MotelOK Posted March 10, 2014 Posted March 10, 2014 Are you guys close to announcing system requirements for the game? Do you believe PE will support Windows XP?
GrayAngel Posted March 10, 2014 Posted March 10, 2014 I can answer about the system req. they still don't know it now even in alpha version.
Hassat Hunter Posted March 10, 2014 Posted March 10, 2014 Keeping in line with... me... Any funniest bugs you can share with us? Also, are you doing VO here too? (thanks for that btw) No, I'm not doing any VO. We need a dislike button on these forums ^ I agree that that is such a stupid idiotic pathetic garbage hateful retarded scumbag evil satanic nazi like term ever created. At least top 5. TSLRCM Official Forum || TSLRCM Moddb || My other KOTOR2 mods || TSLRCM (English version) on Steam || [M4-78EP on Steam Formerly known as BattleWookiee/BattleCookiee
Bendu Posted March 10, 2014 Posted March 10, 2014 Can you tell us something about the beta? Will you use Steam Early Access, Achievements, Trading Cards, Workshop and Cloud?
GrayAngel Posted March 10, 2014 Posted March 10, 2014 Keeping in line with... me... Any funniest bugs you can share with us? Also, are you doing VO here too? (thanks for that btw) No, I'm not doing any VO. We need a dislike button on these forums Most forums or others like facebook don't have dislike button that just for fun;)
rjshae Posted March 10, 2014 Posted March 10, 2014 (edited) Keeping in line with... me... Any funniest bugs you can share with us? Also, are you doing VO here too? (thanks for that btw) No, I'm not doing any VO. We need a dislike button on these forums Most forums or others like facebook don't have dislike button that just for fun;) There's no such thing. It would be too easy to misread a vanilla 'dislike' message, creating unnecessary conflict. Edited March 10, 2014 by rjshae "It has just been discovered that research causes cancer in rats."
MotelOK Posted March 10, 2014 Posted March 10, 2014 I can answer about the system req. they still don't know it now even in alpha version. Uh oh. Hope they can release that info soon. thanks for the clarification though.
Hassat Hunter Posted March 10, 2014 Posted March 10, 2014 Probably not... optimalisation is usually done in the last stages, and only then can precise requirements be given. ^ I agree that that is such a stupid idiotic pathetic garbage hateful retarded scumbag evil satanic nazi like term ever created. At least top 5. TSLRCM Official Forum || TSLRCM Moddb || My other KOTOR2 mods || TSLRCM (English version) on Steam || [M4-78EP on Steam Formerly known as BattleWookiee/BattleCookiee
Hiro Protagonist II Posted March 10, 2014 Posted March 10, 2014 I'm a bit concerned with how much work there is still do and only about 8 months to do it in. Pre-Alpha > Alpha > Beta > Full game shipped. Novella, Almanac, Physical Tier rewards, printing Books, etc. It seems like a short time to do all this. Have you been sourcing suppliers for the physical tier rewards as well? eg. looking into what InXile is doing?
Nonek Posted March 10, 2014 Posted March 10, 2014 Much appreciated Mr Brennecke. Quite an experience to live in misery isn't it? That's what it is to be married with children.I've seen things you people can't even imagine. Pearly Kings glittering on the Elephant and Castle, Morris Men dancing 'til the last light of midsummer. I watched Druid fires burning in the ruins of Stonehenge, and Yorkshiremen gurning for prizes. All these things will be lost in time, like alopecia on a skinhead. Time for tiffin. Tea for the teapot!
J.E. Sawyer Posted March 10, 2014 Posted March 10, 2014 Quick, let's flood Adam with questions so he doesn't get to do any bug fixing! Wait a minute... Anyway, question for Adam: how many weapon types (roughly) will there be in the game with actually useful magical equivalents? Including firearms and magical implements, there are 28 base weapon types with two unique (mid power and high power) versions for each base type. Additionally there are "ordinary" Fine and Exceptional quality variants for each base type. The uniques and base types have all been designed and (mostly) implemented, though we've only placed a few of them in the world so far. 13 twitter tyme
BAdler Posted March 10, 2014 Posted March 10, 2014 I'm a bit concerned with how much work there is still do and only about 8 months to do it in. Pre-Alpha > Alpha > Beta > Full game shipped. Novella, Almanac, Physical Tier rewards, printing Books, etc. It seems like a short time to do all this. Have you been sourcing suppliers for the physical tier rewards as well? eg. looking into what InXile is doing? Kickstarter Rewards: A plan is in place and we are speaking with a few companies about creating the rewards. We are also currently doing the basic layouts for the books. In fact, today I had a talk with Rose about this very subject. Game: It's a lot of stuff, no doubt, but I am confident that we will be able to wrap everything up in time. This game is pretty far along at this point. Even the portions of the crit path that aren't finished yet aren't more than a few weeks from being in and working. 14
Sir Chaox Posted March 10, 2014 Posted March 10, 2014 Are you getting overtime pay for this? I only get paid in cookies. And chocolate. Arby's also works for me. Hope you're getting cookies-and-a-half, then.
J.E. Sawyer Posted March 10, 2014 Posted March 10, 2014 How badass are priests? How do they compare to fighters and paladins in combat efficacy? Paladins occupy the middle space between fighters and priests in terms of raw combat power and support. Fighters have more consistent damage output and long-term survivability, but paladins can spike their damage with abilities like Flames of Devotion and Sworn Enemy. Those are limited-use abilities but they are nice for giving someone an extra smacking. Priests do not have an inherent talent in melee combat but they have the best AoE support abilities in the game (and can benefit from them on their own). They don't have a huge array of offensive spells, but the ones they have are potent, if small in overall area. 9 twitter tyme
lolaldanee Posted March 10, 2014 Posted March 10, 2014 (edited) hey, this is adams thread, get out of here! how dare you people answer his questions? seriously though, all the answers are very much appreciated! Edited March 10, 2014 by lolaldanee
Adam Brennecke Posted March 10, 2014 Author Posted March 10, 2014 hey, this is adams thread, get out of here! how dare you people answer his questions? seriously though, all the answers are very much appreciated! Yeah! *shakes fist* Get out of here Josh and Brandon! and give me more cheese and/or Arby's. 5 Follow me on twitter - @adam_brennecke
Greensleeve Posted March 10, 2014 Posted March 10, 2014 Quick, let's flood Adam with questions so he doesn't get to do any bug fixing! Wait a minute... Anyway, question for Adam: how many weapon types (roughly) will there be in the game with actually useful magical equivalents? Including firearms and magical implements, there are 28 base weapon types with two unique (mid power and high power) versions for each base type. Additionally there are "ordinary" Fine and Exceptional quality variants for each base type. The uniques and base types have all been designed and (mostly) implemented, though we've only placed a few of them in the world so far. That's exactly the answer I wanted to hear. Incredibly happy to hear this. Also, great to see you guys answering our questions like this. Much appreciated and your answers do nothing but convince us that is game is going to be awesome. 1
Hiro Protagonist II Posted March 11, 2014 Posted March 11, 2014 What's the balancing been like with the different types of weapons? Anything that you had to scale back or increase? Any humourous anecdotes with testing the different types of weapons?
Cubiq Posted March 11, 2014 Posted March 11, 2014 I noticed on reddit that you guys had an AMA 2 weeks ago. But i didn't find any information about this on the official forums. Is there a single website that keeps track of all these events?
J.E. Sawyer Posted March 11, 2014 Posted March 11, 2014 The weapon balancing is still very rough. In general, fast weapons do a small amount of damage per hit but the most damage over time (though this can be heavily blunted by armor). Slower weapons do much more damage per hit and the least damage over time, but are much less affected by armor. Each type of weapon has its own special (though not necessarily unique) bonus as well. E.g. sabres inflict a short-duration damage over time effect, estocs and stilettos lower the target's armor by a flat amount, morning stars do either pierce of crush damage depending on what the target is more susceptible to (automatically), etc. Magical implements are the fastest of the ranged weapons, but also do pretty mild damage. The rest of the ranged weapons tend to scale in this order of decreasing speed and increasing damage: hunting bow, war bow, crossbow, arbalest, pistol, blunderbuss/arquebus. 9 twitter tyme
sesobebo Posted March 11, 2014 Posted March 11, 2014 estocs and stilettos lower the target's armor by a flat amount do they lower it for all the attackers bashing on the target, or just the bloke stabbing with steletto?
J.E. Sawyer Posted March 11, 2014 Posted March 11, 2014 do they lower it for all the attackers bashing on the target, or just the bloke stabbing with steletto? Just for the attacker. 2 twitter tyme
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