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Found 113 results

  1. I don't remember what game it is... Star Wars: The Old Republic or Final Fantasy XI... might've been a different game too. Anyways, great log customization, I could have all of the combat log in one tab and all of the dialogue in another tab. Sometimes I dislike being interrupted in the midst of my adventuring with the banter pauses in Baldur's Gate. Is it possible to have a separate Log which handles Dialogue? Either by its separate window or a tab. I would like that a lot. Lots of Feedback! :D But to the point, being able to initiate dialogues whilst you are walking without an entire dialogue interface. Your companion says something and you can choose to engage in the conversation or not. There could be a timer in the Dialogue Log, so you only have a certain amount of time to answer these banters. Leaving the area you are in with a banter started would also negate it. Could this effect friendship sometimes? If you ignore your companions too much they will take less like to you. The only issue I can think of: - Your companion starting a discussion in the midst of combat, avoid this. An example: "Gorion would be proud of your actions! :D" - Khalid Showing up as text, with choices underneath it ("Yes Khalid, he would" or "Maybe" or even "Can you please stop?"). Not answering wouldn't make Khalid less friendly though, but there could be other "outbursts", "icebreakers" and similar between the companions and you, or companions vs companion banter that you can interact with and butt into which would effect "friendship". I think that Jaheira blurts out something like "Don't come close to me" when Xzar (mechanically, in-game) is too close to her (a generic voiced "Jaheira doesn't like the evil alignment", again, this doesn't even have to be voiced). http://forums.obsidi...e/page__st__220 Indeed the whole "I win" has to do with what the devs choose to use as responses not due to the use of tags to let gamers know what dialoge options have skills or other things involved in their use and I suspect we will find a large number of tag-able options in PE - or at least I hope so. Could, examples, "Bluff" and "Intimidate" ("Speech Skill" could suffice) be Active Abiltiies used in the game interface (and not in a Dialogue interface)? E.g., Right-Click on target, choose Bluff/Speech Skill when you can respond (could give you 1 to 2 more options/choices in the dialogue log, depending on what your prime speech skill is: Humble? Intimidating? Persuasive? Bluffer?) Thoughts?
  2. One of the topics that was touched upon in the weapon mechanics thread was the amount of weapon types. I thought it'd make for an interesting poll question. How many weapon types would you like to see in the game? And just how different should they be? 1. Small weapon selection, but each type offers a unique playstyle and has a different animation. E.g. Rapiers utilize quick thrusts, and emphasise mobility in combat. Against heavily armoured opponents, however, a greatsword would be a better choice. 2. A good amount of weapons, divided into subsets (weapons in a subset behave identically). E.g. All polearms would be handled the same (similar reach, damage, animation etc.). 3. Large variety of weapons, but with little difference between them. Self-explantory. Each solution has its merits, what's your preference?
  3. When it comes to RPGs, I see a lot of focus on things like stats, leveling up, and game mechanics surrounding combat, but in my opinion, one of the greatest aspects of traditional PnP RPGs is... Well, actual roleplaying, and the ability to come up with some rather unorthodox methods of solving a particular issue. Now, obviously we can't have the same freedom in a CRPG, since computer games by their very nature can't adapt to unpredictable situations, or allow the use of skills in situations they weren't designed for, even if it should be physically possible. For example, without a physics engine capable of fully destructible environments, you can't "accidentally" blow up a house with a stray fireball, causing debris to knock out a tower, killing the ogre you were fleeing from. Similarly you can't have NPCs comment on this rather strange turn of events, since it wasn't in the script. What we can have, however, are quests and scenarios designed around situations where these unorthodox methods of winning are possible. I think one of the developers touched upon this subject in one of the earlier updates, but reading through the "Unwinnable encounters" thread, I wanted to expand on the idea. Scenario time: Imagine a side quest involving two powerful creatures (e.g. dragons). You learn about these creatures from an inn keeper, who for whatever reason refers to them as Bob and Drake. Now, Bob and Drake doesn't like each other very much. Maybe Bob moved into Drake's territory. Maybe Drake completely trashed Bob's lair during a new year's party. Maybe he stole Bob's toilet paper, and decided to decorate the trees... Or maybe the inn keeper is just bitter about some past event, and is confusing the stories. Who knows. At any rate, you start hearing rumours about these two, their antics, and a legendary artifact which one of them currently has in their possession. You also hear about the numerous attempts at liberating this artifact from them; no one has succeeded. Indeed, it becomes abundantly clear that the only creature which could conceivably defeat them is another dragon. So, what do you do? Start a fight? Sure, with a massive amount of luck and skill, and more grinding than you care to admit, you could potentially defeat them... Or, you could use your non-combat skills to deal with the situation; turns out that they are just as willing to talk as they are to fight. You learn that while they tolerate each other, there is quite a bit of tension between them, which opens up for some interesting possibilities. Should you plant seeds of distrust until they end up in a fight to the death? Maybe you can persuade one of them to take on the other with your help? Whatever your choice, this quest can end in a number of ways: If you attack and somehow succeed, or if you manage to pit them against each other such that they both die, you get to loot both of their hoards. If you successfully befriend one of them and kill the other, you are forced to share the loot with the dragon you sided with, but you also gain access to his lair, and unlock additional conversations with your new scaled friend. Regardless of what you choose, you end up with the artifact you were looking for. The idea with this scenario is that it offers different rewards for different type of play styles. If you like challenges and more tangible rewards, you get a tough battle and more loot. If you care more for the story and roleplaying aspect of the game, you get more interaction with an NPC, and a sense of accomplishment beyond a checkbox in your journal. While the above is just an example, and not very fleshed out, I would like to hear people's opinion on the matter. Given a choice, how would you feel about scenarios where you can win battles way above your level by means of deception, diplomacy or other non-combat skills?
  4. If it's implemented via scripting, then it would make it possible for modders to implement a TB system (thinks of ToEE). *blissful happiness* Stuff like this could make world peace happen ya' know.
  5. http://www.youtube.com/watch?v=UpBqLbyR7o8&feature=player_embedded This week we announced our Mega Dungeon, our base classes, the cipher and barbarian classes as stretch goals, and the Adventurer's Hall as another stretch goal. We are coming up on our final week of the Kickstarter, and we have exciting stuff planned for you in the coming week including new rewards, a special inside peek into Obsidian, and a first look at Project Eternity. Exclusive Backer Pet, Hardcover Books for $250 and Name in the Game for $500! At the $50 tier and up we have an exclusive in-game pet for you! The pet is optional and will not have any in-game function besides being a quiet companion that will never leave your side. We are looking for ideas on what the pet could be, so let us know what you would like to see in our forums. We have great news for $250 and up backers! We are upgrading the Collector's Book at the $250 level to a hardcover at no extra charge. The Collector's Book is a full-color book that includes concept art, our monster manual, information about the campaign setting, and a special behind the scenes look at the making of Project Eternity. Additionally for our $500 backers and above, we will let you put your name and a personalized message on a memorial stone in game. Your unique message will be encoded into Glanfathan runes, and can be decoded using a unique in-game ring. It's a way for all of us to remember your large contribution to Project Eternity. Tim Answers Your Combat Questions from Reddit Kaboom asks: Hi Tim! I'm curious how the close combat in P:E will turn out. Will the melee of P:E encompass stuff like reach weapons, opportunity attacks, flanking, grappling, charging, prone/standing-modes and so forth? Tim: Yes, we are looking to include many of these features into our close combat system. Specifically, opportunity attacks and flanking are definitely in, as well as charging. We're not sure about reach weapons yet (we need to figure out if that attribute on a weapon will be worthwhile enough in combat and will supportable with the appropriate UI), and while we will support prone positions, you won't be able to attack while prone because the animations involved are too different from attacks while standing that we would have to make every animation twice, once for standing and once for prone. This limitation also means that grappling abilities will not be included. There are too many new animations needed and special case limitations that apply, e.g. how does a human grapple a centaur or a dragon or an ooze?). Tim answers more of your questions in the video and the text version is on our forums. Also check out the Project Eternity reddit group. Mod Support From Neverwinter Nights 2 to Fallout: New Vegas, we've enjoyed supporting the mod community, and we are continuing that with Project Eternity. It is awesome to see how you extend the worlds we make. To make getting mods easy, we are excited to announce that our friends at the Nexus will be the official spot to download Project Eternity mods once the game is released. They have been a great host for mods for our past games, and we want to continue the trend with the Project Eternity Nexus. Check out the Nexus Network at www.nexusmods.com. Our plan is to release our file-format information and expose as much of the data in the game as possible for you to extend and edit. We traditionally do not "hard-code" numbers so that our designers, and you, have the power to easily change and iterate on RPG data. We also plan on releasing localization tools to let communities around the world create localized versions for languages we are not translating Project Eternity into. As we get more familiar with Unity during production, we will be extending Project Eternity even more for mod makers. Look forward to announcements in the months ahead as we make further progress and can provide you with more information about tools and mod support. The Endless Paths Grows! We've passed 52,500 backers! The Endless Paths of Od Nua Mega Dungeon continues to grow larger! The next level will be added at 55,000 backers. Thank you for helping us to spread the word about Project Eternity! Kickstarter Comments and Kerfluffles! Lastly, if you haven’t been attending all of the fun in the Comments section of our Kickstarter, you’re really missing out on some fun conversations. From the Obsidian Order of Eternity representing in full force, to one of our favorites, the Kerfluffle Marshmallow lady, Spring Barnickle, who asks: Hmmm... how many marshmallows indeed. Beware paladin-types... beware! Until next time... Update by Tim Cain and Adam Brennecke (You can also discuss the entire Reddit Q&A part 2 in this thread.)
  6. For our weekend update this week (update 16!), we have another Q&A from our reddit readers in the Project Eternity Q&A Subgroup, with all of the questions having to do with the combat system of Project Eternity. Tim answers the top five questions below (as voted up by the community) as well as picking an additional question at random from all of those asked. Also check out the main Project Eternity group if you stop over to reddit. And now, on to the questions! Kaaaboom asks... Hi Tim! I'm curious how the close combat in P:E will turn out. Will the melee of P:E encompass stuff like reach weapons, opportunity attacks, flanking, grappling, charging, prone/standing-modes and so forth? Yes, we are looking to include many of these features into our close combat system. Specifically, opportunity attacks and flanking are definitely in, as well as charging. We're not sure about reach weapons yet (we need to figure out if that attribute on a weapon will be worthwhile enough in combat and will supportable with the appropriate UI), and while we will support prone positions, you won't be able to attack while prone because the animations involved are too different from attacks while standing that we would have to make every animation twice, once for standing and once for prone. This limitation also means that grappling abilities will not be included. There are too many new animations needed and special case limitations that apply, e.g. how does a human grapple a centaur or a dragon or an ooze?). DTKT asks... Are you guys designing some of the abilities/spells to be used in synergy with other spells? AKA, a grease spell and a fireball? Yes! We love abilities (including spells) that leave side effects on the target that subsequent abilities can take advantage of. So we may give you an attack that has a chance to stun a target, and another attack that does extra damage on stunned targets. Or you have a spell that catches targets on fire, and another that causes explosions on burning targets. These abilities work fine on their own, but when you learn the combinations, you will be much more effective. Karel_evzen asks... On KickStarter you mention positioning will be an important aspect of combat. How important will this (and tactics in general) be? Will we see similar combat mechanics as in NWN2 (backstabbing, friendly fire) or something completely different? We plan to make positioning very important, since we will support flanking attacks and backstabbing. We want you to be thinking about where your characters are standing and facing, not only relative to the monsters but also to each other, because we will have friendly fire in the game. Some abilities will affect their target and other targets around the main one, so you will need to use these abilities carefully. You can always avoid using these abilities at all, as they are never required, or you can choose to use them around your other characters that have a good chance to evade such damage. And if you don't like it, friendly fire will be an option you can turn off in most modes, but not in expert mode. In expert mode, you will always have to be careful when using area of effect abilities or abilities that cause splash damage, because you won't be able to turn off friendly fire. DoubtfulGuest asks... A question about combat magic: I really enjoyed the complexity of the system in the Baldurs Gate series where a wizard's repertoire included contingency spells, spell triggers, spell shields of different magnitudes, "prep spells" like Malison, and so forth. It added an interesting amount of strategy to a wizard duel. Will the system in Project Eternity have similar elements? Yes, we will have spells that are useful to counter other spells, and we will certainly have buffs and shields that you can cast on yourself and other party members. However, we are not going to make encounters that require the use of a particular spell or that involve a creature with extreme immunities (such as a creature only harmed by silver weapons). We don't want to make encounters that only have one solution, and if you cannot use that solution, you are out of luck. Instead, our encounters will have creatures with various strengths and weaknesses, and you can pick several different ways to take them down, and some of those ways will be more efficacious than others. Few choices will be outright unusable, though. Wormix asks... In certain CRPGs you will regenerate all your health and mana after every fight, ensuring that you have your full power for every fight. In the IE games you didn't regenerate spells or health after each battle, making spell management a strategic concern.While this allows individual fights to be balanced for difficulty easier and is less punishing in general, it removes an aspect of strategy from the game that a lot of players enjoy. What is Project Eternity's aim in terms of strategic resource management? In the old IE games, wizards and priests had resources that got drained and did not regenerate before the next battle, unlike fighters and rogues that few or no such resources. We are looking for a middle ground solution, either one where the wizards aren't the only ones to make a hard choice of whether to "use up" a resource, or one where no class has to make such a choice. For example, we are looking into the idea that wizards are only limited in the number of times they can cast their higher-level combat spells in a fight, and other spell are castable as many times as you want. As the wizard levels up, spells that previously had a limit can now be cast an unlimited number of times, and the newly acquired spells are the ones with a limit. And we could make similar abilities for fighters, priests and rogues too. In general, we always want to the player to have a choice of what to do with a particular character, and we want those choices to change as the character becomes more powerful. Now for a bonus question! Diablo169 asks... Could you please provide a bit more detail on how skill/spell cooldowns are going to factor into the games combat system? Sure, let me give some specifics on how we are planning to incorporate cooldowns into the wizard class. First off, cooldowns are NOT on individual spells. For any particular spell, you cast it, and when you are done, you can cast it again right away. But one limitation is on spells of a particular level. When you cast a certain number of those spells, in any combination, then the whole spell level group goes into a cooldown, and you can't use any of them until that cooldown has passed. That cooldown is long enough that for short battles, you are limited to casting a certain number of spells for each spell level. For long battles, that cooldown might expire and you can start casting those spells again. The other cooldown has to do with your grimoire. A wizard may know a lot of spells, but he can only cast a few basic spells plus the ones that are in the grimoire that he is holding. Grimoires vary in size, holding various numbers of spells of different spell levels, and the player is free to load up his different grimoires with spell combinations of his choice. But once combat begins, switching grimoires causes a cooldown for all of those spells, leaving the caster only able to cast his basic spells until the grimoire cooldown passes. This means the player will have to think carefully about which spells he adds to a grimoire and under what situations he would want to switch one for another. And that's everything for this week, folks. Thank you very much for your support of Obsidian and Project Eternity. Tim.
  7. What do you think? Should there be critical hits and misses in combat with adverse effects on gameplay. If yes what kind of effects do you imagine in critical hit and miss situations?
  8. How do you like to structure fighter / warrior classes. The traditional (1st / 2nd Ed) D&D route is to (a) choose specific weapons (b) put proficiencies into them (c ) maybe choose a subclass or kit and (d) use the right magic items. It was pretty straightforward and not as interesting as the spell-casting / stealth classes. 3E made things a bit more interesting with kits, allowing you to build a tank, 'light fighter', dual-wielder, berserker or whatever using a menu of symbiotic skills, feats and classes. Then prestige classes came in and killed it. Then I started thinking about other games and the cultural underpinnings of warrior classes. If you think about it, the culture a warrior comes from will have an enormous influence on his or her class. * Types of weapons used (tech level / culture / taboo / tactics) * Codes / ethics (is there an elite warrior caste with rigid codes of chivalric honour or are fighters just mercenary scum?) * Armies (does the fighter come from a culture with a standing army or one with levies or auxiliaries or just a tribal horde) * Culture (tribal / developed) * Class (noble warrior trained in certain weapon types and tactics, or tribal skirmisher with survival skills and tracking?) Over to you. But I would like a warrior class that allows me to imagine a range of character archetypes, from rapier-armed remittance man through to axe-wielding berserker savage through to professional musketeer / mercenary through to wily and cunning tribal scout / skirmisher. And *without* the need for kits / subclasses. Is this possible?
  9. Obsidian has said that they are going to separate out combat and non-combat skills, so that the same resources are not spent on both. This has lead to some cheering... ...as well as some concern. The concern seems to chiefly come from those people who, at first glance, you would assume would be happy about non-combat skills getting to not be overshadowed by combat skills. I know I was. But it became clear - one cause for worry was the possibility that there'd be no way to make a more non-combat oriented character (or a more combat oriented one, for that matter.) And this makes a kind of sense - that is a possibility, that the character creation becomes so cookie cutter as to be "choose you weapon style, choose your source of power, chose your non-combat skill" generic of a template where the choices are different but the characters are essentially identical sized and shaped lollipops of different colors and flavors. Many players want to have one character a lollipop, but maybe another a tootsie pop, and mayber a third a popsicle... eh, let's abandon that metaphor. The question remains - will players be able to make a more non-combat oriented character now that you can't spend the resources put aside for combat on non-combat? Now this is potentially (in my mind likely) a non-issue - Obsidian will design a great system and we'll all love it. Unless their intent is for combat and non-combat to always play equally. And maybe that's still the problem, especially in getting to design your own character. Balance, I'd argue, is important. Any race or class or combination of such should have the same maximum potential - you don't want one class choice to be gimped as compared to another. Some RP'ers who aren't trying to "win the game at all costs" won't care that their RP choice is not the most effective on a spreadsheet via statistics. But many players will be concerned, and this should be a worry - hence balance. Again, any race or class or combination of such should have the same maximum potential... and I'd argue the same minimum potential. But there's this whole range inbetween for players to customize their character, where you can make purposeful (for challenge or for RP) "less effective" choices. And inside of this thought process I found one (of I'm sure many) potential solution to the concerns of those worried about the dividing of resources into combat and non-combat skills. (yes, here's the point I'm getting to) When creating your character, regardless of race or class, one part of your shaping process could be chosing if your character is combat oriented, skill (what I'm going to call non-combat from this point forward) oriented, or balanced. Think of this like have a choice of one of three traits at creation, a la the Fallout series. If you choose the combat oriented trait, you get fewer skill points but more combat points (however Obsidian is going to divide up those abilities). Your character is now better at fighting but less good at the not-killing-things, not-absorbing-damage. And figure your thief or mage or cleric (or whatever classes) abilities are similarly divided into "fighting abilities" and "non-fighting abilities" for the sake of this discussion. If you choose the skill orientend trait, you get more skill points but fewer combat points (basically the reverse of combat oriented.) And, clearly, chosing the balance (or maybe default or no trait) will keep the distribution of those resources at the base, normal, average level as considered in the game world and mechanics. These traits could even simply be a few of the options in a Fallout style trait mechanic overall, in fact. Well... would this solve those concerns, and would you like this idea implemented (or at least something like it)?
  10. I would love to play an archer, but I have yet to find a cRPG that makes long-range combat sufficiently "meaty". What do I mean? Impact of missiles should mean more than HP damage. I'm thinking as a minimum bracing animations, the regaining of balance by taking a step back. After a couple of hits, the target should look like a pincushion. I dislike vanishing arrows! I also dislike moderate damage dealing, rapid firing archers. That's boring. Arrows should be lethal to unarmored targets, but next to useless against plate armor and shields (that's what crossbows are for). At the same time, archers are dead meat in melee combat. To sum up, having an archer in the party should not feel like a permanent AoE DoT spell.
  11. I was thinking about magic use in RPGs and would really love it if this game did not use the massively over used mana system. I think it'd also be pretty cool if magic wasn't mostly reactive and combat based. Some random ideas and things I'd like to see... Spells you had to plan ahead to use Maybe you need reagents the use of symbols/runes/glyphs on your gear/weapons or the ground an altar of some kind sacfice something to gain something all of the above If I'm playing a mage I'd like also to see and use magic in every aspect of the game, to see/feel/hear things others don't, to bypass problems that other classes may have greater issues with. I don't want it just to be the magic unlock and the magic persuasion. I'm no game designer and so I'll leave it up to you lovely devs to sort it all out, but I just thought I should throw that out there. Anyone else have any thoughts on the matter?
  12. In most cRPGs weapons are usually fairly similar to each other; most of the time the only difference is the amount of damage dealt. I think every weapon type (well, within reason of course) should offer a unique set of boni and (ideally) ought introduce a different playstyle. Here are a few ideas and suggestions (some may be obvious, most are pretty abstract, so be warned) : 1) Weapon reach : e.g. Pikes or Spears should allow your team members to attack from a greater distance, confering a serious advantage in some cases, but becoming a liability in close quarters. 2) Critical hit effects are different for each weapon type. E.g. : a) Greatswords would deal 200% more damage on critical hits and have a 5% chance to dismember the foe, resulting in an instant death. b) Rapiers would deal 100% more damage on critical hits and apply a bleeding effect. c) Hammers would deal 150% more more damage on critical hits and stun the target. 3) Smaller and generally obvious things : a) Different damage ranges (e.g. Greatsword 1d10x2, Longsword 1d6x3 - this would result in a vastly different performance. b) Armour Boni and penalties - (e.g. Swords are worse at piercing chainmail, but great against leather, Rapiers are useless against plate). c) Various speeds - self-explanatory. d) Weapon perks - (e.g. Greatswords are harder to parry, Pikes can impale, Pistols can jam). e) No weapon type should ever be considered "the best". They should all have their uses.
  13. We've got a crowdfunded project with many many rpg veterans chipping in. I'm ready for some innovation and experiments. Here are some features of my imaginary, perfect 'Project Eternity', add your own below! Resting Spells/abilities regenerate instead of becoming unavailable after use until the party rests. The party acts at 100% efficiency when well rested, but gradually becomes more vulnerable and loses effectiveness in all skills when tired. Spells not only cost mana, but tire casters independently. The same holds true for physical skills without consuming mana. The party can rest anywhere to regain up to e.g. 50% efficiency, but can only recuperate to 100% in designated resting areas. Familiar: As a tactical asset, it can spy, explore, steal, poison, play tricks etc. either on enemies/neutrals or companions. It's got character (I always thought Morte was a good familiar, if overpowered as a fighter.) It's not an ugly beetle. Dialogue Regular people share parts of a huge knowledge pool. Besides the traditional dialogue window, a kind of "google autocomplete searchbox" displays possible questions relating to the key words typed in. E.g. "Mr. X" would permit the questions: "What do you know about Mr. X?", "Where does Mr. X live?", etc. Choices Some painful, some impossible, and some to be proud of Example: "You paid dearly for doing the right thing. As a child slave, you decide to help a friend avoid punishment. You get caught and your hand is chopped off in retribution. Later on, you can't use bows and 2h-weapons. Furthermore, the wound is a stigma of a caught and convicted petty thief." In the later game, those friends' actions have special significance to the player, and create immersion. If later on a magic liquid metal hand that restores lost abilities, can shapeshift and execute killmoves happens to be found, it'll be enjoyed all the more. On the other hand, any injury can be avoided by not helping the friend in the first place. Not paying attention makes it easy to inadvertently go down the wrong path. You want to be a good guy? Be prepared to swallow rage and forsake the satisfaction of vengeance. Vigilante killings are recognized as such by society. It's not easy to be just, and almost impossible to entirely avoid being manipulated. Prudent choices such as "bringing someone in" instead of killing them outright are available. It's impossible to succeed every time, and players are confronted with moments of intense frustration. No guiding hand An immersion breaker in modern games is the relentless pace. Not in Project Eternity. Here it is important to pay attention to the dialogue. Little is gained by following quest markers or checking objectives. Facts are recorded, but the player jots down his/her own conclusions in the journal next to them, and chooses his/her plan of action. The minimap is not a substitute for looking at where you are going, players need to familiarize themselves with the game world. Help is readily available by talking to people, but the right questions need to be asked. Superior solutions to quests apparent only with understanding and immersion are available next to regular endings. Mystery The player is placed in a wondrous place, and is not all that powerful nor important. He/She isn't able to battle everything, and might need to run from a conflict without ever having a chance of besting an opponent. In PST the lady of pain set a great mood. Beating everything into submission does not solve anything, nor does it even seem a worthy endeavor. Themes Philosophy is fun and fascinating. Kierkegaard and Hobbes inspire fascinating dark characters whose dispositions and actions give a special flair to this RPG. There is no arch enemy, per se, the player develops a philosophy he/she needs to see through. Combat The trade-off for tactical mastery in turn based combat is the static feel. Especially during unchallenging encounters, parties approach each other, find the right distance, stop, and lose health until one dies. Not in Project Eternity. To start with, enemies have hit boxes which can be individually targeted. Moreover, terrain, obstacles, distance, position and stance are integrated as tactical elements. Attacks and spells can knock targets around. More action oriented players such as myself appreciate timed active actions (block, parry, riposte/counter, chain...), although these are optional in the game menu. Both classic rpg lovers and action oriented gamers appreciate differentiated combat stages, where party characters dynamically adjust their standard attack according to distance. Long range, mid range, and melee. A melee character needs to consider how to approach through a debuff focused mid range without penalty (by fog, evasion, cover, long range stun/knockdown...), thus making the "approach and hack" tactic less feasible. Different armors equal different strengths and weaknesses. Weapon changes during combat are quick and necessary. Semi-scripted melee and spell combos bring joy to all (thief hamstrings an opponent from behind, fighter bashes his head in) Romance During the last years games have opened up a lot in this respect. We saw more LBGT friendly interaction, and a lot more skin. Since all bases are covered in Project Eternity, a large cast of characters is needed. Most characters are regular boring heterosexuals, not that much interested in sex in any case, because immersion doesn't permit otherwise. A true romance (and with good reason not everyone wants to go there) seeps out of the confines of dialogue. Combat changes, as do expectations from partner and party. Interaction is more frequent and natural. A darker side of romance is the power to influence/manipulate/control one's partner, and some evil bastards take advantage of that. Leveling A Fallout approach is chosen in lieu of fixed classes. It's possible to pick up formerly unknown skills during the story which are not included in a skill tree/pool, and different types of equipment have unique actions. Toolset Whatever wishes stay unfulfilled, a toolset brings them to life. Modders not only add or change content, they change gameplay, fix bugs and update graphics. A toolset for a game is the gift that keeps on giving. (Check out the oblivion/skyrim/fallout3/falloutnv nexus if you haven't already, it is insane what these people deliver)
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