Everything posted by rjshae
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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.
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Is $4M enough?
Note that other KS cRPGs have been making progress with less than what PE received: * Shadowrun Returns is looking nice at $1.9 million. * Wasteland 2 developers have their basic look down and are working on building scenarios with $2.9 million. Both seem to be taking similar graphical approaches as PE.
- [Merged] Women, Feminism, etc. in PE
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Aumaua Race - Expectations and speculations
A large, bulbous nose. Got to have that. Greasy eyes protruding from the skull like a goldfish. A cluster of quivering tentacles dangling pendulously from an extraordinarily long, pointed chin. Loose flaccid flesh hanging from the skeletal frame, with multiple clusters of pale, pulsating buboes that explode into a white burst of pus at the slightest touch. Oh and webbed feet too. They inhabit braccish coastal swamps and trade in artfully decorated driftwood sculptings.
- Take special care with music and ambiance
- Last stretch goal reached ; Cats
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Monsters, eh?
Me I'd like it if they throw just enough changes into the mix that they defeat our expectations. I.e. stock D&D monsters are okay, but it'd be better if we didn't quite know how they will behave or what their combat capabilities are.
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Magical gear: one of a kind or plug and play?
Yes, the unique magic items with a custom lore in the IE games added a lot of color to the experience. However, I would really like it if the items varied a little bit with each playthrough. Not enough to be completely random, but enough to change the replay gaming experience. (I.e. sufficiently to make writing walkthrough guides more difficult.)
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No Bathos please
Better editing than the CNN news stream would be a good starting point.
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Potions Suck and Here's Why
I'd just want them to be rare as hen's teeth; and prized when aquired ~and saved for last resort. I did like the toxin mechanic for potions in the original Witcher. Well dang, if we keep following suggestions like this, the game might as well just be a medieval Europe sim. My impression was that most people signed up to get a game experience like the IE series. Neither magic nor potions were that rare in the IE games; just expensive, as should be. The economics can take care of the scarcity.