Josh Sawyer on D&D style camping
Source: Somethingawful
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I've talked with Tim about this for a while and here's the thing: camping out in the wilderness and setting watches and getting ambushed by jackasses has a great classic A/D&D feel to it, but it got pretty silly in games like IWD2. I'd like to build in reasonable mechanics that make you rest in the wilderness, but I don't want it to result in the sort of degenerate "rest after every fight" stuff we've faced in the past.
Josh Sawyer on experimental and innovative features
Source: Obsidian Forums
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BTW, these sorts of questions (and many have been asked in different threads) are the ones I think we're most interested in hearing your thoughts on. I certainly have my own opinions on things I'd like to change from the standard operating procedure (e.g. resting mechanics), but you folks are the customers.
Josh Sawyer on the map
Source: Somethingawful
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This is good feedback. The actual map is significantly larger; I just bored down on this section for detail. That particular section was what I worked out first. I'll try to address the geological problems (e.g. rivers) and I'll think more about the rest.
Sorry for those of you who didn't like it. I was actually trying to capture the feeling of the Dragon Reach/Dalelands, which is an area of the Realms that I always liked.
This may be true, but I don't like getting things fundamentally wrong/bad. People who are in the know see it and immediately recognize a problem.
Josh Sawyer on the Player House stretch goal
Source: Formspring
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To answer your question, we believe player houses serve a basic utilitarian purpose in RPGs. We like using them and would like to have them in PE. They require work to implement, but the $ of the goal is not meant to indicate $ spent on that feature [...] We have learned that a small interior with containers thrown in it (e.g. Novac hotel room, Pres. Suite [Tigranes: reference to Fallout: New Vegas]) is too mi
nimal when it comes to auto-organization functionality. And again, KS is a fundraising platform, not a means of making a literal budget. [...] The problem inherent with this is that we're still very early in development. Designing systems takes time. I would rather be general and risk some frustration than be specific at this stage in the process.
Source: Obsidian Forums
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In my mind, a player "house" is something like The Sink. A player stronghold would be something like Crossroad Keep, with much more in-depth strategic gameplay.