Project Eternity
#1026
Posté 26 septembre 2012 - 06:00
#1027
Posté 26 septembre 2012 - 06:08
#1028
Posté 26 septembre 2012 - 06:33
NKKKK wrote...
Wasteland is going to be like the old Fallouts?
Well, apart from some differences in the setting, the major difference is that Wasteland 2 will be party based.
With tactical combat featuring full party control. I think I prefer controlling one protagonist only, with other party members doing their thing, like in the Fallouts, but I know many enjoy and miss this style greatly.
#1030
Posté 26 septembre 2012 - 09:44
Yrkoon wrote...
Right. Skyrim doesn't appeal to everyone. Blah blah blah. Been there. Done that. Got it. The bottom line, though, is that it manages to appeal to a whole lot of people. It sold 12 million copies. It made about 700 MILLION dollars.
Now Put on a suit and tie and ask yourself: Why in the world would Bethesda replace a ridiculously successful formula with one that only promises them a tiny fraction of the success they've been enjoying for the past 18 years? Seriously, How much has Dark Souls sold? 2 million? less? LOL
I honestly don't see why people compare the two, instead of enjoying the two.
Skyrim delivered. It was, and is, an amazing game, where exploration feels natural and rewarding, fantastic atmosphere and world, and passable combat.
Dark Souls is a gem, a hard and rewarding game, with a phenomenal combat system, a pretty hard-core approach to death and even when you master it, you will get owned if you take things lightly.
They are both fantastic RPGs.
Dark Souls appeals to more "gamers", and Skyrim appeals to pretty much everyone looking for a proper, deep RPG experience.
Yeah, neither has the story or the NPCs that Bioware usually do, but if that story and NPCs are wrapped up in a crap game DA2, who cares.
#1031
Posté 26 septembre 2012 - 09:44
Cyberarmy wrote...
A n elven mage? With armor, long sword and a scroll(maybe?)
He does have that about to cast a fireball hand gesture going on.
#1032
Posté 26 septembre 2012 - 10:01
Sister Goldring wrote...
Cyberarmy wrote...
A n elven mage? With armor, long sword and a scroll(maybe?)
He does have that about to cast a fireball hand gesture going on.
Or he is tripping.
"Dude, my hand is so weird!"
#1033
Posté 26 septembre 2012 - 01:17
Next up, The New Region!
#1034
Posté 26 septembre 2012 - 01:17
Man at this rate we will probably see three million get hit.
#1035
Posté 26 septembre 2012 - 01:45
Giggles_Manically wrote...
Just hit 2 million dollars.
Man at this rate we will probably see three million get hit.
Definitely possible.
There's been a few charts that show that Project Eternity is tracking very similarly to the Double Fine Adventure Kickstarter in terms of pledging; DFA ended up with $3.3 million.
#1036
Posté 26 septembre 2012 - 01:51
Modifié par Dragoonlordz, 26 septembre 2012 - 02:00 .
#1037
Posté 26 septembre 2012 - 02:09
It's been a rough month so I haven't had the money to scratch, but I want to at least do the $25 donation to get my copy.
#1038
Posté 26 septembre 2012 - 02:18
They need to add new stretch goals ASAP, though.
@FJ:
This project will be funded on Wednesday Oct 17, 3:00am CEST
Modifié par twincast, 26 septembre 2012 - 02:19 .
#1039
Posté 26 septembre 2012 - 02:21
^October 16th at 9pm Eastern..Fast Jimmy wrote...
<puts on lazy internet hat> When does the window to donate close?
It's been a rough month so I haven't had the money to scratch, but I want to at least do the $25 donation to get my copy.
Modifié par Yrkoon, 26 septembre 2012 - 02:25 .
#1040
Posté 26 septembre 2012 - 02:23
Fast Jimmy wrote...
<puts on lazy internet hat> When does the window to donate close?
It's been a rough month so I haven't had the money to scratch, but I want to at least do the $25 donation to get my copy.
Project Eternity Kickstarter page wrote...
20 days to go
I also support the "trippin' elf" theory
Modifié par TheRealJayDee, 26 septembre 2012 - 02:25 .
#1041
Posté 26 septembre 2012 - 02:24


These types of character design are exactly what I like. No hotrod samurai bull****.
#1042
Posté 26 septembre 2012 - 03:14
#1043
Posté 26 septembre 2012 - 04:05
Crusty I love your avatar. It's mesmerizing.CrustyBot wrote...
Giggles_Manically wrote...
Just hit 2 million dollars.
Man at this rate we will probably see three million get hit.
Definitely possible.
There's been a few charts that show that Project Eternity is tracking very similarly to the Double Fine Adventure Kickstarter in terms of pledging; DFA ended up with $3.3 million.
#1044
Posté 26 septembre 2012 - 05:06
Well it's the dream team after all.Addai67 wrote...
Crusty I love your avatar. It's mesmerizing.
#1045
Posté 26 septembre 2012 - 07:05
But with these guys track record, and the opportunity to bypass the 'the man' in the form of big publishers, I really want to be part of giving them a shot at real (creative and resourcing--especially in time) freedom and see what they can deliver when unshackled. And honestly, I want to see if this development model can work, delivering in-demand products directly (well, as close to direct as you can reasonably get) from source to end user, since in my view the very existence of publishers and their high volume production methodologies, suppresses the unrestrained creativity required to build immersive and memorable gaming experiences. It's an exciting thing to watch in all honesty.
#1046
Posté 26 septembre 2012 - 07:11
Eurypterid wrote...
Well, it does mean there are millions of people that think it's good...
And some people absolutely swear by spray-on cheese, but a good many of us prefer actual wheels or slabs of the stuff. The same goes for "reality TV" (e.g. Survivor, Big Brother)--millions watch, but not me.
#1047
Posté 26 septembre 2012 - 07:18
FutharkTomahawk wrote...
And some people absolutely swear by spray-on cheese, but a good many of us prefer actual wheels or slabs of the stuff. The same goes for "reality TV" (e.g. Survivor, Big Brother)--millions watch, but not me.
Oh, I'm with you. I was just pointing out that it's all subjective.
Oh, and Update #9 is up:
Update #9 - The power of MODES and Godlike races: Our $2.3M Stretch Goal
We love giving players options: character build options, personality options, story options -- all the options you might want to play around with. We recognize that many players also want to play the game their way and have an experience that matches their particular RPG tastes. RPG fans share a lot of common ground, but on matters of visible mechanical feedback, complexity, and the overall level of punitive face-punching a game provides, there's a big spectrum of opinions. In a lot of cases, it's not too hard for us to provide options to turn an individual feature on or off, so we want to make that possible when resources permit us to do so.
Additionally, even among the ranks of RPG superfans, there exists a subset of players who can't get enough
challenge. They want all of the difficulty features set to "I am pro." Collectively, we've worked on a bunch of these challenge modes in the past and enjoyed the results. Project Eternity seems like a very appropriate place to highlight suites of these difficulty options as distinct gameplay modes that players can opt-into at the beginning of
any game. We've come up with three modes we'd like to support, which also includes the ability to turn many of their sub-features on and off on an individual level in an ordinary game: Expert Mode, Trial of Iron, and Path of the Damned.
Expert Mode will disable all of the common ease-of-use / in-case-you-missed it gameplay elements like the display of skill thresholds, influence/reputation modifiers, and similar "helper" information. In a fashion similar to Fallout: New Vegas' Hardcore Mode, Expert Mode will also enable more punitive and demanding gameplay elements, in and out of combat. We're not saying we're going to have weighty gold (for real, we're not saying that), but if we did, you can bet that would be automatically turned on by Expert Mode.
If you guessed that Trial of Iron is like Temple of Elemental Evil's Ironman Mode, you guessed right. When you start a Trial of Iron game, you have one save game that persists for the entire campaign... or until you die. And if you die, your save game is deleted. Enjoy!
Path of the Damned is a spiritual successor to Icewind Dale's Heart of Fury mode. In our encounters, we like to turn individual combatants on and off based on the level of difficulty. If you come into an area on Easy, maybe casters are replaced with weak melee enemies. If you come in on Hard, maybe the casters are augmented by a tough melee enemy or two. With Path of the Damned, that goes out the window. All enemies from all levels of difficulty are enabled and the combat mechanics are amplified to make battles much more brutal for everyone
involved.
The first question you may have is, "Can I enable multiple challenge modes at once?" Yep, you sure can. They have to be selected at the beginning of the game, but if you want to play with two or all three at the same time, you can certainly can do so. If you're not quite sure you want all of the elements that come along with a given mode, this funding level will also cover implementing the ability to enable and disable the individual sub-features.
Along with these modes, we also want to introduce the Godlike races. These folks have been described previously as being similar to the humanoid "planetouched" in D&D: aasimar, tieflings, and genasi. That is a good high-level description of them, but they are viewed differently by various factions, faiths, and cultures in the world of
Project Eternity. Godlike were "blessed" before birth by one or more of the meddling deities of this world. Though their appearances vary, they are unmistakeably otherworldly when anyone gets a clear look at them. Sometimes, the reaction they get is overwhelmingly positive. Many times, the reaction is overwhelmingly not. For better or worse, the physical "gifts" that mark them as Godlike always come with supernatural blessings (and curses) of their own.
The first question you may have after reading this may be, "Hey, what about the other races that have already been funded?" Those races are in the process of being fully designed and concepted -- and they can't be summarized quite as simply as "sort of like planetouched". We'll have more for you on those guys in the not-too-distant future. Thanks again for your support, your patience, and your questions.
*edit* GAH! Formatting sucks. Bloody copy and paste. Trying to fix...
Modifié par Eurypterid, 26 septembre 2012 - 07:29 .
#1048
Guest_EntropicAngel_*
Posté 26 septembre 2012 - 07:41
Guest_EntropicAngel_*
Eurypterid wrote...
In a lot of cases, it's not too hard for us to provide options to turn an individual feature on or off, so we want to make that possible when resources permit us to do so.
I like this idea. A lot.
#1049
Posté 26 septembre 2012 - 08:02
For example, In normal mode your typical goblin (lets say) had 5 hit points and did about 1-6 damage on a hit. In HOF mode that same goblin had 200 hitpoints and did 10-60 damage on a hit. So you can see the impossibility right there. A level one character cannot defeat a HOF goblin. The prologue doesn't give you the tools to defeat one.
On the other hand, TOEE's Ironman mode was actually pretty cool. Because it didn't change the game itself, it just forced you to fear the concept of death, which is as it should be. If they copy this mode, then Awesome Awesome Awesome.
And of course, expert mode, the way its decribed, should be a given in all games IMO. Only design laziness has kept it from being so in most RPGs.
Modifié par Yrkoon, 26 septembre 2012 - 11:43 .
#1050
Guest_EntropicAngel_*
Posté 26 septembre 2012 - 08:14
Guest_EntropicAngel_*





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