Mrowak
Arcane
- Joined
- Sep 26, 2008
- Messages
- 3,952
You are the idiot here if you believed that they will make city as big as Athkatla with so many encounters, as well written as Sigil and with the complexity of encounters as in IWD. They have promised nothing of a sort. They promised IE engine style game, that they can build for the budget.
Obsidian said:Baldur's Gate and Athkatla are big cities. Spanning multiple large maps with a ton of interiors, characters and quests, big cities are a lot of fun. Like strongholds, they also take a lot of work to do well. We're going to have one big city in Project Eternity [implies that the single city will be like Athlatle or Baldur's Gate]. Would you like two? If you take us on an exciting adventure to $3.5 Million, we will take you on an exciting adventure to another big city.
Obsidian said:Design Goals
In putting together our non-combat system, we have made a list of goals for the design of these skills and the rules they need to follow.
We are still in the early design stages, but our plan is for non-combat abilities to make the game as fun and enjoyable outside of combat as it is in the heat of battle.
- Non-combat skills are gained separately from combat skills. You shouldn't have to choose between Magic Missile and Herbalism. They should be separate types of abilities, and you should spend different points to get each one.
- Non-combat skills do not use the same resources as combat skills. You don't spend the same stuff for a non-combat skill as you do for combat skills. Some don't use anything at all to use, so you will never find yourself unable to blast an opponent if you get caught sneaking.
- All non-combat skills are useful. If we add lockpicking to the game, we will make sure that there are locks to pick and worthwhile rewards for getting past them.
- All non-combat skills can be used frequently. If you take disarm traps as a skill, you should expect more than two traps in the entire game world. Frequency of application has a large impact on how useful something is.
- Combat can be avoided with non-combat skills. There will often be ways to avoid fighting. Yes, we will have the standard methods of talking your way out of a fight or sneaking around an encounter, but there will be other ways too. Perhaps you can re-sanctify a desecrated cemetery to prevent any further undead from rising, or maybe figuring out a way across a ruined bridge will always avoid the bandits on this side of the river.
- Avoiding combat does not lead to less experience gain. You shouldn't go up levels any slower by using your non-combat skills rather than your combat skills. We plan to reward you for your accomplishments, not for your body count.
Add to that all that Tim and Josh said about combat in videos.
All of these will have to be encompassed together in those cities they are creating. This sounds pretty much like Sigil meets Athkatla, meets IWD. How they are going to achieve that, I have no clue, but I sure hope they do.
I do not rule out marketing in the campaign. But I'd prefer facts instead of wishful thinking.
You CAN do more things with a bigger budget, I thought that was clear.
No shit Sherlock. I meant something much more substantial than the obvious marketing bull.
2. I don't give a shit if they will have to change something for a good reason.
And what if the good reason is: "Oh shit! We miscalculated and we don't have enough money to work on combat system for 4 extra months. Guess we'd better release a broken mess." That does sound like a good reason to me... but good for whom?
If you don't have any control over the project don't even bother knowing. What you want is that they would give information in the form of the news, that you can only obeserve but not interact with. Well the plane cashed and all the passengers died. Happy now?
A measure? And they would have been judged on the basis of their budget by people who:No. The point I am trying to make is that there should have been measures there that would prove to us this won't happen. Budget outline would be nice to have, for one thing.
a) Have no idea what game budget is all about. Have never seen one and have never invested into one.
b) Have no idea about finance and can only express feelings towards it.
c) Can manage to screw a 6 question poll at Obsidian forums.
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See what I wrote above.
A lot of stuff the game companies do are not accountable except for salaries and some fixed costs. How do you account for late night brainstorming? Changing the system based upon fan feedback? It would have been few lines with salaries for employees. That: a) give you no info and b) you can't control.
The point is not for me to control their work. The point is that they show me beyond any reasonable doubt they can lead the project to fruition. As it is they have proven that they are ambitious, and nothing else.
Edit: I am out from discussion for now - have stuff to do.