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About Kamos

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  • Interests
    Pen 'n Pencil RPGs, computer RPGs, reading, writing, making games.


  • Pillars of Eternity Backer Badge
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  1. I'm not in Europe (I'm in South America), but since there is no appropriate topic... The package rushed to my city, it has been here for a week now, but cannot be delivered because the address was truncated (the house number is missing). They will send a replacement package. Frustrating. Anyone else had this problem?
  2. An interesting thing is that at least part of that 75% are people who voted for option #1 "to help protect Obsidian against piracy", demonstrating that they weren't even fully aware what they were voting on.
  3. So the majority voted to get their stuff ASAP, despite the absurd waste of resources, despite the concerns for customs taxes, despite the fact that a game box without a game will be delivered. I am not even surprised.
  4. My Wasteland 2 CE didn't get here yet. Living on the moon sucks.
  5. Thank-you. Since my two posts before were in review for a while before accepted, when they were approved (cheers, by the way!) they were 'posted' in-place at the time they were made. Meaning, a lot of people didn't get to see my point.PLEASE address this issue, Obsidian. Marking it as a gift doesn't always work and is technically a false declaration. Customs (in the UK at least) can ignore it if they wish, I would not worry. With Paradox doing the fulfillment, they will likely dispatch from a warehouse inside the EU. Therefore no customs check or duty fees for that matter. That only solves the problem for european backers. Read carefully option #2: "Alternatively, we delay shipping everything out to you once we have the final 1.0 version ready. For some parts of the world, this could mean a delay of some real significance. Not just a week or two, but multiple weeks after it’s released." A lot of people seem to be voting on #1 on grounds that #2 would lead to piracy. I have counted four people who have mentioned it, so far. Edit: and I just saw someone answered the same. Still, other people have been saying the same (#2 = more piracy), so I suppose it's valid saying it again.
  6. You want to receive the box without the discs for the novelty of not having discs in the box? Or did you pick the wrong option? Note that #1 is the option to have physical rewards ahead of the game disc - just letting you know, in case you voted by mistake... In any case, judging by the number of votes I'd say it is clear that #1 is preferred. I am hoping they will allow the opt-out.
  7. It's worse where I live. If something marked as "gift" arrives at customs, they assume you're trying to deceive and just use any value they want for taxes. What some kickstarters have done, in the past, is consider the pledge a "donation", and then declaring the base production price of the items being shipped, instead of the store price. That would help backers in Europe. And a lot of backers must be from Europe, so I hope it gets sorted out that way for those there.
  8. I am an international backer. Please DO NOT send the items in two separate shipments. Whatever value you declare for the package, I will pay close to 100% taxes upon. If you send it in two parts, I get to pay taxes twice. So please, just don't. Both items will take at least a month to get here, and then be held in a customs facility, so in my case all these ideas about sending stuff early are irrelevant (I appreciate the thought, and I can see how it can be cool for others - but PLEASE do not send me two packages). I would also be interested in knowing what value would be declared for the packages. I am hoping it is the actual "product value", not the value spent on Kickstarter. This is very important for me to know, since the difference could be several hundred dollars in taxes.
  9. I tend toward saying yes, but before I commit, I need to read a very good explanation of what you are planning, and how it affects what you have already planned. I understand that, perhaps, you're looking for ways to secure additional funding, while offering to expand on areas that would be cheap to develop (I'm assuming that adding a new feature is more costly than adding new content, especially so something like a wilderness area, which can theoretically be outsourced). If this is the case, I'd also be more inclined to help if you were straightforward about it. I do not think feature / content creep at this stage is a good idea, or a good sign (though I'd otherwise be the "simulate everything!" / "moar features!" guy). At this point, my preference would be for a small number of meaningful additions, or improvements to what is already there. So, a new companion, and expanded reactivity are welcome; a new hack-n-slash wilderness area, not so much. A new meaningful wilderness area, perhaps. Again, I need to read a good explanation of what you plan.
  10. Combat was real time, and spellcasting could be initiated while paused. Also the chaotic nature of combat would practically force you to go into pause every now and then. I may be wrong, but I believe only Exult has a pause function.
  11. Here is the poll you've asked for: http://forums.obsidian.net/topic/64050-item-durability/ As for "we saw some negative posts, let's scrap it"; it is actually more a case of "we weren't so sure about durability to begin with so thank you for giving us a reason to remove it". Perhaps you should go back a few pages and read some posts? I like the idea of durability, but only if the devs are willing to get it right. "Money sink" isn't getting it right.
  12. Well, I think it is better for this feature to be gone than to have it standing by itself in the middle of the room without anything to support it.
  13. I agree that what you're describing is bad gameplay (and design). However, the problem isn't durability itself, but the fact that the player can just stroll through a dungeon as if it were a theme park ride and go back to civilization whenever he wants. If you can restock / repair at any time you want, repairing and restocking becomes busywork. And if you can carry 50 weapons, breaking one means nothing. My thought too. The problem is not with the durability system, the problem is that other systems that would make durability make sense aren't there to support it.
  14. Hello, Obsidian forum lurkers & staff. I have been following the KS updates but I seldom feel the need to discuss anything I read. I just think "awesome!" and move on. I realize that, as someone that isn't normally around here, it is not nice of me to just suddenly appear out of nowhere to give opinions. That being said, you did bring this upon yourselves by asking for feedback. A disclaimer: I play retro D&D dungeon crawls. I keep track of how many torches my players have and how many turns have passed since they lit the last one. Yeah, I'm one of those people. About the proposed crafting system: it seems pretty vanilla to me. If I understand correctly, your run around grabbing everything that isn't nailed down in the off-chance that you need it for something. You don't even know what you need it for, but you feel compelled to pick it up. It is there, so you need to pick it up. This is contrary to what I believe to be good dungeon crawling. Please, if I did not understand your proposal correctly, then disregard everything I'm saying from here onward. Let me tell you how I run my PnP game. First, adventurers are adventurers. They are not crap haulers or blacksmiths. They pay other people to do that. They have better things to do with their time. Second, they spend money to be able to go on adventures. This is their main "money sink", because adventuring costs a ****load of money. The feeling I shoot for in my dungeon crawl campaign is that of a horror movie. Imagine you're embarking on an adventure. You've found out about an ancient temple in a strange land far away. You'll need to hire a boat to go across the sea, and you're leaving civilization behind, so you need to bring everything you need with you. What do you bring with you, and who do you bring with you? You might want to bring mercenaries to keep the expedition safe. Or hire a physician. When you finally reach your destination, you'll need a local guide, and probably some workers to haul supplies and dig up the temple's entrance. Then, when you finally get inside, there will be deadly traps and maybe even a monster. You might get trapped in there with limited supplies of food and water. You might run out of torches. This is what inventory is all about. In my PnP game, inventory is not a "chore" or "busywork"; it is a trade-off. Yes, you could use a platemail, and you could carry a 60 feet rope + a 10 feet pole + 10 torches + 50 rations. The question is: are you sure you want to do that? Because if you do, you might not be able to run away when you stumble upon the monster. You'll not be able to run as fast as the next guy, who is just carrying a light backpack. You might even find yourself in the dark when the only person with a torch decides to run for his life in the opposite direction. Of course, if the player is *expected* to succeed at every turn (as he is in D&D 3rd Edition), then it doesn't really matter how he approaches this. If you can just fall back to civilization for "more of everything" (more rations, more lamp oil, more!), then yeah, inventory becomes busywork. In the same sense, if you can just bring with you 50 daggers, then getting one damaged doesn't matter, and keeping track of each one's condition makes no sense. So, in short: I don't like the crafting system, it looks like an incentive to pick everything up and it cheapens the value of "adventuring". EDIT: I've read on this thread about how people feel like swords breaking is busywork, and how "simulation" is "tedious" and "a chore". I agree in general, but I think those people are missing the point. These things are tedious because computer games do it wrong. If you can bring 5 swords with you, or just immediately "auto-travel" back to a city and repair your sword, then yes, it is tedious. If however, you can only bring one sword with you; if a sword is an expensive item; if you can use it to parry against a mace, knowing that it will break but save your life, and you won't have a sword anymore, you'll have to somehow stab that guy with your dagger (basically you're ****ed); then it is no longer tedious, it is part of the whole adventuring thing.
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