Video Game Talk The Place to talk about and trade Video & PC Games

Pillars of Eternity

Old 09-15-12 | 08:43 PM
  #26  
Supermallet's Avatar
Banned by request
 
Joined: Jun 2000
Posts: 54,150
Likes: 0
Received 11 Likes on 11 Posts
From: Termite Terrace
re: Pillars of Eternity

I hope they get enough to make a Mac version. I'd rather play it on my Mac than on my PC.
Old 09-17-12 | 11:46 AM
  #27  
gamer for life
 
Joined: Apr 1999
Posts: 7,860
Likes: 0
Received 5 Likes on 5 Posts
From: Muskogee, OK
re: Pillars of Eternity

that looks like it is going to happen...1.47 million now...needs 130,000 for the mac version..
Old 09-17-12 | 11:51 AM
  #28  
Thread Starter
DVD Talk Legend
 
Joined: Sep 2002
Posts: 16,430
Likes: 0
Received 6 Likes on 4 Posts
From: Puyallup
re: Pillars of Eternity

We need more details from the guys at Obsidian.
Old 09-17-12 | 12:23 PM
  #29  
fumanstan's Avatar
DVD Talk Godfather
 
Joined: Oct 2002
Posts: 55,349
Received 27 Likes on 15 Posts
From: Irvine, CA
re: Pillars of Eternity

The additional tiers are nice, but hopefully it doesn't just lengthen the development time to add those features. Or they do it after the release of the originally planned game as patches or additions. I think i've seen some Kickstarter projects add months to the release to accommodate these type of things.
Old 09-17-12 | 12:54 PM
  #30  
Decker's Avatar
DVD Talk Godfather & 2020 TOTY Winner
 
Joined: Aug 1999
Posts: 93,641
Received 10,406 Likes on 7,077 Posts
From: Vegas, Baby!
re: Pillars of Eternity

My concern too.
Old 09-17-12 | 02:21 PM
  #31  
Thread Starter
DVD Talk Legend
 
Joined: Sep 2002
Posts: 16,430
Likes: 0
Received 6 Likes on 4 Posts
From: Puyallup
re: Pillars of Eternity

I would rather this take longer to release, then try and hit some sort of release date. Release it when ready, but make sure you keep everyone up to date.
Old 09-17-12 | 02:41 PM
  #32  
fumanstan's Avatar
DVD Talk Godfather
 
Joined: Oct 2002
Posts: 55,349
Received 27 Likes on 15 Posts
From: Irvine, CA
re: Pillars of Eternity

Originally Posted by superdeluxe
I would rather this take longer to release, then try and hit some sort of release date. Release it when ready, but make sure you keep everyone up to date.
Well yeah, that applies to any game or project. That's different from the game taking longer because of the decision to add more and more things that weren't originally in the scope of the project.
Old 09-17-12 | 06:39 PM
  #33  
DVD Talk Legend
 
Joined: Mar 2002
Posts: 10,540
Received 51 Likes on 40 Posts
From: Santa Clara, California
re: Pillars of Eternity

More info was posted about the game. There's a link to a forum post on their website that goes into more detail, but their servers are hammered and I wasn't able to reach it.

Your Party
The maximum party size is the player's main character (PC) and up to five companions for a total of six characters. This does not preclude the addition of temporary characters in special circumstances. Companions are never forced on the player. Players can explore the entire world and its story on their own if they so choose. We feel companions are excellent sounding boards for the player's (and other companions') actions, but the story is ultimately about the player's personal conflict among the larger social and political complexities of the world.


Formations
A key element of the classic party-based tactical combat that we are developing is the use of party formations. As in the good ol' games, you can arrange your party in a large number of set formations. You can also construct your own formations if you want to get fancy. When moving companions, you have the ability to rotate formations for more precise positioning.


Character Creation
At a minimum, players will be able to specify their main character's name, sex, class, race (including subrace), culture, traits, ability scores, portrait, and the fundamental starting options of his or her class (gear, skills, and talents). We have not worked out customization details of character avatars, but we believe those are important and will be updating on these specifics in the future.


For the full run-down, please see the rest of the text on the Obsidian forums here:
http://forums.obsidian.net/topic/602...ers-and-races/
Old 09-17-12 | 07:05 PM
  #34  
Thread Starter
DVD Talk Legend
 
Joined: Sep 2002
Posts: 16,430
Likes: 0
Received 6 Likes on 4 Posts
From: Puyallup
re: Pillars of Eternity

Full update since the forums crapped the bed:

Project Eternity is still early in development and we are still working on many of the cultures, factions, and ethnic groups of the world and debating many of the system concepts. However, there are certain fundamental things we want to let you know about the game and the setting for Project Eternity.

Your Party
The maximum party size is the player's main character (PC) and up to five companions for a total of six characters. This does not preclude the addition of temporary characters in special circumstances. Companions are never forced on the player. Players can explore the entire world and its story on their own if they so choose. We feel companions are excellent sounding boards for the player's (and other companions') actions, but the story is ultimately about the player's personal conflict among the larger social and political complexities of the world.

Formations
A key element of the classic party-based tactical combat that we are developing is the use of party formations. As in the good ol' games, you can arrange your party in a large number of set formations. You can also construct your own formations if you want to get fancy. When moving companions, you have the ability to rotate formations for more precise positioning.

Character Creation
At a minimum, players will be able to specify their main character's name, sex, class, race (including subrace), culture, traits, ability scores, portrait, and the fundamental starting options of his or her class (gear, skills, and talents). We have not worked out customization details of character avatars, but we believe those are important and will be updating on these specifics in the future.

Companions
In Project Eternity, companions exist for both narrative and mechanical purposes. Companions are designed to have a driving interest in the player's central conflict. Their personalities and motivations open plot branches and generate conflicts for players to resolve over the course of the story. They are highly reactive to the player's actions and to the world around them. Additionally, companions exist to give players strategic management options in party composition that expand the party's capabilities in exploration, combat, and quest resolution. It is no coincidence that there are at least as many companions as there are classes. As stated above, companions are not required to play through Project Eternity's story, but we feel that they can add greatly to the experience.

The Set-Up
The player witnesses an extraordinary and horrific supernatural event that thrusts them into a unique and difficult circumstance. Burdened with the consequences of this event, the player has to investigate what has happened in order to free themselves from the restless forces that follow and haunt them wherever they go.

The Nature of You
Your character is not required to be of any particular race, cultural background, sex, class, moral outlook, personality, organization, etc. The premise is that you are a victim of circumstance. How you choose to deal with your situation is up to you. You can bear it with stoicism and restraint or fly off in a rage at anyone who gets in your way. The world will react to your choices, but the game is designed to give you the freedom to play your character the way you want to.

Races
We are still developing the races of Project Eternity, but we are creating a range that encompasses the recognizable (e.g. humans, elves, dwarves), the out-of-the-ordinary (e.g. the so-called "godlike"), and the truly odd (?!). Races and subraces differ from each other culturally, but the races also have different physiological factors that can contribute to friction and confusion between them.

Within even the recognizable races (including humans), we are creating a variety of ethnic subtypes and nationalities. This world's races did not all spring forth from the same place, and millennia of independent development have resulted in distinctive and unconnected groups. For example, the dwarf ranger below is originally from a southern boreal region that is quite different from the temperate homes of her distant kin to the north.

Additionally, Project Eternity's world contains some isolated races and ethnicities, but transoceanic exploration and cultural cohabitation have heavily mixed many racial and ethnic groups over time. This mixing is not always... peaceful. At times it has degenerated into genocide and long-standing prejudices are ingrained in many cultures.



First thought: 6 member party!
Old 09-18-12 | 08:23 AM
  #35  
Thread Starter
DVD Talk Legend
 
Joined: Sep 2002
Posts: 16,430
Likes: 0
Received 6 Likes on 4 Posts
From: Puyallup
re: Pillars of Eternity

More info t euro gamer :

http://www.eurogamer.net/articles/20...4-release-date

Guns! And no alignment !
Old 09-18-12 | 05:45 PM
  #36  
gamer for life
 
Joined: Apr 1999
Posts: 7,860
Likes: 0
Received 5 Likes on 5 Posts
From: Muskogee, OK
re: Pillars of Eternity

well you got your mac version...
Old 09-19-12 | 10:37 AM
  #37  
Supermallet's Avatar
Banned by request
 
Joined: Jun 2000
Posts: 54,150
Likes: 0
Received 11 Likes on 11 Posts
From: Termite Terrace
re: Pillars of Eternity

$1.6 million reached. Mac version on the way. Also DRM-free version being offered through GOG (they're going to find a different solution for Mac since GOG doesn't support it).
Old 09-19-12 | 11:26 PM
  #38  
Thread Starter
DVD Talk Legend
 
Joined: Sep 2002
Posts: 16,430
Likes: 0
Received 6 Likes on 4 Posts
From: Puyallup
re: Pillars of Eternity

Update 4 today!:

Well you all did it, you helped us get to $1.6M and we now have a Mac version and are adding more story into the world.

We have also been listening and reading your feedback on Kickstarter and have some changes that are happening as soon as this update is posted. One thing, we are not updating just yet are the stretch goals, but don’t worry those are going to get updated very soon. Oh, and we are putting a schedule together for updates that will include guest stars almost every day – Josh will be talking more about the design tomorrow (Sep 20), our unflappable CTO Chris Jones (architect of the Fallout and Arcanum engines) on Friday (Sep 21), and I think we will be able to squeeze one in from Mr. Tim Cain over the weekend.*

So, what are those changes?!?

DRM Free Option

You asked and we are delivering. In conjunction with GOG, we are going to offer a DRM free version of the game for our Kickstarter Backers. When the campaign ends, you will be able to choose whether you would like a key from GOG or Steam. For our Mac friends, we are still working on a DRM free option, since GOG does not currently support the Mac. Oh, and the great guys at GOG are having a special right now on all of the great Infinity Engine games, so check that out as well.

New Digital Tiers

We are adding a $50 and an $80 digital tier. The $50 tier will get you the digital version of the game, the soundtrack, the digital version of the Collector’s Book, a collection of wallpapers made for multiple resolutions and multiple monitors, high resolution concept art, a high resolution version of the map, and ringtones. For the $80 tier, you will get all of that plus a digital copy of the strategy guide, and a second digital download of the game.

Add-Ons

This is a short list for right now, but we will be adding more as the days pass including some pretty swank Obsidian-wear.

Add a Digital Download of the Game +$25*
Add Three Digital Downloads of the Game +$60*
As a quick tutorial on how to add add-ons, goto the Project Eternity site on Kickstarter and then hit the Manage Your Pledge button. The reward tier you had already selected will still be selected and the amount will be in the big box at the top. All you need to do is add the dollar amount that covers the add-ons you would like to your pledge and enter the new total number. For instance, if you are at the $35 Pledge level and want to add one Digital Download, you would enter $60 as your total pledge.

New for our Collector's Edition Box Level ($140)

Lastly we want to announce that we are going to give our backers at the Collector’s Edition Box Level ($140) a little extra today and that is Beta access to the game! That’s just a little taste of what we will be adding into tiers in the coming days and weeks through stretch goals and the occasional random act.
Old 09-20-12 | 02:44 PM
  #39  
Thread Starter
DVD Talk Legend
 
Joined: Sep 2002
Posts: 16,430
Likes: 0
Received 6 Likes on 4 Posts
From: Puyallup
re: Pillars of Eternity

Update 5, closing in on 1.8 million stretch goal!

Developing setting and atmosphere are very important to us at Obsidian. We try to build worlds that are believable even when they are fantastic. To do that, we strive to create people, cultures, and conflicts that are both strongly defined and heavily interconnected. In observing community discussion about the game, we've noted two recurring requests for more detail: on the nature of souls and on the level of this world's technology. This update deals less with culture details and more specifically with those two topics since they are fundamental to the way the world works. There's also some information at the end about a new $5,000 backer tier we're excited to introduce. Thanks for reading!

N.B.: I know I said I'd talk about mechanics today. I forgot that I had already said I'd talk about technology earlier. Sorry! The next update I do will talk about non-combat skills the nature of classes in Project Eternity.
Souls

As we hinted at in our pitch videos, souls are A Big Deal in Project Eternity's world. The mortal world has not unlocked all of the secrets of how souls "work" and differing schools of metaphysical philosophy can be found in virtually every culture. What is known is that sapient souls move through an endless cycle of waking life and purgatorial slumber among the gods. Often this slumber lasts for years of "real" time, but occasionally it is brief, with a soul immediately moving on to a new life.

Far from being a flawless process, souls are subject to "fracturing" over generations, transforming in myriad ways, and not quite... working right. Some cultures and individuals place a high value on "strong" souls, souls with a "pure" lineage, "awakened" souls that remember past lives, "traveled" souls that have drifted through the divine realms, or those that co-exist with other souls in one body. However, the opposite is also true, resulting in negative discrimination and sometimes outright violence.

Through a variety of techniques (e.g. martial training, meditation, ritualistic evocation, mortification of the flesh), some individuals are able to draw upon the energy of their soul to accomplish extraordinary feats. These abilities range from the mundanely superhuman to the explosively magical. Having a strong soul seems to make this easier, but sometimes even people with fragmented souls are able to accomplish the extraordinary. The individual's body seems to act as a conduit and battery for this power, drawing in replenishment from seemingly omnipresent "fields" of unbound spiritual energy in the world around them.

Thinkers, spiritualists, and scientists of the world have theorized for thousands of years about the nature and purpose of this process, but others have turned to prayer for answer. Rather than illuminate the presumed higher purpose of this cycle, the gods have obfuscated the truth, at times spreading cosmological lies, pitting believers and empowered chosen agents against each other, and tacitly approving the prejudices of their followers to maintain power.

Whatever the fundamental nature of mortal souls is, the people of the world accept the reality of what they have observed: that all mortal bodies contain perceptible energy bound to the individual, and that once they die, their energy will move forward in the eternal cycle that they are all a part of -- that as far as they know, they have always been a part of.
Technology

The cultures of Project Eternity are in a variety of different technological states. Though some remote civilizations are still in the equivalent of Earth's Stone Age or Bronze Age, most large civilizations are in the equivalent of Earth's high or late Middle Ages. The most aggressive and powerful civilizations are in the early stages of what would be our early modern period, technologically, even if they are not culturally undergoing "Renaissance"-style changes.

For most large civilizations, this means that all of the core arms and armor of medieval warfare have reached a high level of development: full suits of articulated plate armor, a variety of military swords, war hammers, polearms, longbows, crossbows, and advanced siege weaponry. Architecturally, these cultures also employ technologies found in Earth's Gothic structures, allowing them to create towering vertical structures.

The most recent technologies seeing use in the world are ocean-going carrack-style ships and black powder firearms (notably absent: the printing press). Cultures with large navies and mercantile traffic are exploring the world, which has led to contact with previously-unknown lands and societies and settlement in new lands. Despite their intense drive, these explorers have been restricted from aggressive long-range exploration by monstrous sea creatures that pose a lethal, seemingly insurmountable threat to even the stoutest, most well-armed ships.

Black powder firearms are of the single-shot wheellock variety. Largely considered complex curiosities, these weapons are not employed extensively by military forces. Their long reload times are considered a liability in battles against foes that are too monstrous to drop with a single volley, foes that fly or move at high speed, and foes that have the power of invisibility. Despite this, some individuals do employ firearms for one specific purpose: close range penetration of the arcane veil, a standard magical defense employed by wizards. The arcane veil is powerful, but it does not react well to the high-velocity projectiles generated by arquebuses and handguns. As a result, more wizards who previously relied on the veil and similar abjurations have turned to traditional armor for additional defense.
New $5,000 Tier

Bam! We started with a $5,000 tier that allowed the backer to set up an inn and receive some additional items. Fortunately or unfortunately, that sold out almost immediately. We've come up with a new tier that is aimed toward (but not limited to!) the forum communities that have shown (and continue to show) us so much support. Some of the most fun we've had as players, DMs, and game designers has happened when we got to deal with a group of enemy adventurers -- mercenaries, thugs, whatever you want to call them -- squaring off against the party. This new tier allows you to build a fighting force of extraordinary magnitude to throw at the player. We've also switched around a few of the bonuses in this tier, giving out more digital downloads. We can't wait to see what you come up with.

That's all for this update! Tomorrow we'll have some words from Chris Jones about the technology we're using to build Project Eternity.

New 5k Tier:

Old 09-21-12 | 12:25 PM
  #40  
Thread Starter
DVD Talk Legend
 
Joined: Sep 2002
Posts: 16,430
Likes: 0
Received 6 Likes on 4 Posts
From: Puyallup
re: Pillars of Eternity

Update 6: Focusing on Tools!

At Obsidian, we have always tried to choose the engine and toolset most suited to the game we are making. When making a sequel to an existing game, we use the engine from the original game so that we don’t waste time recreating the inner workings and gameplay behavior in a new engine before we can even start developing new content. When creating a new game from scratch, we evaluate the options available to us and choose the one we think fits best. In the case of Project Eternity, we feel the best fit is Unity.

Unity enables small teams to be very productive. Unity has an amazing development environment that makes it very easy for programmers, artists and designers to work together to build great games. In a very short time we have already made great progress prototyping some of the core functionality for Project Eternity.

We do intend to use some of our in-house tools in conjunction with Unity where it makes sense, such as in the case of creating conversations and editing some of the RPG-specific game data. Unity makes it very easy to extend not only the game engine but the development tools as well, and we feel integrating some of the tools that have already proven effective on previous Obsidian games will get us off to a great start on the development of Project Eternity.

Unity also supports a wide range of target platforms. We knew that a likely request from the community was going to be support for Mac and Linux versions of the game, and we wanted to make sure we were in the best position to do that. While we could have ported Onyx, our internal engine technology, to those platforms, the time and effort required to do so would reduce the budget we have to make the game and result in less of the awesome gameplay and content our fans desire. Mac and Linux will still require time and effort from us to test, maintain and support but Unity gets us most of the way there. In fact, our experience with Unity so far has made us confident enough that we have decided to remove Linux support from the stretch goals and just commit to providing a Linux version right here and now! Of course, we can’t take something away from our stretch goals without putting something else in its place, so what is that going to be?

The $2.2 million stretch goal will still include a new Region, a new Faction, a new Companion and all the hours of additional gameplay, quests, NPCs and items that go along with those things. But we’ve also got something new coming to this stretch goal, and it’s big enough that it’s deserving of its own update to talk about it! So tune in this coming Monday, September 24th where we will reveal our new stretch goals, unveil a fun new tracker for them, and announce our schedule of guest stars for the week!

Thank you for supporting Obsidian and Project Eternity!

Chris Jones
CTO, Obsidian
Old 09-21-12 | 03:31 PM
  #41  
Thread Starter
DVD Talk Legend
 
Joined: Sep 2002
Posts: 16,430
Likes: 0
Received 6 Likes on 4 Posts
From: Puyallup
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.

Old 09-21-12 | 03:41 PM
  #42  
fumanstan's Avatar
DVD Talk Godfather
 
Joined: Oct 2002
Posts: 55,349
Received 27 Likes on 15 Posts
From: Irvine, CA
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
Old 09-21-12 | 03:45 PM
  #43  
Decker's Avatar
DVD Talk Godfather & 2020 TOTY Winner
 
Joined: Aug 1999
Posts: 93,641
Received 10,406 Likes on 7,077 Posts
From: Vegas, Baby!
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.
Old 09-21-12 | 04:19 PM
  #44  
Thread Starter
DVD Talk Legend
 
Joined: Sep 2002
Posts: 16,430
Likes: 0
Received 6 Likes on 4 Posts
From: Puyallup
re: Pillars of Eternity

Originally Posted by Decker
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.
I think the total classes will be I think 9 or so, Races 5-6 and companions 7-8.

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.



Old 09-22-12 | 04:43 AM
  #45  
Setzer's Avatar
DVD Talk Platinum Edition
 
Joined: Aug 2001
Posts: 3,770
Received 6 Likes on 2 Posts
From: The Great Northwest
re: Pillars of Eternity

Originally Posted by Decker
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.
I think part of the reason why there were lots of companion choices in the BG games had to do with the Dungeons & Dragons rules and the alignment system. They needed to give players enough options to build parties that were either good, neutral or evil. I don't think they intend on having an alignment in Project Eternity, so no need for lots of companions.
Old 09-22-12 | 09:56 PM
  #46  
Thread Starter
DVD Talk Legend
 
Joined: Sep 2002
Posts: 16,430
Likes: 0
Received 6 Likes on 4 Posts
From: Puyallup
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!
Old 09-24-12 | 08:48 PM
  #47  
Thread Starter
DVD Talk Legend
 
Joined: Sep 2002
Posts: 16,430
Likes: 0
Received 6 Likes on 4 Posts
From: Puyallup
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.
Old 09-26-12 | 08:42 AM
  #48  
Thread Starter
DVD Talk Legend
 
Joined: Sep 2002
Posts: 16,430
Likes: 0
Received 6 Likes on 4 Posts
From: Puyallup
re: Pillars of Eternity

2.0 million has been achieved. Stronghold goal has been reached
Old 09-26-12 | 08:57 AM
  #49  
Groucho's Avatar
Moderator
 
Joined: Mar 2000
Posts: 71,383
Received 130 Likes on 92 Posts
From: Salt Lake City, Utah
re: Pillars of Eternity

Everybody stop donating to this thing. I'd like to play it before 2015.
Old 09-26-12 | 09:01 AM
  #50  
Thread Starter
DVD Talk Legend
 
Joined: Sep 2002
Posts: 16,430
Likes: 0
Received 6 Likes on 4 Posts
From: Puyallup
re: Pillars of Eternity

Mark Morgan/Inon Zur, George Ziet stretch goals are hopefully still out there.

Thread Tools
Search this Thread

Archive - Advertising - Cookie Policy - Privacy Statement - Terms of Service -

Copyright © 2026 MH Sub I, LLC dba Internet Brands. All rights reserved. Use of this site indicates your consent to the Terms of Use.