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Just curious, will PE have alignment system, similar to AD&D? And if yes, will this alignment affect some in-game processes?

 

In my opinion, that was extremely restrictive and limiting players in options. The most common example about alignments is that some people may be disregarding and cruel towards one group and extremely caring and generous to other. With alignment system, that leads us to paradox. That arose numerous times already but I couldn't find any indications in PE wiki about alignments or its analogs.

 

Thank you for answers.

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There is no alignment in PE. Reputation among different groups will matter. It's a very choice-driven type of design, like PS:T was (though PS:T had both alignment and reputation).

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The KS Collector's Edition does not include the Collector's Book.

Which game hook brought you to Project Eternity and interests you the most?

PE will not have co-op/multiplayer, console, or tablet support (sources): [0] [1] [2] [3] [4] [5] [6] [7]

Write your own romance mods because there won't be any in PE.

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"Most o' you wanderers are but a quarter moon away from lunacy at the best o' times." -Alvanhendar (Baldur's Gate 1)

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There is no alignment in PE. Reputation among different groups will matter. It's a very choice-driven type of design, like PS:T was (though PS:T had both alignment and reputation).

Torment's alignment was there because it was an intristic part of the setting and they've played pretty loose withe the implementation anyway. From the player's standpoint it might as well not be on his sheet.

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Their implementation of Paladins will be interesting to see. How will this class integrate into the system of reputation? Will the Paladin's decisions be locked into support of a particular faction ahead of time?

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Thank you for quick answer. Then another question about reputation - in BG2, after you hit the bottom, people start to leave you, even neutral ones, and you basically were left with Viconia, krogan and Edwin. Also, you got headhunter on your head. In fact, you got only disadvantages, which overwhelmed advantage of high rep. Developers stated something regarding the matter? Like low rep have it's own perks and bonuses?

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Their implementation of Paladins will be interesting to see. How will this class integrate into the system of reputation? Will the Paladin's decisions be locked into support of a particular faction ahead of time?

Well , we already got an existing solution of Fallen paladins from D&D

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Thank you for quick answer. Then another question about reputation - in BG2, after you hit the bottom, people start to leave you, even neutral ones, and you basically were left with Viconia, krogan and Edwin. Also, you got headhunter on your head. In fact, you got only disadvantages, which overwhelmed advantage of high rep. Developers stated something regarding the matter? Like low rep have it's own perks and bonuses?

 

Reputation will be localized and not global, I suspect, because the devs have stated that there will be factions. That means it will be possible to be "heroic" to one faction but quite a villain to another--how companions react will depend heavily on their backstories and your finer choices. The quick of it is that there (most probably) won't be global reputation tied to alignment reaction, because there is neither alignment nor a generic global reputation.

The KS Collector's Edition does not include the Collector's Book.

Which game hook brought you to Project Eternity and interests you the most?

PE will not have co-op/multiplayer, console, or tablet support (sources): [0] [1] [2] [3] [4] [5] [6] [7]

Write your own romance mods because there won't be any in PE.

"But what is an evil? Is it like water or like a hedgehog or night or lumpy?" -(Digger)

"Most o' you wanderers are but a quarter moon away from lunacy at the best o' times." -Alvanhendar (Baldur's Gate 1)

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alignment is stoopid. really. as a game mechanic, it is just asinine to be including. please reference more than a decade of such threads on interplay/bis/obsidian message boards.

 

paladins and priests... am personally not a fan of such as we thinks tangible expressions o' divine power ruin a meaningful and unexplored crpg theme: faith. that being said, the only way we would be complete happy with priest and paladin implementation in a god realized world is if a deity-specific code were being included for such classes. gonna get divine powers? then you gotta follow code. a 'good' god of war is gonna have different tenants and prohibitions than will a god of agriculture... and a goodly dwarven god o' war might have different prohibitions than a similar human or elven deity with a similar portfolio.

 

...

 

the thing is, from a practical pov, we know that having a deity-specific code for each god or godling is... impractical? dunno. in a pnp game, a dm or gm typically forces the player to follow a code of conduct to retain status as a repository o' divine powhaz. gm subtly or explicit guides player so that they is knowing what sort of actions will attract divine wrath and repudiation. is easy in pnp, but am not seeing a good way to implement in a crpg.

 

oh, and once again, alignment is stoopid.

 

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Reputation will be localized and not global, I suspect, because the devs have stated that there will be factions. That means it will be possible to be "heroic" to one faction but quite a villain to another--how companions react will depend heavily on their backstories and your finer choices. The quick of it is that there (most probably) won't be global reputation tied to alignment reaction, because there is neither alignment nor a generic global reputation.

 

Also:

Steve: Can you talk a little about the reputation system which you are developing? How will you handle cause and effect in the wider world of Project Eternity?

 

Feargus: Our reputation system will be similar to what players may have seen in Fallout: New Vegas. As you interact with people in the world' date=' you start to generate a variety of reputations, positive and negative, with the world’s factions and communities. The system tracks both good and bad impressions, so if you save a basket of kittens from a burning house and later punch an old lady in the face, your reputation in that community is not “neutral”, it’s “mixed”.

 

People from those communities will react to you based on your reputation, but it isn’t always a case of “positive rep” = “good times”. Sometimes being disliked by one group may actually cause another group to approach you favourably. And being liked by a group may result in their enemies coming after you — even if you’ve never done anything to harm them directly.

[/quote']

 

Source:

http://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=3&ved=0CDcQFjAC&url=http%3A%2F%2Fwww.gamebanshee.com%2Fnews%2F109775-project-eternity-interview-and-qaa.html&ei=qf2CULuVHpCVswbd0oHoAg&usg=AFQjCNFyJ_Moz_I_jXskwNqOm3XLD4j-Iw&sig2=kjkN0_cIIUgL_Mdazi0nJQ&cad=rja

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in regards to gods, code for paladins/priests, why not make at least some gods mysterious and ineffable like say "Moment of the hidden" from iron council. also, paladins/priests could possibly "purchase" their powers/ additional powers by making sacrifices or performing crucial chores/quests with different reward depending on the outcome (failure means no reward, different ways to approach quest mean diffferent blessing/ability, but hopefully not just +1 to generic skill/ +1 to saving throws/ +5 health, but something more *tangible*)?

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