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Posts posted by Knott

  1. Dragon Age 2

    Elder Scrolls Skyrim

    Mass Effect 3

    Star Wars The Old Republic


    Also get hyped man! DA3 is coming!

    (actually I think they might now screw up so much this time, maybe DA2 taught them something, I hope...)


    While this might be a troll, this is also a good list of games to play if you wan't to be so miserable that when PE comes you will be pleasently rejuvenated be the whole experience.



    Edit: These are not necessarily bad games, but most of them do suffer from being too "modern" and less bold and of course "consolified".

    • Like 1
  2. Baldur's Gate Enhanced Edition (due November 2012) for the general feel of things.


    So you would say Baldur's Gate Enhanced instead of BG2? Because isn't the sequel the one reveres as the better one?

    I have played BG2 but never the first one, so it might be cool to experience BG:E


    Well, until just a few moments ago, I was under the impression that BG:EE was going to be be BG1+TotSC+BG2+ToB. But it seems its going to be just the first game + expansion. The Enhanced sequel will come later.


    But I would the recommend BG2 more than BG1, but for those that have already played BG2, but not the prequel, then I would recommend BG:EE since it will be more polished.

  3. How would you feel if the leader of the party was the GM's favourite NPC?


    How would you feel if it was one of the other PCs, rather than yours? Which is most of the time.


    It's easy enough to come up with a story reason why the PC has to stay with the party whether they like it or not. But it probably isn't a good fit for what we know of the Eternity story.


    The "wrestle" beetween the different player-controlled characters is something completely different from the GM's Favourite NPC. Because the GM's pet will be in there, just like any other player and no matter how good the GM is at moderating himself feigning ignorance, he will still know what happens next. And if the GM has decided his pet should be the leader then you'll have a hard time convincing him/her otherwise.


    If the NPC happens to be the rogue, He will know where the trap is, and even if the char happens to fail at finding it, his behaviour after failure will always be affected by the knowledge of the trap, wether he decides to trigger it himself or not. And this is true for any other role that NPC is supposed to fill.


    Thus such an authorative NPC should never stay with the party too long at a time, if at all.

  4. AtheistBots asks...

    Class vs. Classless systems You're most famous for classless systems involved in Fallout and Arcanum. It sounds as if Obsidian will be using a class based system. What do you see as being the advantages of a class based system that you're hoping to leverage in Project Eternity?


    Answer: We are designing a class-based system because we want the different characters in your party to fill different roles, and classes are the best way to achieve this goal. In a skill-based game, it's harder to tell if a companion gives you the skills you are looking for, especially before you recruit them. In a class-based game, you know what each class can do, so you can decide that you want a particular class even before a potential companion offers to join you. And when you have a lot of companions and can choose which ones you want to take on a particular adventure, classes make it easier to form the group and be assured that you have your skillsets covered.


    Bonus question: Are you considering multiclassing?


    Answer: Bonus questions are cheating…but yes, we are considering adding multi-classing to the game. A better way to put this answer is that we are not ruling them out at this time. If they work well with our final system, we will offer them.



    So they are making it safe for the "Creatively and cognitively challenged"..

    I can't beleive they'd settle for that after MCA's wonderful blog-post: http://forums.obsidi...l-set-symphony/


    but oh well, One can only hope that multi-classing will be intelligently designed.

    • Like 1
  5. The worst possible thing they can do with classes (besides locking them to a certain mindset/morals) is to lock them into a certain stereotypical fighting style and putting up weapon restrictions.


    Why must a ranger always be sterotyped into using a bow or forced to dualwield? Who says spellcasters can only use staves or daggers?

    And why must we be severely punished by disproportional costs should we ever dare to be creative?

    • Like 2
  6. or possibly even as DLC's.


    Dont_even_say_this_word. DLC's are the biggest piece of s***t that appeared on this market. So, no, definetly, totally NO.


    That depends entirely on how it is handled and implemented.

    Patches for a game are free and don't directly generate any income. DLC is a way to continue funding a game post-release and assuring continued support by the developer if the game doesn't sell as good as MineCraft does.


    I can agree however that there are too many botched implementations of DLC. Day-one DLC and expensive reskins or unlocks of things that are already in the game to name just a few.



    For this project however I can't see dlc being something useful. An expansion maybe..


    Edit: Whoops, finished a sentence too early in there.

  7. @galdegir: By using such lables as good/chaotic/evil you are imediatly turning off a lot of people. Using such lables for sub-classes/Kits would be one the worst possible ways to implement such a system


    Yes if choosing a certain sub-class would affect how the world responds to you(which is something DA/DA2 failed to do with the blood mage specialization).

    I don't think the game mechanics should be something that are made part of the in-game world. A NPC could react to a spell you use, the way your dress or to your reputation, no need to include the mechanic for this purpose in my opinion.


    The only valid reason to use classes in a computer game, is to use it as a reactive and narrative mechanic.

    If classes are not there to lable you as a stereotype, then there is no good reason to use classes.

  8. Narrative tutorials bother me. Move it to a whole other menu item and be done with it. This solves my biggest two concerns.


    1) You don't have to tie narrative sequences to boring gameplay. There isn't a fun tutorial in existence. The best tutorials are merely tolerable.

    2) Players who take a break don't need to restart the game to get a refresher on mechanics.


    Obviously you didn't watch this: http://penny-arcade....e/tutorials-101

    (Or optionally, you never played Portal)


    Making a good, fun and engaging tutorial for a game is entirely possible!

    Its even possible to make tutorials you never knew were there.

  9. The tactics in DA were too simple. There was no AND or OR. And by the time you had enough slots to compensate it was no longer relevant.

    I had to turn most of it off or else my companions would constantly blow their loads on a measly minion.

    If such is implemented I can only hope that it's done proper and done well.


    Now different combat speeds to compliment the ability to pause, that sounds more promising.

  10. That's all very well, but my post was made knowing that we will have a class system. I am playing with the hand I'm dealt.


    The cards aren't shuffled yet, let alone even printed.

    So there is still time to pitch in with ambitious ideas.

    (...) But that massive list of options is not really conceivable in a computer game of this scale. It would in fact simply be easier to drop the use of class and simply make a system that is flexible to begin with without starting with limiting lables. And for those who need inspiration/frameworks; there will of course be pre-generated characters.

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