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Olauron Mor-Galad

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Posts posted by Olauron Mor-Galad

  1. The more important question at hand here is: why are people who don't care about story and plot driven by player choices here? Obsidian has a long track record for being ALL ABOUT story, player driven plot and multiple endings.....sorry but if you don't care about story why even look at Obsidian in the first place? It makes no sense to me. Not to mention that the Project Eternity description clearly states that Obsidian is dedicated to continuing their tradition of creating good stories and player driven plot and then Chris Avellone has committed to writing a novel so I can't even imagine how someone would think of seriously proposing that the story be shortchanged, diminished or ignored.

    Obsidian is known not only for good stories but for providing good roleplaying experience as well. Roleplaying experience assumes both combat and non-combat abilities of player character. There is easy difficulty mode for those who prefer actual story above efforts to advance it. There are non-combat abilities for those who want to avoid combat.

     

    From my point of view nobody here says that story is unimportant. But if you want only story then... then adventure games suit you more.

    • Like 2
  2. I like this update. Trial of Iron and Path of the Damned are not for me (at least in the first game) but Expert mode sounds very promising.

     

    To me, real time combat games are inherently face punching, at least with more than 2-3 characters. Basically they are die, reload try again, die, reload, die reload, because I can't control all the characters at once. Just not fun.

    You can pause a game any time you want and control all the characters at once.

    • Like 1
  3. Say, any update on the Paypal option? Would also love to have an option to upgrade our tiers long after KS, for those of us who can't afford putting down a huge sum at once :p

    Yes. From the FAQ on kickstarter page:

    We will have a PayPal account set up on October 3rd. We want to make sure we have offered all the tiers and add-ons asked for by the Kickstarter community before offering Paypal, since modifying your pledge with Paypal is more difficult than with Kickstarter. Thank you for your patience.

  4. You're still going to have to make specialization choices within each category. Having a separate currency for non-combat abilities doesn't mean we're designing them so everyone is good at everything.

    Oh, didn't notice it earlier. Maybe we (or at least I) are reading it wrong? When you are talking about combat and non-combat skills do you mean literally skills (like combat Energy weapons and non-combat Science in F:NV or combat Concentration and non-combat Diplomacy in NWN2) or do you mean different abilities?

  5. It's worth noting that 2nd Ed. AD&D (which all of the IE games other than IWD2 were based on) did completely segregate combat and non-combat abilities (other than spells). It gave thieves and bards the ability to allocate skill points among their roguey skills, but weapon and non-weapon proficiencies were gained and spent separately. In 3E, skill points were still earned and spent separately from other currencies. The only difference is that feats are a pool from which combat and non-combat specializations are pulled. Even so, the class-specific bonus feats are typically narrowed down to a specific type of applications (e.g. fighter bonus feats and wizard bonus feats are pulled from specific lists [combat and metamagic/crafting/spell mastery, respectively]).

     

    You're still going to have to make specialization choices within each category. Having a separate currency for non-combat abilities doesn't mean we're designing them so everyone is good at everything.

    Will we get equal number of combat and non-combat skill points to distribute? Will it be class-dependant? Will there be abilities (feats, traits, etc.) allowing to trade combat points to non-combat or vice-versa?

  6. Very good update. I have only one concern, the seperation of combat and non-combat skills will limit the range of available characters.

    Why not? Having combat abilities doesn't make your non-combat abilities go anywhere. You're free to design a pacifist character with good diplomacy, bluff, barter etc. and use those primarily those skills, without ever picking the option to fight. It's the difference between not taking an option because you can't and not taking the option because you choose not to. How is that limiting?

    This character will have combat skill no matter what which is not always desired.

    • Like 1
  7. Maybe the game world will be designed such that this will still work, but at first glance don't like the idea that I can make an expert in non-combat solutions who is also an expert in combat solution.

    Agreed. I would certainly like to be able to create pure combat (a pyromaniacal mage) or a pure non-combat (a charismatic bluffing sorcerer) character. I prefer to choose between all (including both combat and non-combat) skills every time I get skill points. Such choice is fun.

     

    I see his argument but personally don't agree with it. Both the NWN games, as well as Temple of Elemental Evil seperated the combat and non combat skills and gave you points to spend in both columns at the same time, and it worked fine.

    Combat and non-combat skills are not seperated in NWN. There are combat skills like Concentration and Parry and non-combat skills like Diplomacy and Lore. You want to be good at more skills - you raise an Intelligence ability. Then you will be worse at combat if Intelligence is not your main ability.

  8. Bandwagon, ho. Unity is just a cheap alternative that is made affordable and easy by way of not offering the full functionality of other engines. Sounds like a kick in the **** to me. I'm not buying a bloody iPhone game, especially not for $20+. I'm considering dropping my pledge because my understanding of the conditions of us offering them several million dollars up front to make their game is that we would be receiving a game with AAA fidelity, both in terms of story and dialog (which I am not worried about), as well as graphics and audio, which we are simply not going to get on the Unity engine.

    Project Eternity was never implied to be an AAA game in the first place.

  9. That may be your perspective, but it's not one that everyone subscribes to. Having the system automatically patch your games so that they are always ready to go when you are is a benefit to some people. I can't say that it alone would persuade someone to choose Steam, but I have seen it brought up before in discussions about why people like Steam

    Such system is rather convenient but sometimes it is better not to update a game at all or to update it not to the last version. Sometimes patches introduce new bugs that best to be avoided (look at Skyrim and Creation Kit as examples).

  10. I might have missed this, but I notice the new digital tiers get a strategy guide. Is this included with the deluxe box? I still need my cloth map and signed box, but if it isn't included I might have to persuade my other half to up her pledge from $20 (even if it means I have to pay for it!).

     

    She likes first person rpgs like Skyrim... :geek:

    My guess is yes. It is said "Previous reward tier + ..." in the description of the reward. The highest rewards don't mention it right now but I think this will be updated.

  11. The best one:

     

    @Steven We were actually contacted by some publishers over the last few months that wanted to use us to do a Kickstarter. I said to them "So, you want us to do a Kickstarter for, using our name, we then get the Kickstarter money to make the game, you then publish the game, but we then don't get to keep the brand we make and we only get a portion of the profits" They said, "Yes".

    Expectable.

  12. -Trade-offs between combat abilities and non-combat abilities. Always hated having to put my points into Big Guns or Doctor/Lockpick/Whatever. Personally suggest limiting the players choices, maybe 1 point per level for combat abilities and one point per level for non-combat abilities, some may call that too limiting but I'd consider it a gentle nudge in a better direction.

    Not very good decision for those who want pure combat character or pure non-combat character. They are forced to alter their vision of the PC or to invest only relevant half of points. Obsidian is going to pay attention to both combat and non-combat activities. While they are more or less balanced there is nothing bad in having to select full combat, full non-combat or something between.

     

    For the most part i agree, but i strongly disagree with two of your points. How is being "Drowned" with choice a bad thing? The more dialogue options and story choices, the better. The other was "branching for the sake of branchin". Yeah, that's a really good thing. Branching storylines, no matter where they end up, are always a good thing. Linearity is a bad thing.

     

    I disagree with these points so vehemently, that i feel like i have to disagree with your entire post; despite agreeing with most of it.

    These options are not bad when they are added to real choices and concequences in dialogues or in the story. They are bad in my opinion when they substitute real c&cs.

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