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Odarbi

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Everything posted by Odarbi

  1. I voted for #2 since I don't expect I'll mind the wait and I'd rather you guys keep the extra money you'd have to spend on shipping to put towards the release party/making the expansion/sequel/whatever. I'll have the digital copy of the game to play, and I don't intend to/won't use the strategy guide to during my first run through anyway. That being said, I can already feel a nagging sense of doubt in my head that really makes me want to say #1 because I want that super sweet t-shirt... but regardless - I can deal with waiting a bit longer. On a completely different note: Are there any plans to do some sort of a launch day stream event, similar to what happened at the end of the kickstarter?
  2. In the event that you did level up and select your spells: You also have to go into your inventory, right click on your grimoire item, and then add the 2nd and 3rd level spells to the grimoire. They don't automatically get added to it, so they won't be available to cast unless you add them in this way.
  3. I really wanted to wait until I had more time to play, but seeing as how I've only managed to get 2 hours in this week between everything else I'm doing and it doesn't look like I'm going to have more time until next week... I'm gunna put it up now while it's still sorta fresh and actually relevant to the build I was on. I fully expect that some, if not all, of these are either already known, intended, or will be argued against by others for reasons. Note that I did play on Expert mode, in case it matters. I apologize for not using the template, but I didn't really see the need since it's mostly feedback and not really a list of bugs. ----Feedback begins---- Fullscreen, not windowed, on dual monitors. Cursor is not kept to the game view, making mouse scrolling virtually impossible. Pretty annoying, so would be nice to see fixed if possible. Camping supplies - Super cool, I like this. Generally a fan of limited use items in general. Hammer and Chisel type items are pretty cool too. Please keep consumable items for stuff like this around, even if it ends up being an gameplay selectable, like Trial of Iron or Expert mode (assuming it's not just a feature of expert mode in general) Maybe don't factor in the Culture stat bonuses during stat building. Seems strange to set up your character with minimum 10 in everything, but end up with a 9 because your background was being counted before you got to that step of character creation. BGM/Area music volume feels too low, would be nice to see it turned up/be able to turn it up. Big Head Mode - Nice. If this is just a joke option, can it be an actual feature? Please? Maybe add a more obvious spellbook management system. Having to go into the inventory and right click the grimoire to open the menu seemed unintuitive at first. Not sure how this would work for/with multiple grimoires. Could maybe be added to character sheet. Also, if spell slots are available in the equipped grimoire when the user levels up and selects a new spell, potentially add that spell straight to their Grimoire. Minor convenience issue, but sucks to level up and then find out you don't have that spell in your book during combat, especially considering wizards are basically casting like Sorcerors. Alternatively, add an additional screen during the wizard (and other prepared casting classes, if there are any) level up allowing them to manage the spells in their currently equipped grimoire. I feel like hover tooltips for items could be a big addition to the game when browsing the store, or even having quick item descriptions in the text box with the item name. Having to right click every thing to see what it does feels irritating, especially when items in your inventory will display quick tooltips when moused over. Had a game start where the BB Wizard didn't have a spell book, and the BB priest didn't have weapons. Had started game on hard, got wrecked by some beetles, started new on Easy. Not yet reproduced. Prices on some item descriptions displayed wrong in the right-click description. Not sure if this was intended to be like "Base" cost that can be affected by local economies or not, but seems strange to have Minor Stamina potions to be 300cp in the store when the description says 200cp. Text in character creation can be difficult to read. Doesn't seem dark enough against the paper texture background.
  4. Looking great, guys! So much hype. That screenshot of the hut is just amazing. The VFX video looks pretty great too, so neat to see the environmental effects like that. There is a "spray" effect on the right side that feels a little over exaggerated to me given how fast the water appears to be moving, though. Any chance that there will be more videos like this to show off things like... grass blowing in the wind, or possibly things directly relating to weather effects?
  5. My only thoughts on this subject are that *IF* a console version of P:E is to happen, none of the currently collected funds are diverted to make such a thing happen. The 4.1 million that was raised were to make P:E the PC game.
  6. Hearing Josh talk about it reminded me of the Vitality/Wound point variant system from D&D 3.5. Never played with that rule set, but always thought it'd be interesting. As for whether it should be tied to 1 stat or several... I think that would depend on how in depth/complex their character creator ends up being. If they're going with a Str/Dex/Con/Int/Wis/Cha type system close to what was used in the IE games, then tying it to the stat that indicates your physical fitness would make sense. If they go for a more skill point style character creation like Blades of Exile used, they could implement the HP and Vitality alongside the base stats/available skills and make it part of the entire character balance act, where having high HP and/or Vitality would then drain available skill points that can be used to level up your other stats/skills, like strength or lockpicking.
  7. I totally wish I could have pledged more... but I couldn't realistically do so. I'm probably in a bad spot as it is, but some of those addons were really alluring... Not that I *needed* the addons to pledge more, they were just the deciding factor in a "can I afford this?" battle.
  8. Just wanna give my three cheers to everyone at Obsidian. I was pretty sketchy about the idea of kickstarting a project since I had never done so before P:E, and most of my recent pre-orders and game purchases all all left me pretty disappointed with things in general... Yet I knew from the moment I heard the music in the first kickstarter video that I needed to put some money down on the kickstarter, even if it was only for the sound track. I must have replayed that video 30+ times that day just so I could keep hearing the music. My skepticism about kickstarter quickly died and turned into excitement, however, as the initial updates started happening and I began to learn even the smallest tidbits about the world. I never once found myself thinking about dropping my pledge. Instead, every update had me scrounging for some more money to throw at the project. I found myself looking forward to each update, wondering what new little piece of lore I could learn. Now starts the long wait for the final product, but I've got a lot of faith in your vision. All I ask is that you don't rush it and take the time to do things right... and maybe keep a monthly development blog or something, so that we can keep learning more about the lore of the world as it continues to take shape. Congratulations on your 4 million - It's time to make another legend.
  9. honestly I'm kind of stuck, I'd love the physical goodies as well....I don't know what to do. And yes I'd instantly jump on a $175 - $180 tier that removed this dilemma. Me too. Hell, I'd jump on a 175-180$ tier that was just 140$ + Expansion. While Wasteland 2 is a nice bonus and all, I'm okay with not getting it right now.
  10. I'm gunna be another one tossing my hat in the ring for getting the expansion as an add-on. I'm already at the 140$ tier + international shipping. I'd gladly throw another 20-40$ at the kickstarter for an expansion now, as I'll most likely be buying it later anyway... but I can't afford the jump to the next non-digital tier.
  11. I can understand the concern, but I'm not terribly worried right now. The kickstarter hasn't even finished yet, and I imagine (or I should hope that) they've already done a lot of discussion and planning to make sure the additions are all viable, easy* to implement, and mesh well with what they already have completed before throwing out these stretch goals. *I use easy as a relative term and mean it more as a "we already have a plan for how this will fit in and affect things if we get there" kind of easy, rather than intending to imply that adding a bunch of content is actually easy. Feature creep is definitely something to be worried about, but I would like to think Obsidian is already thinking and planning around such a thing. That being said, I can't imagine I'll be terribly worried if the "April 2014" date from the kickstarter reward tiers gets pushed back a few months for polish reasons.
  12. I'm not really opposed to Cooldowns or Vancian, I simply would like to see the game do away with the idea of "rest after every battle" as is sounds like their idea is. The one thing I will say is that if they do go with cooldowns: The cooldowns should not be able to be beaten by resting, as it would make the whole mechanic change pointless... unless they also intend to add a cooldown on resting (at which point, they don't even really need to add the cooldown to abilities in the first place). I do think an exhaustion type mechanic as has probably been explained to death by this point would be an interesting system to go with, but I can't help but think it'd take a fair amount of work to do right.
  13. This reminds me of Fallout and its 150 days limit. Having a mix of "Take your time" quests and "Tic tac tic tac" quests would be great in Project Eternity, but I'm not sure a dedicated mode would be much praised. Maybe Obsidian will use "the restless forces that follow and haunt [us] wherever [we] go" to create a similar dynamic without setting a specific countdown. Anyway, the time frame mention makes me wonder if there will be a particular time management in Project Eternity or if the good old 24hours / 7days / 12months / 4seasons will still be used as graduations... Every attempt so far to suggest timed quests has been met with myriads of players shooting the idea down simply because they don't want to "race the clock", and "they want to take their time and explore the world", as if the inclusion of timed quests will somehow make them complete unable to do so... So adding a timed mode would probably be the best way to implement such a thing, if it's even going to be implemented, entirely because those people who don't want to "race the clock" don't have to because it's an optional thing. That being said though, I'd much prefer they just put them in the game as a whole instead of making a mode for it. I think such a thing is important to add to the immersion of the game world, after all.
  14. Since the update has talked about modes: What are the chances of having a mode where quests will have a certain time frame in the game world to be completed? eg: The idea of having 7 game days to rescue a hostage before they are killed.
  15. He's also somehow perfectly okay with quest completions arbitrarily being decided on the outcome of another quest. There was someone posting something along the lines of "We could have an "urgent quest chain" where the player can only do so many of these quests before they have to go deal with something, and then the others could be completed later, despite being more difficult". Stun was all for it, saying that "Finally, someone gets it"... and yet under a timed system, you'd potentially be able to clear them all before time was up if you played smart and prioritized.
  16. Which is kind of the point of timers. It adds that flexibility to urgent quest completions. Instead of being limited to a certain number of quest completions within a period by the game, or not limited at all so that you have a chance to do everything in the game and have the plot somehow magically stop because you've decided you don't want to advance it yet; you're limited by your choices, priorities, and how well you play the game. How many people do you think would like being forced to drop what they're doing immediately to go stop the kidnapping? Considering the amount of people against the idea of timers in general, I'd say about half the people in this thread. Why? Because they're being forced. Because they're being whisked away by the plot instead of being able to do things in their own *time*. Using time allows those people the decisions without it being a "forced" aspect by the game. I use that term lightly, because everyone in here against timers seems to be some sort of masochistic completionist that can't be happy unless they complete everything in the game in one playthrough, and yet want to be able to take all of their time ever to go explore. Timed quests and whether you complete them or not is just another level of decision making, and one made outside of dialogue. If you don't like the feeling of "racing the clock", then don't. That's your decision.
  17. It wouldn't be pointless, because you've then go to decide how you handle it. Do I save the guy on the chopping block from getting the axe, or do I worry about dealing with the war. Having everything rely on a dialogue does not make the game great. Narrative can do wonderful things, but so can having time affect the game world. The fact that you're so anti-clock is what makes you miss this point, despite it having been made so many times. Stop thinking in terms of the older games, and think outside the box.
  18. You seem to believe that urgency has to mean "Complete this quest right away". That is an incorrect assumption. Weeks of game time makes sense if you have a quest to find an item to help defend against an invading force that is due to arrive within a few weeks. Urgency is still valid given the game time of the world.
  19. If you're spending 3 months resting because you're out seeing the sights instead of doing those quests, I really don't see what the problem is. You've clearly decided they're not important enough for you to deal with, and the game should reflect that. Its your choice to ignore the urgency of those quests, and you only have yourself to blame for that. "Getting lost" in Sigil and failing to find a quest that had a timer of 1 in game week means you were doing something wrong, or not actively trying to finish the quest. Maybe you should have stopped to ask for directions or something. You still seem to believe Timed Quests need to have some sort of short duration real time clock. They don't. Measuring it in game time actually makes much more sense than using real time.
  20. I get the impression that people sit there and think we, the pro timed quest camp, mean "Oh, you've only got 20 minutes of real time to do this quest!", when we in fact are talking like... days or weeks of in game time, or whatever would make sense depending on how urgent the quest is.
  21. No, I think what he is saying is because the Mclaren F1 was a masterpiece, that if someone wanted to pay homage to that car, they shouldnt make the Mclaren F2 a compact hybrid car for the sake of innovation. No, I'm pretty sure Scryer had it right on with what you quoted. Your analogy of "Making a compact hybrid car" would be like taking Baldurs Gate, and changing it into an FPS game. Making additions is not the same as completely re-designing.
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