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Piccolo

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Everything posted by Piccolo

  1. Something similar to BG would be fine by me... but ideally with more portraits to choose from (and better quality portraits - the portraits in BG were ugly in my opinion).
  2. What would be the point in a 2.7m stretch goal? Is 2.7m really that much more of a stretch than 2.6m? The next milestone should be 3m.
  3. Is this really a big deal...? Just exercise some self control and save only in moderation... or, play with perma-death.
  4. I think Obsidian like the idea of doing romances. That has nothing to do with appeasing "Biowarians" or making more money. If anything, they'll scrap the idea of doing them to appease the anti-romance crowd.
  5. I can see it finishing somewhere between $3-3.5 million. I don't see it going much further than that though; and certainly nowhere near $4 million (which seemed possible earlier on). I still think Obsidian may have made a bit of a mistake doing so many easy to reach stretch goals. No matter how great the goal rewards are, people aren't going to be motivated to raise their pledges if reaching the goal seems inevitable. I think they would have been much better off having fewer stretch goals at bigger milestones... like every 500k. Anyway, $3 million would be a huge success, considering they only needed $1.1 million to make the game.
  6. I see saving and reloading as a necessary evil on my first playthrough, as I want the game to be challenging, and I want there to be a constant threat of death. It's not ideal, but it's better than the alternative - making the game so easy that your character(s) never really face the possibility of failure or death. I do try and limit my saves though so i'm not saving constantly before every encounter - even if it means going back quite a way. And once i'm familiar with the game, I like to play by dead is dead rules.
  7. Not really a fan. For me, it kind of falls within the same bracket as small, pointless DLC. The only real difference is you pay for it before the game is out, instead of after. Collector's items are great, but as far as the actual game goes, I really think it should be the same for everyone. And any additional game content should come in the form of an expansion pack (significant enough to warrant having it's own retail box) or not at all.
  8. Voted in favour of small ensembles and soloists recordings. Also very in favour of medieval instruments.
  9. 11 or more seems very optimistic with only 10 days left. i'd probably guess about 6-7 levels at most by the end. It's a shame they didn't start this idea earlier on. Although maybe they'll end up adding more layers on anyway, if they have the time.
  10. The mega dungeon artwork is so cool. I love how it gets progressively old and crusty the further down it goes.
  11. ToEE is the way to go, with IWD-style portraits.
  12. Candlekeep didn't take very long to get through, if I recall. Even so though, i'm really not a fan of tutorial areas, and I hate the idea of NPCs being placed inside a fantasy gameworld with no other purpose than to hold the player's hand / explain gameplay. A game manual should really suffice, but if the devs insist on including some kind of tutorial, PLEASE add it as a menu option that's completely separate from the main game.
  13. Yep. The goal reward wouldn't necessarily even need to be one big thing. It could simply be a number of smaller things bundled together. Although I still think something like this would make a good final stretch goal: 3.5 million: An additional major city with storyline and quests, and modding tools / support. I know they haven't really warmed to the idea of modding support (at least not for the first Eternity game) but I really think it's something that will have a lot of people raising their pledges. Especially if it's a far off goal like 3.5 million.
  14. I enjoyed the Mass Effect games as story-driven third person shooters, but hated Dragon Age (probably because those games were trying harder to be RPGs, and failed miserably in that regard. Also didn't care for that style of fantasy). KotOR was alright, but very overrated in my opinion. Hated Skyrim, but liked Oblivion a lot once mods fixed the obvious flaws. Enjoyed all of the IE games i've played, and want PE to remain true to that experience. Love lots of older RPGs, particularly from the early 90s (such as Realms of Arkania, Betrayal at Krondor, Darklands). - I guess I fit a third group of people who can appreciate some newer "RPGs" for what they are, without wanting any of the modern "RPG" trends finding their way into Project Eternity at all. Project Eternity is supposed to offer a more traditional cRPG experience, and shouldn't go out of it's way to cater to newer RPG audiences at all. Fortunately, Obsidian seem to share the same opinion:
  15. I really doubt Zenimax had anything to do with the change. A more likely scenario is that for whatever reason, Obsidian no longer felt that the Ouroboros logo was reflective of the theme / storyline they're going for. Or it could simply be that they've decided on an actual name for the game - something completely unrelated to the project name 'Eternity' - and don't want people becoming too attached or familiar with the Ouroboros design. Anyway, I think I prefer the new design.
  16. That interviewer bothered me a bit for some reason. Stupid questions, and too much bias showing through them. Great concept art though...
  17. DId I mention the story in my rant? I hope not. I suppose the story is the one area where we are all pretty much united. Neither faction wants a bad story. We all want a good compelling story. But for some of us the wrong combat mechanics could ruin the story. I never got to experience the story in Alpha Protocol for instance because I didn't care for the combat mechanics. I could say the same for Dungeon Seige 3. I don't want that to happen to this project. Nobody wants a bad story, but I think a lot of younger RPG fans would unwittingly ruin the storyline with their cries for voiced dialogue.
  18. I want Project Eternity to stay very true to the IE formula without any of the awful trends that plague modern RPGs (streamlining, hand-holding, excessive emphasis on action/player skill, cinematics, voiced dialogue, graphics over content, etc etc.) But at the same time, I welcome some change if it genuinely improves upon some of the flaws and shortcomings of the IE games. Basically, I want it to feel very much like an IE game... but at the same time, I want it to be better than the IE games. And as far as pledge amounts go, if I had the money, I would gladly pledge $1k+ for this project.
  19. The only minor issue I can see (that perhaps wouldn't be as much of an issue in something like Wasteland 2) is with NPC names. Often in fantasy games, certain races have a unique style or trend when it comes to their names. I'm not sure I like the idea of lots of Elves or Dwarves walking around with names like Joe Bloggs, or Chris Smith. Or even something fantasy-sounding that's completely contrary to the kind of names the developers are coming up with for a certain race.
  20. It's a spiritual successor to all of the IE games collectively. To quote one of the first pieces of information they put up on the Kickstarter page (which a lot of people here seem to have completely ignored): "Project Eternity will take the central hero, memorable companions and the epic exploration of Baldur’s Gate, add in the fun, intense combat and dungeon diving of Icewind Dale, and tie it all together with the emotional writing and mature thematic exploration of Planescape: Torment." Obsidian have also expanded on this in several interviews.
  21. There aren't this kind or other kind of RPG. There are only good or bad RPG. All three are important for a good RPG. Morrowind and Fallout2 both are open world RPG. But Morrowind only did well on gameworld but Fallout2 did well on all three. Sorry, but you're wrong. Lots of RPGs are very different in nature, and have different priorities. I suggest you go play some more RPGs, right from the 80s through to present, so you can learn just how different western RPGs can be. If you're going to argue that an RPG is inherently bad if it isn't equally good in terms of combat, gameworld, AND storyline, then that makes a LOT of incredible, very highly regarded classics complete garbage I guess.
  22. Diablo and Skyrim had tactical, party-based combat like the oldschool RPGs? (real oldschool, not newer stuff like BG or PS:T) This is news to me. I was under the distinct impression they were single-character action games almost devoid of RPG elements. ... I love the deep writing and character interaction of IE games and will almost certainly make use of the in-game companions. But I also love having the option of creating my own party members as well as it adds a whole new layer to the game, and a lot of replay value.
  23. In this kind of RPG, I would say: Storyline > Combat > Gameworld (even though all three are very important) In an open-world / sandbox RPG like Morrowind: Gameworld > Combat / Storyline In an oldschool dungeon crawler: Combat > Gameworld / Storyling
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