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About SerRodrik

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  1. Yes, both the level 2 and level 3 adventurers that I've tried hiring have ended up being level 1.
  2. If you're looking for more detailed information, Obsidian did a Kickstarter update a while back that covered a lot of details on Eternity, from the basics of what the game is to details about classes, setting, races, and things like that: https://www.kickstarter.com/projects/obsidian/project-eternity/posts/456460
  3. Well, there was the bottlecap mine in Fallout 3 and New Vegas. Edit: And the 12 gauge coin shot from New Vegas that used legion denarii.
  4. One game that strikes me as always having very useful things to spend money on is Dark Souls, but that's really a special case, since everything in the game, from leveling up stats to buying equipment and consumables to repairing gear comes out of the same resource. The fact that it's very easy to lose all of your souls if you don't spend them quickly, coupled with the fact that the game is very difficult and consumables or new items or powerups can give you an edge you need, encourages you to always be spending them on something. I don't know how much of that would be useful for this game though, since it'll probably be using a more traditional form of currency.
  5. I don't know what I want to spend gold on, since I tend to hoard it like crazy, and by the end of the game I have tens of thousands of gold and nothing to spend it on. I will say that I really enjoy crafting when done well, and depending on how consumables are implemented I will either use them a lot or hoard them like gold and end the game with half my inventory taken up by scrolls and potions that I never really felt the need to use, but didn't want to sell because they might be useful. It seems to depend at least partially on the difficulty of the game. If the game is easy enough to get by without using things like potions, scrolls, or traps, or without spending money on better equipment, then I will sit on those resources instead.
  6. I have a weird affinity for crafting systems. I enjoyed crafting in Arcanum, and I almost always use at least some crafting in New Vegas, so I'm excited to see how it's implemented in Project Eternity.
  7. Well, since I only started playing through the old infinity engine games since the kickstarter ended, I'm probably not the person that this question is targeted at. But I never really got the impression that Project Eternity would be those games exactly, in all but name. I got the impression that they were going to take their inspiration from those games, while still leaving room for new ideas or experimentation, and that's exactly what we seem to be getting. I really could not be more pleased with the direction the game seems to be going.
  8. The monks sound a lot more interesting than I originally expected, in all honesty. I hadn't really been interested in playing one before this update, but they sound neat. I'm interested in seeing how the other classes play as well. Also, I continue to love what I've seen of the cultures. They feel very grounded and realistic, while still being unusual in this type of game. "Repulsion field" and "repulsion strike" both sound way more dorky than grimoire slam. I'm quite fond of the idea of a mage just hauling off and hitting a dude with his big book.
  9. This pleases me. Digging that estoc, digging that armor design, digging the godlike concepts. It's making a pretty persuasive argument for making a godlike character my first time around.
  10. Well, George Zeits seems interested in seafaring tales in the Project Eternity universe at least, so it could happen. It's certainly an area that hasn't been explored very much in RPGs like this (to the best of my knowledge).
  11. I hope not. I prefer orcs being mountain people. Besides, the aumaua give the oppotunity for something new and different. I actually really like the pseudo-tiki coastal society many fans have conjured up. They probably just fill the orc role in that they are a bigger, more physically strong race. I don't expect them to necessarily look or behave like traditional orcs.
  12. Heh. That's how I've been dealing with it. Since the kickstarter was announced I've played through KOTOR 2, Planescape Torment, and New Vegas. Not all old school RPGs, but I hadn't beaten any of them, so it was the perfect excuse. In fact in Planescape's case I hadn't played it at all, which was something I had to correct. I've got the first two Fallout games, Alpha Protocol, and replaying Arcanum still to go.
  13. Except I would argue that the reason so many devs have gotten lazy with quest descriptions is exactly because they can just slap a GPS marker down where you need to go and be done with it. In Morrowind quests would generally give you directions to the place you had to go, because there were no map markers. In Oblivion and Skyrim they never gave any, because you were just supposed to follow the marker on your compass. Getting rid of the marker (or having the option to turn it off) would theoretically force devs to put more effort into in-game descriptions.
  14. I think it seems very realistic to lose both health and stamina if you get hit. It makes sense that I would tire out easier if I was also injured. Similarly, it makes perfect sense to fall unconscious from too many hits. And (in theory at least) it seems like it would carry the mechanical benefits of both systems. Stamina can be regenerated, so that you're never completely screwed, but since health is permanent, you still have to be cautious going from fight to fight. Obviously I can't know for sure until I get my hands on it, but it sounds intriguing at least.
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