Which is why I also hope they stick mostly to their own vision and not be too influenced by what goes on in the forums.
Don't get me wrong, I can completely understand not being happy with something in a proposed game, but why not give them a chance instead of assuming the worst?
I'm very used to the xp-per-kill type of system (or whatever) but I'm open to other options and directions. Sometimes things that initially sound unappealing to me because it's not what I'm used to ends up becoming my favorite new thing. eg, I love chocolate, but it doesn't mean I want to eat it all the time.
Sorry for the delay - had errands.
Thing is, I've played Bloodlines and other 'quest/goal' experience games and do not care for the system. They have said this is what they'd like to do (although a tiny opening was left). It's not that I'm not used to this type of system, I simply prefer the other.
Personal preferences -- we all have them. I am, however, willing to see what they finally come up with as this isn't written in stone at this point.
Agreed and this is what I understand their description of Proj. Eternity plans to be similar to. I played Bloodlines multiple times but have never finished it for just this reason. I enjoyed the atmosphere and lore of the game but some of the mechanics were just plain annoying.
Besides, I never said that I withdrew my pledge entirely. I just reduced the level to about 1/3rd based upon my general dislike for a game mechanic that renders combat undesirable and/or of little value to participate in as I understand Obsidian's description to entail. Yes, there is "stamina" healing, aka RESTING but HEALTH damage was stated to be entirely different leading to maiming in standard difficulty and perma-death in expert. It's why I don't care much for most "adventure" games and instead prefer RPGs. I like having more options and having the tactics involved in combat. But if they make combat so ponderous through the aforementioned issues then it makes that entire aspect undesirable and/or not fun but rather crosses into becoming frustrating.