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Aedelric

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Aedelric last won the day on September 28 2012

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About Aedelric

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    (5) Thaumaturgist
    (5) Thaumaturgist

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    Vienna
  1. Can you give some examples of this? I am a bit confused as to what you mean. People are allowed to rant, but without context and being constructive it makes it nearly impossible to address someones concerns. How is Obsidian meant to know how to fix it if you do not tell them what you find wrong?
  2. Chris is talented, but Obsidian have a lot of great writers and they will do fine without him. I know some developers could really do with a writer of his caliber, e.g. Bioware, Bethesda. I am not bashing those two as they make great stories, but they could be much better. In all likelihood Chris is going to InXile, he has worked for them on their last two projects, they registered the name of a project he once worked on and InXile has a close relationship with Obsidian. Regardless with whatever happens I wish him and Obsidian luck, though neither really needs it. Edit - If I could make him go do something I wanted, it would be his own original project.
  3. Raedric's Hold looks amazing, I love the architecture and the little details you guys have added is impressive. I am looking forward to the release, I have some money spare and plan on getting a second copy for my son. Now I am off to watch those videos, hopefully they do not have many spoilers, I have been so good to avoid as much information as I can since the Kickstarter, but it is almost at a point where I can wait no longer.
  4. The teaser was amazing, I am as excited now about the project as I was during the days of the Kickstarter campaign. A good number of my favorite RPG franchises were screwed up in recent years by shoddy development, poor design decisions or atrocious writing. Eternity fills the hole, it really is good to have a new well made world to get lost in, I have a feeling this is a franchise I will be with for a very long time.
  5. Very nice artwork and screenshots. I am particularly pleased with the perspective of the trolls, it looks like it is part of the image rather than pasted on, a problem I find with a lot of isometric games. I am looking forward to seeing some animated characters/monsters and seeing how well they blend into it. Can't wait for the next update.
  6. I am completely fine with not getting an update, so long as the next one is a real humdinger.
  7. So we can tax our populace but can we choose the amount as in lessen it? Or perhaps use the taxes to help the local populace for some kind of reputation increase? The idea of attacks are great, same with the special bonuses, so far it seems to be everything I wanted in a player home. Only thing I would love to see is an ability to display weapons/armour and unique items found throughout the world or earned through quests. (Similar to New Vegas home decoration but with set display locations you can place them on or swap around) Like if I kill a dragon a choice to add a dragon skull to the wall of my main hall would be amazing. Hopefully you have a few more surprises and hidden secrets in store for the stronghold, this is a feature I am personally excited about. Also please do not forget a tranquil garden, planting options would not be bad either! :D
  8. That was an image I could have done without seeing! I might have nightmares. I am liking how this crafting process is looking so far, I am not a fan of arbitrary increments of time to craft objects, I would rather my time be spent exploring and enjoying the story. So it is good to see that items are crafted instantly. The durability system looks good, again I get irritated by games that make me repair equipment constantly to such an extent that I would avoid wearing good gear for fear of the cost to repair. You seem to have struck a nice balance, no everlasting items, but durability that can last a long time if you are proficient in the appropriate skill. I am looking forward to having crafting explained more in depth, to know what kings of things we can craft and to what use these items will be late early and late game. I do wish we would have a carpenter option so we could create decorative items for the player home and a nice feature would be if we could experiment with ingredients to learn secret crafting recipes unobtainable elsewhere. Only one question how do we obtain ingredients for crafting? Will it be by vendor or harvesting/mining?
  9. The image look fantastic,if all the other areas of the game look that good then Project Eternity will be a very beautiful game. Thanks for the run down on what the team is working on, very interesting stuff!
  10. Most of the user interface mock ups people have posted are fairly bad, try not to be inspired by them Obsidian. I like the UI presented, though it really does need to be customizable, no one will be happy unless they can have the text window where they are most satisfied or the character portraits horizontal or vertical, even the artsy elements of the UI should have a transparency slider for those that prefer a minimal interface. It may take a lot more work but for a modern game with a diverse fanbase, I think customizing is very important. Remember not all that backed are die hard Baldurs game fans, some were fans of Planescape Torment, Fallout 1&2, Divine Divinity, Icewind Dale and many other isometric games. Each UI was vastly different, so you are dealing with fans that have extremely different opinions of what should be done, the only way to satisfy most of them is by letting them move the hud around, hide various aspects, perhaps resize it, tint colours and even alter transparency. By the way, the health and specifically mana/stamina/ability? bars are a bit garish and distracting, perhaps toning down the colour would be advisable for the next iteration?
  11. I was never much of a Jagged Alliance fan, so I will skip that kickstarter, but I wish them luck though. I love the monster concept and the article provides nice insights into development. One thing does concern me though. Firstly almost every RPG I play monsters are used with no regard to geographic location or with solid reasoning, for example forest monster A is found in the forests of `insert name´ then we have many lands between devoid of said creature till we have it pop up again slightly stronger with a slightly different name now acclimatized to icey wastes. Perhaps it is just me, but it always irks me especially when it is simple wildlife... `Why is this wolf in the second level of this cave complex? Why was it carrying 24 gold and an enchanted pair of boots?´ I wish we could have a gradual evolution of creatures logically placed across lands. Not a concern but a curiosity, how mature will the game be? The monster concept certainly does have some breasts, most companies sell out and slap on some pasties on them, most Bioware games spring to mind. Edit - Keep up the great work guys!
  12. I utterly detest the idea of including a typical Kung-fu monk running around half naked and punching people in platemail. But it is only one small issue with an otherwise seemingly great game and I am not going to let that affect my enjoyment upon release. I am liking how the culture concepts are shaping up, especially Dyrwood.
  13. I hope the Town Guard A.I. does not give us psychic guards that know we have done bad even if we killed the last known witness. Flowing cloaks sounds great, hope they do not clip though. Far too often sheathed weapons or quivers clip cloaks which is quite unsightly, I hope this kind of issue will be addressed. Though I can not think of a single game where this was done where clipping was not present to some degree. Also will we have wind and rain? If so will the cloak have more weight and hang when wet and flutter more when dry and windy?
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