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Even with no great stretch goals, PoE2 funding campaign is a sucess. 2 millions in just one week. No matter the stretch goals. The most important thing is that PoE1 was in general a great game.

 

I think the only stretch goal that I wait is a second big city. I hope obsidian have room to allow us to explore the Vailian Republics, maybe in PoE2, or in an expansion.

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Meh, I was excited for all the stretch goals so far, but not for the current two. The localisations going in parallel is nice, regardless of language, but UI and VO  are pretty unexciting to me.

On the other hand, all the other stretch goals have been really exciting so far, the AI being the biggest pull for me, so thats fair I guess.

I'd like to see more subclasses though - certainly more than 2 specialisation per class are possible.

 

By the way, I think the cleric types and paladins are actually subclasses on their own already, so it would be nice for them to focus more on the other classe instead.

Edited by Doppelschwert
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I think the only stretch goal that I wait is a second big city. I hope obsidian have room to allow us to explore the Vailian Republics, maybe in PoE2, or in an expansion.

 

I wouldn't hold my breath... In the director's commentary I recall Sawyer saying that they were not happy with the decision of adding a second big city, or at least the end result. If I recall correctly, they felt they were unable to develop it properly and give it the focus it was due and so on. I reckon they'll likely stick with one big city this second game (and no multi-level dungeon). Of course, maybe I'm wrong and maybe they do feel more confident in making two big cities instead of one.

 

 

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I think the only stretch goal that I wait is a second big city. I hope obsidian have room to allow us to explore the Vailian Republics, maybe in PoE2, or in an expansion.

 

 

I wouldn't hold my breath... In the director's commentary I recall Sawyer saying that they were not happy with the decision of adding a second big city, or at least the end result. If I recall correctly, they felt they were unable to develop it properly and give it the focus it was due and so on. I reckon they'll likely stick with one big city this second game (and no multi-level dungeon). Of course, maybe I'm wrong and maybe they do feel more confident in making two big cities instead of one.

Yup, this. I would prefer a single decently sized city anyway. Give me a Baldur's Gate, a Beregost, a Nashkel, a Friendly Arms Inn, and a Candlekeep. Obviously, it doesn't need to be as big as Baldur's Gate, nor as many small towns, but the general idea is what I like.

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I think it is more important to make one big city which is either big or very dense.

Second would be repeting content, and that is not good.

Instead give something completly new. Underwater level. Jungle. Ice temple. Hell level.

I agree but I don't think diversity was a problem the first time around. Twin Elms was a *very* different city in feel, culture and appearance than Defiance Bay. I personally did not mind Twin Elms as much as I heard others do, but I still reckon the problem was if anything a lack of content more so than a lack of diversity.

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From Feargus on Fig:

 

 

To put it up here - we have absolutely heard everyone about having a goal that has to do with content like we did with Caed Nua (The Endless Paths) in the original Pillars. We will have something I think is very cool to show on that in a few days.

 

 

So, maybe all of us content lovers for stretch goals will get their fix ;)

Edited by Shiroco
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From Feargus on Fig:

 

 

 

To put it up here - we have absolutely heard everyone about having a goal that has to do with content like we did with Caed Nua (The Endless Paths) in the original Pillars. We will have something I think is very cool to show on that in a few days.

 

 

So, maybe all of us content lovers for stretch goals will get their fix ;)

I really don't want another Mega-dungeon, but something similar would be great. There weren't any puzzles, really, in the dungeon. I would want something with a few puzzles. Picking up a handful of stones to open a door isn't really a puzzle. Anyway, I'd prefer more dungeons like Durgan's Battery, or something else other than a dungeon oriented goal entirely.

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Honestly, I found the last couple of stretch goals really boring. Great if Pillars is coming in your language, but pretty "meh" for everyone else.

 

Not that I think most people contribute for the sake of a pledge goal, but what would really get the player base fired up is things like: "new weapon type", "more spells", "more portraits", "more companions" etc.

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2.4m : Twice as much VO, but only in Korean.

 

Fair enought. Interesting that Korea race before China and Japan.

 

They have one for Pillars 1 as well, so not really surprising. They have someone they trust to do the localization and metrics that show how many units they've sold due to the localization.

Hate the living, love the dead.

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Orchestral music would be cool.

 

...accompanied by bawdy pirate lyrics, of course.

Didn't they already confirm orchestral music?

Did they? I don't recall. If so, groovy.

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"P-O-T-A-T-O-E" - Dan Quayle

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I'd really like if they just put all the additional money in better and extended playtesting and bugfixing. So the only stretch goal I really "need" is one that makes it more likely that the game is really finished at release. As a huge fan of CRPGs I want to play the game right  at release and I certainly don't want to be abused as a community beta-tester whose experience is plagued by technical errors, graphical glitches, quest or even story breaking bugs and unproven, shaky mechanics.

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I'd really like if they just put all the additional money in better and extended playtesting and bugfixing. So the only stretch goal I really "need" is one that makes it more likely that the game is really finished at release. As a huge fan of CRPGs I want to play the game right  at release and I certainly don't want to be abused as a community beta-tester whose experience is plagued by technical errors, graphical glitches, quest or even story breaking bugs and unproven, shaky mechanics.

Well, you can argue that the 4 million stretch goal for Pillars 1 waas excatly that. It was a polish goal, which didn't really give any details. So you can have a stretch goal, which isn't really a "new content" goal. It wouldn't be bad here, but as anameforobsidian says, people tend to get more excited about concrete stuff. So yeah, there is that to consider.

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What I would like to know is the current extent and scope for the base game without any of the stretch goals. We all know roughly the budget for the first game from KS. Sales for the first game on Steam alone is more than 500 000 copies, minus fees, steam and physical  production costs ect its still a lot of profit banked so surely many of the stretch goals and developer design wishlists should be included in the second game now that they have adequate resources.

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Quote from Fig comments.

 

Feargus

DEVELOPER

 

@Andreas - We will have announcement on Tuesday that I think will cover at least one of those things. Our other challenge is we are being honest about what we have already planned and budgeted for, so we don't want to pretend in the Stretch Goals. For instance, we have a Big City, we already have our stronghold system although we are already planning on big changes with it. The decision we made was to do the crowdfunding later, because we felt we needed to show everyone we are far along - we felt that there has been a lowering of trust in the crowdfunding community, so we needed to make sure we earned your trust again.

We are listening though - tuning what we will be announcing and trying to make sure we have a balance between what we now we can do, what we should do, and added stuff that we could do if we get more funding.

Feb 5, 2017 | 08:16 PM

Solid reasoning from Feargus for the more grounded stretch goals of PoE II.

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What I would like to know is the current extent and scope for the base game without any of the stretch goals. We all know roughly the budget for the first game from KS. Sales for the first game on Steam alone is more than 500 000 copies, minus fees, steam and physical  production costs ect its still a lot of profit banked so surely many of the stretch goals and developer design wishlists should be included in the second game now that they have adequate resources.

I'd like to know a bit more about that as well. I understand that they don't want to spoil anything and keep some things secret. If nothing else it cuts down on the drama in the community. I also think it's good that they seem to have a good idea of the scope of the game already and don't want to expand on that too much through stretch goals. But part of what makes those crowdfuding campaigns cool is getting a bit of insight in how the game might turn out in the end. So, if they're not putting out big content stretch goals this time, which I support, I'd like it if they still told us a bit about some of their plans, and maybe engage the community for some feedback. For example, I'd really love to know a bit about what they're planning regarding the city. I also think having 2 cities was not a great decision and I'd rather have one but with more focus on it. One that orients itself more on Athkatla or Sigil, rather than Baldur's Gate. I want to know what they have in mind there. Also, a bit more info about the stronghold would be cool....

 

Ugh, I'm fully aware that it might be better for the game but the slow drip of information is killing me!

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Without knowing any of its details, my hot take is this: How is this a stretch goal??

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"Things are funny...are comedic, because they mix the real with the absurd." - Buzz Aldrin.

"P-O-T-A-T-O-E" - Dan Quayle

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