Everything posted by rjshae
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Pacts with demons and infernal bargains
I'm pretty sure they already have something in mind for the character story.
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Gameplay or Story?
I'd say 55% story, 45% gameplay. A game that excels in either one can be fun to play, but a good balance is preferable. I particularly like gameplay that features a lot of variety in tactics.
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Re: RPGs, audiences, publishers, mass markets and everything between earth and sky.
probably...the guy has a stick up his ass the length of a broom handle. I'm a n00b here, so just learning about the ignore mode. Foop.
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Does a good ("epic") item have to be magical?
One difference between a well-made sword and an enchanted swords should be that the well-made sword requires a skilled swordsman to fully exploit. A tyro wielding a sword like a bar of iron will be equally inept with a plain sword and a masterwork weapon. But an enchanted sword should actually help the tyro fight better. Perhaps give the masterwork weapon a better chance of penetrating armor, while an enchanted sword has a better chance of penetrating the defense.
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Do you like to see some "weird" companions?
I'm not clear that I fully understand the full motivations for wanting 'weird' companions. Is it just a desire for the exotic or mysterious? Do you just like quirky, eccentric behavior, or do you really want strange capabilities? I mean I'm a big sci-fi fan, but truly alien species are just plain difficult to write well, and equally hard to comprehend. Trying to role-play them properly may be impossible for us humans.
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Sheathed weapons
Yes, but let the game engine handle the action like it does in DA2. (Yeah I know, gasp, horrors, and all that.)
- A price to being good?
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Talking about graphics = missing the point?
That might be hard to implement without causing the graphics to tilt. For example, a tall tree would be on a fixed point on the ground, but the top would shift against the more distant background.
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Subraces
Yes, that is a problem with the D&D approach to sub-races. All the bonuses really do is allow you to push the envelope on certain stats. If they want to do that, they could just provide three different point cost sequences for the favored, normal, and unfavored stats. The racial differences would be much more emphatic if the modifiers were applied to the derived statistics rather than to the base ability scores. For example, they could give elves significant bonuses (+3) to Move Silently and Hide skills, rather than just bumping up Dex. A -2 penalty to Fort would be more distinctive than a reduction in Con. Adding racial-specific magic abilities would also help.
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Professional Reader for the Audiobook
How about a good speaker who won't cost half the budget?
- Does a good ("epic") item have to be magical?
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Do you like to see some "weird" companions?
Zhjaeve? *Shudder* I swear that if I hear "Know that..." one more time, my speakers are going through the window. (Kidding, sort of.) I mean, she was a reasonable character design. But using repetitive style to emphasize a culture difference gets really old.
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Integration is King
I've never liked the way guilds were implemented in cRPGs. For example, you basically have 'a' thieves guild that runs all thievery everywhere. I don't think that's the way it worked during the middle ages. Adding some cultural aspects to guilds would help.
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Do you like to see some "weird" companions?
While a fair point I'd say having one out of eight wouldn't harm your enjoyment more than it'd enrich mine. But again, anything they go for is fine by me. But a game is like a symphony and much can be gained from having a counter-point to the mundane as long as it's not forced. It probably depends on what you mean by weird. Exotic would be okay; somebody from another culture with different values yet still able to share an understanding with the player.
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Do you like to see some "weird" companions?
Nah. Save the weird guys for the oddball campaigns. I want to see normal people dealing with abnormal events. When the normal is just weird, then weird becomes mundane. People can relate best to other people, or people-like beings; they can't relate to a multi-armed, tentacled bacterial colony that eats stone and mates with squirrels.
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Does a good ("epic") item have to be magical?
If magic becomes oppressive in some culture, then secret societies may arise that seek a means of response. They may turn to alchemy to produce anti-magical materials for their weapons and armor. They may employ certain substances that folklore holds to have magic-like properties, while remaining non-magical. These include cold iron (which was beneficial against undead), meteoritic iron, and silver. Other materials may be used that don't exist in our world, such as adamantium and mithril. Over long stretches of time these secret societies would undoubtedly devise others, unheard of to us. Negation alloys, quasicrystals, or null rune binding, for example.
- Last stretch goal reached ; Cats
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Is $4M enough?
Why don't we ask them? (Scroll down to the comments.) Nice, thoughtful comments. I remain puzzled though how a team of four can be funded for anything like $29,000. Perhaps there was a profit-sharing scheme? ...Oops, I guess this had already been discussed. Sorry.
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Do you want your character portraits to be like Baldur's Gate or NWN2?
If they do go with painted portraits, another graphical option they could consider is using normal mapping combined with minor changes in the (simulated) directional lighting (depending on the local lighting conditions in the game area). That would give the images more of a 3D look while retaining the 2D artistry.
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Integration is King
This is probably the singular element of your list that is the biggest challenge to implement. Good AI covering all of the potential events and contingencies across a multitude of characters can be a lot of work. The remainder just require some careful game design and clear thinking.
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Is $4M enough?
Yeah, I guess. Sheesh. Now is not the time for abject pessimism.
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Is $4M enough?
It depends on whether one or more of the current, better-funded Kickstarters are financially successful. A significant victory or two would likely go a long way toward cushioning the psychological impact of a failure.
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Should magic miss?
Meh. Does it matter? It's just a balance issue.
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Question regarding development costs?
Since when getting additional funding = betrayal of fans? Fans want great game, and for me doesn't matter how Obsidian will get funding for this game if needed. Yep. We've already paid for a game, so it's unclear how this is a "betrayal". If the goal is to turn this into a series, then Obsidian will be invested in the game.
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Rarity of magic items?
If people really want rare magic, then it might help play a little for the developers to provide more grades of craftmanship and metallurgy for the non-magical items. Start with ordinary iron for a sword, then improve it to steel, followed by damascus steel, and on to dwarven alloyed steel. At the pinnacle of conventional development, dweomer-forged steel is made using magical techniques but is otherwise an ordinary weapon. Masterwork weapons can then be further improved by endowing them with magical powers that draw upon the soul of the wielder. To make this work though, it would seem like weapon improvements would need smaller bonus increments. That would entail using percentiles rather than d20 bonuses for attack and damage calculation. Similar logic with armor; better materials and improved crafting techniques yield more effective defense and armor ratings.