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About edrst10

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    Death Dealer of The Obsidian Order

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    Puerto Rico


  • Pillars of Eternity Backer Badge
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  1. Didn't think this would grow after the KS campaign, glad to see I was wrong.
  2. Absolutely great stuff, really like how this is turning out so far. Cant's wait to see some sneak peeks into the other environments they have in mind in the future.
  3. Thank you for the update, I was wonering if we'd get an official announcement of the last stretch goal and dungeon level and was glad to see this tonight.
  4. A 13 lvl dungeon is almost a game unto itself, like a Legend of Grimrock within another game...well except isometric and all that other stuff, but you get the idea. )
  5. I was expecting a bit more with the final rush. That being said, it'll be quite an exclusive club now. I wonder if Obsidian will have a box to mark that extra $8 as the OO entry fee.
  6. So was I too late (see my earlier question in post #502)? I tried to sign up during the last hour, but I think this site is experiencing heavier traffic than usual and I was unable to register my account here before the Kickstarter deadline. As I understand it, as long as you were able to successfully pledge $8 above your tier and add-ons, you should be included into the Order.
  7. Congrats to Obsidian, all the fans and of course the Order! So how many Obsidian Order members did we finish with? Also, is this thread going to continue as the meeting place for all order members or are you guys adding a new thread?
  8. I'm kind of curious as to the accounting. They have got to be anticipating sales to support an expansion, the kickstarter funds are going to the main game. That's okay, but what kind of sales are necessary to independently fund a solid expansion? Remember, expansions are a bit cheaper to make, for starters you have many of the assets and classes already, the world is already created with lore, so need to lose time (and hence money) on that. I imagine that for every backer there are probably a couple of potential customers, so I think that an expansion although still a risk is a well claculated one.
  9. I like the idea of a stronghold a lot. Hope a developer latches on to it.
  10. Whine on the codex and /v/? Don't you say?! I wanna see a good argument as why level scaling and cooldowns are a bad thing, so far I've only seen pure hatred lol.The way Sawyer was explaining the magic system sounded pretty reasonable to me, still, what do I know... This is actually really simple to answer. For level scaling you only have to look to Oblivion. Level scaling really ended up breaking that game, to the point that I personally can't play it without mods that completely change the underlying systems. Why did it break the game? For two reasons. On the one hand RPGs provide a sense of growth in your character build, with level scaling that sense of growth is lost, and can sometimes get silly, like every bandit in Oblivion at high levels having what is supposed to be rare weapons and armor. Then there is the other side of it. Part of the reason I love the Gothic series is that you got your ass handed to you if you went into the wrong area, so basically exploring had a sense of tension. You came upon a new cave but you had to explore it at your own risk. There is also the sense of acomplishment from entering and surviving an area you are not levelled up for through strategy and skill, this adds memorable moments to the playing experience. Now I know that my examples are from a different type of RPG, but when you extrapolate that to a game with a more strategic battle system, the reward of conquering an area of a higher level is even more satisfying, it is a validation of your choices in character build on the one hand (effective use of your decisions and loot) and a reflection of strategic mastery. That on top of the tense atmosphere that exploring without knowing what level enemies you will encounter in an area.
  11. It is also important if Obsidian wants to sell Eternity to people other than its Kickstarter backers. PS. I know I am going to get a lot of hate for this... I know you were expecting hate, but actually I'm agreeing with you. One of the reasons some people haven't been able to get into some classics like Fallout is because of the outdated graphics. As stupid as some of us may think this is, it is still a reality, and sustaining the genre by having some appealing graphics is not a bad thing. As long as the core old school combat mechanics, and depth of story, quest and world are not affected, I don't see why outdated graphics should be the norm for old school cred's sake.
  12. I am of the opinion that graphics are not the most important part of an rpg. However, good graphics certainly don't hurt, so although I prefer depth of content as oppossed to more, I wouldn't be completely opposed to money being used to make the game more visually appealing, as long as it doesn't compromise the core gameplay and depth of the initial concept.
  13. 1. Big Stretch Goals are good but I would advise caution so as not to let them divert from your vision, or be overly ambitious in terms of cost. Personally I have upped my pledge 3 times since this drive started and it has had to do more with the constant updates with information than the stretch goals. But stretch goals are good. I would prefer depth of content as opposed to quantity of content. I know this is a hard sell for stretch goals, but I personally think that more detailed lore in quests, complex quest structure (meaning quests that are not simply fetch and kill quests) and more complexity in companion and npc interaction is better than more areas and quests that may by the necessity of volume have to be a bit more shallow. So instead of a new city, I would prefer more fleshed out existing planned cities with faction mechanics within them that make them interesting and layered to player character choices. For example rival families and political factions to choose from at the exclusion of others that lead to divergent ways to continue main quest goals or side quests and have you experience the city in a different way. Or an existing city with an interesting underworld to be explored by thief character types, and others with more noble pursuits for Paladin archetype players, and other cities that open up opportunities for magic characters, etc. (depending on the archetypes you develop of course). 2. I love the inclusion of a Mega-dungeon to bring in more backers, I just hope that connecting it to backers as opposed to money goals doesn't affect the cost and quality of it. I also hope that we get more backers to have it be of a robust size (10 to 12 sounds about good). I wouldn't encourage other backer dependant goals that may cost money, unless it's digitally distributed rewards added to the tiers that may be low cost but are still cool to have. 3. I would just reiterate what I mentioned before, keep the updates coming. Every new piece of art, or information about your thoughts on the design of the game really ramp up my excitement for this game and I think it is the same for others. I think seeing some new concept art, or little tid bits of interesting lore (like the one added to the mega-dungeon reveal) makes more people excited and perhaps gets gaming journalism sites more prone to keep featuring Project Eternity in new stories. Lastly, keep up the good work!
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