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Everything posted by septembervirgin
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Stretch Goals
septembervirgin replied to septembervirgin's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
They don't seem to be stating what they'll add above 2.2 million. I'm not sure they know what they'd do with six million and there's predictions that they'll get around seven to eight million. I think they should start a theme restaurant and nightclub. Maybe even a theme restaurant and nightclub chain. -
I was originally going to make this a poll but I think it would be unfair to interject my thoughts and expect you to choose from what I want. So first I want to ask everyone reading this forum -- and I do mean everyone -- what do you want as stretch goals for this game above 2.2 million? Let's start at 2.5 million perhaps. My own understanding is that it costs them ~.2 million (200 grand or 200,000 dollars) to come up with a unique set of locations and plot pertinent to a quest and interactive features in these areas with a little to spare (such as might go into a new companion). This must be because they do not intend to use "repainted tile sets" but rather compose entirely unique illustrations for each of these regions. Keep in mind that I think you're a better judge than I what they're capable of. I still think they should include an ANSI rogue-like version of this game at the 5 million stretch mark. Maybe a theme restaurant at the seven million point. I'm still wondering how much of this will go towards advertising or if they expect that report from game journals will be sufficient. The following are my suggestions only. At 2.5 million they might have enough to add post-game adventuring (so that theirs is the only game you play between expansions to their game). This might include altered text for all surviving NPC, gravesites for dead NPC, and other nifty things. To this, if this weren't enough At 2.8 million they might include touchy-feelies (as per Infocom) along with the boxed set, such as magic scrolls and other inexpensive toys. At 3.0 million perhaps they could add a huge dungeon, increase their monster total, and perhaps have an island to sail to, include a new companion (a sailor or corsair), and a forbodingly large sea vessel as a second "home". At 3.3 million they should seriously consider adding a few mini-games and not cheap ones. Digital cards should appear in the game. Maybe hire Dame Darcy and other noted illustrators to assist with making lovely cards. Enochian chess is an interesting structure, so consider adding a modified version of that? It might be cool to have player bought gaming dens as a pledge reward if you do something like this. At 3.6 million consider adding mounts and mounted battle. This could change the face of the game in many ways. At 4 million add sea faring and vessels, sea battle too (even emergent game-play sea battle). There should be sea monsters and another island. We all know it will go past this and I think they'll have more money than they know what to use for game purposes but I think that other suggestions I'd like to make (but am unsure of the legality of or the Kickstarter permission for) are a web-browser game like Dragon Age: Legends, a paper and pen role-playing game and magazine, a miniatures game, a trading card game, and maybe even a LARP. Yes, I'd like to see a theme restaurant too but I think it would be also something of a gaming event. And yes, I want to see an ANSI graphics rogue-like from them based on this game. Maybe a pay-for text based MU* also.
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I think the solution would be that picking pockets not be a part of the game per se. I do believe robbery seems more appropriate.
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I remember in playing through Lionheart, a game I rather liked, and at the time I would also occasion to play Civilization 3. I wondered if the lore in Lionheart might be indexed and hypertext linked, like the internet and like Civilization 3. I realized that an interesting idea would be a role-playing game where the lore utilized hypertext and one could click on a link to yield more information one had already gathered. Hyperlinks in itself would be useful, especially in the wealth of names and places and items an immersive game tends to yield to the player. I tried my hand at a NWN campaign world (and failed due to hardware limits) but I had a morass of data on a world and history and personages and artifacts. I know Obsidian will have a small library about their game world before the third expansion for Project Eternity is due (and might even now have such a thing). What helps in developing lore is to have an internal corporate wiki. Even small, jocular facts written as a lark can be refined and used. Now, this can come in handy if you have family trees (as in Rome: Total War), something most CRPG don't have a need for because they lack depth in lore and passage of long periods of time isn't an important issue. Descendants and ancestors can be an important gameplay element and in fantasy game worlds family is often a link to ancient power. It's also an interesting assistance to immersion, makes the fans happy, and inspires loads of fanfic (what doesn't?). At the very least it can be useful if you plan to permit wide variety in choice in your game and permit marriages, children, old age, and death. And what if a suit of armor was worn by a person centuries ago and only the record of a name and the armor remains. The soul of that person has incarnated and the person remembers their armor. All of this could be done with linear quest-solving, but if the clues exist in the game journal, the perspicuous player can discover some very interesting and hidden facts.
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There should be a mega-dungeon. I think it's a delightful idea -- perhaps one that spans under the entire region represented in the game. I didn't like the way the "Deep Roads" don't let one travel throughout Ferelden. Try hiring someone who can draw extensive maps and who is familiar with the concept that monsters are a biosphere. The one problem is I'm not sure how much time they'll have to get monsters. Sure, this might be a retro-style game but there should be variety in a labyrinth as sizable as we'd like, variety in monsters, variety in architecture. And it shouldn't be the central focus of the game. They can afford to hire a bunch of people with the millions they'll be getting, but millions doesn't mean they get the Dalai Lama to help with graphics. Also they'd need a really cool idea for how the dungeons got there. It can't be the Deep Roads although a devastated subterranean civilization is an idea at least as old as the real-world Garamantes of the Sahara. It can't be a mob of souls that think they're a dungeon; Final Fantasy XII fans would laugh at us. And if it's a mad wizard, we're all going to spit up our milk. Ancient sewers? Couldn't be. Train tunnels is one idea. Another idea might be that it's the land of the gods, which might be more unique than most dungeon concepts, albeit mythology holds chthonic deities aplenty and there's some evidence (nay, rumors) of ancient TIbetan temples dug into the mountains themselves (and I'm not describing Aghartha nor Shambhala). The Beijing Anomaly is suggestive at underground oceans teeming with strange life and perhaps islands. I don't think I've ever seen an intrinsically overland computer game with an impressive dungeon system ever. I have hope there would be need for ropes, as the OP stated, lanterns, water, food, pet mice on twine leashes, dolls, iron spikes and heavy mallets, adhesive locks (to affix to a door for aesthetic reasons), tents, etc. Of course, all of this could be portrayed as it being assumed the players have the basic materials for survival. Yes, it wouldn't be as fun as a tabletop game when no one remembers to bring a ten foot pole with them. We must remember that many players won't *want* to laden themselves with nifty survival gear. Also, what's the use when there's walkthroughs and play guides? We must remember that if a puzzle or test is to remain interesting it must also be fun. So maybe we won't have numerous creative solutions for crossing a deep ravine or fording an underground river (or sailing down it). My hope is for a massive, fascinating game that all will adore. Let's hope for the best for Obsidian and ourselves!
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I am curious now about the soulless or those whose souls are in obfuscation but not fractured. What if someone is born with no discernible soul? They would probably be as prone to manipulation by magic as an inanimate object. Also, what about a soul that somehow solidifies as a material and animate substance? Is that a "god"? Can a soul transmigrate into an inanimate object or plant or cadaver by mistake? What about a soul that manages to entrap other souls and form a one winged angel form -- does it have blue on blue eyes? Know any good recipes for making curries? Is there an annual cook-off or sporting event between adventuring companies?
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The PnP game Call of Cthulhu by Chaosium and the PnP game World of Darkness (the new one) by White Wolf provide the best examples of RPG rules for madness anywhere. That a sanity meter exists in a game at all is because Chaosium trail blazed the idea to begin with (in the early eighties). World of Darkness connects cruelty and criminality with loss of sanity -- quite a horror trope, actually. I don't think there's reason to include sanity rules just yet. Wait til a later expansion?
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I do believe that we should have player housing that's more than a nicely illustrated box to contain items and henchmen. We should be able to decorate the box, lay protections in it, hire people to care for it and stock it with goods, attract villagers. Think of Covenants ala Ars Magica. Think of the palace in the computer game Civilization. Think of keeps and granted land in AD&D -- and the guidebooks and rules for establishing and maintaining these. Think of Havens in Vampire: the Masquerade. Think of the Sims (suppress your shudder of horror while you're at it). Player housing should be no less than a utility box of playtime. In the PnP game Ars Magica, a covenant is a collective of mages. Bear with me here, I do not think that houses are solely for mages, but in Ars Magica immersion and gameplay meet neatly in a set of rules that make these gaming living spaces a true *living* part of the game. We should be able to create it like a character, albeit it has the same architectural and internal appearance game after game. If we select a haunt in our home, it should be haunted. If we indicate that gold is local but is privately owned and mined, that should occur too. Let's select these by points and add some random extras. Game anyone? Does this seem good? In Civilization we were able to decorate our palace with trophies of our victories. I noticed the trophies in Hrothgar's home in Icewind Dale (much like trophies from a Sierra game, but I digress). We should receive trophies for each of our victorious quests where applicable. Placement of these trophies should be automatic. Some quests might permit us a choice of trophies and some trophies might do more than just look pretty (and provide a bonus to a function of our home somehow). Keeps in AD&D were granted to characters of high level, as part of the rules. These keeps attracted not only other powerful characters but also "zero level characters" who just sought sanctuary and protection in the keep in exchange for labor. This is a good idea. We should be able to hire and attract laborers who through the pantomime of animated emoting indicate a full life (and seem to go about their duties). We should be able to hire and attract soldiery, retired adventurers, runaway outcasts from outlaw bands, and any who might help guard. We should be able to assign duties to our companions, tactical (should we be assailed) and domestic administration -- assigned like Star Trek officers to consoles. Succinctly, as I've covered most of the ideas already (covering ideas we might glean from VtM havens and the sims would just be redundant), I suggest that our homes have traits we can assign it, that decor can be added automatically to our homes (but not placed by us), that our homes attract more than just our companions.
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I think DLC increase the funds of the company that offers DLC. I believe I'd purchase only a few but I'd also get the expansion should one be forthcoming (and I suspect more than one would be forthcoming).
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- DLC
- Expansion packs
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I think I'll be able to wait past April 2014 for this game. After all, I'll be getting a Beta key.
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thank you!
septembervirgin replied to J.E. Sawyer's topic in Pillars of Eternity: Announcements & News
Enjoy my $140 soon as October comes. You've got an average of 40 dollars from each contributor, most of whom are geriatric. Please to include a magnifying glass with the boxed set? -
Sense Motive Skill
septembervirgin replied to Havoc's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I love Sense Motive and Innuendo as skills. These hearken back to the game Wizard's Realm (by Mystic Swamp), the first role-playing game that had casual usage social skills (except perhaps Arduin Grimoire which had just about everything). I think that maybe there will be a skill like Empathy, Sense Motive, Innuendo -- a generalized language/psychology/chatting skill. -
Weapon Balancing
septembervirgin replied to Longknife's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Speaking from experience (I've been struck with several weapons in my life), crushing weapons aren't much good against metal armor despite what people claim. Long, narrow pointy weapons were good against metal armor: just stick the point through the face opening really hard. Chopping weapons aren't very good against shields, what's better is a splash weapon; you can't chop a well-made shield with an axe, warriors think long and hard about weapons and armor. If you think it's rock, paper, scissors it really isn't. If you see a weapon that was for use on the battlefield it's likely only good at killing lightly armored and non-armored targets. Really, it's not going to help you to try a cutting sword against a guy entirely clad in steel. What you do is you knock the guy in steel over, restrain the guy, and drown him or pour boiling wax into his helmet or remove the helmet then remove the head. We're looking at role-playing game tropes where it's easy to kill an armored enemy. We're working with that system of ideation. If we want a rock-scissors-paper concept of weapons and armor, try: Crushing versus unarmored Slashing versus light armor Piercing versus heavy armor Splashing versus shields Wrestling versus complete heavy armor