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Loranc

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Everything posted by Loranc

  1. i'd like to play any race that the companions can be. There's been quite a few rpgs that have unique companion races that you can't play . I always wanted to play a winged race in bg2, but oh well. That's what mods are for I suppose. I guess that's my answer, I'd love to play a winged race. Wonder if the Aasimar will have wing options?
  2. Ummm you're like the only one who doesn't want this developer on the team..... just saying. Change it to something worthwhile? Like what? What in the world could be more important than adding a highly recognized and loved developer to help DEVELOP this game.
  3. People claim anywhere between 60-100 game hours with icewind dale depending on how you play.
  4. Found a youtube link to some artwork from justin sweet. Check it out.
  5. I would frikken love a 150 hour gameplay game that was enriched with lore, story, action, character interaction, and everything else. ... Just saying.
  6. “A better approach would be to ignore the D&D mechanics and respect what Planescape was trying to do and what the game did,” said Avellone to GI. “And see if you can do what Fallout did when it became the spiritual successor to Wasteland.” He’d still keep the plane travel concept and metaphysical concepts, but says the D&D elements actually “got in the way of the experience.” He continues, “That was stuff that D&D didn’t allow for. It was too restraining in some respects. If we did do a spiritual successor, then I don’t know if we’d use the Planescape licence or attach the mechanics, perhaps something that has a different feel to Torment.” If you're wondering, there's been talk of kickstarting planescape torment 2. That was a statement Avellone gave months back. I wonder what that game would be like and how fast it would be kick started to the top. He's currently helping with Wasteland 2 but once that's over with who know. Seeing as everyone is complaining about wanting another unique game like PST just thought i'd put this out there.
  7. Ummmm many rpgs had the same classes that all derived from D&D including wizardy, might and magic, and final fantasy. The first final fantasy came out in 1987 with six classes; Fighter, Thief, Black Belt, Red Mage, White Mage, and Black Mage. D&D came out in 1974 with three classes fighter, magic-user, cleric. Greyhawk in 1975 added the thief and paladin class. So okay we've got everything cept a monk so far.... the dungeons and dragons basic set in 1977 had mystic and druid added to it as well as optional classes; Dervish, Shaman, Shadow Elf, Shamani, Master, etc etc. The monk appeared in the Blackmoor supplement in 1975. So basically every class in the first final fantasy was created 10 years before the game released. Whether you're healing, casting magic, or swinging a sword you're going to find tie backs to the good old days of D&D somewhere. And I love how you put DnD and WoW in the same sentence like somehow they compliment each other, why is it any forum I go to someone brings up WoW, like it's a basis for games these days. Especially when we're talking about a single player game and not an MMO. Anyways, this is what they stated about classes. Classes in Project Eternity are meant to provide a general framework for character types. Different classes excel in different areas, but the framework can be extended and elaborated on in a multitude of ways to create characters with unique capabilities. If you see a fighter, chances are good that he or she is going to be able to take a lot of damage, but that's about all you can be sure of. If you see a wizard, he or she probably has some hard-hitting spells that can cover a large area, but his potential list of capabilities is vast. If you want to create a wizard who wears plate armor and hacks away with a broadsword from behind a heavily-enhanced arcane veil, we want to let you do that. If your idea of the perfect fighter is one who wears light armor and uses a variety of dazzling rapier attacks in rapid succession, we want to help you make that character. So it's good to think of Project Eternity's classes as being purpose-ready but not purpose-limited. To date, through our Kickstarter campaign, you have helped us fund seven classes. In our design, we started with the "core four" because they are the most broadly familiar and also some of the most versatile: the fighter, the priest, the rogue, and the wizard. To these four, you helped us add three specialized, but popular, classes: the ranger, the monk, and the druid. The design of each class has a solid, distinctive base set of abilities that remain in most builds, but will have a large number of optional specializations and alterations to give players a high level of flexibility in developing an individual character's particular style. Though we are still early in development, we'd like to let you know the rough ideas on what the “core four” classes of Project Eternity encompass:
  8. So if we don't raise enough money to get him... I mean would they call and tell him 'hey we didn't raise enough money to get you so you can't be a part of the project.' If it comes down to the wire i'd rather toss out one of the other stretch goals to get him on board . It's a great way to bring in money for the kick starter but when it's all said and done here in 6 days, I'd like to see this guy on board no matter what.
  9. Damn, that's going to be one hell of a nice stretch goal. Not to mention paladins and chanters aka bards. These two new stretch goals really got me excited. Nwn 2 MOTB was an amazing expansion pack and had that unique character feel that PST had to it. I mean what other game can you travel around with a paragon bear, Not to mention Kaelyn the Dove which we've seen in PST and BG2. Aerie from BG2 and fall from grace from PST. For some reason it's always been a 'winged' cleric, and I always end up traveling with them as they end up being some of the best companions. I'm really looking forward to getting to that 2.8 million mark and can't wait to see some concept art for project eternity itself.
  10. Tell ya what one of the coolest things iv'e come across that was purely unique in it's day of age was PST's tattoos. Not only did you have all the cool features of an rpg but you had an added feature that I had never seen before until then. I don't really care much for drugs being added to the game because there's just so many mechanics that wouldn't make sense afterwards, in most rpgs anyways. Unless it was done extremely well.... otherwise wouldn't it be so simple to amp up on drugs and then just case cure on yourself afterwards? 'Poof' toxins gone, I mean it'd be an interesting way to handle combat, it's pretty much what I did in fallout, except there was no magic there. Which may be the main issue, I really believe that magic and drugs harshly counteract one another and it makes it increasingly difficult to add it to a game in a way in which it would make sense. This is the whole realism thing of course but one of my major pet peeves has always been when characters are injured in a game and stop traveling with you or when they die. I'm sitting there thinking to myself 'okay jackass I just revived you three times last battle and now you decide to die in a cut scene?'. It's like magic doesn't work during cut scenes or something, anyways getting off topic. If they can find a way to add it into the game world that would 'mesh' well with magic than i'd be all for it, in a fantasy setting I would honestly see someone getting addicted to spells and magical tonics long before anything else. There was even a little series parodied off of nwn a long time back that I use to watch where one of the adventurers was addicted to healing potions, it was pretty funny. I wouldn't go as far as to say adding them would break or hurt the game in anyway, I just can't picture a unique way in which they could add them into this game, and have it work.
  11. I want to know what world you live in where 100,000 dollars isn't an enormous stretch of money. Even in today's standards, that is a sheet ton of money. And I don't believe this project has the potential to hit 3 million even if they add some super awesome stretch goal for it. 500,000 in 7 days, considering the majority of people emptied their pockets already. I'd rather look at it realistically and keep with the 100k stretch goals.
  12. I remember Never winter knight's II second expansion. After playing the original game and the first expansion I couldn't even get into the second one when I realized that it was all party created, I found it extremely boring. However, Icewind Dale on the other hand I found to be extremely fun, so it's a give and take. I think what most people are failing to realize is that there is no give and take here. Adding the Players Hall will in no way detract from the companion npcs that will already be added into the game. Thinking about it now, it will be a nice thing for community modders to have, as it will make creating npcs relatively easier. Like I said previously I just don't like where it is on the stretch goal list that's my only complaint with it. I would have preferred it been lower but that doesn't really matter. Basically you're going to get the same game with or without the player's hall, the only difference being that people who want the player's hall will be able to use it if it gets added to the game. But I will advise very strongly that everyone anticipate on this having a late release date, with all the money and extra content being poured into it, I certainly wouldn't expect it to release on time. Which is fine with me, there's some 'potentially' amazing games coming out here soon that I need to play. Not to mention the baldur's gate enhanced edition is expected at the end of November.
  13. When I see the word 'expansion' coming from a company like Obsidian and funded by people like us. The only thought that goes through my mind is F YEAH, not only do I get to play and beat this 'hopefully' amazing rpg, but after I'm done playing through it 3-4 times... I get to sit around in anticipation waiting for a whole new game. Now it may only be an added 15 hourish, but I'm going to hope that there will be multiple expansions or an entirely new game to come. Which makes me wonder, will they kickstart a project eternity 2?
  14. They went completely around the stretch goals and did something 'grand' and I applaud them for that. I think they made like 40k in almost one day when they added in the new tier which included wasteland 2 and the expansion pack. Thank you Obsidian for that one and I for one can't wait. This project still has the potential to hit 2.7 million. I'm hoping to see a 2.7 million stretch goal that is just pure amazing, but at the same time, just in case we don't get that far it would be pretty disappointing to see what we missed out on. I only wish I had more money to actually be able to put a few thousand dollars into this game, but living in the poverty bracket of society and with the economy the way it is now, I'm just fortunate enough to be able to pledge what little I can. That being said, I kind of wish Grim Dawn was part of the deal too , so many kickstarter rpgs, that it really gets you excited waiting for the next one. I think one of the best things about kickstarter is that the projects will receive more cash flow than normal. By the time this is released and the pirates get a hold of it, pretty much everyone that wanted it will already have it. I'm hoping this can become a new standard for making great rpgs, but we'll have to wait and see how these games all pan out in the end. -Completely off topic, but oh well-
  15. Kotor 2 was one of the rpg's that had major development issues and bugs, hell half of the game wasn't even completed, a group of people had to take and piece together all of the remnants that were inside the game disc and finish the game. One of the things that caused Kotor 2's problem was voice acting. Voice acting is one of the biggest things that is hurting games in general right now. Full voice acting requires lines and text to be done beforehand and if anything changes down the line it requires a whole lot of effort to try and rework the script to fit the changes. A lot of good ideas and potential get left sitting around someplace due to the rushed pace that full voice acting puts game developers into. With a large narrative game, an rpg, full voice acting takes away so much potential when there's not a very big budget to begin with. Not to mention it would take them forever to make this game if that happened. This is just some of the highlights I was reading over http://www.joystiq.c...than-its-worth/ take a look for yourself, read the article, and perhaps get a better idea of what the toll of having voice acting truly is in an rpg these days.
  16. I expect several people will be, but I honestly believe that the old school rpg lovers like myself look at something like this and shrug our shoulders, it doesn't bother us that it's being added but we could care less.
  17. ...... you're referring to dragon age aren't you? Haha, because I remember so many scenes that were automated like that. Silly game designers.
  18. I don't see a problem with the player's hall, however.... having this as a 2.6 million stretch goal, something that is this 'high' on the amount of cash flow coming into this game, is a bit ridiculous. I would have expected something far more grander than a player's hall for a 2.6 million stretch goal, which is more than double the original goal. It's almost like they're asking people to not give them money after the 2.5 million goal. If they want to keep the cash flowing in a good way they should have added something that applied to a higher majority of their player base, instead of something that only makes a small fraction of people go 'yay'. I think they really hurt themselves with this goal, and would have preferred to see something that would add more to the game itself. I hope they decide to add something more to that 2.6 million goal, or at least make the 2.7 million goal killer, because I'd really love to see this game get as much stuff as possible added to it. And having a stretch goal that doesn't cause enough people to go 'yay', is really going to hurt the amount that they get over all. Which means less content for the finished project due to a lousy stretch goal. Now I know not everyone agrees, but just ask yourself this. Were you more excited about the two stretch goals before it; crafting and enchanting, two new character classes. Cause if you were than that should defiantly tell you that the 2.6 million stretch goal was poorly thought out.
  19. That's an excellent point and speaking of puzzles and riddles.... I am curious to see how they are implemented into this game. We all know PST as well as BG 1 & 2 had puzzles and riddles in the game, and I actually really enjoyed them. I would certainly love to see some thought provoking puzzles in Project Eternity and some fun riddles to try and figure out. So far I am pretty excited for this game and can't wait to see it start getting further developed, the more details we begin to see, the more excited I'm going to get.
  20. I never said they were only in newer games. I merely was stating that there's an over abundance of them now compared to before. With how much you can do with games now compared to what you could do in the past, you'd expect to see more thought out quests instead of just blank fillers. I never meant to imply that all quests should have an impact on the world. I just want to see more quests that impact something in someway. Baldurs Gate always did a good job with making quest choices affect most of your companions, same could be said with; Kotor 1 & 2, NwN 1 & 2. I just want to see 'more', now that could mean 1-2 more quests that have impacts than the standard Crpg these days or it could be 10-20 more. I expect that Project Eternity will have similar impacts that the for mentioned games had, but I'm just hoping to see more .
  21. I personally am tired of the thousands of filler quests flopped into games these days. While having some adds to the enjoyment of the game, companies seem to go above and beyond that limit these days. What i'd like to personally see is more quests that impact the world that our characters live in, the companions that we travel with, and various npcs that it would have an impact on. Not just the simple, I joined with the brigands so now the town hates me kind of thing. I'd love to see more hardcore consequences for quests. You know the really tough decisions that make you alt tab and google search before you decide. I'm tired of finding what I'm looking for and reading 'doesn't matter what you choose'. It makes me wonder to myself, why give a choice in the first place if it has no impact on the game. I guess what I'm really looking for is less choices that have no impact at all, and more choices that do impact the game whether in a small or large fashion.
  22. The very first role playing game I can remember ever playing besides D&D pen and paper was Ultima the false prophet on snes. Which was released back in 1992, I would have been 7 years old at the time. From there it was FF3, oh my god did that game change/ruin my life. I probably played and beat that game well over a hundred times. I remember taking it camping one time and we couldn't get my cousin to stop playing it and actually do camping stuff. Then a little ways down the road Ogre Battle and Chrono Trigger. Chrono was my Christmas present and Ogre Battle was my brothers. People always refer to Final Fantasy Tactics as being the huge game changing hit but in my opinion Ogre Battle did it a long time ago. It had a class system all of its own that required a lot of micro management of certain stats to get the wanted results. As for a favorite rpg of all time and not just a crpg, I'm not really sure. I can't really place one game ahead of the other as they all had a significant impact on my childhood. I've always wondered what I would be doing today if I wasn't playing rpg's. Now if we're talking purely computer rpg's, the first rpg I ever played on a pc was Ultima IV quest of the avatar. Bard's tale was another one of my favorites, that I enjoyed. All of the might and magic series, I actually still own all of them. Heroes of might and magic, I stopped enjoying this series after the third installment. I played the old school dark sun games like Shattered Lands, Wake of the Ravager. Also the DreamForge entertainment Meznoberranzan, Dungeon Hack, Ravenloft Stone Prophet, Ravenloft Strahd's Possession. I actually spent an entire day learning how to use DOS Box one day just so I could play these timeless classics once more. It's funny that Starcraft ended up being my downfall, my addiction to that game caused me to completely lose interest in schooling. I know people are thinking 'that's not an rpg', but.... yes it was at the same time. There were thousands of custom made player maps that were actually rpgs. Some of them were truly amazing and extremely rare to get your hands on. I remember crossing my fingers and hoping that I didn't get booted from a game before my download had finished, there were a couple of custom maps that I spent a lot of time tracking down. Now obviously the custom made rpgs were lacking in story but defiantly not in action. I don't for-see being able to choose any one of those games over the other.
  23. Exactly, and it matters because the difference between the kickstarter bonus for the T-shirt and the one without is 30 dollars. I don't know about you, but 30 dollars makes a pretty big difference to me in whether or not the shirt will fit.
  24. There's a difference, there really is. A DLC is a typically small change to a game whether it be; map packs, cosmetics, a new character, a new quest line, etc etc. They usually add anywhere between 0-5 hours of game play and typically cost around 10 dollars. An expansion is what they use to do in the good old days of rpgs. It's something that changes the game drastically adding in several things at once. All new characters, levels, quests, items, areas, all of it in one big boxed up game. It cost around 20-40 dollars and consists of 10-20 hours of gameplay typically. Depending on the game of course. Point being an expansion is equal to about 20 separate DLC's, but you get more bang for your buck. You're not individually buying bits and pieces of a game. Not to mention DLC's are typically downloadable only, an expansion has a box. I like boxes.
  25. Early renaissance era, we talking black death time period here? And what the heck is with that poll? If we don't agree with you we're boring and have no thought process of our own? We're just a bunch of mindless idiots or something? I have always liked the money system, I don't see how that makes me boring or that it should make my opinion inconsequential.
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