Everything posted by Hormalakh
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"Slacker Backer" needs a new name
- Those Who Held Back - Backers-who-backed-after-the-Kickstarter-and-are-offended-by-the-term-slacker - Backerswho didn't know about the Kickstarter but demand customer satisfaction, dammit - Tad Bit Late Backers - A Few Months Late Backers - 50 (Updates) Deep Backers - Just plain "Slackers" Drop the backer.
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Update #59: Developer Q&A with Polina Hristova
You know what's weird? People in fantasy worlds can develop a single potion solution to counter-act ANY poison in the entire world, no matter what it is. But, they can't seem to develop a vaccine to even a single one. Pure mithridatium.... http://en.wikipedia.org/wiki/Mithridate thanks for that. very interesting. if p:e has this potion, it should be fairly expensive to get.
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Obsidian are notorious for release bug-filled products...
The buggiest Obsidian game I played was the Black Hound.
- Out of curiosity, what difficulty will be your first playthrough?
- Milestones, signposts and streetnames
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Game Manual
I loved BG2's manual. I want a hard-copy. Screw the trees! Just kidding. Don't screw the trees. Just cut them down to make my manual.
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"Slacker Backer" needs a new name
People on the internet take offense too easily. I'm surprised some of you have made it online this long.
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Update #59: Developer Q&A with Polina Hristova
You know what's weird? People in fantasy worlds can develop a single potion solution to counter-act ANY poison in the entire world, no matter what it is. But, they can't seem to develop a vaccine to even a single one. It's all about the mindset. It's a relatively new concept to go from curing/treating a disease to preventing a disease. I know your post was tongue-in-cheek, but this is an actual problem even in real-life. Some cultures/countries are still in this mind-set where they ignore primary prevention and deal only in minimizing morbidity.
- Update #59: Developer Q&A with Polina Hristova
- Update #59: Developer Q&A with Polina Hristova
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Confirmed: Project Eternity will have D&D 3E-style "auxiliary" combat skills
- ...and called it peace
- Update #58: Crafting with Tim Cain!
- Kids master algebra in 40ish minutes through game based learning
Honestly, thinking back to my learning different subjects: memorizing and getting your feet wet in that subject is already a huge plus. I remember learning calculus. The first time I learned how derivatives worked, I didn't have a complete understanding of it - I memorized it and was able to mostly apply it. Then when I re-learned the basis for the derivative, it made so much more sense because I had already memorized a portion of it. Many subjects are this way: you end up having to learn and re-learn things to truly understand and apply them. Memorizing "basic facts" allows your brain to begin to apply that information when you are being "taught" it again.- To everyone complaining about the recent change . . .
Me personally, if you've read my post, I give them the benefit of the doubt. It's quite possible they were never exactly sure of how good an idea their implementation of the crafting skill and durability were. Nothing wrong with abandoning it in this case. Also, i'm pretty sure it was the complains here and in the kickstarter comments (they are not the same groups) that the team listened and not so much the Codex. People on the Codex had disagreed with pretty much every single desision the PE team made, and if it was in their power we would have a Fallout/Arcanum/Pool of Radiance spiritual successor instead of an IE one. Who in their right mind listens to the posters on the Codex in the first place?- Update #58: Crafting with Tim Cain!
Embarrassing. I do think a lot of people take these decisions that Obsidian makes too personally. It isn't a matter of who "won" or who "lost" the argument. At the end of the day, everyone wants the best RPG game that can be made, in whatever way we each think best. The important point here is that Kickstarter has allowed us to speak directly to the developers and to share our thoughts with them on a personal level. There are an innumerable number of occasions where I've read posters on different forums say "Whoa! The developer is reading what I write" or something to that effect. At the end of the day, the developers always have the final say and the fact that a gamer's input matters more than a shareholder's is in-and-of-itself something to cherish. I may be wrong, but AFAIK PE has a limited amount of money. You still need sinks to offer something in return for that money. Since the number of monsters is also limited, the degradation through combat would have been limited as well even though it looks like a systemic sink. I don't get what you mean with your last sentence. Loot may be limited, but so is the weaponry/armour you can buy and you can't put more than one item in any slot. As you continue to play your wealth increases (partly from having ever more expensive items on you), your experience increases. How can your chances of victory dwindle? I'm sorry I wasn't being clear. With systemic money sinks (like item durability) that have no counteracting systemic faucets, the player begins to feel like s/he is in a race against himself: if the game was to continue on for an indeterminately long time (let's say 500 hours), then there exists the possibility that the game will not have any further sources of gold while still having a constant drain on gold. It's the metaphorical quicksand that the player must quickly dig himself out of because sooner or later, it will be impossible to finish the game because his party does not have enough resources to continue. sooner or later, you've exhausted all your resource points, but yet you have a money sink gnawing at your heels. At the same time, combat challenges are increasing and enemies are tougher to kill. The worry is that you basically cannot finish the game because you can't buy the quest item that you needed to pass because you were wasting your time as your money slowly depleted.- To everyone complaining about the recent change . . .
I do think a lot of people take these decisions that Obsidian makes too personally. It isn't a matter of who "won" or who "lost" the argument. At the end of the day, everyone wants the best RPG game that can be made, in whatever way we each think best. The important point here is that Kickstarter has allowed us to speak directly to the developers and to share our thoughts with them on a personal level. There are an innumerable number of occasions where I've read posters on different forums say "Whoa! The developer is reading what I write" or something to that effect. At the end of the day, the developers always have the final say and the fact that a gamer's input matters more than a shareholder's is in-and-of-itself something to cherish.- To everyone complaining about the recent change . . .
Josh Sawyer quotes.- To everyone complaining about the recent change . . .
The vast majority of backers has been completely silent about the whole affair. Then it is one vocal minority against another vocal minority. Regardless, those who choose to voice their concerns feel heard. Both those who liked the item durability and crafting system and those who didn't. At the end of the day, if one thing is taken out of the game, something better will likely replace it. The point is that Obsidian listens and considers the feedback. Josh Sawyer could have left everyone in the dark about changes occuring in the game. He stated that he spoke with the development team and they made a decision after listening to feedback. There is more to the story than "forum-members are phoning in their game."- To everyone complaining about the recent change . . .
There really aren't a lot of people complaining about the recent change. Most people seem to be happy that Obsidian listens to its fanbase and takes their opinions into consideration. Josh Sawyer is the last person I would think would bow down to the pressures of the majority or vocal minority (however you want to see it).- Project Eternity would translate to Pen and Paper
Not unless you use a computer to do your calculations for you. It would be a pen and paper game with a computer instead of dice doing the calculations. A lot of people play this way already... Turn based/RTwP is true though...- LOL, Durability has been removed
I think mechanics (subsystems) of the crafting system are still in: -herbalism -cooking etc I think these subsystems are still in. They've jut taken out the "Crafting skill" mechanic that repairs and deals with item durability. They'll likely have another similar mechanic for creating armor, weapons, and shields.- LOL, Durability has been removed
They never said crafting is out. Where did you get that? "The crafting system and its associated mechanics will remain, as-is."- LOL, Durability has been removed
Stop trolling Infinitron. We all know you're trying to hype up the easily-hype-able. Tsk tsk. Or tut tut, if you prefer. I don't know which one you use in Israel.- Update #58: Crafting with Tim Cain!
I think that if there are no systemic money inputs (faucet) then there is no need for a systemic money output (sink). Since most monsters and loot are hand-placed, then there is only a limited (and known) amount of gold that can be gathered in the game. If you do intend on implementing systemic faucets in certain content then implement money sinks that are comparable within that same content. That way you know how the money flows in your game and too much money shouldn't be a problem. The problem lies in that most players assume that these cRPGs have hand-placed, limited loot in the game, so as you continue to play, your chances of victory continue to dwindle (less money, means less chance of buying what you need/want to win). - ...and called it peace