system is, but GOG.com now supports Linux for some of its games, and will try to get Linux supported games out there on day 1. Currently GOG.com will deliver the games as .tar.gz files and .deb. This is of course not perfect, but it is a good first step.
  11. Right now we are not 100% sure if they wiil do early access. If they do, and you buy early access, then you will most likely have to pay equivalent to the lowest beta tier, which was 110 USD, so you are much better off 1. E-mailing to support@obsidian.net (as Matt Sheets, Obsidians website guy, said in the post I linked to), canceling your order 2. Go back into the backer panel and add the beta addon and pay the extra 25 USD to get the beta. This is rather clunky, but there is currently no better solution.
  12. There is a post here that deals with it (spoted here)
  13. I don't mind if the beta is on Steam (it is a beta, it is only useful until the full game comes out), but I would rather not have to lock my full copy of the game into Steam, since I try to go DRM-free with my full games when I can. It is not a deal-breaker however.
  14. If exploring the wilds and killing the things in it is not rewarding enough in and of itself, then perhaps you should do something else that you actually enjoy? I personally don't enjoy combat grinding, so I am ok with no combat XP.
  15. That would IMO be violation of backer trust, though, as would be using the money on non-free DLC -- anything the backers wouldn't have an access to without paying for it, basically. The backers have put the money on this project, specifically, and should reap the full benefits of their investment. Pledging money for crowd-funded projects like this is not investment, it is patronage, just with many people instead of few. When the Kickstarter was still live you put money into it on the promise that you would get the things listed in your tier once the game was done. This allowed the developers to make PoE. Afterwards Obsidian decided to keep the donation option open to get more money for the project, and allow people to get the game and extras at a discounted price. They could just as easily just have funneled the money elsewhere without any legal repercussions (people would still get the rewards they pledged for, once the game was done), but choose not to - which at the time was wise decision. That was years ago. At this point I too feel that it would be a good idea to consider earmarking the money towards the expansion. The budget should be stable by now, and with the feature lock in place (or almost in place), it seems unlike any financial surprises are in store. The vast majority of backer money has been earmarked towards PoE (and should already have been spent), so in order to use the money effectively, I think it should be rolled over into the expansion.
  16. There is an official thread about this in the announcements sub-forum, it is likely that the devs are going to favor that thread with their attention and updates.
  17. I would rather have a continuation/separate story. I intend to complete the PoE before the expansion comes out, and I would rather be able to continue playing the same character from the end of the main game, instead of having to reload my save before the point of no return, do the expansion content, and then do the endgame again (I am working under the assumption that there is going to be a sequel, and that I will be able to import my character to it). Also I don't replay RPGs much these days, so I would rather have a fresh new story, rather than a few new locations on the map, and new NPCs, monster and items scattered around the old locations.
  18. If you haven't seen it already, here is a good demonstration why you cannot do any rotation or tilting:
  19. Sharp_one, try reading this article, I think it will dispel many of your worries.
  20. Unfortunately, while it may seem this way, this is rarely the case. Especially if there is anything third party associated (or stuff that they feel is proprietary and a competitive advantage, like perhaps their conversation editor). Remember when Obsidian released the NWN2 toolset and people complained and accused Obsidian of not releasing the version they had built the campaign with, and they had to explain that the version they had to use was in fact worse than the end product. Making a powerful editor with good usability and workflow is hard enough for professional use, and making a polished one for general consumption, with good documentation and without any of the papercuts and weird workarounds is a Herculean task. And that is not even dealing with licenses.
  21. I don't think crafting got neutered. However, crafting was introduced together with the durability mechanic, which was eviscerated in short order, so that overshadowed crafting, however: Emphasis mine.
  22. I don't know if this is to late but, did you ever try GemRB?
×
×
  • Create New...