Everything posted by rjshae
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The Kickstarter Thread
Wildman? Well I never gained that impression from my read-through. Hmm...
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The Kickstarter Thread
To me it looks like a console game. Wildman may well end up a decent game, but it's not one I would normally try unless the reviews are glowing. If you want specifics, I can say I was put off by three things: (1) A mix of two completely different game styles, only one of which I usually prefer; (2) the graphics are in a style that I don't find appealing; (3) It's set a primitive culture with little technology (or magic?). I didn't particularly like the layoffs shortly after the KS started, but that's just business and didn't influence my viewpoint.
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Lizard man Sketch
It looks pretty good; a lizardman with a full tummy. If you are interested, you could start a portfolio page on Elfwood.
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The Kickstarter Thread
Here's a relatively new kickstarter: Project Awakened Looks like a modern-ish FPS with a design-your-own-character concept. Graphics look pretty decent.
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Design a God for PE.
Name: Malesh, "God of a Thousand Faces" Portfolio: illusion, lies, cunning (Change, confusion, cowardice, chaos, madness, nihilism, survival, looting, swindling) Symbols: A different symbol with each manifestation Manifestation: This deity never appears in the same form twice, but typically manifests as an unkempt humanoid of either gender. Malesh is one of the old gods, having survived in the face of divine purges and conflict by frequent changes of form and by re-inventing himself thousands of times. He will typically represent himself as a newly-raised god, then gather together worshipers under a charismatic leader to form a cult. Inevitably, such groups become a nuisance upon the population by seeking to subvert and disrupt the established order. Malesh rarely has more than a few thousand followers at a time, but his origin with the old gods means he has little need of support from his followers in order to manifest significant power.
- Update #40: Orlan First Look and Ziets on Pantheon Design
- Josh Sawyer on Miss and Hit
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Open world or Linear
My understanding is that this will not be a sandbox game; you'll be limited to traveling to fixed area maps per the IE games. However, I don't think we've been informed yet about how this travel will be performed. It may be strictly point-to-point, or it may involve free or somehow constrained movement across a strategic map.
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Small suggestions. Easily implemented ideas, quickfire thoughts.
A slight variant on Osvir's proposal: Give every spell a brief description and a long description, similar to how it is done in D&D 3.5e. The (line-wrapped) brief description shows up on a mouse-over pause for the spell. Something similar could be done for equipment as well.
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Stash: The Unlimited Inventory Mechanic
Reloading from an earlier save where they had access to the deeper stash is only slightly better than travelling back to the camp, because then the player will still need to travel back from the camp plus perform any intervening actions. This is "metagaming" the hard way. Having a deep stash is little different than using a storage container somewhere; the only thing it saves you is a lot of useless running back and forth. More so if you put some thought into it ahead of time; less so if you play stupid.
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Accessi-bilities: The Utility of Movement Abilties
Mmm... there might be borderland cases where you are less than sure. But I guess the game can be conservative and only let you perform jump if you can definitely make it. Okay.
- Stash: The Unlimited Inventory Mechanic
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Stash: The Unlimited Inventory Mechanic
What do you mean by 'slot based'? And yes, if you limited the number of items a player can have there is no need to have categories. I believe he means that every object takes up exactly one square slot. That means a pebble takes up as much room in the inventory as a full suite of plate mail. It's not a very realistic system; in the IE games where there were a limited number of slots, it basically forced you to toss away everything but the most essential objects. A big, big problem with this is that you're not always sure what is important and what isn't: is that letter from the count worth handing on to? Or the mysterious key? You end up dragging around a ludicrous pile of junk. I'm all for seeing the end of that approach. Having key rings, potion bags, and scroll pouches is just a poor substitute for having category tabs.
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Accessi-bilities: The Utility of Movement Abilties
There's no point in having a jump or climb skill unless there's a cost for failure. If it's a certain succeed then the designers might as well just make the barrier walkable and add a suitable animation. For a chance of failure, players can just reload whenever the attempt fails. A middle ground would be to make a certain obstacle circumventable only if a character meets a specific skill requirement. Thus you can have a wall that can only be successfully climbed if the skill level is X or higher. This type of barrier may be useful for creating obstacles that require a certain experience level, or for creating the potential for a party split (which may be tactically interesting). A rope can be simulated by making it an item that temporarily applies the climb/jump skill level of the wielder to the other party members. I'm not sure about a rope and grappling hook combination; perhaps the game designers will need to decide where it can apply (i.e. gain a hold).
- Update #40: Orlan First Look and Ziets on Pantheon Design
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Creatures in Project Eternity
I'd like to see some D&D 3.5e-style swarms. From rats to spiders to hellwasp swarms; just moving and pouring over each like a swirling, rushing mass.
- Update #40: Orlan First Look and Ziets on Pantheon Design
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Update #40: Orlan First Look and Ziets on Pantheon Design
I'm guessing that the "Greed" thing was a simplification. Many of the dieties in polytheistic cultures had what we would consider character flaws, in addition to their divine aspects. Zeus was kind of a jackass. Dionysius was a drunk. Hera was often jealous to the point of murder. If, say, P:E includes a god of trade and commerce, it wouldn't be much of a stretch for the P:E equivalent of dirty, stinkin' hippies (read: druids) to deride that diety as a "god of greed." Perhaps the rough equivalent of Hermes then?
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Feats
They wouldn't necessarily need to implement multiclassing if they introduced something like a "sabbatical" level. Basically you're taking a break from your normal class progression in order to attain basic proficiency in something else (like spellcasting, combat specialization, thievery, and so forth). Thenceforth, you improve in that proficiency at a reduced rate while progressing in your normal class.
- Ciphers: Inspirations and their mechanics
- The funny things thread
- Update #40: Orlan First Look and Ziets on Pantheon Design
- Stash: The Unlimited Inventory Mechanic
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what do I need?
The rule I learned is: let people play what they want. Don't force a particular alignment on them, or class, race, ... whatever. They're more likely to stick around that way, and to enjoy the experience.
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Creatures in Project Eternity
The Jaquarg is a flying creature with insect-like characteristics and behaviors. It begins its life cycle in a larval stage before metamorphosing into a flying scout. The Jaquarq is equipped with a ranged chemical attack that causes intense lethargy. During its larval stage, the Jaquarg is protected and raised by the hive creatures known as the Quarin. The latter are nearly blind, but have a heightened sense of smell that allows them to rapidly home in on the chemical tracers sprayed by the Jaquarg. Thus the two creatures form a symbiotic pair that cooperate on the hunt, with the Jaquarg attacking from range to slow down the prey, while the Quarin rapidly close in and swarm the victims. Once a prey is down, both share in the feast.