Everything posted by Infinitron
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RPG Codex Josh Sawyer Q&A
Sure, I agree, the attributes system as described sounds like it might be too simplistic/boring. We'll have to wait for more information from the developers to see if that's really true, though. Keep in mind that we don't even know yet whether PE will allow improving of attribute scores on level-up, as in D&D 3E, or whether they will remain mostly static after chargen, as in AD&D. That alone might have a huge impact on how this system works in practice.
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RPG Codex Josh Sawyer Q&A
Says who? Different system, different rules. It's been very clear to me that Project Eternity is being designed with talents, skills and special abilities as the core of the system, the main differentiator between characters. But let's see if Josh has anything to add to this discussion.
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RPG Codex Josh Sawyer Q&A
1) You're assuming the game will have an "Agility" score. It probably won't. 2) You can customize your character with talents and class abilities, not just attribute scores. This isn't AD&D. I made a thread about this here: http://forums.obsidian.net/topic/64157-josh-sawyer-reveals-some-information-about-project-eternitys-attribute-scores/
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Josh Sawyer reveals some information about Project Eternity's attribute scores
In the recent RPG Codex Q&A, I asked Josh Sawyer to reveal some information about Project Eternity's attribute scores, which remain the area of the game's systems that we know the least about. Here's what he had to say: So, for instance, the attribute that makes you hit harder with a sword will also make you hit harder with arrows and spells. Seems to me that this type of system goes in the direction of removing the attributes from the "core" of the system, making them more of an array of linear bonuses on top of a character's talents and class abilities. The attribute scores don't define your character - instead they're more about giving him an edge. We don't have the full picture yet though, so I'm not entirely sure.
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RPG Codex Josh Sawyer Q&A
http://www.rpgcodex.net/content.php?id=9059 Left: Sawyer before Q&A. Right: Sawyer after Q&A. Here's a snippet to whet your appetites: Read the full thing here: http://www.rpgcodex.net/content.php?id=9059
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Obsidian are notorious for release bug-filled products...
Yes, I hope nobody here is under the illusion that Kickstarter games are going to be a "it's done when it's done" type thing. When Obsidian runs out of our Kickstarter money, and any other money they manage to raise, the game has to be released. Period. Let's hope their project management skills are up to snuff.
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Obsidian are notorious for release bug-filled products...
lol
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Obsidian are notorious for release bug-filled products...
KOTOR2 wasn't particularly buggy, just incomplete. NWN2 was a bit buggy, but mostly just had a crappy engine. Alpha Protocol was maybe a bit glitchy, but its main problem was that it was just a bad game. Somehow all of these things have come together in the mind of the public as "Obsidian makes buggy games".
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Some wild screenshots appeared!
Are those two big countryside images concept art or screenshots?
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Baldur's Gate Enhanced Edition
Uh oh! http://gamebanshee.com/news/111807-unconfirmed-baldurs-gate-enhanced-edition-dispute-is-over-unpaid-royalties.html
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Are we getting the PE we were led to believe was on the horizon during the KS?
Infinitron replied to IndiraLightfoot's topic in Pillars of Eternity: General Discussion (NO SPOILERS)Dream: If you're going to say that everything is "subject to change because SAWYER" then there's not much to debate, is there? If you believe that Josh Sawyer wants to ruin this game, then I suggest you ask for a refund now.
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Confirmed: Project Eternity will have D&D 3E-style "auxiliary" combat skills
I cant quite wrap my head around that. So there wont be any type of skills, like for example Whirlwind, which is solely a combat skill but instead the skills will be more like a generic ability that does something but also helps out in combat? Whirlwind? Do you mean Tumble, perhaps? In any case, yes, that appears to be the case.
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Confirmed: Project Eternity will have D&D 3E-style "auxiliary" combat skills
Yes, I was wrong: http://www.formspring.me/JESawyer/q/478748375852797478
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Are we getting the PE we were led to believe was on the horizon during the KS?
Infinitron replied to IndiraLightfoot's topic in Pillars of Eternity: General Discussion (NO SPOILERS)The party control is the crucial bit. The whole point of RTwP is that it's real-time combat with an added pause function to help you control the entire party at once. If you're only controlling one character, you generally don't need the pause.
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Are we getting the PE we were led to believe was on the horizon during the KS?
Infinitron replied to IndiraLightfoot's topic in Pillars of Eternity: General Discussion (NO SPOILERS)Ultima VII wasn't RTwP, it was just real-time, with no party control. The first famous RTwP game was Darklands.
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LOL, Durability has been removed
This is like saying "Oh my, I won't have to visit a rest spot every 10 minutes and click the "rest" button. I miss it already, it's so much fun having to click that button. Click, click, click. OH, THE COMPLEXITY." You're making an unwarranted assumption here that the game would have allowed and encouraged that kind of gameplay. No response, Hassat?
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Are we getting the PE we were led to believe was on the horizon during the KS?
Infinitron replied to IndiraLightfoot's topic in Pillars of Eternity: General Discussion (NO SPOILERS)Features of Project Eternity: Six fully controllable party members, arranged in formations. Isometric. 2D backgrounds. PC exclusive. Text heavy, without full voice acting. Spell memorization/preparation mechanic (not mana and cooldowns like Dragon Age) Obvious equivalents of all D&D races (not just Humans/Dwarves/Elves like Dragon Age) Obvious equivalents of all D&D classes (not just Warrior/Rogue/Mage like Dragon Age but also Clerics, Paladins, Bards, etc) Rich assortment of monsters (not just the same monsters repeated again and again with palette shifts like in Dragon Age and other console games)
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Confirmed: Project Eternity will have D&D 3E-style "auxiliary" combat skills
Uh, why? Have you forgotten there going's to be a separate category of combat skills with their own point pool? I assume that such skills will in fact be "pure combat". You need to stop jumping to conclusions about what we know or don't know.
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Confirmed: Project Eternity will have D&D 3E-style "auxiliary" combat skills
You still have specializations that will arguably fit the role of weapon focus talents in 3.5, though they will cover a broader range of weapons than simply one type. Besides, I don't think there's ever been a reason to believe we'd get weapon *skills*? That wasn't really something that's ever been present in the IE games, unless I misunderstand what you're talking about. You're assuming that my post is meant to express surprise, shock or outrage. (It isn't.)
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Confirmed: Project Eternity will have D&D 3E-style "auxiliary" combat skills
http://www.formspring.me/JESawyer/q/478748375852797478 So, no "upgrade your sword skill to do more damage with a sword" in this game.
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Romance, Marriage, Pregnancy and having Children.
Romance hasn't been confirmed for Project Eternity. It's known that at least two of the game's designers, including the lead designer, strongly dislike traditional romances in CRPGs. There might be something non-traditional, though.
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LOL, Durability has been removed
It's not about numbers, people. Josh was unsure about this system. A significant minority would have been enough to get him off of it.
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LOL, Durability has been removed
This is like saying "Oh my, I won't have to visit a rest spot every 10 minutes and click the "rest" button. I miss it already, it's so much fun having to click that button. Click, click, click. OH, THE COMPLEXITY." You're making an unwarranted assumption here that the game would have allowed and encouraged that kind of gameplay.
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Essay: The real problem with Crafting and Skills in Project Eternity
Well, it already has been omitted, so...
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LOL, Durability has been removed
I do, but I would have made crafting a very different animal altogether.I'm ok with the current solution. I do as well. If it isn't a skill, then what? All characters and parties are equally capable of Crafting/Alchemy/Cooking? There's no progression? Why even have Crafting in the game then? Might as well just find new items instead of new item recipes. Crafting may involve other skills, skills that aren't named "Crafting". Besides, who says there needs to be progression? BG2 crafting wasn't fun?