Art Vandelay
Prophet
Eternity engine sounds suspiciously similar to "infinity" engine...
P.S. Except no D&D licence hahaha
P.S. Except no D&D licence hahaha
Combat should be an "oh fuck" moment for diplomat characters. It should be a last resort for them, and they should fucking suck at it. That's why they should also have to gather a party of good combatants and good supporters -- because it's a class & party-based game. You should have to make sacrifices at what you want to be good at. Your PARTY should somewhat be able to "cover all bases", not YOUR CHARACTER.
I'd say that Fallout's text descriptions leave no room for ambiguity either. Lots of things surviving eyeshots in that one.A headshot in a turn-based game that doesn't kill can easily be interpreted as say, taking off an ear or just grazing someone, but in a shooter when you nail someone between the eyes and they just growl at you a bit, there is no room for ambiguity.
Sawyer gave money to that project FYI.http://forums.obsidian.net/topic/60585-tropes-vs-women/
I'm really looking forward to this game, it makes me want to replay all of the old games (now, if I could just get PS:T to work properly...).
However, something I really hope to not see is the stereotypical Damsels in Distress and other unpleasant tropes. I mean, this is a fantasy world, equality is a possibility!
This isn't to say that Baldur's Gate, Planescape and all the other games are filled with such tropes, but I do think that it would be awesome if, when making Project Eternity, this is given some real consideration.
Maybe talk to Anita, who is behind Tropes vs Women in Video Games?
Fair 'nough but reminder: Fallout New Vegas weapons showed their DPS value. If it's truly real-time with no rounds they're very likely going to give you that info.That said (and in contrast to everything written above), if they showed a screenshot of an in-game item with the three letters D, P and S, I'd withdraw my pledge so fast that the echo would travel back in time and create a positive feedback loop of butthurt that would undo the very concept of Kickstarter itself. Why? Because I'd be 99% sure the resulting game mechanics will suck and not interest me in the least. (I can check for presence of 1% probability exception by playing the demo when it's out, but there's no way I'm preordering that).
That was the point actually.Eternity engine sounds suspiciously similar to "infinity" engine...
he's in QA IIRCSHOCKER! The poster 'alanschu' on the forums is a Bioware developer: https://www.facebook.com/alanschu
Sawyer gave money to that project FYI.
A system designed by Josh Sawyer is going to be very videogame-y.Sounds like they are designing a very videogame-y system. In before ability trees.
Sawyer actually gave a talk to GDC earlier this year where he ragged on "skills as a win button" among other outdated ways of handling dialogue. It'd be p. hypocritical for him to design such a system after talking about how much it sucks.It's ok because it's Obsidian. Also that kinda confirms binary skill checks.
I'm afraid that I'll have to break poor Josh's bubble here, but skills are, you know, a win button even in real life. Is this guy for real? The more I hear about him, what he thinks and what he says, the more he comes across like a fucking moron.Sawyer actually gave a talk to GDC earlier this year where he ragged on "skills as a win button" among other outdated ways of handling dialogue. It'd be p. hypocritical for him to design such a system after talking about how much it sucks.It's ok because it's Obsidian. Also that kinda confirms binary skill checks.
Anyway, noncombat abilities separate from combat abilities? Speech, stealth and crafting skills? What does this remind me of, oh yes, Third Edition D&D.
I don't see anything that suggests this would be the case. Separate pools just means the character will have both a combat specialty and a non-combat specialty, rather than being an autistic psychopath who only knows how to kill things and is completely incapable of functioning outside of violence.I'm just so used to games nowadays going out of their way to handhold the player, my initial reaction to having combat/non-combat skills draw from different pools was that this would be another case of that. I don't see the issue with having rounded and balanced characters or jack of all trades types, what I'm afraid of seeing of a king of all trades type where it is possible to master both combat and non-combat skills as they don't draw from the same pool.
Win buttons make for shit gameplay (See: Age of CYOA). That actually makes him very smart.I'm afraid that I'll have to break poor Josh's bubble here, but skills are, you know, a win button even in real life. Is this guy for real? The more I hear about him, what he thinks and what he says, the more he comes across like a fucking moron.Sawyer actually gave a talk to GDC earlier this year where he ragged on "skills as a win button" among other outdated ways of handling dialogue. It'd be p. hypocritical for him to design such a system after talking about how much it sucks.It's ok because it's Obsidian. Also that kinda confirms binary skill checks.
Nope, 3e D&D had "stuff that makes you better at combat" mixed in with noncombat skills. Tumble, Concentration, Spot, Use Magic Device... (while these things could be used in noncombat situations, in computer games they were pretty much used exclusively in combat)...Anyway, noncombat abilities separate from combat abilities? Speech, stealth and crafting skills? What does this remind me of, oh yes, Third Edition D&D.
Fixed. Try harder next time.
Nope, 3e D&D had "stuff that makes you better at combat" mixed in with noncombat skills. Tumble, Concentration, Spot, Use Magic Device... (while these things could be used in noncombat situations, in computer games they were pretty much used exclusively in combat)...
There are eight skills, each having four skill levels ranging from Basic to Improved to Expert, and then Master. The skills are: Coercion, Stealing, Trap-Making, Survival, Herbalism, Poison-Making, Combat Training, and Combat Tactics.
Once we have added many interesting and useful NPC companions, we will have to give you ways to recruit them, improve their usefulness, and keep them from dying (or even worse, disliking you!). We will make non-combat abilities that interact with your companions, so you can keep them alive and filled with a grudging respect for you.
Appraise (Int)
Autohypnosis (Wis)
Balance (Dex)
Bluff (Cha)
Climb (Str)
Concentration (Con)
Control Shape (Wis)
Craft (Int)
Decipher Script (Int)
Diplomacy (Cha)
Disable Device (Int)
Disguise (Cha)
Escape Artist (Dex)
Forgery (Int)
Gather Information (Cha)
Handle Animal (Cha)
Heal (Wis)
Hide (Dex)
Intimidate (Cha)
Jump (Str)
Knowledge (Int)
Listen (Wis)
Move Silently (Dex)
Open Lock (Dex)
Perform (Cha)
Psicraft (Int)
Profession (Wis)
Ride (Dex)
Search (Int)
Sense Motive (Wis)
Sleight of Hand (Dex)
Speak Language (none)
Spellcraft (Int)
Spot (Wis)
Survival (Wis)
Swim (Str)
Tumble (Dex)
Use Magic Device (Cha)
Use Psionic Device (Cha)
Use Rope (Dex)
Sawyer actually gave a talk to GDC earlier this year where he ragged on "skills as a win button" among other outdated ways of handling dialogue. It'd be p. hypocritical for him to design such a system after talking about how much it sucks.