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Stun

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Everything posted by Stun

  1. But isn't that the whole point of Project Eternity? To trigger that Nostalgia - to do things the way they used to be done? Anyway, sure, the term "expansion pack" is meaningless since nowadays you can't go to the store and purchase a $30 add-on to an RPG. Instead, you have to Download it from an online site, thus even if it's an expansion pack, it's still DLC. But this semantics argument doesn't change the spirit of the entity. If They do make DLC for Project Eternity, then I want it to be exceptionally meaty. None of this "item packs", Horse Armor, downloadable companion crap. I want a big campaign that adds stuff to the original game while also doubling as a stand alone. Think: Neverwinter Nights 2's level of expansion packs. or at the very least, FO:NV's DLCs
  2. I'll give this one some more thought then I'll vote. But in the meantime, there is one archtype I most definitely *don't* wanna see: The red-headed female rogue. Seriously, do you know how over-used that one is? BG1 had a red-headed female rogue (Imoen) BG2 had 2 red-headed female rogues (Imoen, Nalia) Planescape: Torment had a red-headed female rogue (Annah) Neverwinter Nights had a red-headed female rogue (Sharwin) Neverwinter Nights 2 had a red-headed female rogue (Neeshka) Dragon Age: Origins had a red-headed female rogue (Lelianna) Please Obsidian, buck this trend with Project Eternity. Thanks in advance.
  3. Well, in PS:T, Morte's litany of curses was fun to use. And in NWN, taunt was marginally amusing/useful. But since then it's been a mostly MMO mechanic tied to the aggro-control system, which is a heap of illogical garbage. So I'd just as well see it far, far removed from Project Eternity.
  4. Psionics would be friggin awesome. It's never been done before in a Crpg, beyond BG2's mind flayers, but that was a 1 way affair. I'd love to see a system in place and a character class for it!
  5. Yeah, are you going to engage in actual discussion about your proposal, OP, or do just want to quibble on the definition of "realistic", and then bore us with a history rant? The former could make for an entertaining debate, but the latter is just stupid, and shrill.
  6. ...and Projects that have to be funded by 30,000 different people. That's life, man. Until you become the sole investor of such a project, you cannot realistically expect to succeed with a no-compromize mindset.
  7. Ah, yes, the "Old School," when men were real men, women were real women, and homosexuals had to hide in the closet for fear of being beaten to death. No thanks, buddy boy. Point taken. But seriously, your best bet is to be reasonable, because you're not funding this project by yourself. I doubt anyone here has any problem whatsoever with Obsidian putting in a bunch of Homosexuals in the game. or even giving us a gay-centric questline or 2 (personally, I think that'd be pretty darn cool, actually). But I can assure you that the money you have will not be enough to make Project Eternity a GAY-ONLY rpg, So if I were you, I'd put myself in compromise mode. You just might manage to get 1/2 of what you want.
  8. So you want a game that does nothing but takes vengence on the years of gaming where Homosexual relationships were totally shut out? Yeah good luck with that. I'm sure you do have lot of money to spend. Do you have $1.2 million? Because that's how much the rest of us have come up with so far, and we don't want a freakish abomination that sucks all our player customization away. We want the old school.
  9. LOL I meant basic, as in, it doesn't require a different amount of time and resources than say, a questline + a dungeon. And again, it doesn't matter. It's already been decided that Home bases are in, and the amount of funding needed to put them in has already been earmarked/assigned.
  10. How about a compromise: No in-game defined sexual orientation at all for any player character or NPC. You create a character and Obsidian does not assign or assume that you're straight in any of the dialogue. This leaves gameplay completely open for the player to venture into Brothels and choose to pay for services of a prostitute of the gender of his/her choice. Edit: Oh what the hell am I saying. That's retarded. Who the hell wants an asexual game?
  11. A player home, with attached questing and upgrades, IS basic game content. I doubt it takes up more resources than, say, another questline and another dungeon. I don't see the problem. And it doesn't matter anyway. Extra funding is already assigned to make it happen. It's pretty high up on the Stretch goal tier.
  12. They could probably do a game that mimicks IWD, but they'll never be able to actually do another IWD proper because they'd have to get permission from WotC to use the Forgotten Realms setting, and then Hasbro for the D&D rules set. And whoever owns the rights to the Infinity engine. All three seem impossible for Obsidian at the moment, and absolutely impossible if they're going to be going via the Kickstarter route.
  13. I agree. I think they're going to need to unleash more information, and perhaps pretty soon. For their own good. I actually hang out on the bioware forums and I know about 10 posters there who have flat out said that they're willing to donate hundreds of dollars.... as soon as they know what the hell they're they're going to be throwing their money at. Of course, we should probably cut Obsidian a little slack. It's only been 2 days since the reveal! Lets at least wait until we're out of the weekend and into the work week proper before we put on the restless native act.
  14. Not gonna comment about the companion and classes stuff because frankly, I really don't care at the moment, since they've given us zero information. But this, I will: Honestly, this makes me happy. I'd prefer a house over a stronghold. I want a good old fashioned cabin in the woods, actually. The term "stronghold" projects a high profile vibe, like my character is a general, or a "captian". I'm kinda sick of that. I just want to be an adventurer. I assume you're coming to the conclusion that magic will be tied to our "souls", and thus you feel that such a mechanic is going to feel forced and contrived? I don't know about that. From what miniscule information we have, I'm getting the impression that mages in this game will be akin to Sorcerers in the old D&D games. if so, count me among the giddy. I LOVED playing sorcerers in the IE games.
  15. Agreed with this. BG1 did it right. It started the series and it was quite limited compared to the sequel (which just went crazy with the God-mode crap). In BG1, There was a single digit level cap. +3 was the absolute enchantment limit on weapons and armor. Level 5 was the limit on Spells. In short, it was a "low level campaign" and every level you gained felt like a big deal. A true achievement. Every magic item you found had meaning because they didn't monty haul the system. This is not to say that they should never explore the upper levels or design an epic campaign, just that, like you say, they shouldn't start the franchise off with such a thing.
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