Everything posted by Hormalakh
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In favor of Repeatable Quests?
Are you asking us if we like to grind to power-up our characters? Why not just give xp for killing monsters then?
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What could have been done better.
I thought it went really well. This was my first KS. The only thing I would say is that next time, the should have stretch goals planned out even for budgets they don't think they'll hit. Obsidian is a very well loved company and I wasn't surprised that they hit $3 or $4 mil at the end. People have been playing their games and loving them for a long while - something a lot of the other KS companies didn't have was name recognition.
- Irreconcilable Companion Differences
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Beard Technology & Character Portraits
What if it were 6 of each? Six of each facial feature (with some slight differences between races/gender), that would barely compare to the ridiculously large numbers you were using. No. I only want 1. The face is barely going to be seen. The face is going to be a portrait. Instead of wasting time and money on modeling extremely fine details that would never be seen, I'd rather they focus that energy elsewhere. I mean where would it stop? If we can change the nose and eyebrows, then why not the color of their fingernails? Why not the color of their eyes? It's unneccessary detail. tl;dr - if its never going to matter visually in-game, why waste time/$ on it?
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Killing all NPCs
Edit: Failed (constantly) to embed the object. Any young whipper snappers know how to embed youtube videos?
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Where should Endless Paths (the mega dungeon) draw its inspiration from?
I've mentioned this before, but I'll do it again. While I enjoyed Watcher's Keep, I found the whole Keep a little schizophrenic. It was interesting in that each level was completely different than the previous, but sometimes the changes were a little jarring. I realize that the whole keep was meant to be a sort of jailcell for "all of the world's baddest monsters," but I really wish that there is more of a connection between each level. If separate devs are to work on separate levels, I would really like for the devs to communicate with the devs one level above and one level below them. That way the transition between each level isn't as jarring. Then have one dev (Sawyer?) look at the whole thing and make sure there is some sort of overarching theme to the thing.
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damn, i just gave you guys more than 100 quid
Yeah, I don't mind pink either. It would be nice to be able to see who's a backer immediately.
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damn, i just gave you guys more than 100 quid
I think the badges would be similar to the ones developers have that have "Developer" written on it inside a square. Or moderators with the Orange. Developers' are green. I bet backers will be pink. I want pink, said no one ever.
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Should HP and stamina be determined by different attributes?
So do I: that's why I was asking. It makes for a more interesting character creation too! Although, I do think that HP should be able to be increased on level ups or something - as you exercise, your health does improve. Lazy slobs sitting at home all day do actually have a decreased lifespan. Ultimately, it depends on what's more fun (all of this stuff is an abstraction anyway). One thing that just crossed my mind that would be a very fun (and "realistic" mechanism) is alcohol drinking: it might increase your maximum stamina for a time, but it would decrease your health bar as well (if you get drunk). Something to that effect. Or something even more permanent: gettign a boost in stamina for a decreased HP through some drug.
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Useless/Unnecessary Inventory Items
I used my stronghold in BG2 (the thieves' guild) for this very reason. I had everything organized: keys in one desk, possible quest items in another drawer, books in the safe, weapons that I may use in a bookshelf, etc. I was a very organized adventurer.
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Does the player-created character have to act as party spokesperson?
Fallout 2 ? LOL maybe... God it's been so long since I've played these games.
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Does the player-created character have to act as party spokesperson?
I don't remember what game it was, but I played it when I was quite young. The number of members in a party was determined by the charisma of the party leader (that being the PC). I wonder if that would be some sort of interesting mechanic to put into this game as well? Maybe, until you don't get a PC/companion with high char, you cannot maximize to a party of 6. Sorry, O/T.
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The shift of the powergaming paradigm to non-combat
I think roleplaying games when made for powergamers are no longer roleplaying games. If I'm a fighter in an RPG then I'll solve my problems using a sword. If I'm a Rogue, I solve them by stealing and sneaking. I shouldn't be penalized for my roleplaying just because a powergamer can break it. There are good and novel ways to solve this problem: I'm sure OE will think of them.
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Does the player-created character have to act as party spokesperson?
Right. But outside of those limited instances, we want more options!
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Does the player-created character have to act as party spokesperson?
LOL I'm imaging the monk companion talking like Ashton Kutcher from Dude Where's My Car. Thanks for the laugh
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Beard Technology & Character Portraits
I don't want 50 different nose types, 100 different ear types, and 60 different eyebrow types. If a beard is going to show up in an isometric view, fine, put in beards. But don't waste time on things that don't much matter. I would rather have more voice types, more portraits, more skin tones, more body shapes than changing minutiae.
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Thoughts about the Endless Paths
I actually wouldn't like this. I think that the dungeon, regardless of how unique each floor is, still ties together completely. I know that the goal for this dungeon is to have different devs work on each level, but I'm hoping that there is someone who oversees the whole things at the end and makes sure the entire dungeon comes together. Watcher's Keep seemed a little schizoid for my tastes, even though it did have an overarching theme to it. Maybe have each developer work on their floor, but also consult with the devs on the floors above and below them.
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Quality or quantity?
Aye 40-60 hours at the minimum. BG2 was much much longer.
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Should HP and stamina be determined by different attributes?
Josh Sawyer has stated that the game world has two mechanics determining whether a character lives or dies: they are the health and the stamina of the character. Usually, health (or hitpoints) are determined by a single attribute: endurance (or constitution). Would you be interested in seeing two separate attributes effecting these two characteristics? For example, should endurance determine ones stamina, while health is determined by endurance and strength? Do you think this would be an interesting mechanic?
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Rats need to be first quest
What if the tutorial for the game was sort of a "when you were younger trying to learn the ropes as a level 1" which you can skip and it fast-forwards a few years in the future where you're a little higher level/older. This older character would be where you start the actual game. That would let people skip the tutorial part, allow some gameplay at a lower-level, and cuold possibly fit the game story (depending on what that story is).
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How does the stamina/health mechanism apply to the enemy?
They're going to need better AI
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Does the player-created character have to act as party spokesperson?
I remember a particular section in Baldur's Gate 2 where if you had Viconia, the duergar would speak with her and she would initiate the conversation for you. It's been a while since I've played that game, but I think they would otherwise attack you. That was interesting, and I would hope that there is more of that in this game. It makes writing and programming dialogue much more difficult though, as I understand it.
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Does the player-created character have to act as party spokesperson?
This is an interesting question. What about some of the party characters "interrupting" a dialogue and saying what they think instead of you always having to speak as a dialogue option? It allows for more roleplaying and believability. It is a little convoluted however. Even in BG2 if you dragged a companion up to be party leader, dialogue options would not change and it felt a little unreal for my other characters to say something that wasn't a fit for their character. Either they should not be able to be party spokespeople, or their dialogue options should change (slightly, if need be, just to get that characters feel) or be limited to what that character would do if they were the spokesperson. Minsc would never be spokesperson and attack innocents. Sometimes that was difficult to roleplay.
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On the Subject of Stats
I find the Path of Exile creation extremely confusing and limiting. I did want to mention that Baldur's Gate II, Arcanum,Fallout and all of these games had slightly different attributes being changed. Baldur's Gate and its successors used the Forgotten Realms system of Str,Dex,End,Int,Wis,Cha, Arcanum had sort of a table format with Physical and Mental as the ordinates and Power, Skill, Resistance, and Appearance as the absicca and a total of 8 stats derived from that (Str,Dex,Con,Beauty,Int,Percep,Willpower,Charisma) Fallout had the S.P.E.C.I.A.L. system (str,Percep,End,Const,Int,Agil,Luck) There was the initial GURPS system Darklands had Divine Favor Might and Magic had Str,Int, Personality, Endurance, Speed, Accuracy, Luck and so on and so on The one thing I noticed with all of these stats systems is that they worked really well for their worlds. I think ultimately that the developers should probably create something very similar to these systems, but to utilize the stats (strength, int, endurance, etc) as ways to define unchanging attributes of the people of this world and skills (barter, mechanics, steal, etc) as more flexible attributes that can change during the game. Ultimately, we might not have the same stats at the end of development than what are found in BG or FO, etc. Generally speaking strength, dexerity/agility, intelligence, and endurance/constitution have been mainstays in RPGs. Luck, wisdom, perception, charisma, willpower, and others not so much. I think that ultimately the creators of the game will decide a few questions. One is "What aspects of the game world are we trying to highlight in this game system?" Secondly, "What attributes do we want to make unchanging in this world?" For example, would one's access to his soul be something highlighted and will it be changing or unchanging in this world? If unchanging, consider making it a stat. If changing, consider making it a skill (Access soul skill, for example). The whole point of my post here is that ultimately the P:E world will probably not look exactly like Fallout or Baldur's Gate because the game developers might want to highlight certain aspects of this world over others. Luck might not be a factor here. Neither might wisdom or Willpower. And I'm completely fine with that. The one thing that I will not be fine with, however, is to make a certain statistic be part of the character creation and to not make that stat matter throughout the game (something I'm sure will not be a problem with OE). Your stats (and skills) should ultimately effect the class you can be, the items you can use, the dialogue options you can have, and the solutions you use to solve problems in the game world. I'm more interested in knowing which stats make it into the game, and how they effect certain attributes. For example, will my stamina be determined by one stat and my HP determined by another? I think that makes for an interesting tactical choice (can my character do much in short bursts while being more likely to die (high stamina, low HP), or is s/he more of a long-term survivor, doing less but living longer (low stamina, high HP)? Edit: Grammar and clarity.
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What images inspire you?
Hello, I was watching this the other day, where Tim Cain talks about movies, books, and other sources of inspiration for the first Fallout. I wanted to make a topic thread for everyone here and ask you, "What IMAGES you find inspiring your thoughts on Project Eternity?" I wanted to know what images you find yourself thinking about when imagining what the Project Eternity world to be, and I wanted you to post them here. Try to keep the text to a minimum and keep the picture sizes small (linking to them would be better). I wanted this to be a sort of "flipbook" for the devs to look at as inspirations for their own creativity when creating this world. Obviously, pictures you've taken yourself would be better than images you've taken from someone else. so... show them your pictures! Throw something up whenever it inspires you about something you know about the PE lore! This is, for example, what I thought of when Josh Sawyer was talking about the Vailians.