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Kurtofan posted:That's happening to me as well. Me too. I've also spotted that the campaign almanac doesn't seem to be listed as included in (at least) the $140 tier, when it should be in every tier above $50. I could see that causing problems considering they're also selling it as an add-on. Edit: I suppose I should probably contact them about that.
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# ¿ Dec 10, 2013 23:13 |
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# ¿ Apr 25, 2024 05:06 |
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Mine's gone through now. Guess they're just getting hit pretty hard.
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# ¿ Dec 10, 2013 23:19 |
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Archonic posted:Clicking on the gem on the backer's site That was the text that was used in the initial build-up for the kickstarter. As well as something about the difference between someone and the sea being that the sea doesn't stop.
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# ¿ Dec 10, 2013 23:35 |
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rope kid posted:Probably a bit, mostly for companions rather than wilderness environments. Additional content does take additional time to make, but not dramatically, not at the scale we're thinking about. Would adding companions at this 'late stage' not limit the degree to which they'd be able to be tied into the story? There's no point doing it if they were going to be obviously subpar versus the initial envisaged ones. e: Not saying that they would be subpar, just seems like it might be a risk. Drifter posted:I voted for turnbased combat. What are you doing? Everyone knows that RTwP is more realistic! CottonWolf fucked around with this message at 00:18 on Dec 11, 2013 |
# ¿ Dec 11, 2013 00:14 |
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rope kid posted:No, actually. While we do design our companions relatively early in development, we don't write them until we get closer to the end (e.g. I just started writing the first companion literally this morning). We ignore them completely as far as the crit path design of the game is concerned because they are all optional. Developing them later allows us to be much more reactive to the final designs of quests and areas. Oh, cool. That actually makes me much more positive about the idea.
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# ¿ Dec 11, 2013 00:18 |
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JohnnyBigPotatoes posted:
I completely missed that on their site. If there were ever a logo that should be embossed on the box, that's it.
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# ¿ Dec 11, 2013 00:49 |
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omeg posted:Huh, wasn't getting pledge link emails then remembered that I've changed my KS email because the original one's spam filter somehow didn't like KS. Now, is the "Digital Download of World Almanac" ($15 addon) included in a full digital tier of $50 or is it something else? It should have been. I contacted them about that issue already, as I nearly ended up buying it again, and I'm pretty sure lots of people will have done.
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# ¿ Dec 11, 2013 00:55 |
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epmode posted:From the new RPS interview: That interview as a whole is pretty good. Edér being a rogue rather than a fighter? Definitely didn't know that before. But yeah, I wonder if that's how they're going to fund the new wilderness areas/companions, in a Larian-esque approach.
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# ¿ Dec 11, 2013 15:01 |
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Sensuki posted:Is there a grain filter or something put over some of the recent screenshots? Or maybe it's just that Defiance Bay, assuming that's where that is, is particularly smoggy?
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# ¿ Dec 11, 2013 15:23 |
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Yeah, the map's all kinds of pretty. I wonder if it will be the world map we move around in game, or is it's just to show off the world.NmareBfly posted:If Obsidian is required by divine (or infernal) contract to go with a fantasy setting I would like to officially request a Malazan RPG, thanks in advance. No, that can't happen. Ziets isn't involved in this, and if Malazan isn't the best setting for Ziets' long desired divine campaign, I don't know what is. Playing a new ascendant, and getting involved with the power struggles among the gods while fiddling around in the lives of mortals. It's built for that kind of game. I want to play as Shadowthrone/Cortillion 2.0, dammit! CottonWolf fucked around with this message at 12:10 on Dec 12, 2013 |
# ¿ Dec 12, 2013 12:06 |
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Hakkesshu posted:My thoughts exactly. I was really excited to start that series, but I find them practically unreadable. I utterly disagree with this, but I do think it hurts the series as a whole that by far the worst written book in it is the first one. Mainly because it was written 10 years before all the others and Erikson clearly grew as a writer in that period.
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# ¿ Dec 12, 2013 14:48 |
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1stGear posted:Convenient that matches cleanly to the real world word for the part of the Christian afterlife that people typically associate with going down! It's identical to the name of the Norse underworld too.
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# ¿ Dec 12, 2013 17:31 |
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Krowley posted:Why, it's almost as if there are recurring themes with underworld myths throughout history Madness! But just to be clear, I wasn't actually criticising just pointing out. CottonWolf fucked around with this message at 17:52 on Dec 12, 2013 |
# ¿ Dec 12, 2013 17:44 |
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epitasis posted:Where is this news about the next Kickstarter? Didn't that RPS article come out two days ago?? There was a second on Wednesday, there was meant to be another yesterday (by which I mean by 9 minutes ago) which explained the new kickstarter, but it never came out.
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# ¿ Dec 13, 2013 01:10 |
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Fintilgin posted:It's not like they're going to spill the beans in any detail about their kickstarter before it launches. It's probably a line where Fergus says something like: "A second kickstarter? Well, it's definitely something we're investigating, and you'll here more from us in the future." I don't know. Torment was heavily trailed beforehand, and that seemed to work out for them.
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# ¿ Dec 13, 2013 01:38 |
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I think a WWII RPG set in the Pacific theatre where you play a Chinese soldier would be incredible. But that is NEVER going to happen. Ever.
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# ¿ Dec 13, 2013 13:30 |
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coffeetable posted:So it looks like no Feargus interview is forthcoming. I wonder if the article was written before they realised the website was gonna be delayed several weeks, and now it's too close to Christmas for them to launch a KS? I would have thought that even if it had have been written two weeks ago, it still would be been too close to Christmas to make a KS wise. Everyone will have already spent all their money on presents. Or at least be planning to.
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# ¿ Dec 13, 2013 16:43 |
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So what kind of damage are cypher's looking at? It seems that, like rogues and rangers, they don't have many roles that don't involve killing things. Unless, are they debuffers too?
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# ¿ Dec 14, 2013 13:56 |
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Activision, I believe.
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# ¿ Dec 14, 2013 21:29 |
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The thing about Cthulhu is, I have no idea how it would work as a CRPG. You're inevitably going to lose, any combat in going to go badly, your sanity is will be sapped. The only good Mythos game is Eternal Darkness, and that wasn't even based on real Lovecraft.
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# ¿ Dec 14, 2013 21:40 |
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Basic Chunnel posted:I can't help but feel like a 10-hour open world game wouldn't feel feel very open world. That's like two guild questlines' worth of content in Skyrim. Presumably that's why they were suggesting going episodic. I don't think it's that bad an idea. Telltale has proven that episodic story heavy games can be good.
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# ¿ Dec 14, 2013 23:14 |
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AXE COP posted:$30 million: scrap all that dumb bullshit and make an Ars Magica game Can't that be the $0 stretch goal?
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# ¿ Dec 14, 2013 23:33 |
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Mordaedil posted:I'd agree for pretty much any other genre, but I haven't really seen a WW2 RPG before. But I'm not sure an RPG could do it justice unless it intentionally triggers PTSD while playing the game, so yeah... I really don't feel right when so many games make WW2 into a power fantasy setting. Kinda takes away from what actually happened and is kinda insulting to veterans. Vietnam-setting games are usually depicted more realistically in that respect. I think a more realistic WWII game would be more interesting to play than a power fantasy one. A game where you're just a small cog in the machine. Perhaps you can plan battle tactics for a few skirmishes, but you definitely don't singlehandedly win the war or anything.
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# ¿ Dec 15, 2013 11:52 |
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I was just watching the teaser trailer one more time before I deleted it from my hard drive, and I realised what had been bugging me about the fireball. I'm pretty sure that the enemies die before the shockwave should have reached them. I have no way of going through it frame by frame to check, but if that's the case, it should be a really easy problem to solve. Just put a couple of frames of delay on the gibbing.
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# ¿ Dec 15, 2013 14:39 |
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Octo1 posted:Intellect affects damage and healing, while Resolve affects AoE size and effect duration. Maybe these two would feel better if they were swapped? That does actually make much more sense. Resolve being about the ability to stoke your soul really hard, while intellect is about finesse and making it the fine scale adjustments to maximise effect. Not that I'm too bothered by how it works at the moment, but that does seem like a logical change. CottonWolf fucked around with this message at 17:46 on Dec 18, 2013 |
# ¿ Dec 18, 2013 17:08 |
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GreatGreen posted:Gotcha. At the very least, I think pots should stack as high as possible in the inventory. They're as much an integral game mechanic as they are just some items you carry around at the cost of space so forcing you to choose between that and how much gear/artifacts/ingredients/widgets you can haul around at a time is really only good for making players groan at the game instead of giving them a fun, meaningful decision to make. I don't agree with this. It's just a different way of specialising your character. Do I want to be the one who has loads of strength and carriers around loads of consumables and lasts through fights that way? Or the one who's great at stabbing people in just the right place? Or something else entirely? I'm hoping that there'll be talents that modulate the effect of consumables, like in the Witcher's alchemy tree. That's how I'm imagining that a consumable-based build will be made viable and fun. Unless the consumables are cool enough on their own that that's not even required. Sea Otter posted:Considering the recent STALKER/Fallout references, Expert mode may not be like Hardcore mode of New Vegas. Though that is more or less what it was originally pitched as. CottonWolf fucked around with this message at 18:39 on Dec 18, 2013 |
# ¿ Dec 18, 2013 18:36 |
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rope kid posted:That's genuinely cool, but we didn't Kickstart a game called gently caress You: Suck My Dick: Josh Sawyer's Personal Dream RPG Experience where I do whatever I personally think is sound and neat and good. In all seriousness, if this came to Kickstarter I would throw money at it. It's always fun to see what people come up with when they're given absolutely free reign, within time/budget constraints, obviously. On that note, what was the game? Did it ever come out? MartianAgitator posted:Also, I vote you change Intellect to Acumen or Sapience or something even more obtuse but specific just to shut the butt-pained up. I'm plumping for cogency. But only if all the other stats get ludicrous renames too. I want to pump cogency at the expense of fettle.
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# ¿ Dec 19, 2013 16:32 |
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Male Man posted:I'm pretty sure the current design is that anything equipped (including your alternate weapons) doesn't count against your personal inventory. Strength is gonna effect your ability to carry around a bandolier of potions, not your ability to perform your basic combat functions. I was wondering if it would effect your ability to carry around a second weapon too. Which could be interesting, if combat is designed in such a way that it rewards switching up. uaciaut posted:Casters have the same interest in HP pool as any other non-fighter class - to have it as low as possible so they can survive unexpected situations (AOE or any fighter getting through to them) and that's it. It's not a stat they would look for to define their class or specialization, as you can say about a high-Int warrior that would look to increase his damage via int. Utterly depends on the type of caster. Cyphers are close range, as are paladins. Based on what we know, priests, druids and chanters can be, as could a wizard if you wanted to build them that way. The only pure ranged class, by the sound of it, is the ranger, and even then, you might want some strength to toughen up your companion. CottonWolf fucked around with this message at 17:45 on Dec 19, 2013 |
# ¿ Dec 19, 2013 17:42 |
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Lotish posted:The way I understand it, Con is your ability to survive the fight you're in, while Strength will govern your ability to survive multiple fights, because as encounters continue Health will drop and not be replenished until you get proper rest, while Stamina gets refreshed frequently. So a low STR warrior would play similarly to a high STR warrior, but would have a smaller golfbag for weapon/potion/special item tactical options in the moment and wouldn't be able to hold up in extended dungeon crawling as well. And, in theory, a low CON fighter could be propped up by a paladin or priest healing them, whereas a low STR fighter couldn't. e: Beaten by rope kid.
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# ¿ Dec 19, 2013 17:52 |
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SoggyBobcat posted:The way I'm seeing it it looks like the effectiveness of strength is tied to how easy or difficult it is to rest between encounters. Too easy and it becomes a borderline dump stat, too hard and it becomes a priority. Yeah, or it could just become the effort stat. If resting requires backtracking, it's the backtrack/continue trade-off stat. Putting aside the whole consumables aspect.
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# ¿ Dec 19, 2013 18:07 |
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Might/Power over here too. And when I found out they did everything, I'd probably switch to resolve in the first set, but keep power in the second. Guns are a weird one though, it almost feels like they shouldn't scale with anything. Your gun shoots has hard as it does whatever you do. And as we've already ascertained they're pretty inaccurate, scaling with perception doesn't even make sense. You can be the best at spotting targets on a target in the world, but if your gun doesn't shoot straight, best of luck hitting them in the face if that's where you're aiming.
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# ¿ Dec 19, 2013 20:29 |
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Octo1 posted:I think the original concept is best overall. Maybe that should be what they go with? I agree. It is shocking that trained game designers managed to come up with a better system than us.
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# ¿ Dec 19, 2013 21:22 |
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Cynic Jester posted:Muscles Line Feed posted:Instead of 'Strength', go with 'Cajones'. You're welcome. I take back my previous comment. Switch Wussiness for Cajones, and you have the best attribute system ever designed. rope kid, take note.
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# ¿ Dec 19, 2013 21:45 |
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omeg posted:"Committing" to a build when you are creating a character is a pretty bad idea (and almost all RPGs are guilty of this). You don't really know much of the mechanic details at that point. Sure, Obsidian is trying to make most characters viable but still. Allowing a lot of customization to your build during the course of the game alleviates the problem. Depends on the context. You're already saying I want to be an X who does Y. The stats are just an expression of that Y. If committing at character creation is a bad thing, almost all class-based systems commit a grave sin right off the bat, which I don't really buy.
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# ¿ Dec 20, 2013 16:31 |
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SurrealityCheck posted:It's not about whether or not you commit as much as whether or not you have sufficient information to make that commitment sensibly. It's fine to commit to making a musclebound barbarian if such a build is viable, but another thing entirely if it turns out that is useless and the game gave you no indication that would be the case. Oh, yeah. I absolutely agree with that. But that's more an issue with trap builds than commitment itself.
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# ¿ Dec 20, 2013 16:39 |
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Captain Oblivious posted:Basically older editions of D&D had some creepy racist undertones wherein certain "savage" races like orcs and goblins were inherently evil and forcing the player to decide whether or not to kill the babies too is a way to make them feel uncomfortable. How does alignment actually work in D&D? I've never really understood it, but then again, I've never played full on PnP D&D. Is it set at birth? As in, is a child is born and a character with detect alignment can look at them and say 'Little Johnny's going to grow up to be a chaotic evil psychopath' or is it more fluid than that? I remember that in PS:T you could move alignment, but PS:T also broke a load of other traditional D&D rules, so that's probably not a good guide.
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# ¿ Dec 21, 2013 19:39 |
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Thanks for the D&D education everyone!The Crotch posted:I vaguely recall rope kid comparing it to something like "level 3 to level 12-or-so" quite some time back. No shitfarming for a 75% miss rate, no summoning planetars. Misses are designed to be pretty rare whatever. I wouldn't rule out something like a 75% graze rate if you have low perception, but of course, that's a) your fault for dumping perception and b) speculation on my part.
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# ¿ Dec 22, 2013 12:03 |
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FRINGE posted:In PE we dont entirely know how the metaphysic/pantheon will work so (so far) anything goes. In Eternity, based on what little we know about them, their anime-esque burning spirits are so committed to the cause that they literally generate energy to burn people with. It doesn't come from the gods.
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# ¿ Dec 26, 2013 00:32 |
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SurrealityCheck posted:Will it be possible to dual wield pistols? I hope so. A lightly armoured cypher/barbarian who fires off his two pistols, drops them, pulls the two-hander off his back and then charges into the melee sounds
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# ¿ Dec 27, 2013 15:00 |
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# ¿ Apr 25, 2024 05:06 |
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Captain Oblivious posted:Or do you just mean a Cypher OR a Barbarian? That's what I meant, yep! CountingWizard posted:Didn't Arcanum: Of Steamworks and Magick Obscura have this feature? Maybe. I actually only ever get past the initial town with a mage in Arcanum. Tech characters seemed like much more of a hassle. CottonWolf fucked around with this message at 17:23 on Dec 27, 2013 |
# ¿ Dec 27, 2013 17:20 |