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re: Pillars of Eternity
1.8 million, New Playable Race, Class, and Companion!
The options grow for your main character and the roster of your motley crew expands with the addition of a new companion from the selected class. :bow: |
re: Pillars of Eternity
I was excited to read about all this news at first, but realizing that the game won't be out for a year and a half kind of puts a damper on my excitement.
By the time all these kickstarter projects actually complete I wonder how much i'll still care :lol: |
re: Pillars of Eternity
Am I the only one who doesn't want a million companions and character classes for this game? I don't mind expanding the length of the game with more quests, or adding new areas, but if the game gets super-complicated with an overwhelming number of choices to decide on before you can even play, I'm less interested in it. Half the time I can't even understand what these updates are adding.
Like I said before, just give me the game you originally envisioned in a reasonable time frame. These stretch goals do nothing for me but delay the launch of the game I paid for. |
re: Pillars of Eternity
Originally Posted by Decker
(Post 11394229)
Am I the only one who doesn't want a million companions and character classes for this game? I don't mind expanding the length of the game with more quests, or adding new areas, but if the game gets super-complicated with an overwhelming number of choices to decide on before you can even play, I'm less interested in it. Half the time I can't even understand what these updates are adding.
Like I said before, just give me the game you originally envisioned in a reasonable time frame. These stretch goals do nothing for me but delay the launch of the game I paid for. This won't be like Baldurs Gate II. Also I'm guessing the plan was to always have 8 companions. I never thought 1.1 million was going to be enough to get out the original game as intended. A pretty good interview with Chis Avellone: http://techland.time.com/2012/09/21/...one-interview/ Or to ask that another way, how many times have you pitched stuff like this in your career and had it kicked back to you? Publishers would rather us develop existing franchises they own across a range of platforms because that makes the most sense for their business model. As such, pitching something like Eternity is largely useless and even pitching other more “publisher friendly” RPGs in today’s market makes me want to slit my wrists. We’ve pitched and even begun development on a number of fantasy worlds that have never seen the light of day. All of those worlds… It’s soul-crushing to see them sputter out, one by one. Lost. Like tears. In rain. You say you want to bring “the emotional writing and mature thematic exploration of Planescape: Torment” to the game. Much of what made Planescape so memorable was its unconventional source material along with your writing. Will Project Eternity veer from genre clichés? Yep. As a quick anecdote, franchises we’ve worked with have specifically stepped in to ask us to limit portions of content that we felt was mature and treated maturely, for no reason other than fear. Because you can’t trust players to appreciate subtlety or mature themes, apparently. It’s bad for business. Hell, Fallout 2 had more mature themes being kicked around than a lot of RPGs nowadays between the institution of slavery, drug addiction, the repercussions of murder and assassination, dirty politics and class struggles. We are not afraid, and we’d like to show it with Project Eternity. |
re: Pillars of Eternity
Originally Posted by Decker
(Post 11394229)
Am I the only one who doesn't want a million companions and character classes for this game? I don't mind expanding the length of the game with more quests, or adding new areas, but if the game gets super-complicated with an overwhelming number of choices to decide on before you can even play, I'm less interested in it. Half the time I can't even understand what these updates are adding.
Like I said before, just give me the game you originally envisioned in a reasonable time frame. These stretch goals do nothing for me but delay the launch of the game I paid for. |
re: Pillars of Eternity
Huge update #7 from Tim Cain about non-combat abilities
Update #7 - Non-Combat Abilities with Tim Cain Update #7 · Sep. 22, 2012 · 74 comments We are over 1.8 million dollars and climbing! I would like to thank everyone who has contributed to make this dream possible, and in return we promise to make you the most amazing game we can. I know you all have asked for more details about the game, so let's talk about non-combat abilities.* Most role-playing games can be divided into two sets of mechanics: those rules you use in combat and those you don't. For many people, an RPG is really defined by its combat. These people spend most of their time killing things and taking their loot, and leveling up is just a means to kill bigger things and get better loot. But for other people, an RPG is about the elements of the game they experience when not in combat. It's about the NPC's they talk with, the places they travel to, and the choices they make, including the choice to avoid combat altogether.* Non-Combat Abilities Let's talk first about your goals as a player, about the things you would like to do besides fighting. Then I'll talk about our design goals and explain how we are putting the non-combat systems together. Player Goals When you are not fighting, that's when non-combat abilities come into play. We plan to add abilities that will let you become better at achieving four different non-combat goals. Learning new things. This includes finding out previously unknown information, like the location of town or a hidden door, or uncovering secret knowledge, like a potion recipe or the true name of a demon. Or maybe you just want to know a good place to gather materials like ore or herbs. We will make abilities that let you find things out.* Traveling around the world. You will want to improve your movement capabilities (such as sneaking around some ruins), or traveling across the world map faster or more safely, or even teleporting directly to your destination. And sometimes movement requires removing barriers like locks or traps, so you will need some way to unlock and disarm. We'll add abilities for these actions.* Getting new items. If you are not going to kill a creature to take its things, then we will give you the means to make new items, buy them, or steal them. Or maybe you will choose to support NPC's by bringing them the materials or the recipes needed to make new items for you. We congratulate you on your non-violent and cooperative plans of wealth acquisition, and we'll give you the means to do it.* Interacting with companions. Once we have added many interesting and useful NPC companions, we will have to give you ways to recruit them, improve their usefulness, and keep them from dying (or even worse, disliking you!). We will make non-combat abilities that interact with your companions, so you can keep them alive and filled with a grudging respect for you.* Now each of these goals represents a whole slew of related non-combat abilities. For example, for player traveling, we could have all kinds of abilities, including stealth and teleport abilities, as well as abilities to make world map travel faster, less likely to have encounters, and able to make use of alternate transportation routes such as over mountains using passes or over water using ships. Design Goals In putting together our non-combat system, we have made a list of goals for the design of these skills and the rules they need to follow. Non-combat skills are gained separately from combat skills. You shouldn't have to choose between Magic Missile and Herbalism. They should be separate types of abilities, and you should spend different points to get each one.* Non-combat skills do not use the same resources as combat skills. You don't spend the same stuff for a non-combat skill as you do for combat skills. Some don't use anything at all to use, so you will never find yourself unable to blast an opponent if you get caught sneaking.* All non-combat skills are useful. If we add lockpicking to the game, we will make sure that there are locks to pick and worthwhile rewards for getting past them.* All non-combat skills can be used frequently. If you take disarm traps as a skill, you should expect more than two traps in the entire game world. Frequency of application has a large impact on how useful something is.* Combat can be avoided with non-combat skills. There will often be ways to avoid fighting. Yes, we will have the standard methods of talking your way out of a fight or sneaking around an encounter, but there will be other ways too. Perhaps you can re-sanctify a desecrated cemetery to prevent any further undead from rising, or maybe figuring out a way across a ruined bridge will always avoid the bandits on this side of the river.* Avoiding combat does not lead to less experience gain. You shouldn't go up levels any slower by using your non-combat skills rather than your combat skills. We plan to reward you for your accomplishments, not for your body count.* We are still in the early design stages, but our plan is for non-combat abilities to make the game as fun and enjoyable outside of combat as it is in the heat of battle. Thanks for keeping up to date with Project Eternity and stop by the Kickstarter site or the Obsidian Forums for all the latest information. *Next update will be on Monday! |
re: Pillars of Eternity
We are still going strong over here on Kickstarter and we wanted to thank everyone that has been here since the beginning as well as those of you who have come on recently to back us with your pledge. *With such great support, we want to thank everyone with a new addition to the $50 and later tiers, a new $110 digital only tier, and a big change to our $2.2M stretch goal.*
Oh, and what are we doing this week as to updates you might ask? *Josh Sawyer, Tim Cain and Chris Avellone will be posting updates and videos all this week starting on Sep 26 with Josh, Sep 27 with Mr. Avellone and a great one from Tim over the weekend. French, German, and Spanish Translations added at $2.2M We are glad to announce that we will add text translations for French, German, and Spanish when we reach this goal. *As we hit more of our stretch goals, we hope to be able to add even more languages as well! Novella by Chris Avellone added for $50 and Up! Chris Avellone has been so thankful for everyone's support that he himself has pledged to write a novella in the world of Project Eternity. *We are adding that to everyone who pledges $50 and up. New $110 Digital Only Tier Thanks to popular demand, we are adding a new digital tier at $110 that has early beta access to the game, thanks in the credits, a postcard thanking you for your pledge (sent physically) along with all the other digital benefits of the $140 Tier. Since we added the new novella written by Chris Avellone at the $50 reward tier - that is in there as well! Oh and we have a little piece of artwork to share as well. *The following is one of our traditional race and class combinations - the Human Fighter - but he's not just any Human Fighter. He has an integral role in the story that we will be hinting at soon. Don't worry, we will also be sharing more and more of the non-traditional*options in the days and weeks to come. |
re: Pillars of Eternity
2.0 million has been achieved. Stronghold goal has been reached :)
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re: Pillars of Eternity
Everybody stop donating to this thing. I'd like to play it before 2015.
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re: Pillars of Eternity
Mark Morgan/Inon Zur, George Ziet stretch goals are hopefully still out there.
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re: Pillars of Eternity
I think these goals have already been planned, and putting them up as stretch goals is just a way to keep people talking about it.
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re: Pillars of Eternity
Update 9 - Modes, GODlike Races and 2.3 million stretch goal
Update #9 - The power of MODES and Godlike races: Our $2.3M Stretch Goal Update #9 · Sep. 26, 2012 · 44 comments We love giving players options: character build options, personality options, story options -- all the options you might want to play around with. We recognize that many players also want to play the game their way and have an experience that matches their particular RPG tastes. RPG fans share a lot of common ground, but on matters of visible mechanical feedback, complexity, and the overall level of punitive face-punching a game provides, there's a big spectrum of opinions. In a lot of cases, it's not too hard for us to provide options to turn an individual feature on or off, so we want to make that possible when resources permit us to do so. Additionally, even among the ranks of RPG superfans, there exists a subset of players who can't get enough challenge. They want all of the difficulty features set to "I am pro." Collectively, we've worked on a bunch of these challenge modes in the past and enjoyed the results. Project Eternity seems like a very appropriate place to highlight suites of these difficulty options as distinct gameplay modes that players can opt-into at the beginning of any game. We've come up with three modes we'd like to support, which also includes the ability to turn many of their sub-features on and off on an individual level in an ordinary game: Expert Mode, Trial of Iron, and Path of the Damned. Expert Mode will disable all of the common ease-of-use / in-case-you-missed it gameplay elements like the display of skill thresholds, influence/reputation modifiers, and similar "helper" information. In a fashion similar to Fallout: New Vegas' Hardcore Mode, Expert Mode will also enable more punitive and demanding gameplay elements, in and out of combat. We're not saying we're going to have weighty gold (for real, we're not saying that), but if we did, you can bet that would be automatically turned on by Expert Mode. If you guessed that Trial of Iron is like Temple of Elemental Evil's Ironman Mode, you guessed right. When you start a Trial of Iron game, you have one save game that persists for the entire campaign... or until you die. And if you die, your save game is deleted. Enjoy! Path of the Damned is a spiritual successor to Icewind Dale's Heart of Fury mode. In our encounters, we like to turn individual combatants on and off based on the level of difficulty. If you come into an area on Easy, maybe casters are replaced with weak melee enemies. If you come in on Hard, maybe the casters are augmented by a tough melee enemy or two. With Path of the Damned, that goes out the window. All enemies from all levels of difficulty are enabled and the combat mechanics are amplified to make battles much more brutal for everyone involved. The first question you may have is, "Can I enable multiple challenge modes at once?" Yep, you sure can. They have to be selected at the beginning of the game, but if you want to play with two or all three at the same time, you can certainly can do so. If you're not quite sure you want all of the elements that come along with a given mode, this funding level will also cover implementing the ability to enable and disable the individual sub-features. Along with these modes, we also want to introduce the Godlike races. These folks have been described previously as being similar to the humanoid "planetouched" in D&D: aasimar, tieflings, and genasi. That is a good high-level description of them, but they are viewed differently by various factions, faiths, and cultures in the world of Project Eternity. Godlike were "blessed" before birth by one or more of the meddling deities of this world. Though their appearances vary, they are unmistakeably otherworldly when anyone gets a clear look at them. Sometimes, the reaction they get is overwhelmingly positive. Many times, the reaction is overwhelmingly not. For better or worse, the physical "gifts" that mark them as Godlike always come with supernatural blessings (and curses) of their own. The first question you may have after reading this may be, "Hey, what about the other races that have already been funded?" Those races are in the process of being fully designed and concepted -- and they can't be summarized quite as simply as "sort of like planetouched". We'll have more for you on those guys in the not-too-distant future. Thanks again for your support, your patience, and your questions. Update from Josh Sawyer In addition to today's update, we've got a few backer badges for you, including one for the fantastic Obsidian Order of Eternity! |
re: Pillars of Eternity
http://i.imgur.com/r72GD.jpg
1st companion: cadegund From PA report: http://penny-arcade.com/report/edito...-eternity-and- Also PA has seen a screenshot, but not out uet |
re: Pillars of Eternity
Obsidian has been pretty consistent with its updates.
Key Updates include A Mega Dungeon introduced (Think Watcher's Keep from Throne of Bhaal I hope). Every 2.5k Backers adds a new level. Current funding at 2,297,000. Stretch Goals Met - Player House, Mac, Linux, DRM-free option, Français, Deutsch, Español, a Bigger Story, a new major faction, 2 more classes, 2 more races, and 3 more companions. All added. Paypal added on 10/3/12. Upcoming Stretch Goals: http://s3.amazonaws.com/ksr/assets/0...jpg?1348684372 http://s3.amazonaws.com/ksr/assets/0...jpg?1349128292 http://s3.amazonaws.com/ksr/assets/0...jpg?1349300206 http://s3.amazonaws.com/ksr/assets/0...jpg?1349300232 NEW ADD ONS: (New!) Add a Digital Strategy Guide for $7 (included in tiers $80 and above, but now available to lower tiers!) (New!) Add an Early Access Beta Key +$25 (included in tiers $110 and above, but now available to lower tiers!) |
re: Pillars of Eternity
Kicktraq projects this campaign is going to top off somewhere just north of $3.6 million, so odds are we'll get all of the above stretch goals and more.
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re: Pillars of Eternity
Originally Posted by JasonF
(Post 11412315)
Kicktraq projects this campaign is going to top off somewhere just north of $3.6 million, so odds are we'll get all of the above stretch goals and more.
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re: Pillars of Eternity
2.3 million reached. gamestyle modes and god species unlocked!
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re: Pillars of Eternity
Update 16:
Mod support, new rewards and mega dungeon info http://www.kickstarter.com/projects/...y/posts/323119 Exclusive Backer Pet, Hardcover Books for $250 and Name in the Game for $500! http://media.obsidian.net/eternity/m...ngeonStack.jpg |
re: Pillars of Eternity
With all the extra stuff they're adding, we won't see this game until 2020. :lol:
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re: Pillars of Eternity
“@Obsidian: New backer goal for #ProjectEternity, like Obsidian on Facebook. At 20K likes we add another level of the Mega Dungeon! http://t.co/QbfSouu4”
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re: Pillars of Eternity
Originally Posted by Supermallet
(Post 11416085)
With all the extra stuff they're adding, we won't see this game until 2020. :lol:
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re: Pillars of Eternity
http://s3.amazonaws.com/ksr/assets/0...jpg?1349128292
Crafting and enchanting are in. 2.5 million is next! |
re: Pillars of Eternity
http://www.kickstarter.com/projects/...y/posts/324405
*New 165$ Digital tier that includes Wasteland 2 All Tiers 165$ and over will get the first expansion included. Not DLC, expansion. |
re: Pillars of Eternity
If you want physical rewards, the only way to get the expansion is to pledge $250. No way. I'm not even sure they should be talking about an expansion when the main game is still in its infancy.
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re: Pillars of Eternity
Originally Posted by shizawn
(Post 11417986)
If you want physical rewards, the only way to get the expansion is to pledge $250. No way. I'm not even sure they should be talking about an expansion when the main game is still in its infancy.
We are going to fund it ourselves and from the sales we get from Project Eternity when it comes available - not from Kickstarter funds. I don't think we will do a Kickstarter just for it, I'd rather see about funding the sequel that way - if you guys will still have us. :) And your not paying 250 just for the expansion. This mostly for those that might have been one tier lower and on the fence to go to250 |
re: Pillars of Eternity
2.5 million stretch goals reached- Cipher/Barbarian classes are in.
55k backers, another level to the Mega Dungeon. |
re: Pillars of Eternity
New Update:
2.7 Million stretch: Paladin and Chanters 2.8 Million Stretch: ZIETS!!!! Add Ons: New Add-ons and Rewards We were looking at the $140 tier and thought it needed something more, so we decided to throw a Project Eternity Mouse Pad into the Collector's Edition. The mouse pad features the painting from Kiernan Yanner. You can also add-on additional mouse pads at any physical tier for $15. • $140 Reward Tier and Above (excludes the digital only $165 tier) - Now includes a Project Eternity Mouse Pad. • Project Eternity Mouse Pad Add-On - $15 each* Also we've been asked if we are going to have more physical rewards and add-ons, and we are listening. Today, we are announcing new t-shirt add-ons for you: • Obsidian T-Shirt Add-On - $25 each* • Project Eternity T-Shirt Add-On - $25 each* |
re: Pillars of Eternity
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re: Pillars of Eternity
Love that Screen Shot
Project Eternity is entering the final two days: 3,192,000 with 34 hours to go. Next stretch goal is 3.5 million for a 2nd Big City (think Baldurs Gate or AMN) Paypal is at 88k or so. Mega Dungeon is at 10 levels New Rewards/Add Ons: Playing Cards Documentary! (Will not be used from KS funds) Add Ons: Digital Add-Ons (Any Tier $20 and Above) Digital Download of Expansion Pack +$20 (included in tiers $165 and above) Digital Download of Campaign Almanac +$15 (included in tiers $50 and above) Digital Strategy Guide +$7 (included in tiers $80 and above) Early Access Beta Key +$25 (included in tiers $110 and above) Digital Audio Book of the Novella by Chris Avellone +$20 (included in tiers $165 and above) Extra Digital Download of the Game +$25 Extra Three Digital Downloads of the Game +$60 Physical Add-Ons (Physical Tiers Only, $65, $100, $140, $250 and above) Project Eternity Mouse Pad +$15 (included in physical above tiers $140 and above) Project Eternity T-Shirt +$25 (included in physical above tiers $100 and above) Project Eternity Playing Cards +$10 Obsidian T-Shirt +$25 Rewards: Spoiler:
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re: Pillars of Eternity
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re: Pillars of Eternity
My great-grandkids are going to love playing this on release day, assuming the nursing home allows them to have PCs.
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re: Pillars of Eternity
Originally Posted by groucho
(Post 11426853)
my great-grandkids are going to love playing this on release day, assuming the nursing home allows them to have pcs.
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re: Pillars of Eternity
I can't wait till they hit their funding day so I can stop getting so many emails from them. You've got my money, shut up already!
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re: Pillars of Eternity
Originally Posted by Supermallet
(Post 11427196)
I can't wait till they hit their funding day so I can stop getting so many emails from them. You've got my money, shut up already!
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re: Pillars of Eternity
I didn't fund that one. There's such a thing as too much communication, or so my ex-wife, her lawyers, and the judge tell me whenever I break the restraining order.
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re: Pillars of Eternity
Originally Posted by Supermallet
(Post 11427196)
I can't wait till they hit their funding day so I can stop getting so many emails from them. You've got my money, shut up already!
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re: Pillars of Eternity
I seriously doubt anybody is complaining about a lack of updates on this game. :lol:
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re: Pillars of Eternity
I didn't realize I could turn off email notifications for specific projects. Thanks for pointing that out! Now I have more time to stalk my ex.
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re: Pillars of Eternity
Originally Posted by Groucho
(Post 11427221)
I seriously doubt anybody is complaining about a lack of updates on this game. :lol:
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