Posts posted by rjshae
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Edited by rjshae
Kinda disappointed that there STILL isn't a big ass stretchgoal for the 4million+ mark, so that people feel a need to pledge. Right now, the stretchgoals are all in the "they'll happen anyway" range, so people really don't find a reason to up their pledges.
We do need some sort of big goal and I seem to recall Feargus I think saying that they have been discussing it quite a bit, though I can understand wanting to be completely sure on what you want to do and all that.
The funding plot does seem to be following the classic S-curve. It is tailing off quite a bit, so they may need to do something to expand the audience share. Maybe target non-English speakers in Asia and Europe? Add some translations of their notices? I dunno.
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I want Sword received as a legacy, that grows with the level of my character to the end of game.
I want sentient weapons that I can threaten to melt down/smash/destroy if they get on my nerves.

BG2 had a sentient sword. So it has been done before.
I'd like a sentient sword that isn't a complete twit.

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Edited by rjshae
Hmm... how about:
- More movement options (climb, swim, ride, levitate, pass through walls).
- Dynamic auctions for high end magic items.
- A non-linear ship-based adventure where you can travel from port to port, raid part of the coast, hunt for pirates and escort merchants (or hunt for merchants and escort pirates, as you will).
- Gritty, grimey locales like those featured in Copper or Deadwood, but with a medieval look.
- Real environmental effects. Raging fires that sweep through a city; storms that make archery impossible and chill to the bone; thick morning fog; thick cloying mud after a rain, &c.
- A secret society that hunts down and slays rogue wizards.
- True-to-folklore fey with a Seelie and Unseelie court. Elves that really are supernatural beings; gnomes that are earth elementals rather than short dwarfs, &c.
- Changing terrain, including seasonal effects, piles of goods that change from day to day, collapsing buildings, areas that become haunted because of something you did, &c.
- Plausible villains.
- A detailed (but not too detailed) system of weapons and armor.
- An underwater adventure.
Too much?

- More movement options (climb, swim, ride, levitate, pass through walls).
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Edited by rjshae
If project Eternity had infinite resources available, then I would see nothing wrong with ride-able mounts and mounted combat. However Project Eternity has very limited resources, and I think there are scores of things that are more important to the game, or will enrich the game more than this.
I can't believe that adding rideable mounts would add absurd levels or resource requirements, as you seem to be implying through reductio ad absurdum. They would basically adding a set of extra graphics, animations, AI, and sounds for each of the player companions, with the distinct possibility of graphics and animation re-use for the mounts and movements. It's nearly the same set of requirements needed for implementing mounts for enemy combatants.
As for other priorities, well we all have different preferences; I'm quite sure that many will not get all of what they want. I'd like to see climbing, swimming, and levitation, for example, but those too would require extra graphics and animation.

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I wouldn't mind an approach that actually rewards the player for taking smaller teams on specific quests. That way the party size cap seems like less of a limitation.
There's probably a number of ways to do this. One could, for example, split the team for performing simultaneous quests. Another is for the patron to reward the PC for keeping the number involved small. A third approach would be to divide earned party influence by the size of the team; the smaller the team, the more closely knit they become and the faster the player's influence rises with those involved.
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Edited by rjshae
Epic Battles could be with anything as long as it is challenging. My favorite battle in Drakensang: Dark Eye is pretty early on, against a giant wolf rat and her brood. Doing the encounter as soon as the dungeon with it becomes available is really hard yet really rewarding as well. I guess that is the key to making enjoyable legendary encounters, challenge and reward.
Yes, the ratzilla battle was a lot of fun. I must have gone back a half dozen times before the party was strong enough to win the final boss battle. Even then it was close and it took nearly all of my potion stock. I think it was the tactical aspects of the fight that made it so enticing.
I know people like to rail against DA2, but man that high dragon fight in the Bone Pit side quest was one tough, bad-arsed fight! Quite the memorable encounter. (Maybe not for some, but it was for me.
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Edited by rjshae
About the only achievements that seems worthwhile are based upon elements that matter within the game world: a good or bad reputation, favor with a particular storekeep or guild, the patronage of a deity, the addition of a useful contact, and so forth. In that sense they are more like the perks in HERO/Champions system (or the disadvantages from being widely known). I wouldn't mind seeing a list of those types of achievements as part of the journal so that, in a particularly long game, I can use them as a reference for things I could potentially take advantage of. Otherwise, achievements in CRPGs like the Mass Effect series just seemed a little silly.
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I prefer classless systems because it gives a lot of freedom to the way I build up my PC, without going over thirty screens to check if multiclassing my druid with a rogue or a barbarian will be worth the loss of spells I'll go through. I've nothing against class systems but I found myself less interested and always go for a full-on unique class.
No, if classes permit to get unique answers and dialogues and build up quests, I'm all in. It would be fun to get roped in quests because the PC is a dreaded
engineer wandering on wood dwarf territory. Not the most imaginative example though.
Perhaps they should call them careers, rather than classes? Like they did in the old WFRP game. Multiclass characters would then be interdisciplinary careers. What would be a nice feature of multiclass characters is if they had some unique options available only to those with specific class combos. Like the prestige class paths, but less blatant. Might be more trouble than it's worth though.
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Edited by rjshae
As for a travel feature, if there is a stable I'd have to go to in order to fast travel I'd be annoyed, run across town to reach a stable in order to fast travel somewhere? Or horses outside every Inn I could just jump on ride anywhere? If I can travel on one why not fight etc. The realism would be massively offset by the ridiculousness of not being 100% like real life horse travel in medieval times. Personally I'd find stable travel to just be another unnecessary hoop to jump through in order to travel somewhere.
You'd be annoyed to have to travel to the stables near the town exit where you'd have to travel to anyway? Hmm... I don't have a lot of sympathy for your issue. But they could always pop up an options dialog when you exit the map that allows you to choose the rental option.
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Edited by rjshae
You never see dental problems in these games, or at least I haven't. It might be entertaining (in a dark sort of way) for somebody to have bad teeth that needs frequent attention. Maybe a dwarf who likes to bite off more than he can chew? As the game progresses his grin grows ever uglier.

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I like it when games include special abilities that are particular to giant creatures. Like the ability of a fire giant to perform a sweep with a club and inflict damage upon multiple combatants, or huge loam elementals that can pound the ground and knock everybody off their feet. Those types of abilities really distinguish the size aspect, which otherwise is just a larger object to whack.
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it doesnt fit the setting and design. i could accept however the ability to rent or buy horses, who's use will be implied for traveling. so going from point A to B will take 20h on foot or 10h on horse if you pay for it.
They've already done some talking about speeding up map transit via various means, so there may be rent-a-horse locations available that provide instant travel.
Hmm... in contemplating this is horse rental system in a medieval society, I could see a need in certain more advanced regions for a merchant transport guild. To rent their gear perhaps you need an associate guild membership plus a suitable deposit (and bribes). After you've gone through the hoops to join and paid their relatively hefty initiation fees, you obtain a writ that allows you to lease the services of a wagon team with driver from any of their stations. But you've had to sign an agreement that prevents you from competing with the guild by lending the wagon team to others. If you carry anybody else in the wagon, the driver takes note and you have to pay an extra fee.
The wagon team horses are no doubt unsuitable for use as mounts. They would be strong beasts that move at their own plodding pace, although they can be made to gallop for brief periods when they are under attack by bandits. Perhaps that can be one of the hazards of the trip? Occasionally you get ambushed and must protect the wagon team, or else you'll have to walk the rest of the way (and leave some heavy gear and supplies behind). That would breath some life into the transport concept, rather than just having it be a button click.
Just having some fun with the idea.

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Edited by rjshae
Does the available selections really matter that much? The role of summoned creatures in games primarily seems to be as a damage-inflicting shield. It might be nice to be able to give them more roles than just cannon fodder. Perhaps send them ahead as scouts or deploy them as sentries while resting. They could deliver messages, search for herbal components, trigger traps, distract enemies, and so forth.
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I've always thought that encumbrance should be based on the moment of inertia, but that's just physics for ya.

Yes, varying inventory grid slots by item size is a nice touch. Some way of quickly seeing the heaviest items is also useful.
Could just have a number representing the weight in one of the corners?
Or maybe a sort by weight button with the heaviest stuff clunking to the bottom.
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The soul-centric nature of the game almost begs to have some tie-ins to past lives. Acquiring some of the benefits and penalties of those past existences could be a nice element; almost comparable to the Baldur's Gate experience. Shrug. Otherwise I just prefer earning character rewards the old fashioned way. Adding extra bennies without a tie-in to the story just feels a crutch.
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it doesnt fit the setting and design. i could accept however the ability to rent or buy horses, who's use will be implied for traveling. so going from point A to B will take 20h on foot or 10h on horse if you pay for it.
They've already done some talking about speeding up map transit via various means, so there may be rent-a-horse locations available that provide instant travel.
The landed nobility must be horrified at the concept.

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The game stands on its own. I'm not sure if there's anything else it needs.
Throwing more goals just for the sake of it risk derailing the project.
Yes, and you don't want to throw in so many goals that you lock up your flexibility to make decisions further down in the design process. Sure it wasn't quite perfect, but so what? Kickstarter itself is still relatively new, so the best approaches are still being worked out.
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Also, a pet peeve: can we stop with the poorly explained Medieval Stasis? There are fantasy worlds, even otherwise realistic ones, where people have been trapped at knights and lances and broadswords, apparently, since the dawn of time. Some explain it, some don't. At the very least give a good explanation why the technology remains at the exact same level for millenia at a time. It always bugs me whenever I see it.
Note: I'm guessing that won't be as much of a problem here, as its been mentioned there are some firearms to be seen. Still, it'd be cool to know that it wasn't a case of 'we had castles and feudalism for the last ten millenia, then a couple of years ago someone invented a gun.'
Perhaps it's become a stagnant culture because everybody who matters is wrapped up in the broken souls issue? Or maybe there's a book-hating deity who deep fries anybody that even thinks about making a printing press? Perhaps the two are interlinked somehow?

[merged] Vancian Magic System and cooldowns
in Pillars of Eternity: General Discussion (NO SPOILERS)
Rage? I think not. That seems like a reasonable approach for a CRPG.