Everything posted by Sensuki
- Update #51: Prototype 2 Update
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The hassle of increased move speed
I found this in the Kickstarter Q&A thread Personally I really don't like action queues. Not necessarily the feature itself but because of poor implementation. The one in SW:KotOR2 sucked, to issue a time-critical move command you had to click on the action queuer and cancel all current actions and then click move, which I thought was annoying as hell. I'd rather no action queue bar than a not very well implemented one, and/or the ability to disable it.
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Small suggestions. Easily implemented ideas, quickfire thoughts.
x2 That's one good thing that most ARPGs get but WRPGs don't - showing all the available options from the beginning.
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DPI Scaling for PE, much more important than resolution
One thing to note is that in the video where they showed off the characters, you can zoom in closer than the viewpoint showed ... so I guess if you play at the most zoomed in viewpoint you'd be alright I guess.
- Update #51: Prototype 2 Update
- Relationship/Romance Thread IV
- Update #51: Prototype 2 Update
- Update #51: Prototype 2 Update
- Update #51: Prototype 2 Update
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The hassle of increased move speed
There will be a combat 'state'. A noticeable combat state in another game would be The Witcher. There was a combat state in BG etc as well but as you said it was basically just 'enemy nearby'. Basically what I am assuming is that while exploring, the UI will be fairly minimal kind of like Dark Sun Shattered Lands, but then when you enter combat it will change along with stuff like inventory being locked out etc.
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Update #51: Prototype 2 Update
I think he was talking specifically about the relationship of damage and armor, rather than their overall properties. That may also imply that the attack speed is a custom value in the armor file and not related to it's classification, the same way the strengths and weaknesses vs damage types are stored.
- Update #51: Prototype 2 Update
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Update #51: Prototype 2 Update
Oh good. I think that was one of the things that was confusing a few people resulting in many people creating their own version of the spreadsheet to try and 'fix' your problem with the original system so that it would be kept . Actually having individual 'weaknesses' vs a damage type on the armor itself makes a lot more sense. I suppose that's kind of what 2E did with eg. Chainmail AC4 +2 vs crushing etc
- Update #51: Prototype 2 Update
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The hassle of increased move speed
I don't think there will be any walk/run speed differences between characters in Project Eternity outside of combat. They seem to be keeping combat and non-combat stuff (perhaps even as far as UI goes) separate.
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Limiting rest areas
I vaguely recall somewhere in the Kickstarter campaign there being talk about stuff like water and food ... possibly linked to expert mode. I'm sure a few other people remember them throwing the words around somewhere. Wouldn't be surprised if they end up implementing resources to be consumed while resting such as water, food, whetstones, flints etc similar to being able to use lockpicks to pick locks and stuff. That's one mechanic they haven't really spoken about yet I guess, as it's not in either of the prototypes I don't think.
- Update #51: Prototype 2 Update
- Update #51: Prototype 2 Update
- Update #51: Prototype 2 Update
- Update #51: Prototype 2 Update
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Update #51: Prototype 2 Update
Awesome news guys, glad to hear everything is running along smoothly (y) I would like to know more about the structure of class level advancement. I recall asking in an interview with Josh I did last year whether the advancement system would be homogeneous like 4E or staggered like 2E/3E/3.5E etc, it would be cool to see an example of that. Some other stuff I'm interested in would be the quest/experience system, whether the armor system was changed again or not and combat animations, whether there will be frontswing/backswing animations, if they are cancellable by microing and how ranged weapon animations are being handled (aim, fire, reload etc)
- Question about character details and customization
- Update #50: So... Project Eternity!
- Relationship/Romance Thread IV
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Pre-Release Access
And I'm recalling other developers (ie. Aterdux Entertainment) getting a lot of negative publicity for releasing an alpha of their game earlier than they probably should have. Sure it helped them do a bunch of bug fixing and whatnot but it got them a lot of negative publicity and they still haven't been greenlit for Steam yet. Not that Obsidian will have that problem, but there's also my point about spoilers.