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


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I love the ideas of all the expert modes and hope to play through them all myself. But the idea of the opposite a "story mode" scares me because doesn't this lead to game design where no gameplay could be present in the story and vice versa?

To be clear: we're making a game in which story, setting (i.e. exploration of the setting), and tactical combat are emphasized in more-or-less equal measure. The options we're talking about are present so you can tune your particular flavor of gameplay elements, but we're not making a game for people who inherently dislike these gameplay elements.

 

E.g. I enjoy some RTS games (especially historical ones). I am not particularly good at them. I really like the gameplay, but I have never been able to reach the level of being even moderately skilled at any of them. I like it when devs give me more forgiving gameplay options so my low-APM brain can complete the scenarios in a way that is still enjoyable and challenging for my skill level. I wouldn't understand the point in giving me options to skip or avoid the scenarios; I'm playing an RTS because I actually enjoy the mechanics.

 

Sometimes i cant believe this guy is real. He speaks directly from my soul XD Go Mr.Sawyer Go!

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Now than I think of it, I absolutely want my first run to be a pacifist run.

And now, I'll have to activate Trial of Iron on my first playthrough because it gives even more meaning to this way of playing. It would also be satisfying as hell.

But somehow, I can already feel the burning hatred I'll have for Obs once my character dies 5 hours before the boss after 50/100 hours of gameplay.

Can't we have a Trial of Iron light mode? Where the game saves automatically every ten hours?

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I love the ideas of all the expert modes and hope to play through them all myself. But the idea of the opposite a "story mode" scares me because doesn't this lead to game design where no gameplay could be present in the story and vice versa?

To be clear: we're making a game in which story, setting (i.e. exploration of the setting), and tactical combat are emphasized in more-or-less equal measure. The options we're talking about are present so you can tune your particular flavor of gameplay elements, but we're not making a game for people who inherently dislike these gameplay elements.

 

E.g. I enjoy some RTS games (especially historical ones). I am not particularly good at them. I really like the gameplay, but I have never been able to reach the level of being even moderately skilled at any of them. I like it when devs give me more forgiving gameplay options so my low-APM brain can complete the scenarios in a way that is still enjoyable and challenging for my skill level. I wouldn't understand the point in giving me options to skip or avoid the scenarios; I'm playing an RTS because I actually enjoy the mechanics.

 

Sometimes i cant believe this guy is real. He speaks directly from my soul XD Go Mr.Sawyer Go!

That's the satisfying result when real RPG fans develop RPGs and not some hired guns.

 

CRPG games from CRPG gamers for CRPG gamers! :bow:

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Well, this whole "story mode" affair with Mass Effect 3 was a complete debacle. Why are you playing video games if you don't enjoy video games? I know some people just want to follow the story but frankly, why did you even try this medium if you weren't interested by its core basics to begin with?

This story mode was basically a movie mode anyway. To spend 50 bucks for a movie badly filmed since it wasn't thought that way is a stupid idea. Besides, the difference between liking a story and loving a story (in video games at least) is to struggle with the hero, to know what he feels. The story is then the reward.

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To be clear: we're making a game in which story, setting (i.e. exploration of the setting), and tactical combat are emphasized in more-or-less equal measure. The options we're talking about are present so you can tune your particular flavor of gameplay elements, but we're not making a game for people who inherently dislike these gameplay elements.

 

Perfect.

 

That is all.

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Is there a stretchgoal planned in which we can donate via paypal?

 

(no seriously, any idea when I can finally donate? :p)

 

Can I use PayPal?

 

Yes! We will have a PayPal account set up on October 3rd. We want to make sure we have offered all the tiers and add-ons asked for by the Kickstarter community before offering Paypal, since modifying your pledge with Paypal is more difficult than with Kickstarter. Thank you for your patience.

Last updated: Tuesday Sep 25, 8:56am EEST

 

From kickstarter homepage updated indromation about paypal

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TBH I'm not really enthused about this latest news. As a story driven player, I'm not too fussed about hardcore modes and the like, and I know for a fact that I will not be using any of the features included in the stretch goal except for the new race, possibly. Hopefully the next one will include further content or mechanics that I find useful (e.g. UI features, in-game refinements) instead.

 

This. I was hoping for a mod kit confirmation. Or a well loved voice actor volunteering to voice a companion at 2.3 or something but that one is pure wishing.

Mod kit will almost certainly be one of the final 3-day rush stretch goals if they do it at all. Be stupid from a funding standpoint not to position it that way. Not to mention they're still probably deciding all the stretch goals they want to complete BEFORE the mod kit stretch goal.

"You know, there's more to being an evil despot than getting cake whenever you want it"

 

"If that's what you think, you're DOING IT WRONG."

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Since the update has talked about modes: What are the chances of having a mode where quests will have a certain time frame in the game world to be completed?

 

eg: The idea of having 7 game days to rescue a hostage before they are killed.

 

This reminds me of Fallout and its 150 days limit.

Having a mix of "Take your time" quests and "Tic tac tic tac" quests would be great in Project Eternity, but I'm not sure a dedicated mode would be much praised. Maybe Obsidian will use "the restless forces that follow and haunt [us] wherever [we] go" to create a similar dynamic without setting a specific countdown.

 

Anyway, the time frame mention makes me wonder if there will be a particular time management in Project Eternity or if the good old 24hours / 7days / 12months / 4seasons will still be used as graduations...

Edited by Archon

Careful what you wish ...

oooelogo180.png ... you just might get it

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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).

Very cool. I was hoping for something like this, and actually came her to ask about that. Nice to see my question already answered.

 

I have another question though. It might be a bit of an obvious one, but I like to believe there are no stupid questions so I'll ask it anyway just to be sure: When talking about the inclusion of "godlike" races, that's pretty much just fluff, right? They won't actually be godlike in terms of ingame abilities, and be some kind of unbalanced power gamers' choice?

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Honestly, I have no interest in this update, because I never cared about those harder difficulty modes (although I did like the realism mode in New Vegas). However, I'm glad to hear there is an easier mode and other toggles available for people like me who cares more about the story and exploration aspect than the battles.

Edited by Bill Gates' Son
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Hardcore mode in New Vegas was absolutely fantastic and I'd love to see something similar in a fantasy RPG.

 

I don't see why an Ironman mode needs to be coded though, players can easily self enforce a single savegame. And as was mentioned before, savegame corruption is common in RPG's and alot of us are trained to cycle multiple save slots to avoid this unholy terror. Having only a single save seems dangerous and potentially super disappointing to me. Not to mention most players can tell when they are fighting a a losing battle and will just re-load their single savegame as soon as the party cleric dies. Or at the very least when they are down to a single survivor and know the fight is hopeless. If a player is disciplined enough to avoid cheesing the reload they are disciplined enough to only make 1 savegame if they want to play Ironman, without an extra game mode to make them.

 

I like the idea of a plane-touched or aasimar type race, but I think Godlike is a bad name for it, heh Hopefully that can be a placeholder and possibly changed in the final game? ;)

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I have no interest in this update

 

I'm glad to hear there is an easier mode and other toggles available for people like me

 

 

mmmh

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Since the update has talked about modes: What are the chances of having a mode where quests will have a certain time frame in the game world to be completed?

 

eg: The idea of having 7 game days to rescue a hostage before they are killed.

 

This reminds me of Fallout and its 150 days limit.

Having a mix of "Take your time" quests and "Tic tac tic tac" quests would be great in Project Eternity, but I'm not sure a dedicated mode would be much praised. Maybe Obsidian will use "the restless forces that follow and haunt [us] wherever [we] go" to create a similar dynamic without setting a specific countdown.

 

Anyway, the time frame mention makes me wonder if there will be a particular time management in Project Eternity or if the good old 24hours / 7days / 12months / 4seasons will still be used as graduations...

 

Every attempt so far to suggest timed quests has been met with myriads of players shooting the idea down simply because they don't want to "race the clock", and "they want to take their time and explore the world", as if the inclusion of timed quests will somehow make them complete unable to do so... So adding a timed mode would probably be the best way to implement such a thing, if it's even going to be implemented, entirely because those people who don't want to "race the clock" don't have to because it's an optional thing. That being said though, I'd much prefer they just put them in the game as a whole instead of making a mode for it. I think such a thing is important to add to the immersion of the game world, after all.

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The most pertinent question at the moment is: are there going to be any further stretch goals past 2.3 mil? I certainly hope so because I love seeing the game grow and do a little dance every time I see new features added. Given how the money are flowing I'd say that the 2.3 mil mark is just about a certainty at the moment.

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haha yes! ^__^

 

Out of all the updates, this update has made the happiest. Very happy. Glowing. :3

 

No ease of use features. (Kids today :p bet you've never even drawn dungeons on grid paper. XD)

No testing and reloading scenarios. (Helps you roleplay better - and play safer - when the stakes are higher, making success such a good feeling.)

No foes unrealistically holding back. (Artificially limiting their full resources; attacking with everything they've got ^-^.)

 

 

Experience is its own reward. Way back when... we had to get through on no walkthroughs - or scant ones from the rare helpful magazines - and every new discovery was a surprise. I must confess, even as a hardcore player (previously named simply "player")... in this day and age, it's hard not to look online for help - to know, you know. -__- *sighs* I've gotten too soft. But may this make me sharp again! :) Until Project Eternity is released, I have some quite fun games to re-play in an old way.

 

 

YEAAH :D

 

Now all I can do is cross my fingers for a skunky God-touched race background trait. ^_^ (too many nouns, that sentence :p)

mm or goat horns, foxy tails, bat wings, raccoon masks, kitty ears... so much :D heh, I'll probably look to be touched by a wild god. ^w^

 

And modding... if modding is possible, I'll see what I can do about entertaining other players. :3 Have to give back.

 

 

I am so glad you're deciding to put these features in. They're little touches which will please a lot of players who want to adjust their games according to their style. :) The "subset" of players that you mention commonly re-play older games with only fleeting passes at the new. Really, I wish I could tell you how much it means to me that you're actually listening to us... a lot of people on this forum are telling you not to listen with great consideration to your fans - but you most certainly are reading our posts and looking at our votes. And I'd hug you for it too! ^__^ I feel like Wizardry 8 is getting released all over again... that same excitement in the air, except for a very different game. I mean, in Project Eternity we'll probably be able to get out of the first dungeon without dying. X3

 

*ecstatic skunk* ^___^ gehehehe

 

Now... now I have to spread this news to folks of old. ^w^

 

 

EDIT - As a final little response, I'm not fond of playing in higher difficulty modes where enemies simply have 50% extra health or do more damage. That artificially makes the game harder, and the only real ways around that are to exploit game AI, exploit bugs, or to always always optimise character builds or party builds for combat efficiency. If you're going to have a slider for 'increase enemy health or damage', please have it separate from the 3 modes you've listed. I don't want to sound whiny when I ask you guys for even more... but if you have been listening, you'll probably keep listening. :) Thank you.

Edited by tilly
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