nijuu: Reading through the updates and questions - anyone else think people in general may expect a bit too much from the game ? (everyone seems to want a RPG with everything under the sun), considering its budget is dwarfed by AAA/AA games
Glad you posted, so I can put the rest of the update in here. :P
Oh, and yes, I agree. I'm just trusting that the Obsidian guys will
not try to please everyone and just stick with what their vision of the game was/will be.
Anyway, rest of the update:
Q: I wanted to ask you whether you can elaborate more about the contents of the strategy guide.
Funny thought. is it only now that you'll add it to each order or whether each person who joined the Obisidian order basically added himself one?
A: At the end of the campaign, you'll get the survey and can say how you would like to spend that extra $8. Oh, and the strategy guide will be a real strategy guide. Not one of those 8 or 10 page ones that get thrown in with a game.
Q: Since this is a homage to IE games, which one of the weakest element is the animation on the characters during fights and everything else. My question is what are your plans to remedy this with the amount of budget that you got so far.
A: The challenge with animation in the IE games was that the characters were sprite based (2D) so every frame was a piece of artwork and could only be rendered at so many angles (eight I think). For PE, we are using 3D charactes so we can have much smoother animations, not just the eight angles and lots more animation variations.
Q: I'm very happy for the spanish traslation But 25 $ for the Beta access, it's very expensive for me
A: We tried to follow the Planetary Anhilation model for figuring out the BETA/Early Access key amount.
Q: would there be anyway to make the cooldowns influence each other? like with what you're doing making the character more tired. like if you spam a bunch of cheaper actions, it'll eventually make everything else take longer because you're wearing the character out?
A: Interesting idea, I'm wondering if it gets to a point where we are trying to model too many things. For instance, another way to do that would just to make sure the original cost made it so you couldn't spam. Just a thought.
Q: but then you lose the feeling that you're actually effecting your characters. which is really the point of it. do i want to use all these little spells, and possibly make it so i can't use the big one when i need it, or hold off on them and use them at judicious moments, and possibly just use the bigger spells to maximum effect. it adds to the tactics/thinking about the situation a whole lot more, and is really fairly simple/intuitive to understand. everyone gets tired from doing something. think like the way harry gets tired in the dresden files. sure, he can still do more, but it's less effective because he's literally worn himself out.
A: True and gotcha. Need to think about how many different systems though - however, you are right there are systems that use a pool (like mana) plus cooldown.
Q: Hey Feargus, have you guys talked at all about adding a scrolling combat/text log like in Fallout or more preferably Baldur's Gate?
A: We haven't, but getting added to the list right now.
Q: I know strategy guides as explanations of mechanics and revealing every spot in the game. will yours be just that or fill a whole different purpose? like being an encyclopedia for the game lore.
A: The strat guide will be a walkthrough of the game and then information the mechanics and the items as well.
Q: I'm latin, but there are a lot of comments about a Russian translation. I guess you could make something like "if Russia gets 5000 backers, Russian translation!" Even Japanese could be there if there are enough people of Japan interested. That would attract some target people and will encourage the actual backers to find more friends and bring them here.
A: That's true. It's hard to get from people where they are from though. However, we should have something cool to announce on Russian and Polish really soon.
Q: I would say a memorization system has two advantages: 1) less restrictive, you can burn your spells whenever you want, not tied down to a frequence, and 2) you might have a reason to save spells for an upcoming battle. You need to plan ahead.
A: True. Some of that does get handled by a cool down system - not everything and not suggesting that. I'll e-mail the guys and say that this might be something good to talk about in more detail soon.
Q: maybe kind of how skyrim does the respawn might work? it's like every thirty days (in game), and you actually have to sleep in a bed instead of just rest. personally i really liked that because it means if you want things to respawn you can make them, but if you don't then you just don't sleep in a bed.
also, it ties into a bigger question. how do you want to set the max experience, because if things respawn then you can basically grind things if you really feel like it and then make other things easier. in some ways it can be game breaking, but if you limit it the way i said it can work out decently.
or maybe, depending on how time is going to go in the game, have it be every few months that things respawn. that would be a lot more organic i think. like bandits think the spot really was good, don't know what cleared it last time and move back in. same for animals and things like that.
A: Gotcha on the re-spawn comment. I'll put it on the list of stuff for the guys to read.
Q: Any lessons learned while developing Stick of Truth that you could see being used in PE?
A: Hmmm.. That's a good question. Almost all the systems are very different. This is totally a tools thing, but we did change our conversation system a bit. We created a new conversation file that handles all of the branching upon entering the dialog that then branches to individual conversation paths. That helped structure them a little cleaner.
Q: With cool downs, Standing-Still spamming could be worse than rest spamming. With this mega-dungeon, after completing one level you will just Stand-Still spam on every level and never run out of spells, before going down to the next level. In the IE games, the only way to get the spells back is take the chance of sleeping in the dungeon and possibly get attacked. I hope the dev's take this into consideration.
A: Copied a lot of the thoughts on cool-down directly into an e-mail to Josh, Tim and Chris.
Q: cool. but above all, we're just making suggestions, giving suggestions, and trusting you guys to make a great game. i don't think any of us would be here if we didn't trust you guys.
A: Appreciate it, and I really am happy to talk about this stuff. Believe me we have many, many debates about our games at Obsidian.
Q: We got the 2.2mil stretch goal. It adds a "new faction, with its region". So.... What exactly is a "faction" in this game?
A: A good example would be a faction from Fallout: New Vegas like the NCR or Caesar's Legion. They have a very big impact on the game and whole areas that they are found in.
Q: my brother's here, and i just asked him what the one thing he disliked the most about IWD2, and he said it was how you ALWAYS used the same weapons through the game. like how you'd use the widow maker throughout the entire game, no matter what you found. and it was something you could get at the very beginning of the game. it just made things kind of boring. and this is a guy who played heart of fury with level one characters, survived and made it nearly to the end of the game doing this.
A: That sounds really odd about the Widow Maker - I'm wondering if that was a bug. We are generally pretty good about making sure you can't get items that are that powerful very early. Thanks for pointing out.