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Jozape

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Everything posted by Jozape

  1. you simply can't compare the average pledge per backer from a finished project with one right in its middle. there's a very high chance that towards the end the majority of backers will rise their donations to reach a stretch goal. what eternity is lacking right now are goals around the 2.6 - 3mio marks, further exciting updates and perhaps even the first screens will be published, don't worry. the project is doing fine Of course. I wasn't worrying, I was just pointing out that the minimum price to 'pre-order' the game wasn't really an issue.
  2. The average pledge per backer on Wasteland is actually $4 higher than Project Eternity so far though, and Wasteland 2 ended up with only about 10k more pledgers than what Project Eternity has atm. I think the difference is in the boxed copies. Wasteland offered it for $50 not including shipping, while Project Eternity offered one at $65.
  3. I approve of breastplates that don't look like breasts.
  4. I'm surprised this topic doesn't have more support. I hope we can get away with no combat state at all.
  5. I have the original version of Planescape: Torment, and it's not that buggy. Although there is a reproducable crash along the main plot that I couldn't avoid, making the game unfinishable, but thankfully there's an official patch for that. And the game is still admittedly a lot better with Qwinn's fixpack.
  6. New Game+ is a mode that appears after you have beaten the game with a character, letting you play with all his/her stats and many times inventory from the start of the game. Now there's nothing wrong with starting an RPG with a stacked character, but there are better ways to do that than requiring the player to spend 50 hours monster mashing to get to that point. Many have already mentioned the 'import character' function of Baldur's Gate. Ideally we would have a separate character creator for these imported characters(or it could be the default character creator if the designers really wanted, but there's probably a 'this is what we designed for' range they want to gave), letting us customize the character's stats and inventory. Though obviously that could mean some spoilers if you're given access to all items that may be plot relevant. Some people really love grinding I guess? Personally I can think of nothing nastier and more soul sucking Romances. Aw, I loved the romances in PS:T and SW: KotOR.
  7. I never understood why anyone thought new game+ was a good idea. Wouldn't you rather just have the ability to create a higher level character from the start? Likewise. Playing a different character is rewarding enough to warrant subsequent playthroughs.
  8. A lot. RPGs generally have very complicated rulesets that need to be learned before one can make informed decisions for his/her character. Or even to build a character. This is compounded by the need to learn the UI in a cRPG. Tutorials are very helpful.
  9. I'm okay with finishing moves, if they don't interrupt 'gameplay' in anyway. I didn't like them in Dragon Age, due to the lost time spent on senselessly beating down an ogre. No spiky hairdos?
  10. Time is not the enemy. Forever is. What if the next update takes FOREVER?
  11. The whole point of the KickStarter is to not have to do things in a certain way to please a broader crowd. Well by looking at your post count I assume you've been around for a while and seen your share of "disagreement". Yes, I know this is not about making "my" or anyone's game, but I do see two different groups of people here. The ones who want a more old school gameplay (influenced by PST, FO1/2, Arcanum, ToEE, IWD1/2, BG1/2), and the ones who want... well... a PC biowarish gameplay (influenced by BG2, ME1-3, DA1-2, tv tropes, my little pony). And so far none of us has seen the outcome of a KS videogame project. I could be wrong, but it's the way I see it. Yes, there's been some disagreement and it could eventually mean that inXile and Obsidian will have to cater to a wider audience fund future games on KickStarter. If this project's reception is a bad one and the players discover that they don't really want what the developers have been talking about. But for now it's a non-issue, as Obsidian advertised roughly what they want and got the money for it, so they're going to make it. And the impression I've gotten is that most people are on board with the game's direction, with only minor differences here and there.
  12. The whole point of the KickStarter is to not have to do things in a certain way to please a broader crowd.
  13. You just answered your own question. A pure barter system would work by doing the same thing as other games with a bartering system: attaching a value to each item. Voila, it works! Not that I'm advocating such a thing. In Metro 2033 the game used bullets as currency and fallout used bottlecaps. Using arrows like I described would make them the currency. The only difference being that the player would have to figure everything out himself. Okay, I think I misunderstood your complaint. It's not that you didn't think a pure barter system would work, but that it would be tedious to learn the worth of each item to the denizens? Personally I don't see that as a problem but as a positive feature, if it were a game without an official 'currency'. Although I would get more creative than simply adding a hidden value if I were making a game, and at the minimum add a little personal character value to certain items, even if it was just a plus or minus 100 toggle. Which would be good in PE too if it had bartering. Bartering ought to be more interesting than simply a replacement for 100 gold.
  14. I like repairing stuff in a post-apocalyptic setting or with old equipment, as it really adds to the atmosphere imo. But otherwise I'd rather not have to deal with it, and since PE probably isn't post-apocalyptia, I'd rather have no item repairing for typical items.
  15. I didn't find it annoying till BG2, when they started making her all whiney. Then again she didn't talk much in BG1 either.
  16. You just answered your own question. A pure barter system would work by doing the same thing as other games with a bartering system: attaching a value to each item. Voila, it works! Not that I'm advocating such a thing. Fallout had a currency system (bottlecaps). The value of everything was measured in bottlecaps. Uh, yes, I know that. I was responding to the poll options.
  17. I love bartering. Fallout ftw. But of course we should have a currency too. It would be silly not too.
  18. Assuming that you need to read the manual to understand how the game works(which shouldn't be too big of a deal if you've played the Infinity Engine games and the mechanics are well documented in the in-game descriptions), you could print the PDF out or even write the relevant information down yourself. Though the latter might take a while, depending on how complex the ruleset is and how well documented it is.
  19. I guess the idea is for a cheap way to let the player know that there actions had consequences, and to have more transparency in the systems. Which is nice. The more serious role-players will ignore the warnings and accept what their character did or said, and the newbie will realize that the RPG isn't always sunshine and daisies if they don't play their cards correctly. But since we're not getting a fully voiced cinematic RPG, a more character expressive method should be much more viable for Obsidian to provide now.
  20. Agreed. This would really help an open world game too, as with enough wits, you can get to a lot more places than if there were a huge power curve(applied to enemies, anyways). And it makes character creation and what your character learns all that much more important, as you can't simply become a jack of all trades. Of course there are the class restrictions for PE which already does that mostly.
  21. You respond to Prosper's posts at your own peril. You have been warned.
  22. So don't create another companion if you want Obsidian to provide that story correlation. Having the option doesn't hurt your ability to have developer created companions.
  23. That makes a nice desktop wallpaper but not a particularly playable experience, with everything scaled down to a fraction of its original size. I actually find the screenshots D3xter posted to be much more playable than the default resolutions due to the increased visibility(I also play at the lowly 1440x900 resolution in D3xter's screenshots). It's bad when you go up to 1920x1200 though. Nevermind 2560x1600, heh. One thing Obsidian can do is render the backgrounds for use at 1920x1200 by default, but offer a separate and much higher resolution download like Skyrim does for the textures. So offer 3840x2400 or even higher for those who want the game to look good zoomed in on high resolutions monitors.
  24. I respectfully disagree because then the game would almost end up like Skyrim, which is basically a world simulator. WIthout the plot armor, I think there is a risk of weakening the overall story and narrative. It's not the most "realistic", but I would argue that a game isn't supposed to be realistic. Skyrim's problems are not related to a lack of plot armor. Quite the opposite, the game gives plot armor to many plot related NPCs. Just look at all the plot/quest protected characters in this list. Also, you can have a strong central story without plot essential characters to advance the plot. You can have books/journals, replacement NPCs, letters/messages, or even just stumbling upon what you need to find. And imo, failing the plot is not a bad feature itself. Not all characters are going to be able to play all their cards correctly. That would kind of defeat the purpose of giving the player more freedom. Imo, at the most we should have a Morrowind style 'you broke the main plot, but you can keep playing if you want' message. And preferably no notification.
  25. An optional tutorial in the menu screen would be my preference. If not that, then leave it at RTFM, which you should do regardless of in-game tutorials.
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