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I actually don't want to see the 2.6m goal's content


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You have weird logic, just because we can create a custom party it doesnt the mean normal companions wont be unique. How exactly is having more options going to spoil your experience? Have you ever known Obsidian make generic companions ?

Edited by diablo169
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Didn't PST allow you to leave Morte out anyway, or play solo?

I didn't try, but still found it hard to choose between companions.

 

You could play solo, and if you did all the XP was directed to the Nameless One and he became insanely powerful. If you've played the game before a few times, it's worth a try for the different experience.

 

I should be able to play through solo, with an NPC party, with a group of built party members, or with a mix of both so everyone can have fun the way they want to. My only problem with it is that it is being defined as a stretch goal and not a core mechanic. Fair enough, but not a very exciting stretch goal IMO.

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I don't think the inclusion of the Adventurer's Hall is going to make the developers think "*whew* now I don't have to come up with anything interesting!"

 

I'm sure the role of the companions - or what kind of companions we get - actually isn't going to change.

I cannot - yet I must. How do you calculate that? At what point on the graph do "must" and "cannot" meet? Yet I must - but I cannot! ~ Ro-Man

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I can't see the point. I don't think there are many people left saying "oh they didn't promise enough story telling options as in PsT". I think at this point you need hard facts / gameplay options to convince people to join the campaign. It gives them orientation what the game will look like. Storywise there's a lot of room even within the actual boundaries. But as long as Obsidian is still working on the lore, the plot, factions and characters there is not much you could announce as a stretch goal to make people throw their money at OEI.

Eternity Gazette (german news about PE)

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Customization allows you to play through with class combinations that may not be possible with the available companions. What if you want to try the game with an all-rogue party? Or all Wizards? I think the Adventurer's Hall is a fine goal and does not seem to break anything about the original concept. The main drawback is that the game may require more testing for balance, but that's covered by the stretch goal amount.

"It has just been discovered that research causes cancer in rats."

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I used a multiplayer game once to playe Baldur's Gate 1 with a full custom party (I created members of The Order of the Stick).

This would be the same, but integrated in the actual game and in a much fancier way. I really don't see a problem with it.

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I think they're including the spirit thing from Lionheart.

 

Question: Feargus, anyone mentioned about featuring a "pet" that is really functions as your "live journal"?

Essentially you get a soul / conscience that follow you around that you can talk to, to have her (or him if you so choose) repeat what was last said by which npc, follow up on your quests and give hints as to where to head to next if needed, and participate in banter with you and your companions. She is however a non combatant, and doesn't take up a companion slot. Kinda like Morte form PST.

 

Whoa, whoa, whoa ... that's a gross misrepresentation of that conversation from the KS page. Somebody made that suggestion and all Feargus replied was "that sounds kind of neat." That's not confirmation of a a feature.

 

You don't have to use the custom-made NPCs if you don't want.

 

The Adventurer's Hall will serve other purposes than custom NPC creation.

 

I probably won't make my own NPCs, and I don't really care for the stretch goal either but other people might.

 

But this is all spot on.

 

Nobody is going to be forced to ditch the game's custom made companions and given the quality of Chirs Avellone's writing, most people won't, but on subsequent playthroughs I think the idea does add some replay value.

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I don't see myself utilizing the Adventurers Hall, but its presence won't inconvenience me, either. I won't benefit directly from localizations or Linux support either, but I can see them as beneficial in building community support for the franchise. Similarly, the hall opens the door to folks who want play with builds, roleplay their own party, or replace dead party members, and ultimately a larger, more diverse community will be good for the game.

Edited by Lady Evenstar
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Even without the 2.6m stretchgoal, there's no *need* to take on NPC companions. You can leave them out and play the game solo if you wish,

it's been stated, I believe.

 

If you want to play through with companions to banter with and provide story feedback etc, you can.

With the 2.6m goal, if you want to have custom followers, you can.

 

Just a simple case of "If you don't like it, don't use it." (I never like it when people use that term in response to anything I say, but it's true in this case.)

 

I probably won't use it myself, at least not for the first playthrough.

 

 

All a matter of preference.

This. OP is missing the point.

 

They've said right from the start that the game is being designed so that companions are completely optional, and players can choose to play with only one character if they want.

 

With that in mind, I fail to see how giving people the option to create their own party members changes anything.

 

Hillarious that your lack of ability to think on a statement makes me stupid.

 

We are talking about a game that's not yet made. I'm telling you that whatever (in this case the party) is fully customizable it will suffer from uniqueness in the end.

Check out IWD series. Your party is fully player made and no PC or event adresses you directly. In simple terms, the story isn't about you.

 

* Yes you can dismiss Morte in PS:T even as a part of the story. But almost noone plays that way because people love Morte, his quotes and the side quests that evolve around him. Yet even with just nameless one, the story is 80% about the PC and 20% about the rest of the world, and I personally like that kind of cRPGs. You don't have to agree and don't be afraid this stretch goal wont be removed just because I said so. It's just that I'm hoping that any possible future stretch goals aren't in the same direction.

 

* I couldn't care less about even older games such as EotB series and what not, and that's certainly what I didn't pay for ($2.5M for new EotB? lol.). Another example is Wasteland where the game doesn't involve NPC companions. Yes it's older than FO series but honestly it isn't 10% the game FO 1, 2 and NV each are.

 

Could I make myself clear?

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In PE you gain companions with fully fleshed-out backstories and personalities, who will banter and be responsive to your actions.

 

PE will be more like BG, not IWD.

 

The Adventurer's Hall is OPTIONAL, in case you don't like some (or all) of the NPC's, or whatever else your reason might be.

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Even without the 2.6m stretchgoal, there's no *need* to take on NPC companions. You can leave them out and play the game solo if you wish,

it's been stated, I believe.

 

If you want to play through with companions to banter with and provide story feedback etc, you can.

With the 2.6m goal, if you want to have custom followers, you can.

 

Just a simple case of "If you don't like it, don't use it." (I never like it when people use that term in response to anything I say, but it's true in this case.)

 

I probably won't use it myself, at least not for the first playthrough.

 

 

All a matter of preference.

This. OP is missing the point.

 

They've said right from the start that the game is being designed so that companions are completely optional, and players can choose to play with only one character if they want.

 

With that in mind, I fail to see how giving people the option to create their own party members changes anything.

 

Hillarious that your lack of ability to think on a statement makes me stupid.

 

We are talking about a game that's not yet made. I'm telling you that whatever (in this case the party) is fully customizable it will suffer from uniqueness in the end.

Check out IWD series. Your party is fully player made and no PC or event adresses you directly. In simple terms, the story isn't about you.

 

* Yes you can dismiss Morte in PS:T even as a part of the story. But almost noone plays that way because people love Morte, his quotes and the side quests that evolve around him. Yet even with just nameless one, the story is 80% about the PC and 20% about the rest of the world, and I personally like that kind of cRPGs. You don't have to agree and don't be afraid this stretch goal wont be removed just because I said so. It's just that I'm hoping that any possible future stretch goals aren't in the same direction.

 

* I couldn't care less about even older games such as EotB series and what not, and that's certainly what I didn't pay for ($2.5M for new EotB? lol.). Another example is Wasteland where the game doesn't involve NPC companions. Yes it's older than FO series but honestly it isn't 10% the game FO 1, 2 and NV each are.

 

Could I make myself clear?

 

Did you read any of the replies or are you incapable to comprehend what you read? Creating your own party is COMPLETELY OPTIONAL and THE GAME IS STILL WRITTEN FOR JUST ONE MAIN CHARACTER.

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I would have expected something far more grander than a player's hall for a 2.6 million stretch goal, which is more than double the original goal. It's almost like they're asking people to not give them money after the 2.5 million goal.

The 2.6 million goal is only 100k higher than the previous goal. The assumption is that a large chunk of that 100k will go towards making the Adventurer's Hall, but the remaining 2.5 million will be untouched.

 

You and I may not care about party creation, but others certainly do. Those may now pledge more, and people who haven't pledged yet because of the lack of party creation may hop on board once the goal is reached. Whether you care about party creation or not, it's in our best interest to reach the 2.6 million goal, since each completed goal opens up opportunity to add a more to the game via a new goal.

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Another example is Wasteland where the game doesn't involve NPC companions. Yes it's older than FO series but honestly it isn't 10% the game FO 1, 2 and NV each are.

 

Could I make myself clear?

 

Yeah. Still disagree.

 

And I think there are a lot of people that will disagree with you on that Wasteland thing. Including the developers of the Fallout titles you mentioned. Also the IWD example is weird to say the least, due to completly different design goals.

Edited by C2B
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Yes, you've made yourself clear.

Just don't create custom companions.

 

I made the proposition of giving to custom companion 'predefined', 'limited' background with maybe-not-so-deep-quest, but at least banters.

The proposition wasn't well received, but well...

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What is this thread!? I don't even...

 

I'll take the liberty of adapting Vargr's comment and make it even clearer, which I'm very surprised it wasn't in the first place when Obsidian announced this stretch goal.

Maybe a troll post?

 

 

 

In PE you gain companions with fully fleshed-out backstories and personalities, who will banter and be responsive to your actions. Just like in PS:T. Chris Avellone will be writing those, you know the guy who wrote PS:T.

 

PE will allow you to have a full party of companions (you + 5 companions at a time (*)) with banter and soul, just like in PS:T.

(*) If I recall correctly, the party may get temporarily bigger due to quest NPCs joining in (eg: escorting someone somewhere).

 

 

The Adventurer's Hall is OPTIONAL, in case you don't like some (or all) of the NPC's, or whatever else your reason might be.

Edited by hideo kuze
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Yes you can dismiss Morte in PS:T even as a part of the story. But almost noone plays that way because people love Morte, his quotes and the side quests that evolve around him.

 

And this is what I'd expect from Eternity companions as well. The very same thing.

I don't think you can make your party from the beginning, but only after having a chance to meet some of the NPC's and reaching the adventurers hall.

 

If Torment had a new patch with an option of creating your own party at the burning man tavern, I'd guess a few people would replay the game just to try it out.

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Personally, I probably won't even use the Adventurer's Hall until maybe the third playthrough, but I still think it's a wonderful option that has lots of merit.

 

For example, players would be able to exchange characters, enabling each of us to use your player character as one of our companions. There could be an online database (preferably in-game) with a ranking of the most popular adventurers.

Edited by Pope
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There is no sense in comparing Adventurer's Hall with IWD party. Just look at this:

Over time, you can build your own custom parties to play through the game. If you want a party of monks or all casters, this gives you the ability to do it within the game while still maintaining the pacing of the standard PC + companions play style.

You will not be able to create custom party from the very beginning. You will get this option later. This option will be balanced with the companions. I doubt we will get an ability to create aditional 5 party members instead of only one discovered companion. The pace will remain approximately even.

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Yes, you've made yourself clear.

Just don't create custom companions.

 

I made the proposition of giving to custom companion 'predefined', 'limited' background with maybe-not-so-deep-quest, but at least banters.

The proposition wasn't well received, but well...

 

Really? That was one of my favorite aspects of Wizardry 8. I never felt like my party was lacking in personality.

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