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About comport9

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  1. Of the two options, I'm perfectly fine with #2, and think it's perfectly OK. However, there are two other options available: #3: Provide all physical backers with a digital download. (Even if they originally didn't have one). #4: Delay the digital release until all (or most) physical product has been delivered. Had these been options, I'm sure most would select #3. But that's just my 2 cents. Thanks for asking.
  2. Steam IS DRM, so if it requires Steam, then it isn't DRM free...
  3. So you're nerd raging because they missed an update, and some special website they're working on isn't quite finished yet? Seriously dude, take a break from the internet and have a kitkat and a hot chocolate. It'll cool ya down. (I don't want to be around when they announce a delay to the games release... ACK!)
  4. This, I hope, is a no-brainer for them. When I can scale any web-page with the click of a button, PE should be able to scale the UI in just the same way. Even if it doesn't affect me, it's an easy option to implement, and helps future-proof the game for later higher-resolution displays. (People didn't think BG would be played 15 years later, but it was, and mods were needed to bring the games UI and whatnot up to todays standards).
  5. I'm sorry, but not giving your party members ANY AI is beyond (I'll say it) stupid. I really hope the quote was based on early decisions that don't reflect current direction. Even BG games had an AI you could adjust. As mentioned, I don't want to have to pause the game every time I need my mage to cast Magic Missile or my priest to cast Cure Light Wounds. I would also like my characters to judge who to attack, and what weapon to use. However, I do want the ability to intervene at any time to override their decisions with my own. I also want the ability to select the circumstances in which the characters make their decisions. Just like the OP said, "Heal party member when their health is less than 50%". (Or whatever). Micro-managing sucks. There are many, many, examples of once great games whose sequels got bogged down with micromanagement, killing the FUN of the game. I also don't want to hear any excuses about how this will cut into development time. That's BS, and we all know it. The dev's already have to code all of this into the game for all the opponents anyways. Porting the same code, and giving the player the ability to manipulate it, is not asking a lot. Some do enjoy micro-managing every little aspect of every encounter. But I'm not one of them, and I'm certain there are many out there who don't want the "action" part of the game dragging out the time inbetween the story elements.
  6. I'll put in my 2 cents... I'd prefer no UI at all. (Just hear me out...!) When it's just your party wandering around the map, there's no reason to have any UI taking away from the splendor of the map. Each member of your party is going to have a coloured circle underneath them, so this could easily be utilizied to represent that characters health. (Bright green for full health, to dark red for nearly dead). Effects such as some buffs or curses, can be represented by the animation. (Glowing halo above the characters head for "Holy Aid" type effect, or occasional hic-ups for drunkeness or weird curse effects). When the player wishes to cast a spell or use an item they can right-click their mouse and a UI box will appear with various spells, abilities, items that the player can utilize. (Yes, this is very much like Planescape. However, I think that the idea can be greatly improved upon from PT's implementation). As a keyboard is going to be utilized, spells and abilities can be hotkeyed to avoid the player having to pause the action everytime they want to cast a spell. This is how I would prefer my UI to look like. This isn't for character sheet or inventory however, those would of couse require their own dedicated screens. That said, I know that many enjoy having a dedicated bar with more information, and more detailed information, at a glance without having to click through another menu. (Not too mention having a snazy images of their parties portraits). And I fully support that as well. But I think that it should be optional. Removing as much, or all in this case, of the static UI is also important as many will be playing the game on their TV's rather than on their computer monitors. While burn-in isn't nearly the problem as it was in the past (nor as problematic), it's still an issue that can crop up when playing a game like this that most of us will spend a couple to several hours during a play session.
  7. Thank you dev's for answering the question and clarifying your position. As I mentioned in my first post: benefit to cost ratio isn't high enough (in the dev's opinion) for them to devote their time to making the UI work with controllers. While it's possible to argue the merits of that, it doesn't change the fact that that's their opinion, and as such, their decision is the correct one based on that. (Although I wouldn't mind a more formal Kickstarter poll to give solid creedence position). That said, I hope it won't be detrimental to the game if the UI was coded in such a way as to allow mod support. "Soft coding" the control inputs and UI graphics for instance. And just to clarify some of my earlier comments. By "PC elitist" I referred to people who espouse the idea that KB&M is "always" better, that anything to do with consoles is "dumbed down", and that this type of game just "CAN'T" be played with a controller. I played DA:O on both the PC and the 360. There were things I preferred with both. Controller for the 360; Options and Camera control for the PC. In both situations these were decisions Bioware made, not because they "HAD" to, but because they chose to focus on different aspects of the game based on their perceived audience for their respective releases. As DA:O is very similar, mechanically, to Eternity, I feel it's a pretty good barometer for how the game could be played with a controller. (Could also throw in how much fun Diablo 3, a much faster paced game, was to play with a controller here as well...) Some point to the controllers analogue sticks as a detriment. And they are when compared to the mouse, but that's a small consideration, IMO, for a game like this. Those sticks are actually far more detrimental to the FPS games compared to mouse controlles, but that doesn't seem to harm their popularity at all. Regardless, I'm quite interested in the Steam controller (Even though I'm quite skeptical about the button placement...) which looks like it could be a good compromise for both sides. In the end I don't think this has to be a divisive conversation as both sides have their merits, with the final verdict really coming down to personal preferrence. As it is, the dev's gave their answer and their reasoning, and I'm fine with that. I'm sure I'll thoroughly enjoy the game no matter the controls. But if the dev's are counting... 1 vote from me for controller support.
  8. While this topic was mentioned before, and received the expected invective from ignorant elitist "REAL PC gamers...", I wanted to revisit the issue to see if the dev's have had any discussions related to this matter. In a (probably vain) attempt to head off the flamers arguments, I'll post a few ideas and caveats. Eternity is a PC game first and formost. I understand, and respect this. And as most (percentage?) players who backed this project will be using a keyboard & mouse setup, the UI must reflect this and be optimized for this set up. However, I rebuke any stance and idea that this precludes including a UI that enables users of a controller (360) from playing the game in a fashion that is most convienient for them. This isn't a one-or-the-other proposition. Both options can be fully enabled and optimized while not taking anything away from the other. This will of course require additional work and resources. But perhaps this is worth it. The problem I see is that we don't have solid numbers as to how many would choose to play this game with a controller if given the choice. No cost/benefit analysis has been done for this (as far as I know). The KB&M crowd are a vocal bunch. As is any group that belongs to a dying, at least diminishing, segment. This isn't up for debate, examples of this are everywhere. (This is NOT about PC games in general, just the use of KB&M). From the growing popularity of consoles, phones, tablets, and the soon-to-be "Steam Box", the time of the KB&M being the defacto-standard interface is fast approaching its end. For this reason, I believe, a strong argument can be made to spend the time to implement a UI for the controller centric crowd to future-proof the game now, and for future expansions/sequels. I've read the same statements made by the dev's how they were tired of building their games for consoles while ignoring the PC crowd. The KB&M crowd have used this statement as justification for closing debate on this issue. I consider this both premature, as the statement was made quite a while ago now, and taken out of context somewhat. Let me explain the latter: all of Obsidian's previous games have been funded by a publisher. They weren't free to make the decisions they wanted. As mentioned earlier, consoles being popular, publishers wished their game to be optimized for the console crowd first and formost. Nothing wrong with this in and of itself, however, publishers being what they are, they chose to ignore the, albeit smaller, PC segment entirely resulting in shody "ports" of games from the console to the PC. I view the dev's statements from the perspective that they were tired of comprisming the enjoyment of one segment of their fans for the benefit of another. NOT that they are somehow against console gamers entirely. It's from this perspective that I feel that debate on this subject shouldn't be shut down. Perhaps I'm wrong though. Perhaps the dev's do have an idiological problem with using controllers as an interface device and it's for this reason that they won't include any controller support. I sincerely hope this isn't the case, as it makes them no better than the publishers they complained about. In SHORT: 1 ) Could the dev's give some clarification on this issue. 2 ) If they won't include controller support, will they at least build the game to allow for modders to add controller support? I want everyone to happily enjoy the game with whatever interface device they feel most comfortable with. Is that asking too much?
  9. That's just an artists representation. The pic has nothing to do with what the actual dungeon will look like.
  10. Sorry, I voted wrong. I meant to vote UNlimited ammo.
  11. Quick, someone go spread a big banner across a bridge in your area with "Project Eternity on Kickstarter" on it to get the game on the news. (Oh, and best to be nude when they come pick you up so that it makes world-wide news... )
  12. A proper economy is very difficult to emulate. The biggest problem is shopkeepers never have to worry about paying the rent... as such they'll buy anything and everything, (albeit at a steep discount), even if there isn't a market for the item. Which is the next problem: what IS the market!? Who's buying the stuff you're selling? To do even a close aproximation you'd have to program in NPC needs and wants, with corresponding jobs and taxes, as well as resource requirements and alot time to developing those resources. Then put it altogether so that shopkeepers prices accurately reflect the market. While I'd love it, I'm sure it's more work than it's worth. Therefore devs go the cheap way: each item has a buy and sell price, with maybe a little variation for locale and how many you've sold/purchased prior. Either with shopkeepers having infinite money, or limited money that grows over time... it's a simple illusion that we all accept to get to the "fun" part of the game: kill'n baddies.
  13. Ammo has to be unlimited unless they deal the amount of damage they would REALLY deal IRL. That is, one or two shots from an arrow and you're dead...
  14. Um, I think I'd prefer a 3D character you can rotate and whatnot... just me?
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