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Malkaven

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Posts posted by Malkaven

  1. I'd be shocked if a twilight fan knew project eternity existed. I really don't think putting a twilight vampire Easter egg in game would be a good idea because it wouldn't be funny or appealing the the fan base.

     

    Twilight didn't kill vampire people. Sure the way they used them is lame but the book/movie is trying to appeal to female teenagers. Pick up a book and read Lovecraft, American Vampire(Love Scott Snyder, issue 1 he flips the birdie to the twilight style and has been amazing ever since), any of the white wolf books. These vampires go along the lines of the OP's comments and far beyond. These vampires are just badass.

     

    American-Vampire.jpg

  2. They can use an agile methodology to achieve their final vision. They don't have to use an agile method but I'd be surprised if they didn't. I'm taking a software architecture class so I was curious on which one they used. Its not an everyday opportunity where someone can ask devs or a gaming company things that you are learning from your classes. Hopefully they answer :dancing:

     

     

    Here is more information: en.wikipedia.org/wiki/Agile_software_development

  3. I pledged for one version of Project Eternity via kickstarter. But I have a laptop and a pc.

     

    On my PC only linux is used, since its for work and I don't like the MS OS. But for travel I use my laptop. Which works with Linux for the working, but the GPU is not supported but the closed source driver properly (blackscreen).

     

    Can I have a linux and a windows version of Project Eternity when I pledge once? Or must I pledge 2 times for 2 versions?

     

    I'm hoping so because I'm in the same boat.

  4. Wow, a lot of very touchy people in this thread. If I knew my question might cause some of you to get a stroke I wouldn't have asked it.

     

    As long as the game is great I don't mind playing it with mouse and keyboard or with a controller. It's only a game after all, it's not the end of the world if it's played with controller or with a mouse.

     

    Amen.

  5. fresh from replaying ps:t

     

    i know it's about a millennium old (give or take a few centuries).

    i have no doubt that p:e will have it better.

    but this can't be stressed enough:

     

    real time games (even with pause) need good path finding.

     

    that is all.

     

    Replaying BG1 and taking a whole lot of coffee breaks when a party member decides to thake the long way. They also love to stand on the loot too, ARGH! :banghead:

  6. Oh god no. I hated that updater, it would constantly bug out and you'd have to dl the whole thing from the beginning again. Ughghgh

     

    I seem to recall getting stuck in a situation with NWN2 where the autoupdate would fail and it wouldn't recognize the manually downloaded update once you went that route.

     

    Yeah the NWN updater was completely broke. The concept was cool but it wasn't functional. I remember having to send my friends certain files just so the update can proceed with the update.

  7. And this is why I'm totally puzzled about the way Armor is going to work in P:E. Apparently Rogues will be able to wear heavy armor just like anybody else, but what is the trade off and what kind of playstyle is achieved? A Rogue without stealth and sneak attacks doesn't seem like much of a Rogue at all.

     

    That's because bad systems have perverted/distorted your idea of what a rouge is or should be like.

     

    The association between rouge and backstab has become great beacause that's one thing that was made most prominent. As well as becoming magicly invisible and crap like that.

     

    "backstab" has been changed, to sneak attack, in the DnD world a long time ago. Sneak attack is an important part of being a rogue and a lot of their skills are geared around it. Eliminating this skill just because you want to see a fighter do higher damage in a fight all the time would be silly. This game and past crpg's are based around combat which really restricts a LOT of skills a rogue and the player can effectively use. Thus making combat skills a higher priority for a rogue to have to ensure that they server a purpose in a party. In a perfect world/game a rogue could scale the walls and throw his voice to confuse his enemies so that he could sneak by. Always avoiding combat unless he has the clear advantage on his target.

     

    Sorry but a rogue in full plate trying to sneak around, detect traps, set/disarm traps wouldn't make sense. They rely on dexterity which plate severely limits.

     

    I agree that an enemies back is a great advantage for a fighter and a rogue. This is where coup de grace and attacks of opportunities are factored in for the fighter(in the DnD world of course). A rogue is going for the kill shot like it or not. A "typical" rogue does not have the weapon arsenal a fighter has so utilizing a few select weapons allows the rogue to focus on combat skills to win the fight. I really don't see how it would be sensible for a fighter in plate with a longsword could sneak up to the back of an opponent and accurately go for a kill shot other than the head. Likewise, I'm all for fighters being able to sneak attack assuming they ditch the plate and go padded/leather and a smaller accurate weapon for accuracy.

  8. Well, I would assume quite similar to what a critical strike with other weapons:

     

    This could represent an attack that hits harder, a lucky strike or damaging a weak area on an opponent.

     

    Notice I didn't write about a strike TO the head (headshot? location damage was in the Fallout games, right?), but WITH the head, the head of the axe. (the metal cutting bit, as opposed to the wooden haft bit)

     

    Sorry missunderstanding, but its still same thats why we have damage treshold, 1-6 if you hit for 1dmg than bad luck you hit him with hilt, if you score 6 than good, you place good and precise strike. What are we talking about now?

     

    It's just level of complexity. Or more variety, depends on how you look at it. If you have damage types, you can have damage type resistences for armour and creatures.

     

    example following the axe - if you're facing a heavily armoured opponent, you'll want to hit him right with the head, because it has some chance of armor penetration, he'd just shrug off any hits with the wooden handle (because of padding). If you're facing a lightly armoured opponent, you don't have to care so much about proper distance, which can be useful, especially if he has a dagger and wants to get as close to you as possible.

     

    It really is a bit of a rock/paper/scissors kind of functionality, which in itself is an inaccurate rule-ification. But it adds complexity and playstyles not present if you just have damage ranges.

     

     

    if we wanted to take abstraction the other way, we could give weapons a single number, or even decide the battle with one dice roll. ;) I've heard this actually suggested for other games as a fight system - one number for weapons. Of course, we love our numbers and weapons need to be differentiated, so we don't usually use it.

     

    Blunt weapons in Neverwinter Nights were more effective against undead than sharp pointy ones. So the system that your proposing exists in one form or another. It was done in DDO(Dungeons and Dragons Online) as well. However in DDO, IMO, it was completely over done to the point where your inventory was always full because you needed a different weapon type for each type of fight.

  9. That would nullify the whole point of the system then. Breaking it up into Stamina and Health is to allow you to come down to "almost defeated" in every battle, and yet still fight several battles each day without the presence of a method of healing your body other than resting. If your maximum Stamina goes down along with your current Health, then you'll fight maybe one third as many battles each day, probably getting us pretty close to the one-and-done adventuring that the system is meant to avoid.

     

    Its already a case of diminishing returns. Damage taken affects both Stamina and Health, with only Stamina regenerating. For example, your level one mage has 20 Stamina and 10 Health. He takes an arrow to the knee that causes 10 Stamina damage and 5 Health damage. The next turn he takes another arrow for 10 Stamina and 4 Health and passes out (lol). The rest of his buddies kill the archer and the mage pops tall, regenerating all his Stamina but none of his health. The next encounter he gets hit by a flicked booger and drops dead.

     

    That sounds awesome.

     

    That post was awesome. :yes:

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