Everything posted by quechn1tlan
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Destroy environment?
I know they want to have trees animated (swaying in the wind) with birds etc. That alone could simply be done using an animated background or animated image placed on top of the background. They might just make them in the same style that games like skyrim does it, that would allow more interaction. However looking at the kickstarter picture it looks like they are made with fractal procedure scripts. That does not make it impossible, but quite resource intensive. I might be wrong but that is what my experience with them and comparing them to the pictures of such trees in my textbooks tell me. The high quality of the picture they have posted and the way things are made in ToEE also hints at by far the majority of items being static or at lest if you can interact with it, it will be in 2D which is somewhat limited. Naturally that is not to say all have to be. Chests, crates, barrels and maybe other furniture could very well be made to be destructible but I would not expect to be able to casually blast holes in buildings or walls. The quality of the pictures they have posted pretty much means such objects would be 2D and images and thus any actions would have to be pre-planned. Their limited budget and time is a limitation to what they can do in that department. Odds are that except for very simple things like chests, barrels and other stuff you might break for phat lewt you will only be able to break things when the plot calls for it. Pretty much like it was in the IE games. Having thought about it a bit more I'm inclined to agree, since it kinda slipped my mind that here, buildings will probably be separate areas and not a "box" on top of the ground where you could casually enter.
- Walking and Running
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Destroy environment?
@ Nerei A long informative technical post that, however, doesen't disprove my point. By no means I imply that every object should be a different "object" and thus be calculated independently. But in some interview they stated that trees are likely to be that kind of separate objects. So i'm guessing it won't be too hard to dinamically change a tree into a stump after it is hit by an axe per se. Same goes with let's say a barn, where you can make a hole in the wall if you so desire. Making whole environment responsive is indeed close to impossible. Like every chair or a rock. But in a few places that it matters in a tactical sense - I think it wouldn't be that hard. Well, I'm no engineer and maybe I'm wrong and even this would require processing capabilities beyond modern home technology, but I stroungly doubt it.
- Destroy environment?
- Destroy environment?
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Flagellants for.. atmosphere? Or Monks for repetition?
And what exactly would they do if they see a monster? Brew some mead, grow bald and then write a book about it? However here I would like monks to have a somewhat wider variety of abilities which are closer to spells than to fighter moves. Lets face it - an ideal monk should be something like a Jedi but with no lightsaber.
- Enemy respawn
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Project Eternity Composer: In-house or External
Ben Houge is the best for this sort of game IMO. (Arcanum's composer if anyone didn't know)
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Are you for or against gaining experience points only for completing objectives?
Hey - that's a good idea. Giving two different sets of levels. You gain combat levels by killing things and you get "social" levels by talking, picking locks and sneaking around.
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Are you for or against gaining experience points only for completing objectives?
Dude, it's fine to dislike this. It's not cool though to try to use your pledge as a threat. There's absolutely nothing that can make me do this. I made a decission to support them - I stick with it no matter what. The post was just meant to show how strongly I dislike the idea of objective-only xp and my frustration to actually see people like this idea. I, personally, know lots of RPG gamers, most of them old school and not one of them thinks this is a good thing.
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Are you for or against gaining experience points only for completing objectives?
Ok. It seems that I'm in a minority here and it, actually, boggles my mind to see people want this. I won't say something like: I want Obsidian to answer me this here and now definitively and if they actually go with the system which gives XP only for completing objectives, I recall my pledge. I'm not that petty. But, if they actually stated this from day one, I must tell you - I never would've pledged at all.
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Are you for or against gaining experience points only for completing objectives?
Huh? What're you smoking? Name one IE, Black Isle, Troika or Obsidian game where it was true? Bloodlines So you're telling me that all these years I was punching evil doods while wearing my pimp trenchcoat for nothing? I am dissapoint. Anyways, being serious I can't say that i might enjoy killing monsters just because they are in my way. And I like combat. But if it is pointless - then I'd rather be running with 6 rogues or invisible mages from one objective to another. So no, I'm against experience not being given for killing stuff.
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Are you for or against gaining experience points only for completing objectives?
Huh? What're you smoking? Name one IE, Black Isle, Troika or Obsidian game where it was true?
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Exploration linearity
Probably the only reason I registered is to ask this question: Will we get a set of areas we *have* to explore subsequently to advance(IWD), or will we have a whole lot of areas we will never even see if we don't make it our crusade to go everywhere(BG)? I really liked how in Baldur's Gate you can finish the game without even being to most of it's areas. Hell, on my first playthrough I didn't even realize that the side of the area you exit, gives you access to adjoining areas(I wasn't too old and wise at the time, so cut me a break). And instead of what modern publishers think, this fact didn't make me dislike the game. It made me like it even more and want to play it again and again.
- Multi-Classing