Everything posted by Sensuki
- To all of our backers and fans...
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What part of P:E has you the most excited for it's release?
No Obisidian game I've played has had good combat, only Black Isle. So I'll hold reservations there.
- Ship-to-ship combat
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What part of P:E has you the most excited for it's release?
Environment Art.
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Obsidian looking for Project Eternity Contract Writer
woops bad quoting skills, was talking to the guy above me, Sharp_one didnt mean you
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Obsidian looking for Project Eternity Contract Writer
The longer the enviro artist one is open the less areas we get in the game. Depends on how Many areas are planned and other stuff. So, I don't really think that's as simple. Let's say the position doesn't fill for a month. That's one months worth of environment art that the game doesn't get whether that be props, inyeriors or areas. No need to go all herpy derpy not so sharp one.
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Obsidian looking for Project Eternity Contract Writer
The longer the enviro artist one is open the less areas we get in the game.
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Project Eternity class primer (as of 3/10/13)
I don't think we'll be seeing a numeric distinction, probably categorical.
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Project Eternity class primer (as of 3/10/13)
They are using a 100 point scale instead of 20, so it will be more like +15, +25 etc
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Project Eternity class primer (as of 3/10/13)
Got a reply
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Obsidian looking for Project Eternity Contract Writer
It's a little bit worrying that some of these positions have been open for quite a while - the contract VFX Artist for instance, and the Environment artist position.
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Project Eternity class primer (as of 3/10/13)
No what I meant was, you could always ask him about it. He usually replies although lately he hasn't been posting on formspring that much. I asked him on Something Awful so if he replies I'll post the quote.
- Update #64: Developer Q&A with Kaz
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Project Eternity class primer (as of 3/10/13)
If you trawl through J.E. Sawyer's formspring, posts on this forum and SA posts you'll find most of the info regarding what I said. If you're still unsatisfied, you could always send him a formspring question.
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Project Eternity class primer (as of 3/10/13)
Ranger. And there's probably other classes not far behind if built correctly.
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What sort or party would you put together?
A costume party
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Update #64: Developer Q&A with Kaz
I haven't seen the screen of course, but fair enough. I like the IWD2 portrait size in the character screen. I know that P:E probably has Inventory and Character sheet combined, but screens today have a lot of horizontal real estate. But yes, amount of work required for larger portraits is probably a lot higher. Oh yeah, so slightly longer, but thinner.
- Update #64: Developer Q&A with Kaz
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Project Eternity class primer (as of 3/10/13)
If you're referring to that quote of mine, that is me referring to the fact that the 2E/3Eism of the Figher being a higher flat damage class than the Rogue is. a 2E/3Eism that many people enjoyed. The P:E Fighter design is more tank/controller oriented and is based off the Fighting style that J.E. Sawyer's 4th edition Earthstrength Warden character employed. The design is still very fightery, but it's more the style of a Fighter that takes the Expertise feat rather than a Fighter that goes for max whoop-ass. I'm allowed to not like the fact that the Rogue and Ranger are the highest damage classes, just as I am allowed to prefer the older style Wizard, Pre-buffing (which I think is out), and save or die effects. Despite the Class Design not being my 1st preference, I think the overall design is good and I'm keen to see it in action.
- Alternate Class names
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Project Eternity class primer (as of 3/10/13)
A Fighter can beat a Rogue in a 1v1. But of the characters in your party the Rogue will do more total damage to enemies than your Fighter would.
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Project Eternity class primer (as of 3/10/13)
One of the difference between the 2E/3E Rogue and the 4E/MMO style Rogue is that in D&D 2E and 3E, the Thief/Rogue had a lower base attack bonus than a Fighter did so they hit less often. Backstabs and Sneak Attacks were situational and required Invisibility, Hide/Move Silently, Status Effects etc etc. Melee weapons also required Strength for bonus damage (which Rogues generally did not have heaps of). the 4E/MMO style Rogue doesn't have that accuracy deficit, have optimal damage output based on their build and have a much easier time getting off that bonus damage. The P:E Rogue will still be able to most likely deal more damage than a Fighter even without their flanking bonus due to the higher crit range and active use abilities.
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Project Eternity class primer (as of 3/10/13)
Whoops that ability is actually called Turning Wheel. Transcendent Suffering is the supah-powah fists.
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Project Eternity class primer (as of 3/10/13)
I'm pretty sure that's correct. Class abilities direct toward playing a certain way and you will probably be able to augment the default functions or purchase a bit of flavour with optional talents. Here are some other Rogue related quotes
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Project Eternity class primer (as of 3/10/13)
Post #25 of this thread, 3rd quote which is from Something Awful and there are probably 4-5 similar quotes on there, formspring and even here I think. They probably don't do higher base damage (but they might?), but they have Sneak Attack which is a percentage bonus to damage based on flanking, crit more often and most a lot of their abilities are very focused on doing more damage to one target. According to Josh rogues require moderate micromanagement, so you will have to do a bit of re-positioning and whatnot. Fighters do reliable per hit damage. A Fighter and a Rogue with the same attributes, the same level and the same weapon might do the same per hit damage just standing there, Fighters will hit slightly more often but Rogues automatically have a higher DPS just from the crit bonus. All a Rogue has to do to get the edge is flank, or switch on an active that provides higher damage.