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Everything posted by septembervirgin
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Rideable mounts?
septembervirgin replied to rjshae's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I love the idea of mounts! I hope it's feasible graphically. Interestingly enough, the simpler the graphics are, the more likely it will be easy to put mounted gameplay into the game. -
HAPPY BIRTHDAY CHRIS!11!
septembervirgin replied to Malau's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I am happy to see people recognize the makers of these games as human. Happy birthday, Human Chris Avellone, although perhaps you might be jinn as well as human!- 11 replies
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I do believe that European CRPG could sell here remarkably well. I hope to see more European CRPG (from European companies). I think Poland should be approached because of their fascination with Fantasy fiction and Science Fiction -- I wish Polish authors were more often translated into English. Anna Brzezinska is an author I should read! Also, most people do not know that the computer game The Witcher was derived from Polish fantasy literature. An international computer gaming situation would be rich and beautiful.
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While deities might play a profound role in the life of the average person in this game world, I hope they do not cost so much that it requires a new stretch goal. I mean, any regions displaying the "lands of the gods" could be a mega-dungeon or an expansion or a pay-to-download portion of this upcoming game. In Temple of Elemental Evil, two deities have a chance to appear, but these two deities are not over-represented in the game nor do they seem to cost so very much to represent (not 100,000 dollars or more). I do not think the deities should appear casually -- but their more powerful minions might appear in end-game conflicts should the designers choose such an event as fitting. I know that some people play D&D so that there's a one-in-a-thousand chance that a deity will appear when called by a cleric, but the sense I get from the game so far is that deities are not always kindly and might be prone to cursing someone who had the hubris to beg their bodily presence or miraculous physical representation appearing perforce their own divine might. This might be mistaken. Deities might be thousandfold and ever-ready to assist. All the same, I cannot personally imagine that there's much a reason to ask that the fictive religions in this game cost a stretch goal in resources unless it's to create civic pantheons and sacred places for each of the deities in excess of what's already been created as a sudden presence in the game and game story. I think we can wait for an expansion.
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Don't even try, bub. My monitor is armed and ready. Anyway, I hadn't meant that these nations were freed by any nation but themselves. If we disagree on a political term, that belongs in another discussion entirely. As to getting computer games to Central & Eastern Europe, Asia, the Middle East, etc. I think it would always be worthwhile IF it's affordable. These people deserve good computer games and I think Obsidian could bring good computer games to the world. Yep.
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I know some vocal opponents to European and Asian translations exist, but perhaps Obsidian should try to court European and Asian interest in this game. Japan and Korea could both be arenas for competition albeit their markets are focus to a different sort of CRPG. Also, Russia despite their present focus on the sacred might enjoy this game. Is there any way anyone might think of that would pull European, Japanese, and Korean audiences with more than just translation and localization? Translation and localization itself doesn't advertise the game. Any form of commercial? Of course, I am aware that Korean and Japanese audiences might not appreciate this game, but there might be some audiences that like the game (consumer audiences for video games are remarkably varied in Asian markets). And if it's made clear that this game is intentionally retro, it would appeal to Asian fans who loved Baldur's Gate and similar games. (Edit -- thankyou Diablo169) Russia and Poland and other recently capitalist nations might have idle and questioning youth who have money. Older folk might like these games too. Who are the wealthy in these recently freed nations and what do they want?
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If souls power spells then perhaps how spells are powered varies depending on what sort of soul is had. I think that spells might be like any other action, but perhaps there's a numeric total so that no more spell power than that total can be used at any given time. I don't think souls can grow tired nor be expended even temporarily. Here's an example: say my character Blueberry Girl has a magic rating of fifty. I can only use spell powers up to fifty total -- maybe with a magic shield of twenty-seven, a detection power of thirteen, and maybe I'd let ten points open so I can cast spells quickly without reducing the power of spells I have functioning. I think it might take time to reduce or increase the power of presently set spells, which would make sense. Also, some spells might be difficult to deactivate or re-activate and require skill rolls or something like that. Some spells might have secondary, unpleasant effects (perhaps even random effects) on the caster.
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The Nature of Souls
septembervirgin replied to Gyor's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
More likely, a noble. Souls might be seen as technological artifacts. Self-replicating, these modules are also self-encoding with random patterns that are bounded and generated by identifiable genetic code. Hence, only some beings can have souls (not insects, say). If the code has appeared before or sufficiently resembles any prior codes, it will carry with it memories and patterns typical of the code or codes it resembles. Also, it might carry the abilities of prior codes. With a great many generations, codes can carry quite a bit of resemblance to prior codes since variation is bounded by classed interpretation of genetic code. Now, a fractured or frail soul might be code that triggers a rarely occurring error or perhaps a soul that has been erroneously assigned non-information or unfinished software. Keep in mind that I do NOT believe this game is a "science fantasy" so much, I'm just using this as a metaphor. The memories that a soul brings with it could be entirely artificial (and probably are elaborated with fictional or reconstructed memories). This might give the bearers of these "past memories" stories that enhance their social status albeit being inaccurate data on how to survive and thrive in the real world. The so-called gods might even be divisive on whether or not this information is metaphoric and useful once deciphered OR at least partially accurate about locations and situations that have not yet been discovered, or have not yet occurred. The gods probably don't want the mortal populaces (who are messy and too numerous) to discover any stronger use for their souls than already is had. The fact that souls provide magic shows that the environment is saturated with "nano-tech" and perhaps the environment has innate security and safeguards to protect many mortals from the depredations of the gods. While the gods have a superior magic technology which they all have at least rudimentary understanding of (I push this button and this works), mortals are more numerous and their magic is sufficiently advanced to present a danger to the gods themselves -- who can only keep themselves distant and cannot destroy mortals without a terrible battle made more heinous by the inherent safeguards and security that the mortal lands are infused with. In essence, souls are something mortals have and maybe gods also have, but the secrets of these souls might be entirely outside the ability of any to entirely understand, at least not in the era we find these beings within the context of this game. Oh -- and as far as classes are concerned, the way I understand it as working from announcements is that a "soul" is an additional background feature of every character in the game. While players might discover a way to advantage a specific character build in tandem with a soul choice, I think it won't be tied to character class. That's what I glean, at least. -
I don't own a tablet. I have a PC. I also already paid for this game. My request is merely to understand if others want a sophisticated low-end approach to this game, the poll including some humor. I hope the humor of a rogue-like version of Project Eternity was not beyond you? I also hope that you *do* enjoy Project Eternity. And that there are sleestak in the game.
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Rasputina. String band that plays darkling splendors with humor and grace. Dame Darcy. Banjo player extraordinaire with lovely folksy fairy songs about ghosts, curses, and murder. John Zorn. Excellent experimental jazz, metal, and Israeli folk jazz. Tara van Flower. Good for pretty songs even without music. Also seeking work, these vocalists: Elizabeth Fraser of Cocteau Twins, Lisa Gerrard of Dead Can Dance, Diamanda Galas (once she's off tour).
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I feel drawn to the idea that difficulty of earning ones place with ones companions should differ, depending on attributes and skills. One might be able to make ones time harder by devoting less interest to developing as a social being.
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I would herewith like to summon all parties to creating worlds for book and dice role-playing games. This includes makers of campaign settings, cityscapes, underground structures, planetary systems, civilizations, etc. If you have experience in book and dice role-playing games as a creator, please posit suggestions to Obsidian here! The intent of this topic is not to post ideas you'd like to see in their game so much as systemized or itemized suggestions on the creation of living, breathing worlds. Yes, I realize most of the people will have no professional experience in the craft of commercial world description, but this does not exclude that many intelligent and educated folk actually take interest in private and semi-private mythopoetic structuring of fictive cosmologies. I wish Obsidian fors fortuna in their goodly work! And I wish us all good health in our daily lives!
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Stretch Goals
septembervirgin replied to NateOwns's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I remember some dismay when the voice actor for Ajantis read "Yea" as "Yeah" (Ajantis was a joinable party member in Baldur's Gate 1). Argh. -
Let's name this game.
septembervirgin replied to Monte Carlo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Hawken in the Gray Ward? -
[Merged] Durability
septembervirgin replied to Audron's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I don't mind if items break from magic or special feats but only very powerful characters should be able to break items meant to withstand warfare. I don't mind if items can then be repaired. However, items built for stress should not break from normal use. Magical items should only break from very special conditions. Remember only a supernaturally strong person can break a well-made steel weapon by using it to slice even at steel. Any blade that isn't clumsily made won't loosen from its hilt and handle. If twenty smiths each made fifteen swords, not one would break nor shatter during battle. If there is an armor so strong that steel blades break on it, it would smash the flesh of whomsoever touched it. So it's magic that can break steel, not force, not a million normal blows. Now, I don't mind that steel items need to be repaired from being subjected to magic spells, when specific magic spells to destroy steel has been cast. As to leather armor and weapons of softer metals, yes, these need repair sometimes. -
Let's name this game.
septembervirgin replied to Monte Carlo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Soul Man: The Blue World (now with no darkspawn!) Dragonless: The Other Game About Souls, Demons, and Magic Soulful Return: The Last Isometric The White March: (censored) Twin Elms: Bowing Ashes Walk With Me Brass Crown, Steel Crown: Mary Hartman, Mary Hartman The Palatinate Prophecy Solace Vale: A Story of the South Pearlwood Souls, Steel Crown Hearts A Legend of Echo Bay -
I think the OP makes a genuinely good point. I also think it sounds as if she's driven by an imperative to communicate this point, as if the autumn is driving the winds with its name. The type and manner of disagreement she receives by some respondents must be frustrating and what might be even more banal is that these few seem accustomed to brushing away startling opinions with brusque manners. Netiquette? In any case, I cannot begin to disagree with her point, its urgency perhaps, but not what she seems to feel is true. I think questing is the point of this particular CRPG -- but it's not going to be the point of all CRPG, unless you confine the term to a traditional meaning. Are CRPG progressing to a point where they mirror certain ideal structures in MMORPG? Should some do this? No, I don't care if you'd buy the games that do, but will they? And will these structures be refined by the CRPG they appear in? The earliest role-playing games took place with books and dice and no computer components. These games were tactical simulations of individual combatants that had a single pre-determined goal. A later development were pre-structured "levels" of improvement for each combatant as they became more accustomed to battle. Eventually, these "characters" (who were just combatants) could gain levels of improvement by gaining treasure. Now, fast forwarding to the future, some people are wondering if characters might gain power through practicing their own specific crafts. It's not a new idea. It's not outside some game rules. All in all, it's high time computer games caught up to "dice and book" role-playing games. The problem is, computer game designers are sorting through a "formula" to see what works. A set of TV writers once felt they had a successful formula and were surprised when a newer TV writer comes along and broke the formula; that's an old story now. The new story is, MMO designers think LP-MUDs were a potent formula when in reality most LP-MUDs were drudge and boredom (there were hundreds of storyless variations of the basic LP-MUD and the ubiquitous mean dog found as a monster). Slightly less new is the formulaic way of designing CRPG which Dragon Age 2 parodies harshly and without regard to player comfort. Project Eternity is not stating on outset that they'll break any formulas, but is rather trying to be the finest fading breath of the isometric CRPG, the last great glory building on the heyday of the isometric CRPG. We've all banded together, we are a gang of disagreeing internationals, and here we discuss this seed that will be planted in the soil of a beloved grove. I don't see any resolution to questions of improvement though. Keep in mind, it's not just a question of time and money but also a question of affection. We're finding out what we like. I rather like Wizardry, Bard's Tale, Dark Sun: Shattered Lands, and Countdown to Doomsday. Temple of Elemental Evil will remain a sad favorite of mine, sad because it ends all too soon where it should've included so much more. As to the OP: dear, I think we need subtler means to approach the matter. But there's alot of CRPG projects soon to come. This isn't the last.