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Sensuki

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Everything posted by Sensuki

  1. I think the importance of Cows has been overlooked. Every IE except PS:T has had Cows. Remember that Cloakwood Movie? hahaha
  2. I usually go Fighter, Ranger, Paladin, Cleric, Thief, Mage. Oh how boring. But it works. I think I started changing the Thief to a Fighter/Thief though. Race isn't really that important but Elves cost more gold to resurrect.
  3. Intel i5, budget mobo and 8 or 16GB RAM should fit the bill if you are a set and forget person (ie not an ocd overclocker). 8GB is prob fine, I've been running 4 until recently and that was enough to run win7 and any game, I only upgraded because I'm using GNS3 to emulate lots of routers. I usually buy secondhand, you'd easily be able to get a good intel cpu secondhand for 2/3 or less of the retail cost or whatever.
  4. The character shadows in the IWD screenshot do appear to be applied the same way as the ones in the Project Eternity one, but I agree that the IWD ones appear more natural as they are more grounded to the character model, whereas the P:E ones do appear like they float a fair way out.
  5. No no you missed my point. Josh Sawyer has explicitly stated that the game is being designed (the interface, etc) so that you can play primarily mouse only. Personally I find using the mouse only in the IE games is a more relaxed form of play, I use spacebar for pause and unpause and that's about it. You will be able to do the same in Project Eternity (as well as click the pause button).
  6. How are attacks and defenses represented in the character sheet and combat log ? Will the 'attack bonus' be displayed by the equipped weapon / will the character sheet display the bonuses like they did in the IE games where (pretty much) every little bonus from race, class, prof, buffs and gear were documented? We are used to seeing attacks represented with a + and Defenses as a static number. Also will the defense being attacked be displayed in a combat log representation of a roll ?
  7. I on the other hand will quite happily use a wheellock musket. I think a firearms only character would be a fun challenge on Path of the Damned / Hardest difficulty. Oh noes dat slow reload.
  8. If that's the issue I believe the game will be playable with 99% mouse use. Turn your mouse sensitivity up and voila, most of your problems solved (unless I'm missing something here).
  9. What ended up happening with dynamic hair ? It would be nice to be able to have nice flowing long-haired adventurers Those guys all have pretty standard 'pls dont clip into the armor' haircuts. Is that the 'final render' of that area? Also is that the default zoom level ?
  10. I like how the character models blend into the background. Some obvious Mind Flayer influence there. Will post a more 'critical' response later while I'm not at work, but overall *thumbsup*.
  11. While most of the Kickstarter projects (or all of them) have taken longer than the estimated time, Obsidian has been wise and kept the team size down during pre-production. For 6 months there was less than 15 people working on the game. IMO the longer pre-production with the smaller tema size means only means that production and the game will be the better for it.
  12. If they don't run out of money they won't have to release it early to pay for more time.
  13. What are you doing reading the Project Eternity forums then btw? Ha ha ha
  14. NeoGAF got an email today about their $5000 tier Inn. The email was posted in the forum and contained the following news: This might be a telling sign for tomorrow's update.
  15. Most of the stuff I didn't like has been taken out (cooldowns, no miss, crafting system) anyway. And the other stuff we don't have much info on yet, just a drop in the pond. The best thing the designs have going for it IMO is the amount of options: core character building has the traditional stuff along with Culture and Ethnicity among other things, and you get to pick your start gear unlike the IE games (unless you count BG1 haha). Then there are also lots of different weapons and armor and the system promotes the use of all of them (or well, generally, stuff may need to be tweaked to be better/worse later on).
  16. Indeed. I count myself one of those people and I have very mixed feelings about the various presented mechanics, ranging from optimistic to indifferent to very disappointed.
  17. In fact, we use a lot of percentile modifiers and damage ranges that would be very slow and difficult/impossible with standard dice. Sure but you'd just slightly change the rules / repurpose them for P&P if you were doing a conversion. I was thinking of doing a pseudo-PE P&P session with some mates later in the year instead of playing D&D so that's what I was going to do when more information is available. Longsword 5-8 would just be 1d4+4. Percentages would require a bit of thinking though. Attack speed would be one of the more difficult ones I imagine, but percentiles could probably be re-staggered (in 5% blocks) into a d20 equivalent fairly easily.
  18. The standard rules seems like they will convert pretty well to P&P Attack Resolution has to be cut down to 5% chunks to fit a d20, so 1 = miss, 2-10 = graze, 11-19 = hit, 20 = crit (where accuracy - defense = 0)
  19. Someone just has to write a program like FastFile Tool (for *.ff) that can read and extract Unity content files and we're good to go.
  20. I am definitely an annoying SOB when I disagree with a design decision or a mechanic because I am really invested in this game. I do not think I come off as malicious though.
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