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Ieo

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Everything posted by Ieo

  1. If you want just the digital game and beta access you gotta pony up double if you didn't get the early bird special so I hope if they already haven't thought about it they say something soon. From the latest KS Q&A, it looks like they're still considering the details: So, yeah... tick tock.
  2. I'm not sure they have all the particular mechanical details hammered out despite the decision, so that's why this thread is good to air ideas that can counter a lot of the perceived problems about it. The big mystery still is, indeed, how souls factor into everything. I'd love to see some dev input here too, if possible...
  3. I'm neutral because I adapted fine to all the magic mechanics I've come across. Instead of bemoaning Obsidian's basic decision on spell/ability cooldowns, let's have some constructive discussion on what can be done right with them. From Kickstarter comments Q&A (linked from Known Information sticky): Josh comments: (Geez, it's a fair bit of work to quote things when a thread is locked. )
  4. It wouldn't work on a number of laptops, but I'd love a general text box with one tab for dialogic/narrative content and another tab for all the combat stuff. I feel they don't need to be mixed together anyway (when you're in combat, dialogue shouldn't be happening--well, besides battle shouts).
  5. Thank you for this. Needs to be incorporated in that Known Information bit... which I think is kinda OOD, but I haven't checked it recently.
  6. By another name, it's called feature creep. There's at least one other thread about this already (page down or something, since things fall off the front page faster than a porpoise in a sea o' snot).
  7. It's probably too early for Obsidian to decide this yet, but I'd like to know too.... Hopefully we'll find out before the KS ends.
  8. I'm a little confused by this because the boxed games traditionally included the disc case and manual in the box. Since the box includes the manual, either the manual will be flimsy enough to fit inside the DVD case or.... it's one of those fold-out dealies, I suppose, that's a posterboard-disc-case all in one? I do not know the "like most games in now-a-days" bit.
  9. You're probably thinking of the left ventricle. The thread I linked above has all the relevant discussion. Also, be prepared to be schooled by Sawyer himself: This is a fantasy game, but speaking strictly about what happens in the real world, this almost never happens. Women who wind up wearing armor do need sizing that accounts for their (typically) smaller size and (typically) different body shape, but it pretty much has the same form factor and function as what the men wear. In most cases, it is literally the exact same thing the men wear. It's only recently that body armor has been designed for women, not that you would be able to guess that by looking at it. No effort is made to contour the shape. Instead, they just change the proportions. This was also true of Joan of Arc's armor, which looked virtually indistinguishable from a male knight's armor except for size and proportion. Fantasy outfits are styled to be, well, stylish, but actual people who put their lives on the line almost universally err on the side of safety rather than attractiveness. I didn't like the Mass Effect female boob armour all that much, but I was forgiving because that's science fiction where suspension of disbelief can take into account far more flexible and protective materials than steel plate. (I'm far less concerned about soft leather and cloth, that's for sure. And some boob plate is certainly less annoying than others to me: soft curves are fine, but fully 'skin tight' distinct double-domes with nipples are the worst, FFS.) Project Eternity wants to be a mature game, by the way. And we're not talking pr0n.
  10. The best spike-pauldrons I've seen in 3D-zoom games are the ones that gouge out the eyes of the wearer whenever the avatar turns his/her head. I laugh every tiiiiime.
  11. Discussion of interest: Armour and weapon designs - a plea. I cannot take under/inappropriately-dressed female NPCs/companions or even a female PC seriously (in context--i.e. most of the time in a game). The stupid gear actually requires just enough suspension of disbelief to break my immersion--every time I see such a thing, the only thing that occurs to me is "this character was designed for the more juvenile male gamers, I don't want to be associated with them."
  12. Sooooo..... dumb question, but.... What exactly is a strategy guide? Clearly I've never used such a thing for any of my games, only the manuals (and often not even that unless there's stat math going on). Is a strategy guide mainly for combat?
  13. Feature creep is truly awful... though my experience is primarily with productivity/enterprise software, but I'm sure this is a universal balancing act in SLDC between developer and client. I didn't think it would be a problem with this, my first Kickstarter, until "stretch goals" started coming and at first I didn't know what they were. Now I see every stretch as merely a "risk reward" equation. Quite interesting from the software industry perspective, though. I know some people have complained that the stretches are uninspiring or whatever, but I'm personally rather glad that Obsidian has been, seemingly and so far, "keeping it real."
  14. They will not be. Dark elves are an old concept, but the dark-skinned "drow" are a Gygax invention. We have a few elven subraces, some of which will seem more familiar than others. In addition to the subraces, there is significant cultural division between separate groups even within one subrace. The elves that came across the sea with their human allies to settle in the Dyrwood encountered Glanfathan elves that looked almost identical to them, physically, but spoke a completely dissimilar language, dressed differently, had different values and customs, and lived virtually at a Stone Age level of technology -- all this despite abundant evidence that an ancient empire once stood around them. As a result, the elves who settled in the Dyrwood tend to feel much more kinship toward human neighbors, with whom they share a language and hundreds of years of coexistence, than the Glanfathans. I'm a fan of nurture over nature so this sounds fantastic to me. Also, yay no "Drow." Ugh. I wasn't actually worried that Obsidian would go that overdone and caricatured route, but it's nice to know anyway. Thanks for the info.
  15. Yes but at least release will have less bugs Not necessarily. For one, quantity does not by any means indicate quality bug reports, though it should help up to a certain extent; the vast majority of end-users simply do not know how to properly report bugs even with descriptive fields. Secondly, there's an increased burden on the support system in filtering the bug reports and categorizing/whatever, especially if bug reports aren't fully detailed to begin with. Hmm. Well, I don't know what system they'll use and if there will be some kind of 'training' as to how to report, so maybe it'll turn out well enough. I'm more worried about spoilers and crap that will happen unless there's a clamped down NDA, which will be harder to manage as more people are involved. Interesting idea. If the beta testing is with a contained area that doesn't spoil too much and is in the spirit of primarily mechanics... Doable. I'd like that. But the thing is, dialogue trees need to be tested too, so I don't know how they're doing that (lost branches or endless loops, etc.); maybe that's alpha testing. I'm still teetering on this point as to whether I should just lower my pledge and let the droves of other players eager for "beta" access make up for that difference (it'd actually be cheaper for me to lower to a box and then add the beta key if I wanted to). We'll see. (Edit: In case anyone is wondering, I upped $140 for beta access because I'm confident that I'm not bad at QA, and I was curious if I could run it on a "suboptimal build I wouldn't use for my preferred play" to figure out more mechanics than storyline--may not be possible, but this is actually another good reason for me to lower and thus avoid all in-game spoilers, maybe... )
  16. Interesting, interesting. A new dungeon--yay--though I hope the backstory is as interesting as Durlag's Tower for me, with puzzles to boot. If it's a pure tactical experience with minimal story, though (Watcher's Keep paled in comparison to DT in this regard), eh.... Well, good for some replay. Crafting and enchanting sounds interesting, though (if it got into the game) depending on the complexity and necessary "materials" (inventory management) I may or may not ignore it. Hmm. Maybe more enchanting than consumables since enchanting is low maintenance. Early Access Beta Key for $25? Hmmm. Not sure how I feel about that, especially since I upped to $140 for that reason, but eh.... You're going to get a loooot of beta "testers." I may need to stay off the internet to avoid the crap that will probably come forth from that. Spoilers, whiny complaints, etc.
  17. I expect Obsidian to cleverly twist overdone classical race tropes like the Dwarf boreal ranger alongside more interesting original races and creatures, which is why I'm not going to speculate and just sit back and wait on this aspect of the game.
  18. It kind of matches the coloration for the Edair and Cadegund concept art. Add some torn edges and aged parchment/sepia stains and it's good to go. Oh, and I'm fully in favor of naming the lake, Lake of Drowned Drow. That dumb "inverse" race trope has infested and poisoned everything it touches...
  19. In my weirdity, when I first heard about souls, power, and fragmentation, I visualized every person to be a lava lamp and the blubby stuff inside to be the soul... able to fragment and even come together. With the fragmentation bit, however, it works, I hope there is a way, perhaps story-driven, to allow those fragments to, uh, heal. Or something. I haven't played other games with particularly strong, overarching soul mechanics, though, so I'm very interested to see what Obsidian will do with this.
  20. To be honest, this topic falls under the unnecessary "feature creep" request umbrella. This does not add content. This adds an entirely new and potentially overly complicated mechanic under the guise that it might open up some--minimally--related content. PE's travel system, if it's modeled after the advantages of the old IE games, won't require lots of actual "riding around" to get places. Smaller discrete maps on a large map, that kind of thing. When you want to leave, walk the party to the nearest map edge and choose another map area. The travel is "understood." If you really want complex riding mechanics in a setting conducive to such a thing, wait for LotRO:Riders of Rohan in a couple months.
  21. I'll be frank. It's early; we still have little information on item mechanics and such for PE or how player-input content would be included into quests, if at all. You're the one who backed at the $1000 level. This epic item input is a reward and recognition for that, so you needn't worry about catering to as many players as possible (there's a lot). If you personally favor heavy armour, by all means go for it. I think the main takeaway in relation to PE and its homage to the IE games is that mechanics do matter, but story/lore add significant flavor to everything to make things meaningful for a lot of people, and given the target audience, that's something to keep in mind.
  22. Uh. Too many posts for me to go through (at work *cough*). I'd really like a creative combination, since I'm used to all the systems and their pros/cons (mana pool + cooldown + discrete memorization + mystery soul mechanic). That might get too complicated for some players, though. Example: Spells require certain amount of mana from little to a lot by tier, and each tier has a different cooldown (none/short for low level and long for high level, like a type of exhaustion mechanic), and you can memorize a certain number of spells per tier. The soul could affect--amount of mana you have, cooldown times per tier, and the number of spells you can memorize per tier. Then there's the linear progression system, but that tends to lower the number of available spells one can learn; I'm sure that could be worked in somehow. Basically, I'm with those that the systems can work together creatively. Since I'm personally used to all of them in different games, I'll accept whatever Obsidian comes up with, though.
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