Sawyer has been answering questions on the Obsidian forums: http://forums.obsidian.net/index.ph...6874798a1c4d750de552faf2f4&search_app_filters[forums][searchInKey]=&userMode=content
I’m not in charge of either project, so it probably won’t be me who’s making those decisions on PE or T:TON. For example, if it was entirely up to me, we’d have turn-based combat… which in itself is something that a Kickstarter can do that most publisher-funded games currently cannot.
Baldur’s Gate 2 generally did this well. When I traveled to each of the major areas (Umar Hills, De’arnise Keep, etc.), I felt like I was entering a coherent side story – a self-contained D&D module - where all the dialogues and quests were focused on telling the area’s story and/or the player’s own. That’s what we tried to do on MotB, too.
I look at quests through a similar lens. Every quest is an opportunity to explore another facet of the narrative. We should use them to deepen the player’s experience of the area’s story and setting and explore how different people/factions would react to the same events. I don’t think we should ever have to resort to “generic” quests in a well-designed RPG.
Turn-based combat, as mentioned above. When Obsidian was (briefly) working on Baldur’s Gate 3, the design team spent a couple days putting together a proposal for a turn-based combat system, but it was dead on arrival. It wasn’t considered viable for a mass market RPG.
if you ask me real time with pause is flawed to the core
I'm not a fan of D&D at all, rtwp just has always been unfun for me, specially in the infinity engine games (dragon age is a recent example I found to be actually fun). too hectic, always a mess of unintelligible spells and colors, and very difficult to strategize in. I never feel like I'm really in control, it's always like I'm fighting the game.Turn-based combat is one of the reasons i never finished Temple of Elemental Evil. Every encounter, even with easy skeletons, took ages to get through and was absolutely boring.
I know it was probably the most faithful rendition of D&D in games, but it just didn't work for me.
I don't think it is *intrinsically* flawed, generally speaking, but I'm going to pick a pure turn based combat over a RTWP at any moment, because given the same ruleset, there are far more chances to have a tactically interesting and well balanced combat with the former.if you ask me real time with pause is flawed to the core
What I do find interesting are all the tribes and factions Great Khans, Twisted Hairs, New Canaanites. Where did they come from, how do they survive, how do they relate to one another?
So if I could design another Fallout game I might not design a traditional RPG at all. Instead, think of a strategy-RPG hybrid like King of Dragon Pass set in the Fallout universe. Youre placed in the role of the tribes leaders, responsible for establishing a home base, keeping your people safe and fed, exploring the surrounding wasteland, and managing relations with other tribes and factions.
Youd mold the future of your tribe by plundering knowledge from Vaults and ruins and deciding whether to utilize that knowledge/technology or keep it hidden from your people. Revealing old world secrets would always have consequences, both positive (e.g., economic or military benefits) and negative (e.g., jealousy or fear from your neighbors). Unearthing stories from the old world might unlock opportunities to change the organization and personality of your tribe - think of how old-world stories opened possibilities for Caesar or the Three Families. Youd also choose how to feed and supply your people - by looting ruins, raiding other tribes, or trying to rediscover secrets of agriculture and animal husbandry from the Vaults. Ultimately, youd have to decide how to survive in the face of external threats. Would you build a slave empire like Caesar, establish a democratic federation of tribes, or just turn to cannibalism and prey on your neighbors? It may or may not have mass market appeal but Id play that game.
maybe someone may be able to pull it off but to me rtwp has been always flawed in that they never really made much compromise, it's just basically the mess that would happen if you took out turns from turn based and just made it real time.I don't think it is *intrinsically* flawed, generally speaking, but I'm going to pick a pure turn based combat over a RTWP at any moment, because given the same ruleset, there are far more chances to have a tactically interesting and well balanced combat with the former.
But at the core of this class is a little rule about how monks take damage. You see, when a monk gets hit, only part of the damage is inflicted on him or her immediately. The rest is redirected to a Wound, which is an effect that causes damage over time (called a DoT effect) to the monk. That slowly-ticking Wound would only seem to be delaying the inevitable result except for one thing: the monk can get rid of that Wound by using special attacks.
dem vailian afros
I'm feeling exactly the same.Still hard to imagine that a little over a year ago, games like Project Eternity and Torment 2 were total pipe dreams. I don't think I'll ever get over the fact that these games are actually being made.
Getting WoW flashbacks with the 'wound' mechanic for Monks. It's a nifty idea though.
Thanks for the feedback, everyone. To clarify a few things:
* A percentage of damage done to the monk, after DT, is converted to Wound damage. If the monk gets hit for 100 points of damage, a big chunk of that is still sailing through.
* Wounds are "buckets" of damage, so the monk needs to have that amount filled before they gain the Wound resource.
* Monks start with a limited number of Wounds they can carry at one time. Once that limit is hit, additional damage goes straight through. This is one reason why wearing some amount of armor can be a wise strategic decision, even for a monk.
* Monks' unarmed damage does increase as part of their Transcendent Suffering class ability. This makes their attacks competitive with other fast melee weapons, but their raw damage is nowhere near as high as something like a longsword or a maul. When fighting heavily armored opponents, monks can benefit from using other melee weapons (their special attacks still work with them).
* While monks do have several active-use abilities, Turning Wheel exists to give the monk a passive bonus from fighting with Wounds. If you let a monk with Turning Wheel "ride" for a while, he or she will do additional fire damage on melee hits automatically.
We describe monks in a way that makes them sound powerful because we want you to look forward to playing them, but they are not invincible! They also can't do a lot of the things that other classes can. Their strengths are in mobility, status effects on hits, and resisting/confounding status effects on themselves. They're intended to be melee skirmishers, but they lack the raw damage output of rogues and barbarians, they cannot "hold" enemies like fighters can, and they don't have the command/targeted buff capabilities of paladins.
Monks have passive abilities as well. For example, Transcendent Suffering gives them unarmed damage and movement speed bonuses.
Other than Wounds filling more slowly, there are no monk-specific negative effects from wearing heavier armor. Many of their special attacks last for a duration rather than a single attack, so if they're wearing heavy armor that decreases attack speed (or using a shield or two-handed weapon that attacks more slowly), they may have fewer applications of those special attacks. But if you need the shield for its Deflection bonus or a larger weapon for armor-penetrating capabilities, you can use them just fine.
You can't change armor during combat in PE.
Any lore specific reasons behind the existance of monks in the region/world?
are they a secluded order or do the go out and proselytize?
are they religious or philosophical monks? etc.
We'll probably do a lore update for them in the future, but here are the basics:
* Centuries ago, one man founded the fighting monastic disciplines. He was an old warrior who had knocked on death's door many times and had endured numerous periods of captivity and torture. He discovered a method of mentally focusing on his pain to invoke power from his soul. When he left the service of his lord, he devoted his time to developing these techniques and teaching them to other warriors (in this way, he can be seen as a sort of cross between Ignatius of Loyola and Suzuki Shōsan). He believed that mortification of the flesh not only made warriors more powerful, but that it strengthened the souls of its practitioners, making it more likely that their souls would remain intact (i.e., not fragment) when they died. He advocated fighting with bare fists and without armor to emphasize a fighting monk's personal suffering.
* Because the founder of these disciplines was old when he began teaching and died only a few decades later, there are now many different monastic orders. Some are more secluded, some are mendicant travelers, some are mercenaries. They all tend to believe, like their founder, that combat is the ideal path for pursuing their particular brand of mortification of the flesh. Some choose to pursue this in dedicated service, some become mercenaries or assassins, and others devote their lives to dangerous wandering and exploration. There are other groups that also practice mortification of the flesh, but they are not "fighting" monks.
* Monks believe in the fundamental philosophy of mortification of the flesh, but different orders and individuals have wildly different takes on it. Some monks (and entire orders) are very religious, but the founder was not religious and the discipline does not depend on religion. Most monks see the disciplines as a method of self-improvement that can co-exist with (or without) religious beliefs.
I'll rather we get zero updates for long stretches of time while they actually work on the game. Unless they have something worthwhile to show, they shouldn't waste too much time just trying to have something to show to people just because it was crowdfunded. I believe the majority of people who funded this are patient and aren't stupid, so there's no need to pander to us.
I disagree... I want updates and I don't believe they actually prevent anyone from working. They should be accepted as part of the crowd-funding movement.
pretty pictures!
looks witchery
pretty pictures!
looks witchery
it's done by the same artist, it's just no WIP so people don't freak out for no reason :/Did they hire a new artist? These look very different from earlier art, and they're amazing.