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Update #9: The power of MODES and Godlike Races: Our $2.3M Stretch Goal

project eternity modes godlike races trial of iron path of the damned expert mode josh sawyer

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#41
norolim

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Excellent. I especially like the sound of expert mode :fdevil:

#42
Syraxis

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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
Cantousent

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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
IcyDeadPeople

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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.

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#45
Semper

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thx for all the Posted Image lately.

#46
Kage Tempest

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Great Update! I may be interested in these masochist like modes, but I like the way races are being handled right now. In my opinion... it would be better to reveal what exactly the 2 unamed additional races are until after the kick starter ends. Because if those two races turn out to be something that doesn't satisfy a large number of backers, be they too generic or not what they specifically wanted, I'm worried that pledges could in fact begin dropping.

#47
adamsorkin

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Solid Update, and like the new goals. Caved and bumped up a couple tiers. There's a $20 early bird slot open if you're quick!

#48
Cryticus

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Am I the only one who hopes that this godlike race allow me to play cthulhu spawn with face tentacles rather than tiefling, hmm, on the other note I just realise that obsidian is secret evil organization of evil geniuses that want from me to became robber, because every update makes me want to plege more and I just simply dont have enough money

#49
ogrezilla

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big fan, big fan

#50
Savvy30039

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What I loved about Hardcore Mode in New Vegas was that it actually made the game feel more immersive and had me roleplaying more. Having to find food, store clean water, and constantly watch my rad level made the New Vegas wasteland feel much more brutal and real. I don't know how they would include something like that in Project Eternity, but I hope there can be some of those elements in there as well rather than just making the game a bit harder.
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#51
SqueakyCat

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This is fabulous news! Thanks.
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#52
TCJ

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I have a difficult enough time on standard modes, but I think the added difficulty levels will certainly be interesting. Even if I weren't to use any, it's a neat feature for all those who will.

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!
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#53
Infinitron

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Icewind Dale's Heart of Fury mode had exclusive treasure that you could only find in the game if you played with it. It worked pretty well.
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#54
Lohi

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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.
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#55
Tigranes

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I'm sure you can adjust combat / standard difficulty, yo ujust can't turn these special modes on and off. Which makes sense, really, for them.

#56
general_azure

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Heh, that reference to the weighted gold discussion got me laughing. And being able to set options individually instead of just having one almighty slider is always a good idea as far as I'm concerned.

#57
J.E. Sawyer

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If you are turning on Expert Mode at the beginning of the game, you're permanently (for that game) setting all dials to 11. You don't need to do that, though. If you start a normal game, you can manually turn on/off the options of Expert Mode that you enjoy at any point in the game. If you want combat to be standard but you prefer having companion influence messages turned off, you can just select that feature (and/or other story/dialogue-based elements).
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#58
LadyCrimson

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Trial of Iron, baby. Wicked.
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#59
Piccolo

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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.

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.

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.

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#60
Nakia

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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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