Kickstarter: Project Eternity (New RPG from Obsidian)

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irishScott

Lifer
Oct 10, 2006
21,562
3
0
A Linux version would be great. They should add that to more Kickstarter projects.

Almost all of the big ones are doing it. Kickstarter (at least the games category) is mostly geeks funding other geeks, linux is essentially a given. :)
 

irishScott

Lifer
Oct 10, 2006
21,562
3
0
New update, looks like they're specifically addressing a lot of my concerns with past RPGs. :)

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!
 

Bateluer

Lifer
Jun 23, 2001
27,730
8
0
This shouldn't ever fall off the front page. This and Wasteland 2 are looking to be the most important CRPGs to be made in 20 years.
 

Bateluer

Lifer
Jun 23, 2001
27,730
8
0
Since I can't hit Kickstarter's site here, whats the deadline for when they'll actually pull the funds out?
 

irishScott

Lifer
Oct 10, 2006
21,562
3
0
Since I can't hit Kickstarter's site here, whats the deadline for when they'll actually pull the funds out?

For kickstarter, it happens the moment the project's collection period ends. It's all managed by Amazon. At a pre-set time any pledged money is charged and transferred from the pledges' Amazon payments accounts to Obsidian's Amazon payments account.

Many projects have opened up paypal donations and let them run for a few days after the kickstarter deadline. Don't think Obsidian has done that yet, but it would make sense for them to open it up.
 

Kalmah

Diamond Member
Oct 2, 2003
3,692
1
76
It sucks that this is so early in its development. It's going to be a while before we see it come together. Hopefully they can pump out enough concept art, background story, and game mechanic details to keep us satisfied.
 

datalink7

Lifer
Jan 23, 2001
16,765
6
81
I upped my pledge from $35 to $50 just for extra support. This is my #1 most anticipated game of all games (not just kickstarter games) at the moment.
 

ArenCordial

Senior member
Sep 18, 2012
214
15
81
This shouldn't ever fall off the front page. This and Wasteland 2 are looking to be the most important CRPGs to be made in 20 years.

Agreed. Wasteland 2, Eternity, and the eventual Witcher 3 are really the only RPGs I can say I'm eagerly awaiting.
 

2Dead

Senior member
Feb 19, 2005
886
1
81
Since I can't hit Kickstarter's site here, whats the deadline for when they'll actually pull the funds out?

This was in the confirmation email at the bottom.


If this project is successfully funded, your card will be charged on:

TUESDAY OCT 16, 9:00PM EDT When your reward is ready, Obsidian Entertainment will send you a survey via email to request any info needed to deliver your reward (mailing address, t-shirt size, etc).
 

Chiefcrowe

Diamond Member
Sep 15, 2008
5,056
199
116
I am in!! this game is going to be EPIC! listening to the music they posted and it sounds really nice!
 

AyashiKaibutsu

Diamond Member
Jan 24, 2004
9,306
4
81
A few days before it's over they should totally be like stretch 2.6 million make it an MMO! and stretch goal 5 million: make it not an MMO! : )
 

AlexAL

Senior member
Jan 23, 2008
643
0
76
This game looks really good. I won't even check this thread anymore since 2014 is not even on my radar.
 

thespyder

Golden Member
Aug 31, 2006
1,979
0
0
Negatory! I don't want an mmo. I want a full fledged rpg.

Amen Brother. Can I get a Halleluiah with that?

So many game developers seem to think that MMO is the natural extension of RPG and nothing could be further from the truth.

Heck NO to MMO!
 

Bateluer

Lifer
Jun 23, 2001
27,730
8
0
Amen Brother. Can I get a Halleluiah with that?

So many game developers seem to think that MMO is the natural extension of RPG and nothing could be further from the truth.

Heck NO to MMO!

My two cents. No MMO. If it went MMO, I'd withdraw my pledge. I'd rather spend that 140 dollars on beer.
 

Arkadrel

Diamond Member
Oct 19, 2010
3,681
2
0
Only 10 days left, and their "only" at 2,350,000$.
For some reason I imagined they would reach a higher amount, this close to the projects end.

Anyways at 2.4mil theres going to be "Crafting & enchanting" in the game.
I hope the crafting is like arcanum, and not like skyrim (skyrim craft system ruined the gameplay a little).
 

irishScott

Lifer
Oct 10, 2006
21,562
3
0
Only 10 days left, and their "only" at 2,350,000$.
For some reason I imagined they would reach a higher amount, this close to the projects end.

Anyways at 2.4mil theres going to be "Crafting & enchanting" in the game.
I hope the crafting is like arcanum, and not like skyrim (skyrim craft system ruined the gameplay a little).

Close? We're only 66% of the way there. The final surge will come in the last 3-4 days, and given the initial surge, I'm hoping for at least an extra million. :)