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Prometheus

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Everything posted by Prometheus

  1. for the drm free version for mac and windows they will use gog.com (see quote from update 27): I think they aren't sure how they distribute the drm free version for linux. See this thread
  2. As long as they don't draw inspiration from the female clothing/armor from the witcher games.
  3. Blast isn't an active abillity but a passive abillity that you use every time you attack with an implement(wand, rod or scepter). See quote below Scrolls were mentioned in Update 58, so there will be scrolls in Project Eternity.
  4. There is no long range teleportation in P:E. source
  5. aoe spells will show the area they affect (see quote below) . source The targeting cursor shows the radius of the effect.
  6. If you steal an item in conversation wouldn't the person suspect you for stealing the item? I don't like learning by doing skills. First If you make pickpocketing learning by doing all skills should be learning by doing. Second I would need to pickpocket each enemy to raise my skill if I want to get the good items. One Thing they could do to make pickpocketing more interesting is to make trusting modifiers to pickpocketing. If somebody likes you(you did a quest for him/ the faction reputation is high, etc.) it would be easier to steal from him. But if you stole from a lot of people or he doesn't like you it will be more difficult to steal from him. I think the best way to prevent a lot of reloading from pickpocketing (and other skills) is to make them not random. If you make an auto saving system(like you suggested) a lot of people will complain.
  7. For source see quote below: Do we know that you can't choose your class abillities? The only quote I found to this topic, is that it isn't decided. see quote below (from 3. June 2013): We haven't decided on that yet. I'm designing the class abilities to be pretty complementary to each other so if we wanted to just let players go buck wild with any ol' combination of abilities, it *could* work, but we'll experiment with it to see how it feels. Talents were always intended to be wild cards, so you can take them whenever as long as you meet one of the prerequisites. Prerequisites are designed to be "or"s and many of them will have an option that opens at higher levels. E.g., to take this talent you need to be an Elf or Aedyran or 9th level.
  8. Project Eternity will have Real time with pause like BG.(see quote below)
  9. This post contains a post from Sawyer that states "Currently, spells are entirely unique to each class." Its unlinked so I don't know where it originated or if its true. The post is from 31 May. Here is the source.
  10. There hasn't been a spell list or anything like that released but we do know a few tidbits about the system: 1) There are per encounter and per day cool downs, depending on the spell power (?). As you gain level what was once per day may eventually become per encounter. 2) Spells must be queued (memorized) by being placed in a grimoire (for wizards). Not sure how that will work for clerics, ciphers and chanters. 3) I thought I remembered more but I guess not. I think only wizards must memorize their spells. We also do know how each spellcaster gains their spells: And we do know how the magic of the chanter works: he begins chanting at the beginning of a fight. Chants are made up of phrases. Each phrase has a specific effect that lasts for the duration of the phrase plus an additional "linger" into the next phrase. Players build their own chants out of the phrases they know. After a chanter has spoken a number of phrases, she can use a targeted roar. This is a special type of phrase, but it is shouted in a cone always in front of the chanter. see here If they still want to do unique spell lists for each class(see quote below), then I think they should explain the magic sytem of a class in seperate class updates like the monk or paladin update.
  11. No it was never bi weekly. Between The Updates 56-59 was no break.Before that we had two weeks with an update and then a week with a break
  12. good update, but is there an update next week? On the kickstarter site it says, see you in a couple of weeks, but this sentence is missing in the forum post(see picture below(left is the forum post, right is the kickstarter site)).
  13. Not sure what you mean by 'rpg character concept', but in my quote he basically said your attributes won't affect your concept at all. With a rpg character concept I mean something like this: Hans is a highborn noble fighter. He never trained much in his youth, but he is well educated and has high charisma.his stats would be something like this: Str: 10 Con: 8 Int: 14 Will: 10 Ch: 16 They said that they want to use the attributes in dialog, so you would be very charismatic in dialog. game concept would maybe something like this: high crit, high defenses, low hp, low attack bonus. So the system would allow to play a charismatic fighter in dialogs, but in combat you would have different strength and weaknesses as a strong fighter.
  14. These two quotes (yours and mine) contradict each other, but I am inclined to believe in yours more because mine just makes the system seem blatantly moronic. But yeah misunderstandins can happen when you deconstruct the words of a game dev. It depends what Josh Sawyer understands under a character concept. If he means a "gamist" character concepts like high damage fighter or high health fighter(tank),yes that's when they contradict each other. But if he means "rpg" character concepts like a weak fighter, dumb mage or a strong mage, then they wouldn't contradict each other.
  15. So, you CANNOT distribute your attributes on your fighter in a way that he wouldn't be the best of tanks anymore. What's better, you can't do the same on a mage either; put all your points into STR and INT and you'll still come out a tank. I think all Josh Sawyer says is that all classes can make builds which uses different attributes. In d&d most of the time you had to take specific attributtes to make a good build, for example you need high int to cast high level spells in D&D 3.5. So if you make a high int low str fighter he will be viable but he has a different focus as a low int, hight str fighter.
  16. i didn't really understand what you said, but maybe this may clarify: all skills are both combat and non-combat. they are the same skills. Sawyer has said as much already, http://www.formspring.me/JESawyer/q/478748375852797478 What I mean is that your attribute system makes no sense, if you divide your system in skills and combat abillities(abillities,spells and talents) as in Project Eternity. In your system you wouldn't be able to fight properly with the wrong attributes, but you would still get combat abillities.
  17. If you want to use your attribute system, all systems should go the same direction. So you can either "buy" a combat skill or a non combat skill. And I'm still not sure I would like your system in a Party based game.
  18. So that one character can take all the non combat attributes and dump the combat attributtes and the other characters will dump the non combat skills? If I understand your idea correct it would work for a single character game but not for a party game.
  19. I could be wrong but that's not how I understand the post by Sawyer. I read that as there will be one stat, lets call it "Damage", that will influence all damage output whether it be physical or magical. I don't know about you but that's one stat Im going to be pouring points into as it influences a gigantic portion of the entire game. Yes you will get a bonus to damage but your accuracy will be lower. the accuracy will also indirect influence how many damage you do.for example: hugos stats are: 6 damage 0 accuracy. bobs stats are: 0 damage 6 accuracy. They both have equipped a 10 damage dagger and they both attack a rat ten times. Because Bob has higher accuracy he hits more often: Hugo:2 hits(10 + 6(from his damage stat) damage per hit), 6 graces ((10 + 6 )/2) and 2 misses (0 damage per hit) = 80 damage Bob: 7 hits (10 +0 damage per hit) and 3 Graces ((10 + 0)/2 damage per hit) = 85 damage So in my example Bob would do more damage to this rat, because he hits more often than Hugo. but if the enemy has high DT the result changes for example the enemy has a DT from 5: Hugo:2 hits(10 + 6 - 5(DT from the enemy) damage per hit), 6 graces ((10 + 6 )/2 -5) and 2 misses (0 damage per hit) = 40 damage Bob: 7 hits (10 +0 -5 damage per hit) and 3 Graces ((10 + 0)/2 -5 damage per hit) = 35 damage
  20. No, if you pump all in one stat you will loose other stats for example: If you max your strength stat and min your accuracy stat you will miss very often. If you make one stat for magical and one for physical attacks, you will have one dump stat for a mage and one for the fighter.
  21. are this images new? source for the people that can speak german the preview from last month is online
  22. They said that, if you choose Expert Mode at the beginning you can't turn it off. But if you don't, you can manually turn on/off options of the Expert Mode during the game. See very old quote below.
  23. See link for more information and concept art: A ‘Sci-Fi Skyrim’ Was In Development At Obsidian. It Had Time Travel. The concept sounds interesting.
  24. If they don't change the target difficulty, they target the standard difficulty of BG2 for the standard difficulty of Project Eternity They said that they wanted to do this.see qoute below (from january).
  25. You can heal stamina with spells/abillities/talents and even items won't heal health. Known types of consumables are potions, scrolls, figurines (to summon creatures), food and drinks. edit: source for the difficulty level they have said that they will take BG2/IWD2 as reference.
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