Considering how DFA's run into money issues already
What issues are you referring to?
If you're a backer, watch the December update. Summary: they don't think they've got enough money to complete the game to the standard they wanted, so they're looking for extra funding elsewhere (probably from internal sources) and they're cutting stuff the extra funding won't cover. Nothing that doesn't happen in every other development cycle, but in every other development cycle there's a publisher you can run to if needed.
e: If you're not a backer, the $30 is probably worth it just for the documentary.
Well, roughly said, what they had in common of course. One had more combat, the other had more text, but essentially they all had the same fundamental design. And as we know PE will be quite different with it's sneak mechanic, etc.
Now I am not saying that the game will be horrible, maybe it will actually be so good that you play it every morning while taking a shit or something, but there is of course always room for doubt like Maiandros said.
Rope Kid said:Personal Nirvana:
Maybe this was already brought to the table, but how they're going to manage the tricky relashionship between nostalgia X modern mechanics?
I think in some level Avellone and co. are shackled in how much they can veer into new ground with this, since the massive portion of backers want basically a prettier carbon-copy of Baldu'rs Gate 2/PS: Torment. Reading this interview (http://www.cybergamer.com.au/articl...-Entertainment/), combat-wise, they're planning to go with something somewhere between 3.5E or 4E, and adding cooldowns to replace(?) d20.
Personally i would love to see them being bold with the project. Keeping true to the IE roots, while bringing new mechanics/concept. And at the same time, i can't see the playerbase receptive to changes.
We are bringing new combat mechanics and concepts to the project (though many can be found in non-IE games), but the entirely underlying premise was/us to make something that has an IE game feeling. I've been playing A/D&D pretty much continuously since 1985, so it's not like this was something where I rolled my eyes at the thought of doing it. I liked making IWD, IWD:HoW, and IWD2 and I enjoyed all of the time I spent working on The Black Hound. Making a CRPG using a real-time with pause combat system allows us to make much cleaner mechanics than a straight tabletop port, but it's still important to me (and the backers, I'd say) that the fundamental feeling of the game is very similar to the IE games.
Individuals may become really mad at us leaving in or taking out some thing that they hate/love, but unless the logic of their argument leads me to believe that a significant portion of the backers and future players are going to have a negative experience because of it, the complaint doesn't go very far. That has much less to do with what people say and much more to do with how they play.
Rope Kid said:Sea Otter posted:
As for "reach" concept, is that only me who thinks "touch attacks" unnatural. I mean, if you try to touch your opponent with sword in his hand, you are putting your arm in danger.
As for monks, if they are not allowed to use any other weapons except fist, does it mean they only have bludgeoning damages? Also, is their "Wounds" a unique resource pool for the class? You explained a way to store the pool but how are they actually "spent"?
About stamina/health, we know that stamina can be healed through magic in action but how to heal health? Does it only need resting or does it also require resources? You once mentioned under-usage of potions and I wonder what their roles will be in recovering mechanism in PE (hopefully for both non-expert mode and expert mode).
When I start designing a weapon (or anything related to player choice) that has a real-world counterpart, my first thought is not, "How can I realistically model this?" but "How can I make a player want to use this?" I try to answer that question with the reality of the weapon in mind, but if that's not helpful, I think about the fantasy of the weapon. When that's done, I try to answer the question, "Why will a player not want to use this?" Both of these questions will start out with one clear answer each. I will not start layering on additional advantages or disadvantages until I believe it is necessary to make the process of choosing more compelling. Right now, I'm at the stage where I'm adding additional advantages to weapons, one for each type. All melee weapons started out with the same range because they were not part of the advantage/disadvantage criteria. The additional advantage of the pike is that it has additional range over other weapons. It is unlikely that I will reduce the range of shorter melee weapons because those weapons already have their built-in drawback (usually a weakness against high DT).
Monks can use any weapon, but their unarmed weapons have monk-only special stats. Wounds are spent via activating abilities that use them. I'm making this up, but let's say monks had a Stunning Fist and Quivering Palm attack. The Stunning Fist requires one Wound, the Quivering Palm requires three. When you start combat, both of them are greyed out in the UI. When you gain a Wound, the Stunning Fist lights up. When you gain two more, the Quivering Palm lights up. Once an ability is lit up, you can activate it immediately and spend the associated Wounds, though many of the abilities are modal, meaning you can't activate another until the first one's duration has ended.
You regain Health by resting at camps/camp-like locations only. We have not discussed resource consumption much, but Health potions in the field are not part of the design.
Also, what does DFA's budget issues have to do with PE? One of the biggest reasons that I funded this game and not any of the other ones was that Feargus has made these games before and specifically said that they knew how the numbers broke down. I haven't heard that as a reason (or as clearly stated) from any of the other developers.
Brian Fargo ran Interplay and his current company has released multiple games which while boring and mediocre were solid products mostly free of bugs and done on time.Also, what does DFA's budget issues have to do with PE? One of the biggest reasons that I funded this game and not any of the other ones was that Feargus has made these games before and specifically said that they knew how the numbers broke down. I haven't heard that as a reason (or as clearly stated) from any of the other developers.
Well, roughly said, what they had in common of course. One had more combat, the other had more text, but essentially they all had the same fundamental design. And as we know PE will be quite different with it's sneak mechanic, etc.
Now I am not saying that the game will be horrible, maybe it will actually be so good that you play it every morning while taking a shit or something, but there is of course always room for doubt like Maiandros said.
Roughly said?! What are you talking about? You give no specifics as to what the three games I mentioned have in common and then you give some sort of vague statement about a singular mechanic and then conclude that Project Eternity is different. Don't be dishonest, at least to yourself. These three games all used different game mechanics. PS:T wasn't even really a D&D based game (the mechanics aren't anything like a regular D&D). IWD used 3e. BG used 2e. What are you going on about? Be specific. Don't say roughly and then conclude with an unsupported claim. You haven't passed high school or something? They tach you how to make a convincing argument in middle school, but usually by high school most people know how to do this well. Or are you being lazy or intellectually dishonest?
Lame. Don't talk if you can't back it up. Come back when you've thought through an argument. You're wasting everyone's time.
Jeez...i ask you to detail what they had in common, and the response I get is : Well, they have in common, what they have in common. What ?!
Brian Fargo ran Interplay and his current company has released multiple games which while boring and mediocre were solid products mostly free of bugs and done on time.Also, what does DFA's budget issues have to do with PE? One of the biggest reasons that I funded this game and not any of the other ones was that Feargus has made these games before and specifically said that they knew how the numbers broke down. I haven't heard that as a reason (or as clearly stated) from any of the other developers.
Obsidian has released multiple unfinished and buggy messes.
But sure Feargus knows what he's doing and Fargo doesn't.
-snip-
Brian Fargo ran Interplay and his current company has released multiple games which while boring and mediocre were solid products mostly free of bugs and done on time.
Obsidian has released multiple unfinished and buggy messes.
But sure Feargus knows what he's doing and Fargo doesn't.
Naw, you're the butthurt moron that likes to pick fights for no reason.-snip-
I'm the one who's angry? I just asked you for specifics. You didn't provide any and when I called you out on it, you shat yourself. If you don't have anything worthwhile to say, shut up and let the big boys talk.
IWD is 2nd edition, you must be thinking of IWD2. IE games had in common the d&d license(combat rules, setting, some NPCs). DAO did not have that, they changed some things and it was shitty. Changing stuff is not the same as innovation.
Of course one would have much higher hopes for PE since it isn't developed by the present day dumb fucks at Bioware. Sawyer might be an arrogant douche bag, but at least he's not a full on retard.
Obsidian has released multiple unfinished and buggy messes.
And all of which are worse than most BIS games.Obsidian has released multiple unfinished and buggy messes.
All of whom are greater then anything inXile has ever produced. Yeah, Fargo sure knows what he's doing.
Naw, you're the butthurt moron that likes to pick fights for no reason.
Anyway, I would like to talk this out with the stupid arguments you like to use. Tell me why PE and the IE games aren't different and use the same "formula", even though Josh himself said they will be different. You just said I have no idea what I am talking about, so tell me why they are the same thing.
And don't be a pussy and back out. You wanted a ridiculous bullshit discussion, you got it.
And all of which are worse than most BIS games.Obsidian has released multiple unfinished and buggy messes.
All of whom are greater then anything inXile has ever produced. Yeah, Fargo sure knows what he's doing.
And all of which are worse than most BIS games.Obsidian has released multiple unfinished and buggy messes.
All of whom are greater then anything inXile has ever produced. Yeah, Fargo sure knows what he's doing.
At this point anyone claiming that IE games are similar to PE is kidding themselves.
Anyway, I would like to talk this out with the stupid arguments you like to use. Tell me why PE and the IE games aren't different and use the same "formula", even though Josh himself said they will be different. You just said I have no idea what I am talking about, so tell me why they are the same thing.
And don't be a pussy and back out. You wanted a ridiculous bullshit discussion, you got it.
Yep. Looking at Inexile's track recordObsidian has released multiple unfinished and buggy messes.
All of whom are greater then anything inXile has ever produced. Yeah, Fargo sure knows what he's doing.
Where did you hear that there wouldn't be any healing? Two classes have stamina-regenerating powers from the get go!And yes, PE will be different than the IE games, Josh said so himself it will be "modernized", with stealth for all classes, no combat xp, regenerating health bars, no healing, etc. Now fuck off and stop wasting my time you moron. I don't need any of this hissy fit bullshit.
The same can be said for Troika. And quess what? Their games were buggy messes too!And all of which are worse than most BIS games.Obsidian has released multiple unfinished and buggy messes.
All of whom are greater then anything inXile has ever produced. Yeah, Fargo sure knows what he's doing.