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Jenda

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About Jenda

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  1. This is pure gold, can't wait to see more (and can't wait even more to play it). The dynamic lighting and characters are simply amazing. Thank you everyone at Obsidian for the great work! Those are good points IMO - the transition from running to standing did look unnatural and the animations on the trees looked a little blurry. Also: - if your eyes rest on a tree or bush, you can notice how some parts are animated (and blurry) and others are clear and still, which breaks the feel a little bit - the wading characters feet sometimes go under the ground level, but I'm not sure this
  2. I went for $100 - $75 tier, $14 for comics and $11 for... well... Torment?
  3. I, for one, hope there aren't too many mutually exclusive areas, storylines or other content*, and if so, they can be arranged in such a way that you can experience the vast majority in no more than two playthroughs. Anything else is, in fact, forcing you to grind through the parts of the game that are mandatory so you can experience the content you were blocked out of on your previous playthrough(s). I love playing RPGs, but I rarely play them more than once, and I don't think I ever played any more than twice. I like choosing my own way through the story, but I'd hate to think I missed out
  4. Ah, that's what I was missing :-D I thought the subscription model was faltering, though.
  5. http://www.kickstarter.com/projects/13861848/camelot-unchained?ref=live Camelot Unchained, a Realm vs. Realm MMORPG... What am I missing? Why is this attracting so many backers? Another monthly-subscription-based MMORPG, where you first pay for the development and then pay a monthly subscription?
  6. I'm not sure if the kickstarter money really covers all costs. My guess the development of the game costs a lot more than what was raised on kickstarter, but some of it is simply absorbed by the company and will hopefully be recovered from sales. In other words, it's impossible to hit exactly 0 at the time of release (because it's not an exact science, really), and I think the actual numbers could be in the far negative, because of all the resources Obsidian invested in the game (some pre-kickstarter). I doubt the kickstarter money would cover all the overhead the company generates as well as
  7. Yes! Please give us cutscenes like that at reasonable intervals! We don't need full-motion animation, but cutscenes like this sound great where appropriate. It would be nice if there was a narrator's voice, but that could even be added later if the budget doesn't allow (while reducing the risk of over-simplificaiton for voicing purposes). On the other hand, it shouldn't pop up whenever an environmental skill check or decision is required ("The door in front of you is locked. Hushed voices can be heard from the room beyond. Do you (i) listen carefully (ii)apply [item] (iii) peer through key
  8. I would still prefer something more akin to the strategical and tactical decisions made in the "combat minigame", such as selecting the type of lockpick or method of lockpicking to be used. Perhaps a reasonable compromise would be a system that still leaves lockpicking as a single click-roll action, but allows modifiers to that roll, much like weapon choice and attack type modifies the results of combat (or even the results of a single sword swing). For example: Different locks have different difficulty ratings, and perhaps a few other attributes (like size, age, complexity or design).
  9. So... combat should be the same? Hmm, that would make the game very entertaining.
  10. I think the basic idea presented by the OP is a good one, even if the exact implementation suggested is waaay too complex for a game like this. Given the fact that P:E has promised to deliver more inspiring non-combat mechanics than have been the norm previously, settling for a success-failure roll for picking locks would be a disappointment for me. Non-combat skills should be a combination of player skill and character skill, just like combat is. However, it doesn't make sense for a party-based game to have a first-person minigame in the style of the bethesda games or thief, plus there are MA
  11. Just adding I's: -Magical items are very rare, gold is for consumables: lll -Loot is "branded/tagged", origin of items affects NPCs differently: ll -Crafted magical items are few, unique and true achievements: llll -Temporary abstract armour degradation in combat, repairs are "automagical": ll -Armour and weaponry can get "enfeebled"/"fatigued" over time, easy repair: ll -Individual party-member quests in cities to challenge their personal strengths & weaknesses: llll -Beast-of-burden teams embodying the deep stash; they are useful and sometimes shady: ll -Give magical non-weapon it
  12. I believe lockpicking can be balanced against other methods of opening locked doors, containers etc., so it doesn't become obsolete even if there are a number of viable options. For starters, you can award more XP for a successful lockpick than for other resolutions, and make all options comparably difficult. Brute force methods should alert nearby enemies of your presence, drain your stamina, possibly damage the weapon used, and in case of containers, break potions and other fragile consumables. Magical methods should destroy (non-quest) scrolls in chests - depending on the mechanics, thi
  13. Often times (in fact, almost all the time) in the IE games if my party lacked the resources to fully heal themselves up after a bruising encounter (or if I simply didn't want to use up my resources), I *didn't* wait (or rest) until I was healed. I moved on, confident in my party's abilities and my own gameplay strategy to be able to take on the next encounter in my wounded state and still do fine. So no, don't be imposing your modern-rpg degenerate gameplay habits on the rest of us. Rest-spamming is a degenerate gameplay tactic bred and encouraged by (among other) IE games. What has it
  14. This is pure genius. If used correctly, it could make for an epic foe. Perhaps a generic one, but probably better suited for a quest-specific monster. Having to fight through a dungeon/tower/complex pursued by a spirit (soul?) that animates various objects, assuming different strengths each time, perhaps luring you to locations where it can form even more powerful constructs, all in the attempt to identify and destroy its bond to the physical world - this is something I'd like very much.
  15. Hmm, will this not result in monks running up unarmed against ironclad juggernauts and rock golems, only to switch to their trusty bladed weapons when chopping up peasants, zombies and wizards? I'm not saying that's a game-breaker, but perhaps it might benefit from being handled differently, perhaps by adding some overriding effects to unarmed attacks (e.g., unarmed is always classified as crushing (e.g. for purposes of immunity), but doesn't bypass DT as other crushing weapons, and isn't classified as the "wrong" attack type against light/no armor)? I realize this is a question of verisi
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