Everything posted by Undecaf
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Generic fantasy setting?
That's my point. And I can certainly agree with that, even if I don't mind the labels themselves all that much.
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Races: What to expect
I'm not expecting anything, but I do hope for an out of the norm - at least to a certain degree - presentation of these races.
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Generic fantasy setting?
While I'd agree with you that those cliches should be avoided, I must ask; if, say, your elves were a desert dwelling military dictatorship with a religion based on gnosticism (rejecting the physical world as being created by an evil god, as the opposite of nature worship), and dwarves were a Dutch-accented seafaring mercantile republic who lived on a series of islands... what would be gained, exactly, by slapping the Tolkien labels on them rather than letting them stand on their own as new races particular to their franchise? If you intend to break the mold that everyone else is already breaking, what point is there in going back to the mold to begin with? What would be gained would be a different and perhaps even surprising and refreshing premise, rather than something you can predict without even starting the game. It doesn't really matter (to me) if the game labels them elves and dwarves or Kud al'Abin and Moosooks (or what have you). I'm more interested in how they are presented what new do they bring to the table (if anything). Anyways, I'm just throwing some random **** out here since afaik elves and dwarves are said to be in.
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Generic fantasy setting?
That's true, but it could help to make things a bit more interesting if the conventional molds of those tropes were somewhat broken, though. Like for example not making elves the sharpshooting greenpeace treehuggers, or dwarves as miners with battleaxes in their asses, like how they're usually depicted as.
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Update #14: The Music of Project Eternity
I kinda hope the score will be a bit more creative and "experimental" (within the confines of the context of the game, of course, not going crazy with it) than what I heard in the tracks. The music is not bad (not at all), but it does sound a tad generic and "evenly thick" to my ear. A little more "playful", "mysterious" and perhaps (for the lack of better words) less "predictable" touch that would stray a bit from the conventions of regular fantasy musical thematics would be a welcomed touch in my opinion. Anyhow, I appreciate the attention the music is given and I do believe I'll be satisfied with the end result. Here's waiting for examples somewhere in the future.
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Delayed Consequences & Ripple Effects
I don't know if predictable would be the word I'd use for the optimal case of consequences. It should be reasonably logical and explained when it occurs, predictable or not; and generally, I would like to see some surprises here and there too because sometimes the unthinkable and/or unpredictable occurences do happen.
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Level scaling - don't scale individual enemies, scale ENCOUNTERS
- Stretch Goals and Backer Rewards - What do you think?
Fully realized turnbased mode (if it can be done without too much compromises) at somewhere around 3 mil would, I think, gather (and regather) some more interest (seeing how the hint at going for cooldowns has created some buzz). At least it would be worth money for me and few people I know (I'd personally take even a fairly simple TB over RTwP -- though, that said, I wouldn't want it to decidedly be made as simple as possible). Mod tools - that are of no consequence to me, though - could also spike up some interest. Rather than backer count, I think this sort of system would be better placed within those "Big Goals". Say, for example, 3.5 million stretch goal (just for examples sake, I've no idea if that amount could cover all this or if it is over the required already): TB mode, Mod tools, double the size of the initial mega dungeon +what ever smaller extra swag that could be offered. The Beta key offer for 25 bucks for everyone is cheapening the 140+ reward tiers, and (to me) sounds almost like an encouragement to downgrade. Generally I think these "small" goals (like crafting and player house and whatnot) should've been bundled into bigger chunks that offer higher levels of variety for more people to get interested in each and further away from each other from the get go. / 2cents- Rumor about an obsidian developer
What has someone backing something completely unrelated to do with the subject of Project: Eternity? Thinking it's going to become a feminist manifest or something?- Optional Full Party Creation, BG/IWD style
No need for full party creation. SPC creation serves the story better, imo.- What do you wish not to see in PE
- Player romances - Minigames - Essential NPC's - Anything of the common AAA actionRPG fare (you name it) To name a few....- Multiplayer: The best qualities of the old Infinity Engine games
- What about hunger ?
I voted "maybe - tell us what you want", and though a poll is nice, I think one thread is enough. I don't wish to bother repeating myself in multiple threads.- Food
I'd love a system like that. Although, I'd - personally - probably go for a different style of "need" gauges and create environmental effects (like cold and heat with appropriate "equipement" soft requirements - e.g. cold environs require fur or furembedded apparel and alcohol (with appropriate side effects) to hinder the "cold" gauge; and hot environs require more light apparel and water (with appropriate side effects) to hinder the "heat" gauge; and temperate zones would be safe from these hazards) rather than normal eat and sleep mechanics happening everywhere. Edit - That is to say, I think normal hunger and fatigue everywhere do not contribute to the gameplay more than adding a constant player busywork effect which grows tiresome and non-effective in the long run; whereas going environmentan would offer sort of challenge zones where one needs to focus more (think of an eyeopener between a boring drive through the town).- What types of weapons would you like to see in game?
What ever weapons there'll be - I don't really care (the standard medieval fare with some gunpowder variety) - I just hope the weaponlist won't go overboard so that they can not be balanced to offer "actual" difference in a combat situation - like the case with New Vegas, where I thought there was way too many guns behaving way too similiarly from gameplay perspective (the differences were too thin - due to the amount of weapons - to acknowlege the benefits over the next one).- Challenging lockpicking process
That's the crux of it.- For RP/customization sake, please allow us to keep the same "armor/weapon" look if we want for new euqipment.
Skyrim also has a vastly different focus on gameplay (namely, no focus at all); its main objective is to run around aimlessly and pretend you're this or that (that's why there are so many porn mods too) and - if you have time and enough patience - do something that could possibly be considered a storyline by someone... perhaps. That game is designed to be a modding platform for do what you like'rs not a focused effort at a cRPG.- Mature themes you'd like to see in the game
- Update #9: The power of MODES and Godlike Races: Our $2.3M Stretch Goal
- Romance in Project Eternity: How Important, How Much
That's some scary T-shirt you got there.- Romance in Project Eternity: How Important, How Much
These threads just keep on coming... Voted no. Again. A well done romance is too large a feature to be hamfisted in with "few lines of dialog", and too redundant and costly to be done in the larger scale. And I seriously doubt the promancers would be happy about it if it actually did consist of those "few lines of dialog" and was comparable to those "kill the rats in my cellar for 50 coins" or "fetch the stolen family heirloom from that dungeon" quests. So no, please leave these inanities to other games more suitable for them. There can be deep discussions and even relationships with the companions and NPC's without there being a sudden and stupid can you feel the love tonight moment. /my ever so humble opinion- Romances, yay or nay?
- Romances, yay or nay?
- Mature themes you'd like to see in the game
I'd like to see some of these subjects - along with some I already saw mentioned - touched (just some vague topics from on top of my hat): - Thoughts on the hows, whys and long term results of - any kind of - violence; and reasons why the player should or should not cause it in a given situation. - The benefits of war to the society. - The ups and downs of slavery in a specific culture; and would disabling it "always" lead to the happy land even for the slaves themselves. - Political powerplay. - Reasoning for and against a religion and its place in the societal powerstructure in a given culture.- Romances, yay or nay?
- Stretch Goals and Backer Rewards - What do you think?