Zombra
An iron rock in the river of blood and evil
I'm a little surprised that so many are praising the graphics in that screenshot. I mean ... I guess they're high resolution. That's nice. But wow, talk about bland. Is it just me?
Sure, take Skyrim. A game with a budget that is an order of magnitude larger than what PE has to work with, and as you pointed out, many of the systems necessary to create dynamic player forts in the game, like robust NPC scripting. Also, it's a game with dozens of NPC forts and hundreds of dungeons which could have been used as dynamic player strongholds. It's a game that's basically built from the ground up to feature a lot of generic, reusuble content. Bethesda still wasn't able to implement dynamic player strongholds until that Hearthfire DLC. PE is not going to be a game based on large amounts of generic content. It's going to be a game with a small amount of unique encounters and locations with hand-placed enemies. Additionally, Skyrim is an open-world sandbox game, so it would make some sense to let the player build a stronghold anywhere; PE is a linear dungeon-crawler, so it does not.but lets take skyrim as an example - since we all know it.
It is. Josh has stated that you don't have to spend any time at the stronghold, as it was a stretch goal and not part of the core design.Yes ... so? Or is it?The stronghold is an optional feature.
This isn't Skyrim where everything is made out of generic assets. For every potential stronghold, they would essentially have to design the area twice, plus reimplement all of the stronghold quests. Plus, as I said before, they would need to design a lot of areas with all the features of a stronghold, which means even less non-stronghold related content. That's a lot of optional content. With the two big cities and the optional mega-dungeon, expect the main game to be pretty short already. Adding more optional and redundant content is not a good idea.Josh said:Unfortunately, no. Swapping sections of the rendered 2D image is trickier than it may seem.I really like this concept :D but I am wondering, is there a chance that... instead of restoring the west building simply into what is shown in the screenshot, could we replace the building with something else? (Stables, Tower/Outpost, Library etc. etc.) choices~ "What do you want to build?"-ish
for fuck sake... Its not a directly comparable game. I said im using it as an example just to clearly describe in what manner things could be done. Generally speaking.Sure, take Skyrim. A game with a budget that is an order of magnitude larger than what PE has to work with, and as you pointed out, many of the systems necessary to create dynamic player forts in the game, like robust NPC scripting.but lets take skyrim as an example - since we all know it.
The exact amount and numbers are irrelevant. Despite what you may prefer to assume i never said that in PE each location should be a potential stronghold.Also, it's a game with dozens of NPC forts and hundreds of dungeons which could have been used as dynamic player strongholds.
Every game is.It's a game that's basically built from the ground up to feature a lot of generic, reusuble content.
Because they had more pressing concerns. btw, Isnt hearthfire just a player house and not a stronghold?Bethesda still wasn't able to implement dynamic player strongholds until that Hearthfire DLC.
Amounts dont fucking matter. It will have generic content as any RPG does. Unless you will claim that every single thing in the game will be a unique asset.PE is not going to be a game based on large amounts of generic content.
How the fuck do you know its going to be small?It's going to be a game with a small amount of unique encounters and locations with hand-placed enemies.
Since when is PE a linear dungeon crawler? Linear as what? CoD? Or maybe like BG2 which was not THAT linear? Do we know exactly how linear it will be?Additionally, Skyrim is an open-world sandbox game, so it would make some sense to let the player build a stronghold anywhere; PE is a linear dungeon-crawler, so it does not.
Since it now is - unless you will claim that stretch goals are something secondary to the game - wouldnt it be better to integrate it into the game in atleast some deeper ways then as an afterthought and shallow money sink?It is. Josh has stated that you don't have to spend any time at the stronghold, as it was a stretch goal and not part of the core design.
There is no reason to design the area "TWICE". Stop overblowing everything just so you seem like youre right.See also this quote from Josh on the OEI forums:
This isn't Skyrim where everything is made out of generic assets. For every potential stronghold, they would essentially have to design the area twice,Josh said:Unfortunately, no. Swapping sections of the rendered 2D image is trickier than it may seem.I really like this concept :D but I am wondering, is there a chance that... instead of restoring the west building simply into what is shown in the screenshot, could we replace the building with something else? (Stables, Tower/Outpost, Library etc. etc.) choices~ "What do you want to build?"-ish
Thats just implementing quests - a pretty standard practice in game dev.plus reimplement all of the stronghold quests.
Nope. Just a few. Who said anything about a lot? Your brain that for some reason assumed i want hundreds of strongholds?Plus, as I said before, they would need to design a lot of areas with all the features of a stronghold,
Since the previous assumption is bullshit this one follows it down the drain.which means even less non-stronghold related content.
A lot. Humongous. Huge. GIGANTIC!!!! ENOURMOUUUUUS!That's a lot of optional content.
Yep, two cities and mega dungeon (plus the whole world map) sure sound like something short.With the two big cities and the optional mega-dungeon, expect the main game to be pretty short already.
Only because you see it in that retarded way that you are practically forcing yourself.Adding more optional and redundant content is not a good idea.
Sure, and things could not be done in this manner in PE, even generally speaking. It's outside the scope of the project.Its not a directly comparable game. I said im using it as an example just to clearly describe in what manner things could be done. Generally speaking.
False. Skyrim had pretty good NPC scripting with schedules and random behaviors. I expect "AI" in PE to be pretty basic.- PE will have robust NPC scripting anyway. All RPGs do, more or less. (especially if youre going to call anything in a bethesda game "robust")
Start downgrading your expectations. PE's world map isn't likely to be huge.PE will have more then enough such locations in that huge world map.
Not in the same way the Elder Scrolls games are. Most of Skyrim was generic assets.Every game is.It's a game that's basically built from the ground up to feature a lot of generic, reusuble content.
Point? Obsidian doesn't?Because they had more pressing concerns.Bethesda still wasn't able to implement dynamic player strongholds until that Hearthfire DLC.
Never claimed Skyrim was designed from the ground up for strongholds.btw, Isnt hearthfire just a player house and not a stronghold?
Doesnt this directly undermine your previous statements how Skyrim was built for this shit from the ground up?
Not everything will be unique obviously, but amounts do matter. This is a budget RPG.Amounts dont fucking matter. It will have generic content as any RPG does. Unless you will claim that every single thing in the game will be a unique asset.
Budget and schedule.How the fuck do you know its going to be small?It's going to be a game with a small amount of unique encounters and locations with hand-placed enemies.
The Kickstarter campaign.Since when is PE a linear dungeon crawler?
Nope! Just that Josh has said it will be linear rather than open world. I encourage you to look up some of the Kickstarter videos if you would like to learn more about the game.Linear as what? CoD? Or maybe like BG2 which was not THAT linear? Do we know exactly how linear it will be?
Because you are suggesting multiple optional areas that can be visited and conquered at anytime, which implies open world design.As for the retarded idea that linearity of the game is preventing stronghold to be built anywhere... how does that logic exactly work?
I don't remember you saying that specifically, but then I'm not disputing that, so what is your point?Didnt i say that devs could designate specific locations that could be used for this purpose in advance - instead of enabling every fucking location in the game to become a stronghold?
It will be integrated into the story somehow. What makes you think it will be a shallow money sink? We already know there will be quests, gameplay bonuses for adding features like the hedge maze and forum, merchants who show up, and taxes earn the player money.Since it now is - unless you will claim that stretch goals are something secondary to the game - wouldnt it be better to integrate it into the game in atleast some deeper ways then as an afterthought and shallow money sink?It is. Josh has stated that you don't have to spend any time at the stronghold, as it was a stretch goal and not part of the core design.
Deep companions and mature themes of Planescape: Torment, tactical combat and dungeons of Icewind Dale, exploration nice 2D scenery of Buldur's Gate. As it was described during the campaign, a linear party-based class-based RTWP D&D inspired RPG. There were quite a few more details during the campaign about the games design.Also...what fucking core design?
No, only remaking it once.They are talking about a specific idea of changing the buildings inside this stronghold into something else. Changing one or two buildings does not amount to remaking the whole area TWICE.
That's some keen insight into the industry there.Thats just implementing quests - a pretty standard practice in game dev.plus reimplement all of the stronghold quests.
"If it was me doing the game, the players would have an option of simply taking over various such appropriate locations used by enemies and then setting up their own stronghold there." -HiverNope. Just a few. Who said anything about a lot? Your brain that for some reason assumed i want hundreds of strongholds?Plus, as I said before, they would need to design a lot of areas with all the features of a stronghold,
"Simply - the locations or dungeons that need to be used for other quest would not be a part of this." -HiverSince the previous assumption is bullshit this one follows it down the drain.which means even less non-stronghold related content.
Yep. One stronghold is already a lot of optional content. Two or three would be lots more.A lot. Humongous. Huge. GIGANTIC!!!! ENOURMOUUUUUS!That's a lot of optional content.
The cities will likely have a ton of sidequests, and the megadungeon is totally optional. Presumably we would all like to see some non-optional content in the game as well?Yep, two cities and mega dungeon (plus the whole world map) sure sound like something short.With the two big cities and the optional mega-dungeon, expect the main game to be pretty short already.
Than explain why redundancy is good in a game with a very limited amount of development time and budget. Should there be two companions of the same class? It wouldn't be a bad thing, except that you are taking away resources from non-redundant features. In the same way, making multiple versions of the stronghold is a bad return on investment.Only because you see it in that retarded way that you are practically forcing yourself.Adding more optional and redundant content is not a good idea.
It's a fine idea, just not necessary. So yes, not worth the effort.To you it isnt something worth the effort and you falsely over-inflate amount of effort needed to make your argument seem stronger.
Not at all.This comes from you considering such a feature in its most shallow form, as some second hand cheap money sink and time waster.
Yes, that's exactly how I expect the PE stronghold to be. This is basically irrelevant to your idea of taking over random enemy forts.Instead of what it was in BG2 and NWN2 - which can be further improved and more deeply integrated into the game and its story and setting and main quest and many smaller ones.
- which is the very reason people wanted to see a stronghold in the game. Not a player owned house.
No it wasn't you fucking manboon, you hadn't even mentioned Skyrim at that point in your post.What a retard. My idea for taking any of the most of the enemy strongholds was for skyrim you imbecile.
And your still making claims you have no way to support or just splurging things that arent real anywhere except your stupid head.
hiver said:While PE doesnt have to have a different "stronghold" for each class they could atleast made two or three that the player can choose himself. Or if not that, they could allow players to "rebuild" a specific place in few different styles to fit their preferences.
If it was me doing the game, the players would have an option of simply taking over various such appropriate locations used by enemies and then setting up their own stronghold there.
While PE doesnt have to have a different "stronghold" for each class they could atleast made two or three that the player can choose himself. Or if not that, they could allow players to "rebuild" a specific place in few different styles to fit their preferences.
If it was me doing the game, the players would have an option of simply taking over various such appropriate locations used by enemies and then setting up their own stronghold there.
(i was really pissed that there was no option like this in Skyrim, among many other things - if i just attacked a fort or a cave or dungeon of whatever and cleaned it - killed everyone - then i should be able to claim it for myself)
I remember him saying it wouldn't be that.Maybe dungeon crawler was a bad choice of terms, I do expect it to have more NPC interaction than Icewind Dale. I remember Josh saying it would be basically linear.
Josh: I'd like to avoid linear sequences whenever possible, but there are usually a few choke points the player will have to go through even in open games. For example, you have to get the water chip and deal with the Master in Fallout. There are a lot of ways to actually do those things, but you can't avoid dealing with them in some way. That's as "linear" as I'd like to get.
btw im counting about 40 locations on that map of PE world.
I feel kind of bad after reading this post. Like you just told Hiver Santa Claus isn't real.btw im counting about 40 locations on that map of PE world.
Most of which probably are like the locations on the IWD2 map.
That's non-existent if you don't get it.
I dont remember those locations in IWD being visible on the map at all at any time.
I feel kind of bad after reading this post. Like you just told Hiver Santa Claus isn't real.
Hmmm... maybe I was thinking of this:I remember him saying it wouldn't be that.Maybe dungeon crawler was a bad choice of terms, I do expect it to have more NPC interaction than Icewind Dale. I remember Josh saying it would be basically linear.
http://www.gamebanshee.com/interviews/109792-project-eternity-interview.html
Josh: I'd like to avoid linear sequences whenever possible, but there are usually a few choke points the player will have to go through even in open games. For example, you have to get the water chip and deal with the Master in Fallout. There are a lot of ways to actually do those things, but you can't avoid dealing with them in some way. That's as "linear" as I'd like to get.
MCA said:What sort of play model are we talking? Open-world? The whole story at once? Episodic?
We intend to follow the model of the Infinity Engine games, so there’s dungeon crawling and exploration at points across multiple levels, all toward a final end goal.
lul wut?I've just said they were on the map but non-existent in the game.
He was never real. Hogfather is though.I feel kind of bad after reading this post. Like you just told Hiver Santa Claus isn't real.
but lets take skyrim as an example - since we all know it.