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Terror K

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Everything posted by Terror K

  1. Yeah... but then DA2 and ME3 are good examples of how NOT to do just about everything in an RPG.
  2. Actually, this makes me think... you know what would be great? If not only your character kept a journal, but if your companions did too. Though for you to see it you'd either have to pickpocket it from them successfully or have a high enough approval for them to let you see it. I think it'd be neat and a good way of seeing their perspectives on events too.
  3. So long as I get to make a daily stubble/beard update with my manly Ranger, I'll be happy.
  4. Personally, as long as both genders are treated equally in terms of "fan-service" and the designs are kept tasteful and generally logical, I don't see a problem with some (not all) of the clothing and armours being sexy. You can have attractive, flattering outfits without crossing the line to slutty or tasteless after all. Also, some characters may suit certain styles of clothing more than others. I wouldn't expect a female fighter to be in a chainmail bikini, but nor would I expect a prostitute outside a brothel to be covered-up in bulky clothing. It's just as much about context as well as style. On top of it all, as much as some may complain about the breast-shaped breast plate style of armour because it's both impractical and (somehow) appeals to horny teenage boys, this is supposed to be a fantasy game.
  5. For me it depends purely on the form the story takes. If it makes sense for my character to continue on post-ending, then yes... I'd like to be able to play on and do sidequests and other things afterwards, but I'd also want the world I'm in to reflect that the main threat (or whatever the main plot involves) has been resolved. If the ending and story doesn't suit an open-ended approach where my character can keep going, then I'd prefer it just end, and I can save other playthroughs for a more completionist approach if need be.
  6. Whenever it's ready. I'd rather see them take their time and put out something truly special than have the game sooner and feel lacking in some regards. If that means waiting until 2015 or beyond, then so be it. It's worth waiting another year or two if it's the difference between a game I'll play once or twice and a game I'll play over and over forever.
  7. After seeing what happened to BioWare once EA took control, I'd be more than highly sceptical if they hooked up with another publisher. Especially if it was EA. I'd just expect Project Eternity 2 to basically be like Dragon Age 2.
  8. Eight is fine, though I'd like some temp companions now and then too. For example, if there is a particular quest that has several parts to it that revolves around a particular NPC, then players may have the option of having said NPC join them as a companion for that quest's arc, but as soon as it's done they will leave due to circumstances and won't be as deep and involved as proper companions. Now, while the player could possibly abuse this by, for example, starting their quest in early Act 2, but not finishing it until that act is almost over, they could conceivably have a companion that stays with them on other quests for a while, but this would come at the expense of them running around with somebody not terribly fleshed out over somebody who would react more. Of course, perhaps if a player were to try this, said NPC would get impatient after a while and just leave the player.
  9. I definitely wish I'd been more financially stable at the moment to pledge more, certainly. But money is tight, Xmas isn't far and I'm wanting to actually get a new computer in the next few months... early 2013 at the latest.
  10. I would like a certain degree of darkness, but not the faux-dark that is grimdark, coming across as cruel, morbid and malicious for the sake of it. Proper darkness that actually explores the appropriate themes, emotions and nature of real darkness is fine.
  11. It seemed to work fine in the original Dragon Age for the most part though. Same with the first KotOR. When the characters are memorable and interesting, you shouldn't need to constantly be reminded of what they did and who they are and their motives because they should be clear and you should remember. Major conversations should go in the journal like anything else of course, IMO. I the likes of NWN2's "Remind me who you are again?" at the top of the conversation list every time is just plain silly, for example.
  12. I played a little NWN2 the other day again and I was suddenly reminded of something that was prevalent in quite a few of Obsidian's RPGs with regards to companion dialogue, most notably NWN2, KotoR2 and Fallout: New Vegas. Something I feel that needs to go and I don't want to see in Project Eternity: Dialogue options that stay with you almost forever! To be clear on what I'm talking about, I'm meaning dialogue options that crop up every time you talk to a companion/party member that stay there even when you've already asked them that question before, usually because it can lead to several additional dialogue options later that need you to build up a certain relationship level with them to answer more and/or you need to have a high enough Charisma/Persuasion/Speech etc. skill to unlock this. Personally, this is damn frustrating, and as much as I've largely enjoyed Obsidian's RPGs for the most part, this is all too common a factor I feel just needs to go. There's no need for it. There are exceptions, such as asking party character for their opinions on other party characters and other factors that can lead to a list of responses, but having a list of dialogue options get clogged up because questions and topics I've already discussed with them just stay there is counter-productive. In NWN2 and KotOR2 is was particularly bad, because after I'd gained some approval with the character in question, I had to suddenly remember where in the dialogue trees those once locked-off responses were, asking them the same things again in the right order to finally unlock that stranded dialogue choice, and even then discovering that my approval still wasn't high enough more often than not. Seriously... either let the companions raise the point themselves when your approval is high enough, or if you must keep the original unanswered questions around, keep them isolated and on their own in the first, initial list rather than burying them in the same initial conversation trees that force me to repeatedly repeat the same damn questions over and over simply because the previously locked-off response is five or six tiers of conversation in. It's frustrating in NWN2 and KotOR2 to chat with companions because of this, and shouldn't be. In other similar games companions chatting is usually one of my favourite parts, but doing it in that manner pretty much ruins it for me.
  13. I'd prefer cardboard, but so long as the CE is cardboard it doesn't really bother me. Standard in DVD jewel case (perhaps with cardboard sleeve), CE in proper box would make sense, IMO.
  14. I want a talking dog. That way I don't feel the slot is wasted by a companion that doesn't really say anything when I could have one that does.
  15. I'm from New Zealand. And as such, I'm a little too proud to want to select "Australia" from the list, so I didn't vote on the poll.
  16. Aside from Skyrim's latest DLC, the Fable games are the only one that comes to mind here. Not that either have that much depth to them or even feel that emotionally satisfying.
  17. I really like this idea, not only are you using the factions/deities for boons, but in return they're trying to use you as pawns sort of thing, which goes well with the side-effects you mentioned. On top of this you could add something similar to ADOM, whereby the gods get angry and will refuse and maybe even give you a negative consequence (even death) if you pray too much for something without giving enough in return.
  18. Funny you should say that, because I mentioned in a topic about death an idea I felt had some merit and was a good mix of both old mechanics and new ones to find a happier medium that's still got some depth. I thought a more interesting and better way to handle "deaths" in combat would be to have it so that instead of you or your companions simply dying when they reach 0HP like the more classic RPGs and instead of them just being incapacitated and then getting back up, instead they'd go into a "Critical Condition" that requires healing to get back on their feet, but that they could not heal any more than a quarter of their total HP. Then they'd be stuck in that condition until they had been either taken to a temple and healed by magic (which would cost a fair amount of gold) or taken to a hospital to recover, which would not cost as much, but have them out of commission for a certain period of time while they recuperated, in which case the player would need to use alternate companions until they had. However, the player would still have to get them to one of these healing locations, and while a companion is in "Critical Condition" they would be more vulnerable, and upon dying while in that condition they really would die, in which case only a resurrection spell of some kind could bring them back. I personally thought something like this would be the best of both worlds: not as punishing as the old "0HP = death" style, and not as hand-holding as "they just get up after combat, right as rain!" modern approach, and still adding some tactics and depth to the whole thing, as well as a little realism. Players would have to be more careful with Critical Condition companions if they wanted them alive, and would still have a price to pay (either monetary or time-based) to retain them.
  19. I kind of just wish Obsidian would tell us whether they are putting them in the game or not, just so we can get a lot of these silly debates out of the way. At least then we'd know either way. If they're in, then cool... it was already part of the game and intended as so. If not... well... perhaps fans who want it can suggest them as another one of the Kickstarter goals for hitting the 2.4 Million mark or something.
  20. I'm just curious, are there any features and gameplay elements people would like to see in Project Eternity that they haven't seen done in a cRPG before? Whether they are things seen in other genres, or P&P RPGs, or just completely new. This could also include things that maybe have been in other cRPG games, but in only very rare instances, or in cases where they weren't done very well and you have ideas on how they could work better.
  21. Age: 29 Favourite RPGs: Baldur's Gate series Dragon Age: Origins Fallout series NWN Icewind Dale series Mass Effect 1 Jade Empire KotOR 1 & 2 The Elder Scrolls series SSI Gold Box AD&D games (Curse of the Azure Bonds, Pool of Radiance, etc.) Hired Guns Liberation: Captive 2 Also play the following P&P RPG systems:- AD&D 2nd Edition Star Wars Saga Edition Mutants and Masterminds 3rd Edition
  22. Shouldn't it technically be less XP for each difficulty level if you really want to make each one more challenging?
  23. Time. Develop the initial game now, but use the additional profits to fund the expansion prior for Obsidian to work on once the game is released (or early work would begin by departments that are already largely finished with PE itself towards the tail end of development on the base game).
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