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Everything posted by JWestfall

  1. Let us also abolish "inflammable", which is not only confusing grammatically, but also potentially dangerous when such confusion arises.
  2. One of the early-streamer first-impression gaming-news sites (can't remember which, maybe RPS?) said the game is "surprisingly bug-free" or some such. On another note, I'm sure it would be nice for the folks as OBS if the day comes when reviewers don't refer to one of their games' lack of bugs as "surprising"
  3. Sweet, redeemed code. The only thing left to do is stare at my GOG collection page until it says the download is ready. I may need more refreshments for this.
  4. Sweet, I had almost forgotten about this, thanks for the sneak. The production looks really well done, can't wait to see the rest.
  5. Love seeing the animations, very cool stuff. Also, I'm a little jealous - every time I act out Xaurip attacks at work I have to sit through yet another "efficiency meeting" with the boss. The A.R.M. sure brought back some nostalgia - specifically the fun times I had trying to hunt down the missing copy protection decoder wheel for an hour before finding out that mom had thrown it away.
  6. Funny stuff, thank you. Also interesting stuff about undead, I can easily imagine some intriguing quests/plotlines/characters being driven by those undead mechanics.
  7. Great stuff, the areas especially look nice to me - very intricate and detailed. I'm not sure beast-men druids are for me, but that's just my personal preferences. Godlike looks interesting, I'd guess they generally bring out xenophobia in people and clash often with normal society?
  8. A couple tidbits (nothing really new, but related) here: http://www.rockpapershotgun.com/2013/12/11/obsidian-on-dungeoniest-dungeon-ever-eternitys-length/#more-179423 A snippet:
  9. Based on what I gleaned from this thread, it sounds as though Josh wants this to, and believes it can, happen - just needs the funding to make it so. However, I understand people's reservations, especially this late in the game. That said, I voted yes mostly out of self-interested greed and curiosity. I'm only human.
  10. The only real criticism I can come up with on the video, is that the character animations looked like there is something missing (especially lack of reactions to being hit). I see in an earlier post that these are alpha/placeholders, however. Love the music, sweet title concept, and the ending phrase is suitably mysterious. Great work on the backer website design - the art and style is wonderful IMO.
  11. Excellent stuff all around. Went through the Backer site and got everything in order in less than five minutes - I had forgotten what I had backed and it was nice to be reminded of all the loot I'll be getting. BTW, loved the music in the trailer, now off to read some of the press links.
  12. Sounds sweet, love it. It would be superb (but I concede rather a lofty goal) if the upgrades led to various "trees" of customization, each developing into a different theme of sorts. Evil overlord's castle, crusader's keep, sorcerer's stronghold, etc. But really, I just want my stronghold to look like the one in the picture, complete with lightning.
  13. I thought those were hats, perhaps ceremonial or part of a weird cultish/science ritual. Like these guys:
  14. Funny, that is exactly what I did when I first opened the image. Followed by a momentary pang of frustration at the rubber-band selection not working. Maybe I need more sleep...
  15. I've had my early concerns about the devs pandering too seriously to the vocal crowd, and the dangers of "design by committee" - I think I may even have voiced them somewhere on these forums. However, it has been made clear many times that the devs primarily stick to their vision, but remain open to feedback when it makes sense. And there has been a lot of great ideas posted by the community, there is a ton of creativity present here - I would think a designer would love to have a resource like that to draw from, even if 98.6% of the feedback has to be culled since it won't work with the game as a whole. I applaud the developers for listening and responding to feedback, together with the amazing amount of transparency. On a more serious note: in addition to elf parts as crafting components, please consider letting us harvest dwarf organs as well. That way, with enough pieces, the astute and dedicated craftsman can assemble a customized dwelf golem as a companion.
  16. Thanks for the update, love it. Let me opine: Crafting: can be good, if it is not tedious. I found the crafting in NWN2 (for example) tedious. What you described sounds promising. Durability: I usually find such mechanics annoying. IMO, 'money sinks' should be rewards not penalties - even if they are simple role-playing rewards (story, lore, decoration etc.) Unique items in stores: I'm fine with a limited amount of them, especially if it makes sense for extraordinary items to be in a particular store. I always liked saving up for that one cool looking item, and it felt good to finally be able to go back and buy it after looting that dragon hoard. What to spend money on: as above, I think money sinks should be rewards. Also, it's okay for my character to get wealthy - if he can feel wealthy. My wealthy character can: + Drink high price (and questionably legal) liquors at the exclusive nobles tavern (entrance fee required) + Enjoy is personal gardens, or marble statue made in his likeness + Buy a "pet" ogre for his home + Make a large donation to a cause, or an NPC + Bribe the guards to look the other way when he feels... mischievous. + Hire a sage to translate (or teach me to translate) those runes I found in that old crypt + Why use a regular blunderbuss when you can carry a blingin' gold plated ruby-encrusted one? This is especially effective if you hear a young maiden passing by say to her friends "Oooh, did you see that man's shiny hand cannon? *swoon*) All of these things can be rewarding in a role-playing sense. They don't necessarily need to be major story points. Even an interesting bit of dialog can be rewarding, or minor fallout later in the game. But most important of all: This is a good way to finally find a use for pieces of elf (which, as we all know, are greater than the sum).
  17. Yeah, after reading through all of these posts, I agree with this. Please consider (if not already) having the UI fully (or nearly fully) customizable, even if just exposed through XML.
  18. Some setting info there I don't think I've seen before, interesting and thanks!
  19. Just checking in to say thanks for keeping on with updates, even small tidbits like this are a great way to maintain "presence" with your backers and stalkers fans here. The documentary sounds great, can't wait.
  20. Fulfillment - the word sounds so... fulfilling. Can't wait to see the website! Also, heard about Torment earlier, was wondering if you guys would comment. But you didn't link MCA's video about it? Edit: didn't mean to embed video, just link to it, but I can't seem to un-embed it...
  21. Thanks for the update, it's great seeing the development coming along so nicely. I'm also interested in what, if any, tactical considerations doors might have (e.g. blocking, slowing or stopping enemies). Or if their purpose is simply as an obstacle for the player.
  22. ++, really just want to voice my interest in seeing a documentary at some point. I suppose I can imagine the devs thinking "why the hell would anyone want to watch us just do work?", but I for one would love a glimpse inside the studio.
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