Posted by WorstUsernameEver at 3:41 am on 10.8.2012 (1 year ago)
On the magic system, cooldowns, etc. (Formspring, Something Awful, and the Obsidian forums)
There have been some concerns regarding Cain's proposed Wizard magic system. Mainly that it means we can use every spell repeadetly in longer combat encounters. Can you calm our fears?
On eventual weaknesses/advantages in the character system:
Any chance we will be able to chose weaknesses for our character in character creation? Would such a system be too hard to balance (in Daggerfall you could become pretty powerful, chosing weaknesses that wouldn't hinder you anyway)?
On the crafting system:
Yeah, we haven't designed the crafting system at all, but we're almost certainly going to partition crafting ingredients from other items.
On the HP system/regeneration/healing/etc. (plus a little segue on SA):
How do you plan to deal with HP regeneration between combat encounters and is there "permanent death" like in the IE games? Also is there some sort of mana or other magic resource required for casting spells?
On lockpicking and "one-click" tasks:
How have you planned (if at all yet) to deal with lockpicking and other (possible) similiar "one click" tasks in PE? Will it be hard thresholds (like in NV, but without the minigame) or skill versus lock chance or something different?
On "crazy" fantasy areas/concepts:
Most stuff shown so far for PE looks like it could come from Forgotten Realms, albeit with the potential for interesting twists and nuances. Will PE have some truly weird and unique concepts, and can you show some of those before the Kickstarter ends?
On criticism against the lack of details of the original pitch:
I've seen quite a few people complain that the original pitch for PE focused too much on name-dropping CRPGs Obsidian has been involved with and not enough on describing the actual project. Do you think that this is a fair criticism?
On the pacing and difficulty of encounters:
For me, it's much more enjoyable when things are based around the encounter instead of the adventure. When done properly, it decreases the incidence of trash mobs and allows each battle to be epic.
On the general direction of combat:
I still don't know what direction Obsidian even wants to take the combat. A more next-gen, "evolved", modern sort of system with modern combat dynamics, or something quite close to BG2/IWD/PS:T.
On Dungeons & Dragons' influences:
I'm guessing D&D would have an impact on design somehow, what I am wondering is, which edition would have the most influence over developers and what would be taken from it.
Some excerpts on music/audio from Justin Bell:
[On orchestras and the associated costs] In terms of cost, the range can vary quite a bit. I did say in that one post that Orchestras can be prohibitively expensive, and they can. That said, there are some Orchestras in Europe and Russia (like gakmen suggested) that are less expensive and will still sound great.
And finally a few comments from Feargus Urquhart to the Project Eternity Kickstarter page:
I know you can't give too much away but are we going to see the extreme stretch goals in this next update? All stretch goals that we've seen to date have been relatively shoo-ins for the final build especially if kicktraqer is to be believed. I want to see the goals that will cause people to buckle down and raise more support because we're unsure we'll be able to reach it.
We hope you enjoyed this info round-up and we'll try to keep you updated now that we're getting closer to the end of this Kickstarter campaign!