Everything posted by rjshae
- Update #34: FIRST ART UPDATE
-
Sawyerism Distilled - an interview with Josh Sawyer at Iron Tower Studio
I'm a little confused how you came to this conclusion. I don't think anyone said they would have no impact. Significant impact is relative anyhow. They should have an effect but not necessarily a measurable one. A conversation is not a math equation . You can't just say [NPC QUESTION] + [PC ANSWER] x [sPEECH SKILL] = [DESIRED SOLUTION]. Or rather, in most games you can, but you shouldn't be able to. Okay. But if I use a mechanistic skill to open a lock, I see the outcome. If I mix an alchemical brew together based on a skill, I also see the outcome. How will we see the outcome of a Diplomacy skill? If we don't, why would it matter whether we send forth Bruce the Brutish Barbarian to speak or Pete the Polite Paladin? In RL, if you never witness the outcome of your trained abilities, you'll never learn from your mistakes or discover the relative worth of your skill. In that case is it even a "skill"?
-
Update #34: FIRST ART UPDATE
Don't be absurd. Fallout 3 [of course] has nothing to do with the example; the imagery alone makes the idea laughable... the physics make it impossible even if they are strong enough to lift it. The video just demonstrates how silly it is. Hmm... you initially failed miserably to explain your point, then call me absurd for me for noting your logical fallacy? Ahh.... right. Carry on, nothing to see here...
-
Sawyerism Distilled - an interview with Josh Sawyer at Iron Tower Studio
If conversation skills will have no significant impact on dialogue branching, then I remain unclear why they are even needed. The only one that makes some sense is a barter skill. Maybe an intimidate/taunt skill for use in combat? As for the Health/Stamina split, perhaps armor will impact each one differently? If so, then you may be able to manage your health loss to some degree. I.e. against a typical weapon, maybe the damage ratio is 1:4 for light armor, or 1:8 for heavy armor.
- Update #34: FIRST ART UPDATE
- Update #34: FIRST ART UPDATE
-
What will the real name be?
Eternal Torment.
- A Realistic Social System in Project Eternity
-
Quality of 3d character models and animations
Shrug. Yeah I'm not sure either. It just struck me as probably being overlapping leather or cloth because it didn't have any horizontal joints for bending at the waist.
- Update #34: FIRST ART UPDATE
- Update #34: FIRST ART UPDATE
-
So, here's hoping for a Minsc like Character!
A thousand times this! :D It wouldn't even be necessary to require your character to develop an addiction, maybe there just is a special brand of mushrooms that Forton likes, that once you eat 'em allows you to see and interact with Boo (or a big smack in the head, or both as alternative methods). Or another talking hamster! Maybe it's not Boo, but a friend of his who happens to be looking for Boo; there could be a very interesting side quest involving reuniting the Hamster with Boo. Maybe the hamster is heartbroken after "Boo ran off with that brute of a ranger!" Or, the hamster could be actual, but you could only communicate with it once you've hit your head bad enough/eaten the special mushrooms, that would initiate the "Where is Boo?" Quest. To have a plausible context for this in the game world, there could be some sort of trickster god/spirit involved in the whole affair. The characters in The Princess Bride were amusing as well. That doesn't mean I'd expect them to be popping up in a different fantasy movie. Minsc and Boo played their role in the BG series. Now it's time to move on. We don't need to keep nerdishly reliving amusing media moments. I'm sure that PE will have its own set of unique characters with different stories to tell.
- Update #34: FIRST ART UPDATE
-
Worldmap and one big canvas
I can see your point, but switching the viewing angle like that would require mathematically scaling the axes for movement, 3D rendering, shadows, lighting, displaying effects, and so forth. I'm not clear how practical it will be for them to make frequent viewing angle changes like that, unless they build it into the game from the start. But they can probably get comparable results just by planning the layout appropriately and using their artistic skills.
-
The Mega Dungeon and consequence
You guys must be lots of fun at parties. If you don't like the idea of a non-essential mega-dungeon, don't play it. Or save it for the replay so you'll have something different to try.
-
Sawyerism Distilled - an interview with Josh Sawyer at Iron Tower Studio
Never underestimate this forum community's ability to overreact.
-
So, here's hoping for a Minsc like Character!
Poor Boo...
-
Journal Entries
It would be kind of cool if the journal actually looked something like Henry Jones' diary...
-
The one who learns to run away...
One of the elements that can make the tabletop experience interesting is the possibility of being captured. Having your equipment stripped away and having to battle with your wits alone can be enlivening. However, I've never seen this done well inside a cRPG; it usually feels a little contrived. Instead, many games just resort to using the mechanic for their opening scene.
-
What if Project Eternity becomes Project Fail?
I believe you're probably overqualified in that regard.
-
Sawyerism Distilled - an interview with Josh Sawyer at Iron Tower Studio
Boo! Hiss! Boo, I say. Me thinks you failed your Intimidate skill check. Or was that Diplomacy?
- Update #34: FIRST ART UPDATE
-
Sawyerism Distilled - an interview with Josh Sawyer at Iron Tower Studio
How can they take more punishment? Stamina and health are tied together in a fixed ratio (4:1) and health only goes down. You can be at full stamina and still die to a returning frost dart. That situation did strike me as a little odd: having low health but full stamina. In sports, a well rested but injured player isn't going to be playing at their full capability. That low health should be having some impact. But then again it's not really any worse than when the IE games only had hit points. To make it a more realistic simulation, they would still need to add injuries, as in Drakensang or DA.
-
Darkness Falls on Eternity (more horror, scary themes in eternity)
Battle is horrifying enough. I don't need a WoD setting.
-
What if Project Eternity becomes Project Fail?
How true. 80% of the backers will think it's the best thing since packaged cheese slices; 20% will call it worse than DA2 and ME3. Or maybe it's the other way around? We'll see...