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Interests

  1. As some of you will already know, Vladimir Putin has announced he is going to get divorced. I think that out of a spirit of forumal fraternity we should mobilise immediately. I firmly believe that with our combined writing talent we can compose a love letter from obyknven to Vlad that willl be so jaw-droppingly fantastic that he'll have no option but to immediately elope with her to Archangel. In your own time, gentlemen... engage.
  2. This poll is for people that want romances in game i want to know what do you think about type of romances in general. This poll and thret is not about "Will the devs putt romances in game" becouse i think that this is their decisions ( but i will be disapointed if not". This tred is about romances that you liked or whoud like to see if they add them ... and of coure it's not for people that "don't like romances in general" so don't troll in this topic becouse i don't do this in thread that i don't like Thanks for atention
  3. I seriously NEED an Atton romance mod xD I found some but they had been taken down never to be seen again. I do have some Atton stuff on the Sims 2 but it's not the same. Please reply!
  4. for me what gets me into any RPG, be it a Western or Japanese RPG, strong romance subplots are important to me. the reason is because that is where some great character building happens. i dont want some romance subplot with two outside character whom i help in some way or another but one where the player character is the center. though i understand that there are people who wouldn't care about this kind of thing but it could be included as an entirely optional character arc, just like a lot of story elements that will be included in the final game.
  5. So there's a promance thread, why not a nomance thread? Chris Avellone obviously has some very loud opinions on this matter, does his perspective reflect any of the perspectives of the fine fellows in the forums? Although I actually have no particular opinions towards romance in RPGs, I can understand why some don't like it. Romance in movies are bad enough, and a little sour in fantasy books too. Emotional experiences don't always have to end in romance, despite what hollywood might believe. If a story is good enough, it doesn't need an ackwardly implemented love subplot for the sake of having one. And love is traditionally done in what some would say is a very demeaning way in video games anyway, and especially in RPGs - specific NPCs will love you, regardless of your character and actions. It's just a metagame of playing responses to please them. Very empty. How many of you dislike romance outright in your RPGs, and how many of you like it, but not in the ways it is usually presented? Should love exist exlusively in less interpersonal, even darker, forms as Avellone suggested - love for gods, ciphers obsessed with souls, berserkers and assassins finding a little too much pleasure in slaughter? Or perhaps you wish love to be parodied? Romeo and Juliet fell in love and died immedietly thereafter. A componanion makes obvious passes at your PC, and you are completely incapable of reacting to them given dialogue choices. You can pay for a night with a whore, but wake up with a debilitating STD in the morning and an empty wallet. Cynics unite! Or you know, attempt to make a cohesive force towards ending romance that will ultimately fall into shambles due to failures dictated by basic human sociology. Whatever.
  6. 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)
  7. Do you want to romance one or two of your companions? I do because the romanceable characters become more deep and intresting persons. It also helps me made my role-play in game diffrent and intresting every time. Developers please give us opportunity.
  8. I wanted to start a discussion on what kind of consequences the (sub)race of the PC people like it to have. With this I was thinking about reactions from NPCs about, but also item restrictions for example. I think most people will expect some kind of realism in the responses from NPCs. Some communities or regions are less stranger-friendly than other, some indivuals might be openly racist, while others are but won't say it outloud and some think they're not but actually think a lot in stereotypes. Ofcourse the way it's handled in the setting can make a huge difference. However do expect to get denied access to buildings because of your race? or that of your party members? Get more quests offers because of your race, or more specific kind of offers. Do you expect race restrictions on romances? Maybe party members only willing to join with PCs or certain races. And do you think the racism should be more or less equally divided? Humans hated in the first town, dwarves in the next, etc. Or one race egtting screwed over through the entire campaign? And do you expect each set of armor to be tailored to a race? I don't think it's very realistic that a dwarf and an elf can wear some piece of armor. But having a race restriction on everything can be annoying. Personally I think it hads a lot of replayability, it's fun, but better to keep it to limited area's of the game. This because of it can very annoying to miss out on a lot in a playthrough or be very restricted by the character you love so much. With campanions I'm all for it, maybe not refusing to join PCs of one party, but being more judgemental or quicker to leave the party based on PC race.
  9. I've seen a lot of generalizations on both sides of this argument. Often people who want romance arcs and people who are strictly opposed to them (if that polarization of the player base is even valid at all) lump their opposite number into a category that makes broad assumptions about their opinions on multiple subjects. So let's try to characterize these people more so we can stop arguing past each other at straw-men and people that may have annoyed us elsewhere that happen to share an opinion we disagree with. Only vote in the above poll if you are actively hoping for one or more 'romance options' in the game. Hopefully this should set some light on the spread of opinions and the priorities of this particular side of the debate and allow for more nuanced conversation elsewhere on the topic.
  10. Yes, I understand we already have a topic devoted to theoretically probable romances in Project Eternity, so I'm really sorry for creating yet another one, but I feel like polls that we had by this day (Sex and romance poll, Gods save us another romance thread) are either badly structured, either biased with the way questions are formulated, so here I am with my effort to construct something that is coherent and objective as much as possible.
  11. Don't end the romantic relationship's development when you first have sex. I hope that wasn't even what they were planning as far as any potential romantic relationships are concerned..., but I wanted to just go ahead and say this to get it out of the way. I'm not trying to diminish how awesome sex is, or suggesting that all relationships need to have a deep emotional attachment (sometimes it's just bang-buddies, and that's ok) - but I'm tired of video games portraying sex as the final goal when it comes to romance. Make it a stepping stone or a stumbling block, a scandal or a salve, so long as it isn't the finish line.
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