It is. Using an existing system means that they have to bend the rules, to suit their needs. Just like how they did with PST. And some IP holders don't like that, so the devs have to coordinate with them constantly. And of course it costs money to licence it.Is it really a time saver if you have to build an RPG system by yourself instead of using an existing one?
that female archer concept pic has a strong native american vibe, imo, so anything from arquebuses to revolvers would go well with that.Hopefully guns will be restricted to.. muskets, or something.
My main concern about Project Eternity is that fans expect too much. While $1.55 million - or $2 million, or $3 million - may seem like a big wad of cash, it's nowhere near the budget a team like Obsidian usually works with.
So it will be even crappier that the usual Obsidian offering.
"Those budget numbers are just right for what we are trying to make," Cain answered.
hopefully it's that and not just the fantasy standard of the old ones being destroyed by orcs/undead/cataclysmic calamity due to ancient and powerful magicks or some other bollocks like that.that female archer concept pic has a strong native american vibe, imo, so anything from arquebuses to revolvers would go well with that.Hopefully guns will be restricted to.. muskets, or something.
and like I said about cities. Two cities named "New something" implies that they are made by colonisers of migrating people. Might be set in a continent were a more technically advanced civilization has started colonising.
colonisation
3 mages with cone of cold = win against everything.As much as it pains me I must admit that the combat system in DA:O was mostly fine. It was the encounter (and enemy) design where they dropped the ball (oh, the derp roads). I agree that among many challenges encounter design is the one which will be the most difficult for Obsidian to tackle.
Enough to resurrect an oldfag?Torn with guns D:
3 mages with cone of cold = win against everything.As much as it pains me I must admit that the combat system in DA:O was mostly fine. It was the encounter (and enemy) design where they dropped the ball (oh, the derp roads). I agree that among many challenges encounter design is the one which will be the most difficult for Obsidian to tackle.
Also sword and shield builds were useless.
Also, way too many cues taken from MMOs which were never fun or interesting and solely designed to make game play take longer.
I found BG1/2 combat way better with AD&D being smashed into real time.
So... Cain thinks they can make an rpg in some 18 months? Doesn't he know that's impossible!
My main concern about Project Eternity is that fans expect too much. While $1.55 million - or $2 million, or $3 million - may seem like a big wad of cash, it's nowhere near the budget a team like Obsidian usually works with. Granted, Obsidian's going for a retro isometric, text-driven RPG with Project Eternity, but will that be enough to satisfy the hype? Should fans temper their expectations?
"Those budget numbers are just right for what we are trying to make," Cain answered.
considering nobody did just because of muskets being mentioned, maybe it's time to update your reading comprehension software?Why do some people automatically think of colonization when they hear "muskets"? It's not like early firearms weren't used in Europe as well.
They have the engine and some elements like party formations are already in. If the game is based on Black Hound and/or Torn, they have a lot of well polished design done as well. If they have the Steam engine, they are miles ahead of Fargo.So... Cain thinks they can make an rpg in some 18 months? Doesn't he know that's impossible!
Yes!Tim Cain will handle system mechanics and programming for Project Eternity.
considering nobody did just because of muskets being mentioned, maybe it's time to update your reading comprehension software?Why do some people automatically think of colonization when they hear "muskets"? It's not like early firearms weren't used in Europe as well.
Yes!Tim Cain will handle system mechanics and programming for Project Eternity.
it was just a general statement.
Well maybe. It still had one huge flaw that the IE games had, but they actually fixed in KOTOR and then added back in. The inability to make a chain of orders than the characters will follow. Related to that, the inability to set way points is annoying.3 mages with cone of cold = win against everything.As much as it pains me I must admit that the combat system in DA:O was mostly fine. It was the encounter (and enemy) design where they dropped the ball (oh, the derp roads). I agree that among many challenges encounter design is the one which will be the most difficult for Obsidian to tackle.
Also sword and shield builds were useless.
Also, way too many cues taken from MMOs which were never fun or interesting and solely designed to make game play take longer.
I found BG1/2 combat way better with AD&D being smashed into real time.
Aaah, but that's not fault of the combat system but broken game-balance. They put wrong stats and encouraged hp-bloat. In other words, the structure built around RTwP system is wrong, not the RTwP system itself.
Related to that, the in ability to set way points is annoying.