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Darth Trethon

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Everything posted by Darth Trethon

  1. Isn't it more 'God-touched' than God-like? -__- Like being cursed with certain physical features which mark that person as being touched by that god - for good or ill. Maybe godlike races will be viewed as higher or lower class races by the non-godlike races? Sounds about right....still I think the name ought to be changed since "godlike" sounds a bit off imo. Still I do not mean this to sound serious or anything, just a tiny insignificant remark, whether this actually ends up renamed or not will have no effect on how highly I think of the game. And me being a huge fan of magic powers and things I very much look forward to playing with the godlike race regardless.
  2. Hmm....and speaking of godlike races I wonder just how close these races actually resemble gods...if the name is even remotely accurate they should be completely invulnerable, unkillable and invincible no matter what insane ultra-hard game modes are turned on.
  3. I hope the novella will really be included with the packages higher than the $110 digital because it doesn't seem to show up on the images describing the rewards of those tiers. If not I hope it will be available for purchase separately and no I wouldn't mind purchasing it separately I just don't want to miss out that's all.
  4. I finally submitted my pledge....yeah I've been around since the countdown and YES I always intended to pledge but for reasons I rather not go into I didn't do so until today. My pledge ends with an 8 so hopefully that will be good enough to get me in the Obsidian Order of Eternity.....my kickstarter name is "Darth Trethon - Obsidian Order" and I'd like "Dark Lord of the Obsidian Order"
  5. The most pertinent question at the moment is: are there going to be any further stretch goals past 2.3 mil? I certainly hope so because I love seeing the game grow and do a little dance every time I see new features added. Given how the money are flowing I'd say that the 2.3 mil mark is just about a certainty at the moment.
  6. It took just under 10 days to make 2 mil.....if they can keep the stretch goals interesting they may be able to combat the slowing of pledges.
  7. Well it's got to be soon(as in like today or tomorrow) because the 2.2 mil mark is looming ever closer and I don't think anyone wants to see us run out of goals.
  8. I don't think language translations are good for stretch goals because they leave out everyone besides those speaking the promised language and if they understand the promise of the goal to even give money in the first place they don't need a translation because they can clearly understand English just fine. I rather they focus strictly on the game itself and use stretch goals to grow the world itself so that everyone can enjoy that much more no matter what language they may speak.
  9. No we don't, they don't want that either because the second we reach 2.2 mil and backers see no further goals the inflow of money is going to slow a lot worse than it already has. They always have to tell us what the next 3 or more stretch goals will bring.
  10. The 2.2M target is about adding a full region, whole faction, along with quests and game content. It is BY FAR the biggest stretch goal set so far. Localization are just a side effect. Yeah but I think a lot of people are just holding their breath to see what the territory beyond 2.2 mil might bring. Besides 2.2 mil is so close it's just about guaranteed we'll reach it, new goals will be required to blow the minds of the backers and get Project Eternity to reach the 3 mil and beyond marks(hell I even think 5 mil may well be possible if the next goals are really good).
  11. I doubt we'll ever see that because it would be an enormous mess....once a project is funded the money start being spent on it so if it were to later fall apart it would be because they ran out of money and the project is still in a highly unfinished/unplayable state. So you see the dilemma? Can't give back money after they are gone. Unless they figure out an insurance system for kickstarters but I'm not sure we want to go there as the drawbacks are likely to be far worse than the lack of it.
  12. I doubt it. If current trends continue, there will end in +2.4mil Until the next stretch goals blow everybody's minds that is........
  13. OMG we're less than $1000 from giving Project Eternity the only major thing it is still lacking......any second now history will be made. Also the next stretch goals need to be posted up soon because not many care for the 2.2 mil language packs.
  14. What's hard to understand? Many(myself included) replay to make different story choices or simply to experience the emotional rollercoaster again not to change their player character. For the most part once I create an NPC model that looks as much like the real me as it's going to I will keep reusing that look and I'm pretty strict about the classes too....I always inevitably find the one class that I enjoy most and when that happens I'll stick with it pretty much permanently. I have replayed certain games I really enjoyed 30+ times each and changing looks or class has very rarely been on my to do list and NG+ is ALWAYS appreciated on my part.
  15. Indeed, any game that only gets played once is a sucky game. And then no other game out there is likely to get close to having the insane replay value that all Obsidian games have. As far as "just playing again"....I suppose that's a worst case scenario if an NG+ feature isn't implemented but I very much would like to see the option to carry some of the hard earned goodies into a new game rather than starting from scratch every time. After all gameplay is nothing more than a roadbump to slow you down on your way to the next epic bit of story and pondering the next philosophical issue as you are faced with the next difficult and interesting moral choice. I would be super pissed off, if game items from one playthrough could be carried over to the next. SUPER PISSED!! Why? You could just start fresh without making use of the NG+ feature so why would you care? Unless you just hate the idea of other people getting what they want as well beyond just your desires being pandered to. It's called mind your own game and let others be.
  16. New, fresh and creative kinds....no classic mage, warrior/templar or barebones rogue for me. My favorite ways to play are mage, stealth(real stealth like in Alpha Protocol not the garbage stab once and it's open warfare with the remaining 1000 foot soldiers) and sniper so if a combination of these three could be made it would be great. A stealthy sniper mage FTW that can take down legions without ever being seen....not once, not for a thousandth of a billionth of a second with a wide variety of spells and bow&arrows/thrown daggers/sniper rifles.
  17. Indeed, any game that only gets played once is a sucky game. And then no other game out there is likely to get close to having the insane replay value that all Obsidian games have. As far as "just playing again"....I suppose that's a worst case scenario if an NG+ feature isn't implemented but I very much would like to see the option to carry some of the hard earned goodies into a new game rather than starting from scratch every time. After all gameplay is nothing more than a roadbump to slow you down on your way to the next epic bit of story and pondering the next philosophical issue as you are faced with the next difficult and interesting moral choice.
  18. This is Obsidian we're talking about so the amount of branching in the story based on our choices is going to be insanely good with tons of endings so it'd be a waste to play the game just once. One way or another there will be tons of replay value and I'd very much appreciate the NG+ option to help things along on repeat playthroughs.
  19. Interesting idea but too much, this is more like tripping over my own feet....I mean it's not like I have anything better to do with my skill points besides sink them in five categories of lockpicking skills. Beyond that I think a lockpick spell and just one kind of lockpicking skill will work just fine for me.
  20. Numbers are meaningless....it's all in how they're rewarded. Earning 10,000xp per enemy defeated makes 2 mil look like nothing while earning 1 xp per enemy defeated can make 2000 xp seem like a nightmarish requirement. Why do people think that large numbers of xp required automatically make a certain level hard to reach or that low numbers of xp required means it's easy to reach?
  21. precisely this....advance craft and legendary items YES, my character would have a hard time knowing exactly what they do but common items should be easy to identify.....yes I know what a basic bandit sword looks like or what the issue swords of the city guards are and so on. But there should be some level of knowledge gained by experimentation....using it should tell you if it deals frost or fire damage for example. Additionally even the effects you don't know of and cannot discover yourself should still be at work even before you learn of them....the item doesn't read your mind and stops doing what it does just because you don't know....be it good or bad.
  22. I'm familiar with some/most of the novels by David Gaider and Drew Karpyshyn and for the most part I've been pretty happy with both which is quite the thing for me to say because I am incapable of finishing a novel unless it captivates and I tend to be quite insanely picky. Although Drew REALLY screwed the pooch with the Revan novel....he should have retired from gaming before writing that novel instead of after. It would have saved his reputation. Still it's a matter of taste I suppose. As for the novel at hand here I have no doubt it'll be amazing and I am very glad to see that it is happening....also can't wait to read it....
  23. Except you do. By the end of the game TNO really was a god, complete with insane stats and abilities. Near the end of the game he could take out greater demons with bare hands if fighter or annihilate them with death star-like beams from another dimension if mage. Hell, you could resurrect people starting from level one, how crazy is that? If anything, Torment has a fine example of a ridiculously overpowered protagonist. Not that I think it's bad. In fact, it was quite awesome. Finally, somebody gets it. Difficulty is all fine and well at the start but once you get to max level you should just feel awesome.
  24. Max level should be hard to get but once there you should essentially be like a god and simply looking in the direction of even the greatest enemy should be enough to send it cowering in a dark corner somewhere to commit suicide before you get to it. Beyond that level 1 should be like....well...level 1, fighting rats is a life threatening activity for you and such. Now THAT would be the way to beat the final boss....after many hours of doing every little side quest and turning over every rock in search of treasure in order to reach max level.
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