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Project Eternity


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#1276
eroeru

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DominusVita wrote...


Too much time is not possible.


In 99.9% of the cases. Just saying:

Image IPB



I think he was referring to the previous post as to "too much time *following the game* is not possible".

Modifié par eroeru, 05 octobre 2012 - 02:17 .


#1277
Eurypterid

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A bit more from last night (I was too tired to stay up for it all)


Question: have you some plan to keep in touch with the backers which are not accessing the forums after the 17th ? (the forums are classified as gaming category and thus blocked in corporate environment) Also there was a question about what could be added in the pledge levels to get people investing more. Have you thougt about a messenger bag? I would like to have that. For now, I am aiming digital only due to
shipping, but I would surely tempt me.
Feargus: (1) I think we can still be up here and responding to comments - I think, so we will be doing that.
(2) Still working on ideas for the pledge levels and will have some news on that both tomorrow and on Monday.

Question: Could you clarify what is your general stance for regional locks on content ? Will Obsidian do what it can to make sure that we (backers from other parts of the world - Poland/Russia) have unrestricted access to English-only versions of (possible) further content (DLC/expansions etc.) at least ?
Feargus: On the subject of regional locks - I don't think we plan on doing that unless there is some law that would require us to do so.

Question: will you continue to accept donations towards the game after the kickstarter has ended? I've been following Double Fine's kickstarter project lately and they are still taking Paypal donations and giving some of the rewards still for donating and calling them Slacker Backers.
Feargus: We will continue to take donations for a while after the Kickstarter campaign. We are working on our own storefront that will take donations and also let everyone buy the latest in Obsidian wear.

Question: any news on vo work yet? I understood that you guys planned on doing it like it was done in BG1 and BG2.. but do you have any names for us to sneak peek? (even if you only have them on your short list)
Feargus: I was hoping we would have some names that we could talk about, but our VO Producer went and got married and has been on his honeymoon. I think they are back early next week, so we might be able to get some info out then.

Question: My one question is how visible the soul abilities are going to be on martial characters? If they use their soul to make their blade keener or whatever, will it be enveloped in a magical light or will it just be an invisible change? From a design point of view I guess it’s nice to have visual cues to tell what the characters are doing but I kind of prefer it when the martial classes don’t look outright magical even if they are. Casting healing spells is one thing but flashy lights kind of take the fun out of down and dirty swordplay.
Feargus: Our general stance on the use of effects is they should be cool, but reinforce what is really going on with the character based upon what type of class they are. So, having lots of crazy lights for a martial character wouldn't be something we would do in PE, except of abilities that it applied to - more magical ones.

Question: Are there classes/ combinations where you can weild two 2handers? one in left hand one in right.. i could see classes like barbarians fit that role.
Feargus: I'm going to go with a maybe on that one, with an answer that might be forthcoming soon based upon us talking about another one of the races

Question: Feargus what about transportation in PE. Some teleports? Ships? Horses?
Feargus: No horses. Once you have been told where a place is then you will be able to go there. Also, you can use the map to get from place to place. However, you will need to explore on the areas that you do get to.

Question: Are dwarves and humans going to wear the same sized armour or are there going to be different sizes Arcanum style?
Feargus: I'm pretty sure that we are going with armor of the same styles for Humans and Dwarves, but we will be modifying the models so that they fit well. We tend to move away from making unique armors for races, since then it means we can make fewer armor types per race.

Question: Do you have any information which OS gog.com will anounce for future support on Oct 18th? But even if you know it you are probably not allowed to tell us yet.... ;)
Feargus: I know what it is, but must keep quiet or suffer the wrath of the Poles.

Question: Have you already decided about who's handling the translations? Based on my personal opinion I think Roland Austinat did a good job for the german translations of Skyrim and New Vegas.
Feargus: We have not, but we learned our lesson on BG when the company did the VO with the accent that I can't remember the name of right now. Wow, I'm tired. Bavarian, that's it - I think.

#1278
bussinrounds

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CrustyBot wrote...

Adventurer's Hall, mang.

Get yo pledges up!

  This is a great idea.  Love creating my entire party/more than just 1 character.  All we need is a stretch goal for Tim Cain to implement some turn based combat now. 

#1279
A Crusty Knight Of Colour

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bussinrounds wrote...

CrustyBot wrote...

Adventurer's Hall, mang.

Get yo pledges up!

  This is a great idea.  Love creating my entire party/more than just 1 character.  All we need is a stretch goal for Tim Cain to implement some turn based combat now. 


nothnx.

I'd rather Obsidian at least have a shot at implementing good RTwP combat instead of making a combat system that has both TB and RTwP, yet excels at neither (Arcanum).

While you're here though, I think you might be interested in Chaos Chronicles if you haven't heard about it yet.

Modifié par CrustyBot, 05 octobre 2012 - 03:06 .


#1280
Eurypterid

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bussinrounds wrote...

  This is a great idea.  Love creating my entire party/more than just 1 character.  All we need is a stretch goal for Tim Cain to implement some turn based combat now. 


They've said there will be no turn-based option. Strictly RTwP, so that's not on the table even sa a stretch goal.

#1281
Taleroth

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Allan Schumacher wrote...

Too much time is not possible.

I think I've spent as much time reading threads and moderating as my paying job, a couple of days.

It is quite possible.

CrustyBot wrote...

While you're here though, I think you might be interested in Chaos Chronicles if you haven't heard about it yet.

Germans, holding the line on RPGs and adventure games. Thanks.

Modifié par Taleroth, 05 octobre 2012 - 04:03 .


#1282
chunkyman

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Image IPB

#1283
azarhal

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I wondered if Aloth was a Wizard or a Rogue. In the wallpaper he's doing magic (second guy starting from the Left) and wear "roguish" gear. Here he's using a "scroll" to cast magic.

The 5 original classes (and companions) were Fighter (Edair), Priest (Cadegund), Thief, Wizard and Ranger (Dwarf lady). The wallpaper shows Aloth with roguish gear that cast spells and what would be an old guy with "flaming hands". Which one is the "wizard" here?

#1284
Taleroth

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I don't think "roguish gear" is going to be a thing, by that I mean they don't seem to be doing any class restrictions on gear. Wizards can wear plate and wield swords, if they like. But rogues can't naturally cast magic.

Modifié par Taleroth, 05 octobre 2012 - 06:09 .


#1285
bussinrounds

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CrustyBot wrote...

bussinrounds wrote...

CrustyBot wrote...

Adventurer's Hall, mang.

Get yo pledges up!

  This is a great idea.  Love creating my entire party/more than just 1 character.  All we need is a stretch goal for Tim Cain to implement some turn based combat now. 


nothnx.

I'd rather Obsidian at least have a shot at implementing good RTwP combat instead of making a combat system that has both TB and RTwP, yet excels at neither (Arcanum).

While you're here though, I think you might be interested in Chaos Chronicles if you haven't heard about it yet.

  Yea, I wouldn't want something that excels at neither like Arcanum, that's for sure.  Just thought maybe  they could learn from that possibly and actually have 2 decent modes, but you're probably right.

     Yea, I know about Chaos Chronicles, It came out of nowhere and sounds AMAZING.  I think it just shot up to my #1 most anticipated game, even ahead of this, Wasteland 2, Dead State, Age of Decadence, Shadowrun...  It looks to be RIGHT up my alley as far as gameplay, setting, rules, ect... Please let it turn out as good as it sounds. 

With this and all those other titles I mentioned (plus a few others) it really does look like it can be a true renaissance of the RPG genre:wizard:    Been a f-n long time coming.  

#1286
Sister Goldring

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Another great interview from Chris Avellone for anyone that's missed it. There is some really interesting stuff about stats modifying conversation options in there. I'm so excited to see this brought in as a feature!!!!

http://www.rockpaper...ool-innovation/

So excited that I pasted the wrong link  Image IPB

Modifié par Sister Goldring, 06 octobre 2012 - 06:21 .


#1287
Cyberarmy

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 Update #16

Mod support, more mega dungeon and much  more!

#1288
Chromie

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Cyberarmy wrote...

 Update #16

Mod support, more mega dungeon and much  more!


My tweet harassment worked! You're welcome everyone.

#1289
Cyberarmy

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Tim Cain on magic system;

"Could you please provide a bit more detail on how skill/spell cooldowns are going to factor into the games combat system?

Sure, let me give some specifics on how we are planning to incorporate cooldowns into the wizard class. First off, cooldowns are NOT on individual spells. For any particular spell, you cast it, and when you are done, you can cast it again right away. But one limitation is on spells of a particular level. When you cast a certain number of those spells, in any combination, then the whole spell level group goes into a cooldown, and you can't use any of them until that cooldown has passed. That cooldown is long enough that for short battles, you are limited to casting a certain number of spells for each spell level. For long battles, that cooldown might expire and you can start casting those spells again.

The other cooldown has to do with your grimoire. A wizard may know a lot of spells, but he can only cast a few basic spells plus the ones that are in the grimoire that he is holding. Grimoires vary in size, holding various numbers of spells of different spell levels, and the player is free to load up his different grimoires with spell combinations of his choice. But once combat begins, switching grimoires causes a cooldown for all of those spells, leaving the caster only able to cast his basic spells until the grimoire cooldown passes. This means the player will have to think carefully about which spells he adds to a grimoire and under what situations he would want to switch one for another."


@Skelter;

nice sig :)

Modifié par Cyberarmy, 06 octobre 2012 - 07:52 .


#1290
Guest_Gurris_*

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 Mod support is frickin' huge, and they're adding it for free and don't even make a big deal out of it :mellow:

You're being too nice for your own good, my beloved Obsidian.

#1291
Chromie

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Gurris wrote...

 Mod support is frickin' huge, and they're adding it for free and don't even make a big deal out of it :mellow:

You're being too nice for your own good, my beloved Obsidian.


They didn't say anything about modtools exactly so I'm not sure exactly how much work if any is required on there part since I'm no modder. Still great to see they are open to modding and they will talk about tools in the future.

Good to get some info on the cooldown system.. I'm still not entirely sure how I feel about the cooldown system at least it's not as trivial like in DA it sounds like.

How low indeed?

Image IPB

Modifié par Skelter192, 06 octobre 2012 - 08:44 .


#1292
TobiTobsen

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Hm... didn't they said that PayPal support would be up on Wednesday? Either I'm doing it wrong or there still is no PayPal option.

Obsidian! Why won't you take my money? Throwing it at the screen won't work! ^_^

#1293
Cribbian

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TobiTobsen wrote...

Hm... didn't they said that PayPal support would be up on Wednesday? Either I'm doing it wrong or there still is no PayPal option.

Obsidian! Why won't you take my money? Throwing it at the screen won't work! ^_^


Here it is

eternity.obsidian.net/

#1294
Sister Goldring

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Mods, mods, mods, mods, mods, mods, moddity, mods!  Doesn't quite convey the same impression without seeing the crazy dance I'm doing around my kitchen but I'm hoping you all get the idea!  Image IPBImage IPBImage IPBImage IPBImage IPB

#1295
TobiTobsen

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Cribbian wrote...

TobiTobsen wrote...

Hm... didn't they said that PayPal support would be up on Wednesday? Either I'm doing it wrong or there still is no PayPal option.

Obsidian! Why won't you take my money? Throwing it at the screen won't work! ^_^


Here it is

eternity.obsidian.net/


Ah, there it is indeed! Thank you!

#1296
Dreadstruck

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Cyberarmy wrote...
Mod Support

Image IPB

Modifié par Avalla'ch, 06 octobre 2012 - 11:14 .


#1297
eroeru

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I like where the revamping of the logo seems to go. It's not the brown anymore at least.

Though would expect some tinkering on those designs.

Modifié par eroeru, 06 octobre 2012 - 11:39 .


#1298
Jozape

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Gurris wrote...

 Mod support is frickin' huge, and they're adding it for free and don't even make a big deal out of it :mellow:

You're being too nice for your own good, my beloved Obsidian.


To be fair, they aren't announcing a toolset yet(I think). But at least Infinity Engine level modding will be possible.

#1299
Lotion Soronarr

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I'm kinda dissapointed with the whole "soul" bit.
The way they describe it, it looks like every class will have DA2-like special "magical" moves.
I hate that.

Rouges getting a magical posion created by the "soul"..and agian being backstabbers
Fighters geeting area knockdown with super-smash and stuff
No paladins....
No fatigue.
Makes me a sad panda :(

#1300
bussinrounds

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Cyberarmy wrote...

Tim Cain on magic system;

"Could you please provide a bit more detail on how skill/spell cooldowns are going to factor into the games combat system?

Sure, let me give some specifics on how we are planning to incorporate cooldowns into the wizard class. First off, cooldowns are NOT on individual spells. For any particular spell, you cast it, and when you are done, you can cast it again right away. But one limitation is on spells of a particular level. When you cast a certain number of those spells, in any combination, then the whole spell level group goes into a cooldown, and you can't use any of them until that cooldown has passed. That cooldown is long enough that for short battles, you are limited to casting a certain number of spells for each spell level. For long battles, that cooldown might expire and you can start casting those spells again.

The other cooldown has to do with your grimoire. A wizard may know a lot of spells, but he can only cast a few basic spells plus the ones that are in the grimoire that he is holding. Grimoires vary in size, holding various numbers of spells of different spell levels, and the player is free to load up his different grimoires with spell combinations of his choice. But once combat begins, switching grimoires causes a cooldown for all of those spells, leaving the caster only able to cast his basic spells until the grimoire cooldown passes. This means the player will have to think carefully about which spells he adds to a grimoire and under what situations he would want to switch one for another."


@Skelter;

nice sig :)

  Come on Timmy, you're free from the friggin publishers and you still decide to go softcore wth the damn magic system now ?  First RtwP and now this:pinched:.   Oh well, I guess it was too much wishful thinking to expect great story elements and a great combat system in the same game.  

  Not like I'm gonna remove my pledge or anything, and I still think they're gonna make a good game (especially compared to the stuff of today), but def a little dissapointed.

Modifié par bussinrounds, 06 octobre 2012 - 04:49 .