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Infinitron

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Everything posted by Infinitron

  1. The Infinity Engine games had a big problem - the player's ability to rest at will, with almost no limitations or consequences, trivialized the game's strategic layer. We know Project Eternity will be addressing this somewhat, by restricting resting to designated rest areas. However, even that may be too forgiving. Back in April, I asked Josh Sawyer this: http://www.formspring.me/JESawyer/q/449363929492124469 We've talked about it, but for now we're going to see how the rest areas work on their own. Some people on the team believe that if we limit the use of the rest locations it will be excessively punitive. Knights of the Chalice generally allows players to re-use rest sites, but there's at least one area I remember that doesn't and I saw a lot of negative response to it. Personally, I do worry about the potential for player dissatisfaction either if resting removes all challenge or if restricted resting makes things too frustrating. In any case, it's something we're going to be looking at and thinking about more as we continue development. So, it looks like things are still up in the air. Assuming the game does end up supporting unlimited resting in rest areas, an alternative solution would be to respawn monsters in the dungeon every time the player rests. That would mean the player would have to think twice before clicking that Rest button, because clearing the dungeon again could turn out to be a big headache - not to mention he might need to rest again after doing it! Remember, we want resting to have consequences, but the solution has to be relatively cheap to implement, because in the end, this game is a story-driven RPG, not "Dungeon Simulator 2014". So that means complex scripted things like "the goblins fortify the dungeon and beef up their patrols while you rest" aren't a viable all-purpose solution. Thoughts?
  2. What's with these "floaty" art-deco steampunk style UIs and why do so many people like them?
  3. Very well. What about the effect of piercing weapons on light armors, by the way? Is it now also a percentage modifier on the DT, or is still an absolute modifier like in the original system? (ie, -3 DT instead of -40% DT)
  4. What are the chances for any further revisions in the armor system?
  5. They are organized like that conceptually, but currently those classifications don't have any direct correlation to specific game effects. Not even for speed? I thought armor was supposed to affect characters' speed (except for movement)
  6. Who cares if it's totally realistic or not? Cities are fun to explore. They only need to feel real enough.
  7. Are you a fan or a religious zealot? Nothing is immune to criticism.
  8. http://might-and-magic.ubi.com/universe/en-US/x.aspx I wonder who the developer is.
  9. Good god, you silly people. Just be quiet and WATCH:
  10. PE was also 25. 20 was the early bird pledge.
  11. Yea no ****, but calling it the digital version of a cloth map? Also I find it cute the boxed copy doesn't get beta; way to milk people. WTF, dude. Did inXile murder your parents or something? Chillax.
  12. Sorry guys, but they've pretty much definitively ruled out Chris' involvement in the game's development. He did make an endorsement video, though, which we'll probably see when the Kickstarter begins.
  13. Well that's relieving. Still I feel like Obsidian should do it, cause of the WL2 forums, where everything is going in the path of a combat oriented hardcore game, as opposed to here where design and story is in front. And Ps:T was all about design and story. You might want to check out Kevin Saunders' and Colin McComb's Formspring accounts: http://www.formspring.me/ksaun http://www.formspring.me/CMcComb From what I understand, the plan is to have fewer, but better, combat encounters than the original PS:T.
  14. He may not have Avellone, but he does in fact have "the rest". Brian has hired Colin McComb and Monte Cook, who both worked on the original Planescape setting for Wizards of the Coast. Colin also worked on PS:T itself - he was Avellone's #2 man. He also has Kevin Saunders, producer of Mask of the Betrayer, and Adam Heine, who was a scripter for PS:T.
  15. It's been over 4 months since the end of the Kickstarter.
  16. Well, PS:T may not have been marketed that way, but was it designed that way? You'd have to ask Mr. Avellone.
  17. I thought monks were supposed to have good memories.
  18. P:E was not billed as a RTS on kickstarter. I feel quite secure in saying 99% (margin of error: 1%,) of the people donating were not donating to see a RTS game result. The combat in real-time-with-pause RPGs is basically meant to be played like a very sophisticated real time strategy game. Need I remind you that the Infinity Engine started out as a prototype for an RTS?
  19. This isn't such a crazy idea. Slow motion has actually been a staple of certain real-time strategy titles for a very long time.
  20. But he also has no right to complain about it. If he doesn't like it, he could not use it. Yes, it's not his fault the feature is available, but the availability of a feature doesn't make its use mandatory. There's no need to assign blame for that. Personally, I like having that option available. Sylvius, this may come as a shock to you, but you need to realize: Game designers are in no way obligated to give players the ropes with which they can hang themselves.
  21. You're saying that as if attention is a good thing.
  22. I'm fairly certain that the game will be relased in retail as well. What's the basis for your certainty? I'm fairly certain it won't be. It's not worth the effort to deal with retailers for a niche game such as this, unless it turns out to be a breakout hit with multi-millions of copies sold.
  23. That's a contentious statement. The fact is, the more constrained a system is, the easier it is to provide balanced challenges for that system. Because the designer has a better idea of what sort of characters the player will have at any point. The reason I'm optimistic is because even D&D 3E already had a very large amount of freedom, what with its multiclassing and the ability to take the default feats of other classes, and yet IWD2 was still fairly challenging. But like I said, other people are going to take some convincing.
  24. I agree that tutorials (or "tutorials") in many games are all wrong, focusing on teaching basic functionality instead of how to manipulate core game mechanics. Some developers are good at this, though. Valve games have excellent "tutorials", but they have the advantage of being linear, relatively simple games.
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