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Sensuki

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Everything posted by Sensuki

  1. woo! It would be a cool idea to provide some naming schemes for character creation for the different conlangs. Kind of the the D&D 3E and 4E books provided a few sample names of each race etc Dunno whether this is something you've already covered in the campaign almanac or manual or something (or even in-game in the character creation name screen). Since my first character will probably be a black supremacist vailian chick with a pimpin' feather hat, I'd like to have an appropriate name
  2. Slightly off topic but do you think the amount of non-player/cnpc voice acting will be on the BG side or the IWD side ? I have no idea why, but this thread has given me ~* emigration feels *~.
  3. By the way, what is the correct pronunciation of consuagli asegia ? I took it as con-SWAH-LI A-SEE-JA (or JIA) don't know the exact phonetics but the french g not the english one.
  4. I do not care if the names are 'unintuitive' to the average person to pronounce, but then again I already knew how to pronounce "Guenhwyvar" properly, as that name is used in some "King Arthur" stories. Buliwyf from the 13th warrior pronounced Bool-vai as well. If this is simply regarding pronunciation or if it relates to the voice acting of conlangs, please go with your intended version of the pronunciation, not the pronunciation that you think the majority of people will expect. It would however be nice to provide some grammar rules or examples in the campaign almanac or player manual for the uninitiated. I would love to learn how to say everything the correct way if I don't know how.
  5. I didnt know that. Really? ... and if so, can you build a campfire for instance? Nope designated safe resting zones only
  6. Won't be any (race, class etc) restrictions on items bros, already confirmed multiple tymes.
  7. You do realize that in P:E you can only rest at 'campfires' in Wilderness Areas and Dungeons right ?
  8. Here's your answer http://forums.somethingawful.com/showthread.php?threadid=3506352&userid=17931#post407551559
  9. Cool idea and concept art, I have a feeling that they're offering a few too many features for their budget though - and turn based + RTWP isn't a good idea, should just pick one.
  10. That's like saying "No randomized loot drops means you have to have a real-money microtransaction store to buy weapon upgrades for your character." Actually no it isn't because that doesn't make any sense. If there is no rest then how do you regain abilities? Cooldowns. There are multiple ways to regenerate health though: health pots, healing spells, NPCs healing you etc etc But still these things are ARPG stuff, not Project Eternity stuff.
  11. I literally can't believe some of the stuff I read on this forum. No resting in the game means that you have to have regenerating health and cooldowns. Those are _definitely_ not things I, or many of the other people who want an old school experience want to see in this game. There shouldn't be too much of an issue with limited resting depending on how it is implemented. I guess you can't completely stop people wandering back to a rest site every time after a few fights, but who cares really. I'd prefer to play the game or at least see it being played before I decide whether the rest system needs any changes.
  12. it's possible the name falls under D&D license, dunno. P:E isn't a good vs evil universe so the concept of a Holy Avenger doesn't really work.
  13. Wrong game and could even be copyright infringement
  14. Resting doesn't work because we have totally played the game. If I was gonna create a thread like this I'd at least wait until I'd seen the Rezzed Gameplay footage or played the beta
  15. One of my favourite things about Baldur's Gate 1 was the opening "hail" lines from the leaders of enemy adventurer/mercenary parties. Some of them were pretty good haha. I think those little bits of VO add heaps of flavour to a game. It would be good for you to watch your actions while in this wood. I hate them Flamin' Fist pansies. I could take Drizzt with both arms tied behind my back! xD
  16. Newsflash No instant death in P:E I know it sucks, but oh well.
  17. This is my guess at how character attributes will work in Project Eternity based upon the current available information I think there will be 6 or 7 different character attributes. I think that Josh Sawyer has gone and created a list of all the things he would like character attributes to give bonuses to (from Melee Accuracy to the Mechanics Skill) and then mixed and matched them into groups where he feels that every attribute is important to every character on some level or another. The result will be a fairly gamist set of attributes rather than a simulation of realistic attributes. The attributes will be single digits like Fallout, and the single digits will apply a bonus equal to exactly the amount of the attribute to whatever given thing gets a bonus from the attribute. Attribute Determination at character creation will be a point buy system, and possibly get an extra attribute point to spend say every 5 levels (giving a total of 2 extra attributes by the end of P:E(1) and 8 extra attributes by level 40, at the end of the P:E series. I have absolutely no idea what the attributes are going to be or what will be appended to them however
  18. We all know Voice-overs in video games are one of the most (if not the most) expensive parts of a video game. This topic hasn't really been talked about since the Kickstarter campaign, of which Feargus was saying that the level of VO in Project Eternity will be more like Baldur's Gate 2 (out of the three Infinity Engine games). I believe there's probably a quote in the Kickstarter comments about it. However since the decision of the VO style is probably a decision between Adam Brennecke (Executive Producer, did the budgeting) and Josh Sawyer (Project Director) among others, this decision may have been altered based on the budget and desired style. Obsidian has a good voice-over track record with Fallout: New Vegas holding a Guinness world record for most lines of VO in a video game but I assume it probably wasn't part of the development budget and that the publisher handled this part of it ? I just wanted to talk a bit about the different types of VO and hopefully illicit a response from the devs as their 'intended' direction regarding the matter. Non-party Joinable NPCs Selection VO: Out of the three Infinity Engine games, Baldur's Gate had the most lines of VO for non-party joinable NPCs. Every NPC in the game had a "hail" VO line of dialogue which activated upon selection or when the NPC forced an interjection with the party. The C&C was then all text, but usually the hail line was part of the first line of C&C dialogue for an NPC. In the cases where it was different, one can assume that the hail line of VO was recorded and the dialogue was altered (improved?) afterwards. This had no negative effect on the dialogue however. Icewind Dale (1 & 2) on the other hand had no NPC selection voice over. My memory is a bit fuzzy regarding Planescape: Torment as it's the IE game I have played the least and I never finished it (don't worry I will remedy that), I don't actually recall whether NPCs had selection voice overs. Passive VO: Baldur's Gate also had a fair bit of unselected voice-over, where when the player's characters walked past an NPC (NPC visible in fog of war or within certain distance), they would speak a line of VO. These were mostly done by one-dimensional filler NPCs such as random Courtesans, drunks, commoners and nobles in the area. Major NPCs in the game had multiple lines of VO'd dialogue. Baldur's Gate one only had Gorion and Sarevok really. Baldur's Gate 2 had a lot more. Icewind Dale 1 and 2 made very good use of it's limited VO budget by providing very strong VO lines from major plot characters. Combat dialogue: Monsters and enemies also had unique combat dialogue lines. Party-joinable NPCs Baldur's Gate 1 had very simple party-joinable NPC VO. NPCs had lines when they approved of another NPC in the party, for (un)happiness with the reputation level of the party, random flavor lines of dialogue for certain types of areas and a voice set for selection and combat similar to the player's voice set. Baldur's Gate 2 built on this with a lot more random flavor VO and the first few lines of most scripted interjections with the PC. Planescape Torment had some more conversation-style voice over and there seem to be a lot of people who were fans of Planescape Torment's cNPC voice over quantity & quality. I am not the best person to talk about Planescape Torment's voice over's so someone else will likely expand on what I've said in the thread. PC Voice sets Baldur's Gate 1 and 2 both had a handful (4?) of player voice sets for male and female NPCs. The voice sets were 'okay' but you got the feeling that the most effort was put into voicing the world (which is not a bad thing). Icewind Dale and Icewind Dale 2 had a large amount of player voice sets per sex, organized by 'class'. The voice sets (writing and acting) was of a higher quality than the Baldur's Gate 1 & 2 voice sets. Ambient Voice-over This might actually be part of the sound budget I am not sure, but the ambient tracks for levels generally had a few lines of dialogue here and there in Baldur's Gate 2 (in the cities at least). Universal Voice-over Both Baldur's Gate and Icewind Dale had voiced incantations for spells, usually one per school of magic Narration Baldur's Gate had a narrated introduction and narrated dream sequences (as well as some narration for Tales of the Sword Coast events). Icewind Dale had a narrated introduction and narrated Chapter sequences. All three games had a different voice over focus: Baldur's Gate spent more of the VO budget on flavoring the world, Icewind Dale focused on the party VO and key plot characters. Planescape Torment focused on the recruitable companions. Now as for the Voice acting buget for Project Eternity, what can we realistically expect from the VO in the game ? Should we expect something along the lines of Icewind Dale or Planescape Torment where VO is in limited capacity? Obviously the VO budget will be less than Baldur's Gate 2, but there are only 8 companions to voice rather than ~20. The question I have for the developers is what is your desired focus regarding voice acting, will you focus on one particular element that I have mentioned (such as the world, the PC or the companions) or will you give us a bit of a mix of the three?
  19. Been playing Expeditions: Conquistador recently which is a game that doesn't reward you XP for combat. It works just fine if the combat is fun (after a while it lacks a bit of variety but hey for an $80K budget it's pretty damn good). Don't worry P:E won't be combat free.
  20. They said they are most likely never going to talk about the story, so PS:T influences probably won't be apparent until you're playing the game. Good choice too IMO. I feel that sometimes I know a bit too much going in.
  21. I keep forgetting that "to hit rolls" isn't on by default in any of the IE games, so there's probably a lot of people that never used them. I've done a fair bit of programming at uni (I'm not very good at it though) and after doing that, when you've seen the sausage made as it were, it's hard not to think about what goes into it.
  22. I'm all for random events taking place and stuff, but not scripted respawned enemies I don't think. That would just be a bit of monotony. They did say there were gonna be skills for avoiding random encounters on the worldmap or something. If it makes sense for an area to refill after you clear it, by all means fill it back up. But if it doesn't then yeah nah.
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