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Update #9: The power of MODES and Godlike Races: Our $2.3M Stretch Goal
#41
Posted 26 September 2012 - 10:25 AM

#42
Posted 26 September 2012 - 10:26 AM

You guys just got another $8 out of an unenployed person. I hope you're happy.
*sobs as wallet gets lighter*
I'm in the same boat you are...but I had to throw a little money at this project. Oh well, guess its the dollar menu tonight!
The dollar menu is actually the best way to get the most "bang-for-your-buck", so to speak, rather than the so called value menu.
source: I worked in fast food in high school.
#43
Posted 26 September 2012 - 10:26 AM

It would also be nice to have some sort of reward for playing in one of these modes. It need not be extreme but something other than bragging rights might be nice. Greater likelihood of special equipment, or a unique ending come to mind.
I'm opposite on this one. I wouldn't want any in-game benefit for doing this at all. The only thing I would want, and this is only if they include achievements in the first place, would be achievements for those modes and maybe one extra for completing on all three in the same run. If there's an epilogue or summation at the end, maybe they could give a nod to the mode, not overtly but clearly enough that it gives a little ego-stroke.
What I don't want is one copper, one rusty dagger, or one experience point more for choosing any of these options.
EDIT: Had to make my brain addled message clearer. Also, so this is the fourth race? The Godlike? So we have several races still waiting to be unveiled?
Edited by Cantousent, 26 September 2012 - 10:29 AM.
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#44
Posted 26 September 2012 - 10:27 AM

Hopefully, including these modes officially makes it easier to mod them - e.g. imagine having an .ini file to change many of the parameters.
Do you think there is still the remote possibility of a stretch goal for official mod tools? If so, I'd definitely increase my pledge.
Edited by IcyDeadPeople, 26 September 2012 - 10:27 AM.
- Nakia and Phyon like this
#45
Posted 26 September 2012 - 10:27 AM

#46
Posted 26 September 2012 - 10:28 AM

#47
Posted 26 September 2012 - 10:29 AM

#48
Posted 26 September 2012 - 10:31 AM

#49
Posted 26 September 2012 - 10:34 AM

#50
Posted 26 September 2012 - 10:35 AM

- Xantomas, Zzzleepy and Theomen712 like this
#51
Posted 26 September 2012 - 10:37 AM

#52
Posted 26 September 2012 - 10:37 AM

On the races, I'm not excited. Call me a vanilla person, but stuff like tieflings and asimaar never interested me. Give me a human and call it a day!
- Merin likes this
#53
Posted 26 September 2012 - 10:46 AM

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#54
Posted 26 September 2012 - 10:48 AM

2) Two types of difficulty sliders: one for combat and one for gameplay. This way you can be in expert mode but also turn down difficulty of fights. Or be in ironman perma-death mode but with easy fights. Or very difficult combat with easy inventory management and infinitely stackable arrows.
- lolaldanee likes this
#55
Posted 26 September 2012 - 10:51 AM

#56
Posted 26 September 2012 - 10:53 AM

#57
Posted 26 September 2012 - 10:54 AM

- Flouride, Rostere, Aargh and 23 others like this
#58
Posted 26 September 2012 - 10:55 AM

#59
Posted 26 September 2012 - 10:57 AM

I'm not a fan of difficulty sliders if they just do simple stuff like inflate/deflate enemy stats. I'd much rather have more complex, well thought out difficulty modes you choose from at the start... even if it means less freedom to adjust mid-game.1) I was never a fan of "set difficulty at the start and never change it again" style. This works for ironman mode. But for other modes it always makes me pause. I want to set difficulty up but I don't want to find out it's no fun later on and I have to restart. Ie, like everything is smooth and easy until the final BG2 fight. So it would be nice if we could increase/decrease combat difficulty later on.
2) Two types of difficulty sliders: one for combat and one for gameplay. This way you can be in expert mode but also turn down difficulty of fights. Or be in ironman perma-death mode but with easy fights. Or very difficult combat with easy inventory management and infinitely stackable arrows.
Edit: Nvm, just read the dev post above. Seems we will have some freedom to play around with the difficulty mid-game.
Edited by Piccolo, 26 September 2012 - 11:00 AM.
- Living One likes this
#60
Posted 26 September 2012 - 10:58 AM

snip
Do you think there is still the remote possibility of a stretch goal for official mod tools? If so, I'd definitely increase my pledge.
Me too.
Also tagged with one or more of these keywords: project eternity, modes, godlike races, trial of iron, path of the damned, expert mode, josh sawyer
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