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if they were to implement a stronghold it should be class specific rather than just a castle in the middle of nowhere...otherwise just let me take over a specific faction and use their stronghold (and minions) as my own.

Edited by NerdBoner
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Current amount of companions is enough as it is, since it becomes harder and harder to make them interact with each other well enough. I'm not a specialist of course.

Another region for 200 thousands stretch maybe? Something out of traditional D&D setting, like oceanic (as was said before) or alpine style region (don't mistake with quarry).

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doh!

 

Completely forgot the idea of a documentary for rewards.

 

It doesn't need to be anything like the DFA videos (the music, scene transitions, etc, etc).

But with little to no money it would be possible to make some 20-30 minutes monthly videos of how development is going.

 

 

 

 

I have to add my voice to the upgradeable stronghold crowd. Seriously, I want to be able to customize my mage tower (yeah, my first run will be a Chanter, but I'll probably play most as a mage). I want a steward, butlers, groundskeepers, my own damned personal valet. I want fine elvish flatware, imported dwarven silver, and the best chefs money can buy. I want a study with towering stacks of books, a mahogany desk, and a floating teakwood mage chair. I want wine cellars with every brand of wine from every corner of the known world. I want a private bath for my own pleasure and a roman bath so I can move back and forth between the piping hot water and the chilly cold water. I want fine sculptures so detailed that people wonder if I had them crafted or merely turned some unlucky folks into marble.

 

I don't want some drafty, flimsy, rough hewn log cabin with nothing more than threadbare sheets and en empty cupboard.

 

...And I want to be able to ignore the place the vast majority of the time because I'm out adventuring.

 

 

I was never much into the house/stronghold thing. But I like the idea of being able to put some defenses up (maybe some rudimentary cannons or spell wards) and have to use it as some sort of barricade when fending the town against one or two invasions.

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More companions, at least three as then you'll have one companion per class which I believe was the original idea. Even more companions would be even better as then you could have a choice of companion for a class in case you find yourself disliking one of them but want their class in the party (and don't want a custom). Of course adding more and more companions might be exponentially more difficult as it increases interactions for each one more (since they need to react to each other).

 

After that, perhaps an upgrade to the player housing or maybe even class-spevific strongholds (I'd love a wizard's tower!)?

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I'm actually quite happy with all the goals that have already been achieved. More races and classes are always welcome of course, and George Ziets would be awesome, but something like strongholds isn't that important to me -- I'm satisfied with the player house as a base of operations -- and, if the NWN series are any indications, a modding toolkit would cost tons of development time and resources, which I'd rather see spent on the game itself.

 

More companions is an interesting notion. The companion count is at 8 right now, which is the same as F:NV had but there you could only have two with you at any time and most of them were fully voiced, making them more expensive to develop. So, arguably, the number for PE could easily increase because A) they are not restricted by VO costs, and B) larger party size means it's much more likely that all companions will be utilized by players. Then again, I want each companion to receive enough attention and have deep and complex character development. For comparison -- BG and BG2 had 25 and 16 companions, respectively (although in BG they were more like followers, with little to no story development). PS:T on the other hand had 7. Some more counts from games that were mentioned in the PE pitch video, with implementation ranging from simple followers to complex companions:

 

- Arcanum had 30

- F1 had 5

- F2 had 15

- NWN2 had 13 (15 if you wish to include Amie and Bevil)

- MotB had 6

- SoZ had 11

- KotOR had 10

- KotOR2 had 12

 

All of these games differ in their implementation of companions / followers but, roughly, the (logical) general rule seems to be: the higher the number, the lower their individual complexity. With BG2 and F1 being anomalies. I think most people here want to see deep, complex companions, like the ones in PS:T, MotB and KotOR2, and for that I think the sweet spot is probably around 8-10. I wouldn't mind if they left it at 8, but one or two more would be a worthy stretch goal to me.

 

As for other goals... I just want them to make the game's rules system, its world and its story better, deeper and more complex, really. No more fancy, outlandish features, etc. just expand what they've already confirmed.

 

I will also say that I have really enjoyed seeing The Endless Paths go deeper and deeper, and hope a few more levels are added before all is said and done :)

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For me:

 

If they make a new region, they should add a new point to the worldmap for it. If they don't this stretchgoals are less "impressive"

 

2.9 : New companion (so for every class there is one!) and a new region that fits to that companion because of his backstory.

 

3.0 : New large sidequest with a region and with +5 hours of gameplay and great story for example around a mystical fortress or around a stranded ship or something players can make a picture of and can relate to. You can give it a catchy name and when people play the game they should realise, oh this is the 3 M mark. That is what we achieved,

 

3.1 : 3 romances written for the game for existing companions plus new village with some sidequests.

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I would love a PnP rulesetbased off of the system if possible. Would be interesting to see it being played on the tabletop scene, but I would love to see at least another race being added too.

 

I suggested the idea myself but my personal feeling is that Obsidian is going to finish this game, collect sales, then do an expansion. I'm not sure where merchandising comes in with this, but I'm guessing maybe after the manga adaptation...?

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No more classes (unless they have something very original and unique in mind, not other D&D-like), I wouldn't add many companions either, because I prefer to have a few who have many great dialogues and banters, instead of many who are less interesting and have less to add to the game experience. If people wants quantity for the companions, there's the adventurer's hall to allow everyone to create whoever he/she wants.

 

Maybe they could add something to the house/stronghold and make quests and someway to manage it, maybe something different based on your class or race and whatever your pc is. I would like that they use the extra-money to add multiple quests solutions, to write more good-written lines and this kind of things, but that's a difficult thing to stretch out. Other than that, I'd like another localization (Italian over all, but who knows many others as well) if they reach a higher sum of money, for example if they get 3.0.

Anyhow, I think they should definitely add their final stretch goals up to at least 3.5 M, instead of adding them step by step as they've done so far, since the kickstarter campaign is almost finished.

 

Oh, and add something which doesn't seem to have spawned out from the Forgotten Realms, because I trust Obsidian when they say their setting will be different from D&D and the fantasy stereotypes, but it's time to actually show something more to prove their statements.

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Well, when asking for more companions, my guess it that they maintain their quality level, instead of decreasing existing companions dialogs.

 

Likewise, when someone asks for another area or more quests, that shouldn't also imply that current areas will become more bland and boring.

 

 

Besides, companions are (mostly?) CA's work... and we have to keep in busy. You don't want him to be slacking while everyone else is working on the game ;)

 

 

 

 

An overland map travel system like Storm of Zehir, rather than the currently suggested BG type interface.

 

I really loved that map/travel/encounter system :wub:

Also this.

I knew I was forgetting about something :p

Edited by hideo kuze
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My sarcasm roll failed. I do actually like strongholds, but I really don't want one for this PC. My reason is that it's more personal than epic in nature. I'd like the main goal the whole time to be survival, and owning a stronghold means you're not just surviving this terrible ordeal, you're not doing so badly. What I want, and the clamoring for a stronghold probably means this just ain't gonna happen, is for the PC to be more or less a regular ol' joe who witnesses something terrible and is marked by it, not only in his own mind but by the supernatural entities involved. The rest of the game, he's still just a regular ol' joe who's trying to survive and, if he's clever and lucky enough, he does. At the end of the game, he's still just a regular ol' joe, but, depending on how you play him, he might be scarred (physically and mentally) or wiser or even a man with a new lease on life having faced down death. ...But the ship of stronghold has sailed. My bet is, since there is such interest, that there will be a stronghold, and if there is one, I want to have my own damned wine cellar.

 

Whatever else, I think the vast majority of the game, folks will spend outside the stronghold even if they include one in the game.

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