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Hopper

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About Hopper

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  1. I would like to see a system with greater and lesser gods... That way there could be a "primary god" you worship, that grants you certain benefits/perks, and lesser gods, that you can pray to at shrines/by following specific rituals, which will grant you short term favours/blessings or cause minor long term changes to your experience. Some ideas for lesser gods: - a god of gamblers: praying to him/her more often could result in "luck +1" or similar - a god of things lost and found: when you please her/him by praying at one of his VERY WELL HIDDEN altars, the chance to find better loot or random coins slightly increases (stacking, the more altars you find the higher the bonus) - a god of travellers: the more you travel, the more you will please him/her and you therefore randomly encounter safe havens for camping in the wild from time to time
  2. It's similar in Germany. However, if there is written retailers invoice (they have accepted order confirmations e-mails that include the amount charged to my credit card), that counts as proof of price. However, that's the thing, since this is not a buy/sell process, I wonder how it will work. Technically Obsidian could write 20 $ on the box, but they will still want to see a document with the price I paid, and that would be a 180 $ credit card bill then (or whichever is your tier) ...
  3. I never thought about taxes either... here's the thing, in Germany you have to go to the customs and pick up your package. They ask for a receipt/document with the selling price on it to calculate taxes. How are we going to be able to prove the price? Will Obsidian include a receipt or send us one by mail? This could be a bit difficult seeing as it is not a buy/sell transaction really. Does anyone have experience with this?
  4. I agree, but there would definitely have to be a dialogue log for each party member /important character. Or maybe a travelling journal that picks up this information either a quest-progress log or biography-like entry of each (important) character you meet/talk to, depending on the type of information obtained.
  5. I agree. In a lot of recent games different races get different starting attributes (+1/-2 etc.) , which then end up nothing but cosmetic once you reach level X. I understand this is done to allow for freedom of choice, and so you can be an elfish weight lifting champion or a nimble footed ogre thief. While technically I support this system of choice, I think some stats should be should be capped at a maximum value for certain races. E.g. due to his bulky physique an 8 foot high, broad shouldered ogrish character should not be able to max out dexterity, same as a 6 foot lanky elfish character should not be able to max out strength. Plus there should be disadvantages to having absurdly low levels of some stats. This would lead to a lot of critical misses on checks. Say you have 18 Strength and 18 endurance and as a trade off 3 Intelligence. In that case I would love to see things like reduced dialogue options, maybe even inability to read maps etc. However, I think the difficult part is getting the disadvantages just right.
  6. Quick and dirty translation, it is 3 am after all: Text in [ ] are additions I made for ease of reading I hope you don't mind HumanFlesh+5, but I feel it is a very valid point everyone should be able to read ;-) If you think I got anything wrong, just let me know and I'll fix it.
  7. Regarding bad localisation and the necessity of translating games: As a German native speaker and professional translator with experience in translating smart phone, TV and Software UI, among others, I can tell you this: Localisations of games have a tendency towards being sub par. I know this and that's why I mostly steer clear of German localisations. But I am lucky, I speak and understand English better than most non-bilingual Germans. For some people reading and understanding a game they wish to immerse themselves in is not possible in a foreign language. They may have to resort to a dictionary or even get the meaning all right most of the time, but it still means an extra effort for them. It's quite akin to subtitles. Do you enjoy watching a movie and having to read the subtitles to understand it? Usually the answer is no. And as for the translation workload and quality: Usually the text is extracted out of software and handed to a big company for translation in multiple languages. The problem is that the people translating the software do not have the time to play it or even the means to search for difficult to understand sections. And most of the time the first sentence you get may be the first sentence you read when playing a certain part of the game, but the second could be something that comes up 5 hours of playtime later. There is no such thing as consistency, which makes it very hard to know – and thus translate correctly – that "The carrier of the emblem of a thousand fires", when addressed as such, is actually a woman and not a man. Later on you will realize the mistake, as you find out when playing the game and localization testers may realize the issue. Or they may not. And this issue is also true for describing a room/setting/item with the appropriate register of words, when you have never seen the graphical representation for yourself or have no idea what the original writer envisioned. All I can say is use a combined effort during beta (if a localized beta comes out) to find issues and keep writing feedback mails with flawed translations to make the localization team aware.
  8. I really like the locking idea, too. Especially with a chance for the enemies to break the door. That way it won't be overpowered, but it would give you an advantage in the battle and the ability to single out targets that need killing first. And different door types could be easier and harder to both lock and break, simply tied to the difficulty of lock.
  9. Regarding the pet: I would like to see maybe 2 or 3 different pet options. Of course this means a lot of programming effort. However, what if you gave us 3 options: a bird, a dog-type and a rodent. Then make 2-3 "skins" for each which totals 6-9 pets. That reduces animating work and you just need to make more "skins". You may have to scale for size but the animations could be the same for each animal For example: Each time you start a new game you get to pick a pet for your character. This could be either: canine-type: a) domesticated dog b) wolf bird-type: a) crow b) falcon c) parrot rodent-type: a) rat b) gerbil c) mouse (i was gonna add reptile but can't come up with any distinctive animals that coulg share the same model) The animals may be very similar, but still a witch/sorcerer with a crow is cooler than with a dog. Yet a range rneeds a falcon not a crow or a parrot.
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