Everything posted by Piccolo
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Legendary equipment
This is necessary for the myth. Or "narrativium" as Terry Pratchett puts it. A legendary item is not legendary if you find it your grandfather's attic. A hero must do heroic acts. It doesn't necessarily have to have a high level guardian, but it does have to have a heroic challenge to obtain it, be that a fight, a journey, a quest, or a sacrifice. If I found the holy grail inside my grandfather's attic with nothing more than a moth guarding it, would that make it any less of a legendary item (assuming it could somehow be verified as completely authentic)? I would class a legendary item as any unique item that has a significant enough history behind it, and has since been lost. Something people whisper about without really knowing it's whereabouts or whether it even truly exists at all. Finding such an item in the first place doesn't necessarily have to involve some epic journey with challenges along the way. You might stumble upon it by chance, like Déagol coming across the One Ring in the Lord of the Rings. And retreiving the item shouldn't necessarily require any heroic acts or battles with great monsters. The act could be as simple as scooping it up from a river bed.
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Just how Easy will Easy be?
If by easy mode, you mean default... I would like to think it's not too easy with lots of hand-holding features. A lot of gamers simply don't like playing around with difficulty settings and view default as the optimal or intended form of the game, so I think it's important to find the right balance and not use expert mode as an excuse to make default too easy-going or casual. If there's actually going to be an easy mode below the default difficulty setting then that's a bit different. They can make the experience nice and easy without any detriment to the players who just go with default.
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Update #9: The power of MODES and Godlike Races: Our $2.3M Stretch Goal
I'm not a fan of difficulty sliders if they just do simple stuff like inflate/deflate enemy stats. I'd much rather have more complex, well thought out difficulty modes you choose from at the start... even if it means less freedom to adjust mid-game. Edit: Nvm, just read the dev post above. Seems we will have some freedom to play around with the difficulty mid-game.
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Would you want a new Infinity Engine game?
I would rather have what Project Eternity is going to (hopefully) be - an RPG that takes the best aspects of all the IE games, changes the flaws, takes advantage of improved technology without sacrificing the charm and feel of the IE games, and ultimately tries to be one step better than all of them.
- Update #9: The power of MODES and Godlike Races: Our $2.3M Stretch Goal
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What would make you pledge more?
I'm already very satisfied with the direction the game is taking, and trust Obsidian to produce a great RPG. I guess some screenshots and snippets of lore might boost my excitement enough to make a larger pledge though,
- Random encounters
- Random encounters
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Stretch Goal - hire Justin Sweet to make portraits.
I'm really not a fan of the BG style. Those portraits always made me cringe for some reason. Hideous. I don't think that much detail is necessary anyway. Not even for companions. The IWD style looked stunning and gave a good enough general idea of what a character looked like. My own imagination and the impressions I get from dialogue filled in the rest.
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$2.0M: so very close!
GOG.com putting up something on their homepage about PE (like they said they would) would be a good way to get the attention of European CRPG fans.
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Death animations and finishing moves
All I want is basic animations that reflect realistic and plausible fighting. No fruity bull**** or attempts at making my character seem "badass" by a 12 year old's standards.
- New Game + vs Once and Done
- [Merged] Voice Acting- Suggestion
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Let's name this game.
90s RPG Simulator 2014: It's Been an Eternity
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Dialog, best seen and not heard?
Written dialogue is a must. More content / detail More left to the player's imagination Easier for devs / mods to edit Cheaper More immersive than voice acting, because you don't have to deal with bad voice actors, voice actors re-used for multiple NPCs, or NPCs spouting out the same short sentences over and over again At the very most, voice actors should be used for very basic greetings... to give the world a bit of life and ambience. Nothing more. The people asking for fully voiced dialogue really don't understand how detrimental it is to RPGs.
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Finishing Moves
No. This is a horrible idea.
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Humor?
I'd quite like a little bit of humour here and there, as long as it fits the setting well.
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Update #8: New Digital Tier, Novella by Chris Avellone, and Translations at $2.2M
If the translations were for fully voiced dialogue (which thankfully isn't going to be in the game), i'd agree with you. I've played some games where English isn't the original language, and the voice acting has been terrible. Gothic being one example. But text translations? I really don't see why the translated versions can't be just as good as original English version of a game that mostly contains written dialogue.
- Update #8: New Digital Tier, Novella by Chris Avellone, and Translations at $2.2M
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Good or evil?
While I think it would be nice to be able to roleplay a character who's good, evil, or somewhere inbetween, I really hate it when dialogue choices so blatantly go one way or the other, like in Mass Effect. Having a unique reputation with every NPC in the game (or at least regionalised) would be preferable to some overall good/evil guage.
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Legendary equipment
As said in a similar thread earlier, I think a mix is good. It feels too artificial to me when every legendary item is guarded by a high level boss or monster. It also feels unrewarding to me when every legendary item is tied into an important questline somehow... as it just feels like i've followed the path the developers intended me to follow, and found an item every single person playing the game will also find. Some artifacts you should find out about through lore or NPC stories... some should be quest-related... some should be completely random finds... some should be guarded by bosses, and others not... etc.
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3D or hand painted graphics
Hand-painted 2D I hope. I really don't know much about game engines, but i've been told that Unity shouldn't restrict such an approach or force the devs to go for a cartoony 3D look.
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Marketing Question for Ferg / Obz
I think having the game on GOG.com and Steam is enough ensure fairly healthy sales after release. And i'm sure some gamers who aren't necessarily familiar with CRPGs will hear about it and enjoy it, if they have the capacity to appreciate this type of game. I really don't think they need to market the game further or try and appeal to the masses. If anything, using KS for this kind of project should enable the developers to target a more exclusive niche audience.
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Healing
The idea of drinking a healing potion or casting a spell to heal yourself being unrealistic by real world standards isn't the issue I think. The issue, at least for me, is excessive convenience for the player. Potions shouldn't be so common or so conveniently placed that the player-character never really faces the possibility of death.
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Healing
No health regen, for the love of god. And if there's going to be health potions, make them rare. Bandages would be a more suitable 'common' healing item - but they should only stop blood loss / further loss of health. They shouldn't restore health in any way. Make this quite a hardcore experience please. It should be very possible for my character to die in battle.