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Posts posted by Silver6986

  1. What buying BG:EE will get you:

    - Your wallet is 18$ lighter if you pre-order, 20$ otherwise

    - You encourage professional developers including BG's original lead designer, to improve this game, its sequel, and potentially a brand new sequel in the future (BG3?)

    - You can buy it for Android and iOS tablets, for Mac and Windows

    - You don't need to spend an hour installing mods just to get it working to a decent level and in the ToB engine

    - You retain the ability to use any mods you want, although some will be obsoleted obviously (technical tweaks and bug fixes mainly)

    - Not only does it include all the bugfixes you would have got with unofficial patches before, but it also fixes dozens of issues that could never properly be fixed before, so it'll be (eventually) the most bug-free and up-to-date version of Baldur's Gate

    - It gracefully supports any resolution out of the box

    - You can zoom in and out dynamically as you wish

    - The UI scales gracefully with resolution and adds some functional improvements (I can't talk too much about this but you'll see)

    - A new class, the Blackguard

    - Three new voice-acted characters (Dorn in particular sounds awesome) with their own quests and romances, written by Dave Gross and Phillip Daigle

    - New areas to explore in the Sword Coast

    - New crisp-looking chapter/dream art and cinematics by Nat Jones

    - New music by Sam Hulick

    - A new high resolution world map

    - New voice sets for characters

    - A separate mini-campaign set in the Underdark, The Black Pits

    - Working multiplayer between all platforms

    - Post-ship DLC, both free and paid

    - Engine improvements that will enable the creation of higher quality content, both official and unofficial: 24-bit color area art, flipbook animation transparency, true alpha blending


    Good information, several things I didn't know about there.


    All in all sounds like nothing that's worth my money, if I'm already used to modded BG. There aren't many game-breaking or annoying bugs left at this point, the gameplay benefits from mods like Sword Coast Strategems are phenomenal. New areas are nice and so are new characters (since I assume there's more to them than just romance), but for $18? Nah, there's a lot of small things that sound nice but overall I doubt I'll sit there feeling that not only is it different and new enough to be worth $18, it makes up for any mods that become incompatible. I'd have been open to small DLCs for new areas and quests, I guess, but that's not much a business model for them.


    World map, UI, cutscenes, music - they're all beautiful in the old BG, so if they improve them, good, but it doesn't add to the value proposition for me. I don't know if any of them are finalised yet, but the UI (mockup?) I saw recently looked like a load of crap.


    Sure there's a lot of crap mods, but I can choose what I want, and they're free. I imagine the whole package adds up for people who can't be bothered with mods or have lost their old versions and are weighing this one up with GOG, maybe.


    Are you kidding me? I guess it depends on how many mods you add to the game, but I can definitely see value in paying $20.00 for a game that is on par or better then what was on offer regarding the Infinity Engine in ToB. It usually takes me 4+ hours to tweak every mod to my liking in order to play BG nowadays and this is just so I can play the game using BGTutu and other major enhancements that should I make one mistake on install, means I have to redo the whole thing from scratch! This I will never have to bother with again if I play BG:EE.


    But for my money I am also getting new content that I feel will be of a level that is for the most part not obtainable with many of the mods on offer out there. Really not trying to offend the modders out there obviously, but take for example the MANY many custom NPCs out there added by mods, I have tried a few of them, and I don't ever feel they keep in line with what the original devs did with the BG series and so it ends up breaking my immersion in the game.

    • Like 2
  2. Already pre-ordered it, in fact I heard about Project Eternity through following Trent Oster's twitter feed, I signed up to Twitter just to follow Trent in the hopes I would get an update on a boxed CE of BG:EE sooner then checking out updates to the webpage for the BE:EE forums or even over at Beamdog. Alas... no CE will be forthcoming.

    • Like 1
  3. I'd much prefer if the mega dungeon had some structure to it instead of random levels. From the concept art it would seem it gets more primitive or aged as the levels go down, I like that idea. First few levels are stone, then maybe a catacomb, then a cave system, then some things lair, then some ancient races ruins etc.


    Interestingly what you describe sounds almost exactly like the dungeon from the original Diablo, just swap out 'ancient ruins' for a modified version of Hell and there you have it.

  4. Sorry OP, but I am also in favour of keeping randomisation to a minimum in PE, so at most I like the ideas others have already mentioned, such as when moving across the map from one location to the next or the types of monsters you might face should you be inrerrupted whilst resting.


    Lets look at randomisation and why this mechanic would work in some instances, for example Torchlight or Diablo (I have no direct comprehension of Torthlight game mechanics other then what I have read, whereas I grew up playing the Diablo games and as of now have a couple hundred hours notched in D3) compared to the BG series (I grew up on BG 1 & 2, played them extensively, over 30 full playthroughs of original BG + Exp).


    Now the reality is that the devs of PE are using the Infinity Engine games kind of like reference points (which includes the BG series of games), these games where VERY heavy on story (except for IWD of course), and we're designed with this in mind. But they were also designed around combat mechanics where you have a party of up to six members and you could face all manner of different enemy combinations that are tactically different from say the endless sprawl of trash mobs and elites packs found in Diablo. Both Diablo and Torchlight are designed from the ground up with randomisation front and centre with a slight flavour story and that's it, this extends through to gear and how to acquire it.


    Fundamentally they are completely different games and for me are fun for completely different reasons. Lets leave this for the dungeon crawling, endless loot grind type game, of which PE is not.

  5. Lots? ;)


    I have a bit of faith in Obsidian given their history. Which is why I'm only 'uneasy' and not 'withdrawing my pledge.' I expect they'll do the right thing, but the wording of what people are getting worries me a touch.


    Sorry missed this bit, depends on how big the game world really is doesn't it... in a major city there could be loads of inns. I'm just saying I don't think you should be so uneasy about it is all...

  6. Voted for gripping plot, becuase when I look back over all the games I have played including the ones I NEVER finished, I always fondly remember the IE engine games of which I think I am around 30 full completions of the original BG, and then there is the Elder Scrolls series of games, of which I have never ever finished one of them.


    I was so horrified when I found out that my beloved Fallout franchise was taken over by Bethesda, to this day I have still not completely finished Fallout 3 (if including the Broken Steel plotline). It's such a stuggle.


    Beth are fantastic at world building, but their writing sucks, it lacks substance imo...

  7. Apologies if this has been brought up already. I went about 6 pages back and didn't see anything.


    There will of course be events centered around the player, that is necessary to have a deep and personal narrative. However I would also like to see events that will happen at a certain time with or without the player.


    Keep in mind that I certainly wouldn't expect each and every one of these options to be present in the same scenario, that would be really complex and go beyond even The Witcher 2 levels of branching storylines. I'm just spitballing here. What I'm saying is I'd like to see events that transpire with or without the player. If the player is in the right place at the right time then he can choose to influence the event. If the player is not in the right place at the right time, or if he chooses not to intervene, the event will still take place.


    You pretty much stated what I would love to see happen within the world of PE. Actually it reminds me of the older Fallout games whereby sometimes by leaving things alone there would be consequences and so forth. Big wall of text though, so I just quoted the interesting bits :-)



  8. Wow, OP, give it time to settle a little bit, there is so much speculation surrounding this game right now it's crazy.


    I would think that if anyone has the guts to back such a project then there would be some level of trust in the devs that they will make one helluva game.


    This thing isn't even out of kickstarter yet!


    For me, their stated objectives/goals/ideas or w/ever you want to call them, they scream to me that they really care about creating a game with all the hallmarks of an IE game, you should stop questioning so much and just have a tinsy bit of faith in these guys.


    Preject Eternity is literally everything I would have liked to have seen done with Dragon Age: Origins, I mean when all is said and done that game was ok imo, but then that lump of cr8p Bioware spat out called Dragon Age 2, na ah, not touching anything else Dragon Age related.


    The devs need to be given some space to come up with all that epicness, just give it time...

    • Like 4
  9. Justin Bell made a good post about this in another thread.

    Orchestras are amazing things aren't they? There really is no substitute to having real musicians play good music together as a group. That example from Gothic 3 is a testament to that I think. So yes, without question, it would be incredible to have access to one.


    The thing is they are very, very expensive... Prohibitively so in many cases, which is why many composers use multi-sample libraries for their projects instead. It's cheaper to spend a couple grand on a good orchestral library that you can use over and over than it is to hire an orchestra for a single session. So while I said there's no substitute for a real orchestra, you can still get very convincing results with samples. Here are a couple examples of that (be sure to watch them at their highest quality level if you so that you get better audio):


    Not that these pieces of music are appropriate for PE. I just think that those examples do a good job of illustrating the point that a high quality emotive score can be achieved both with, and without, real musicians.


    I was originally going to vote 'yes', but this convinced me not to; a stretch goal is better purposed for actual game dev, and the music will be great, I'm sure, even without a live orchestra.


    Maybe someday. ;) Anniversary?



    Edit: This is also why I like seeing the Obsidian folks engaging their audience---set us straight on some expectations, etc.


    Just curious when you say prohibitively expensive. As in... up to say a quarter of the budget!!?? What sort of figure would we be talking??


    Think I want to change my vote...

  10. Limiting it to only 16 hours is awkward in a sense, but it is also logical. From a roleplaying perspective I can imagine my guys resting after the fight, eating something, perhaps drinking some water to keep themselves fresh before heading onwards towards the next encounter. I don't need a button that practically does nothing in-game for me to experience this.


    I don't get this suggestion, I mean that should anyone who wants to play this game and 'roleplay', then why not just choose to not rest every w/ever number or hours you feel is realistic!


    I think the mechanics of PE should punish the stupid choices every player makes (ie if using the vancien casting system) but not to the point of saying you can't rest whenever you want to, that's what getting woken up by the enemy is for! :)

  11. So, I made this thread in the general forum, not realizing that the forums had been split. That's what i get for using bookmarks i assume.



    Ok, so I know this has more or less been done to death, especially since those rumours about a cooldown system started floating around, but I'd still love to discuss this issue, since it actually is slightly immersion breaking to rest all the time.


    I've personally always loved the idea of a dungeon as a single adventuring day, and for most of my challenge runs in baldurs gate 1/2 i tried to finish the games without the day counter going over 100. I also hate the all resources restored between encounters type of gameplay found in say dragon age.


    A suggestion here would be to look at (earlier) jrpgs, who often have you trek a dungeon to find a save point/rest point just before the boss.


    To implement this gameplay in a quest driven, no combat xp, infinity engine-esque type of game (they said bodycount wouldnt be rewarded, and I'm looking forward to it), I think a good mechanic would be to have instanced dungeon levels. You enter, the dungeon starts. After that you have to beat most of the dungeon to get a good, fortifiable resting spot. If you leave the dungeon, all the combat encounters you did not talk/trick your way through, as well as all the traps, reset. For a larger dungeon, if you go down/up/leave a floor/pocket dimension/whatever the earlier level stay cleared if you go back to it, but the one you are currently exploring resets.


    Now, i know that resetting dungeons is about as controversial as level scaling, but it would be nice to have a dungeon floor be a challenge, not just individual encounters.


    Your thoughts?


    I think what you are asking entirely depends upon the leveling system that will be implemented in Project Eternity, without this knowledge I cannot tell how this would affect the challenge of the game, regardless of difficulty level. On one hand I would say that I actually think your idea has some merit, but then on the other hand if leveling was anything like, say the BG series, then having a dungeon that constantly resets would be very exploitable.


    That's not to say for example when resting in the wilderness in BG or resting in Watcher's Keep in BG2 or ToB and having constant interruptions that this wasn't exploitable either, but it is not on the same level as what you have suggested, and it may be too costly to implement anyways.


    I would be interested to know what the devs think on the subject.

  12. I don't mind the "autoretreat to last safe spot, rest, and return" feature, although I don't feel it is worth the likely cost to implement as written in the OP (unless the game is designed to ensure that something will happen when you retreat, the odds of something happening are close to nil).


    I don't, however, support the "Can only rest every 8 game hours", unless the only gameplay effect of resting is that you must do it every 8 hours to avoid "fatigue" (that is only caused by not resting every 8 hours). No objection to including the "rest only every 8 hours" as a part of the part of the "Please hurt me lots" game mode that has been promised in the recent stretch goal, but all of the "normal" difficulty modes should allow sleep / rest / waiting at the player's discretion.


    Tbh, that pretty much sums up how I feel regarding OP's thread as well.

  13. Wow, thanks for explaining that OP, I didn't even realise it was gonna be plastic!


    What happened to old school big ol boxes! That's what I thought I was going to get, so that news is a little dissapointing.


    After reading molarBear's post about Wasteland 2 and the use of cardboard I don't even think that this should be added as a stretch goal or whatnot, should be a given :(

  14. Also, a lot of people don't think combat is important in RPGs and just gets in the way of story. And I hate how they use PST as an example because its combat was weak/bad. Combat is an important part of RPGs and has always been there. Please make a game with not only a strong story, quests, and characters but also with a strong combat system so you can prove those people wrong.


    I always thought that combat was the best part of the story. Then again I don't really like that whole gameplay/story segregation thing.


    I hope PE uses vancian casting. After DA2(I was ok with DAO, since cooldowns for the more powerful abilities were a bit longer and global) I really don't want to play another cRPG with a cooldown system.


    My hope if this as well, give me the vancian casting system over cooldowns any day!! DAO was a let down in so many ways for me :(


    Mind you it was damn sure better then DA2!

  15. I think the best RPGs so far in topics like racism, class-struggles, social problems and uprising, persecution, massacers and pogroms, complex political alliances and intrigues and the evolution of a new social and political world order are the two Witcher games which strongly reflect Andrew Sapkowski's literary template. And without doubt Sapkowski's Witcher novels are some of the best books concerning fantasy which have been written in the last two decades, contentswise and literarily. It's a shame that the Witcher cycle about Ciri isn't fully published in English yet, but you shouldn't miss the short stories if you're even a little bit interested in that kind of stuff. If the storytelling in PE could hold to that level (and something like that is the goal I think because Obsidian want to address real mature topics) I would be perfectly satisfied! :)


    I completely agree! :)

  16. For me it would have to be the first time I completed the Bhaalspawn saga, taking my lowly PC from Candlekeep in BG1 + ToSC, then through to BG2 and finally ToB, ending up at what I thought at the time was the most epic battle to end all epic battles. To see the reactions of the NPCs I had brought with me and to find out where they end up before the credits roll. I haven't played an RPG that gave me such a feeling of wonderous accomplishment yet.


    I really hope PE can top that rush of emotion I felt way back then :)

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