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RPG Codex Josh Sawyer Q&A
Infinitron replied to Infinitron's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
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/ -
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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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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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!
Infinitron replied to C2B's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Are those two big countryside images concept art or screenshots? -
Uh oh! http://gamebanshee.com/news/111807-unconfirmed-baldurs-gate-enhanced-edition-dispute-is-over-unpaid-royalties.html
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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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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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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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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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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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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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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?
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Update #58: Crafting with Tim Cain!
Infinitron replied to Darren Monahan's topic in Pillars of Eternity: Announcements & News
Goddamn Codex tards. I see just as many Codex posters happy to have a durability mechanic as those that thought it sucked. Indeed. Ahem ahem.- 633 replies
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