Pillars of Eternity by Obisidan
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inz




Posts: 11914

PostPosted: Thu, 27th Sep 2012 13:39    Post subject:
Did you have many mods installed when you tried that Vault 22 quest? Not that I don't believe you, but I've done that quest like 4-5 times now (initial retail, final patch, modded/unmodded) and I've never had problems with it.

Of course, Bethesda's brilliant work (*cough cough*) on their modified Gamebryo engine means that sometimes things just inexplicably break - this isn't unique to NV at all. At least on PC you have the console commands to force quest progression and such, I can't imagine what kind of headache the games are on consoles. Razz

Dungeon Siege 3 was remarkably bug-free (can't recall how NWN2 was back during release, but the expansions were solid bug-wise), so IMO Obsidian's reputation is a bit exaggerated. It's hard to shake off something like that tho - probably would be easier if they just changed their name.
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Saner




Posts: 6875
Location: Uk
PostPosted: Thu, 27th Sep 2012 13:42    Post subject:
Nope I play games clean, just the latest patches.

As I said in my edit, maybe it was my box (although I did play it once on the playstation and once on the PC and had issues with both) I just cant invest that much time, when frankly with three kids and a wife I dont have it, to get pissed of when I cant finish a quest (and if I remember rightly that was a long hard quest)

EDIT

Quote:

o IMO Obsidian's reputation is a bit exaggerated.


Maybe, time will tell. I hope this is bug free (well as bug free as games get) I really do because I am looking forward to it as much as anyone.


ragnarus wrote:

I saw things like that in here and in other "woman problems" topics so...... Am I the only one that thinks some authorities needs to be alerted about Saner and him possibly being a rapist and/or kidnapper ?Smile

Saner is not being serious. Unless its the subject of Santa!
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inz




Posts: 11914

PostPosted: Thu, 27th Sep 2012 13:47    Post subject:
Yeah with so little free time on your hands, I can understand not wanting to waste time solving some bugs. You can usually get things sorted, but that sometimes involves scouring the forums, trying different things and all that jazz. Sometimes that shit can take more time than the game itself.

I think Obsidian has a chance to show they're not always buggy when the Stick of Truth comes out - with complex, non-linear RPGs with deep game systems there's always bound to be some bugs here and there, but the South Park game afaik is a more linear/streamlined game.
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Roger_Young




Posts: 1408
Location: Portugal
PostPosted: Thu, 27th Sep 2012 15:47    Post subject:
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djaoni




Posts: 8061

PostPosted: Fri, 28th Sep 2012 13:51    Post subject:


God MCA is speaking, you best be listening.

 Spoiler:
 
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Bendi




Posts: 3376

PostPosted: Fri, 28th Sep 2012 14:33    Post subject:
It's not new-Bioware, it's old Black Isle. They were the RPG masters of the late 90's.

Old Bioware was good, but all their games were schematic. Troubled childhood, visit 4 places, etc.


sin317 wrote:

typical jew comment
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djaoni




Posts: 8061

PostPosted: Fri, 28th Sep 2012 14:40    Post subject:
Bendi wrote:
It's not new-Bioware, it's old Black Isle. They were the RPG masters of the late 90's.

Old Bioware was good, but all their games were schematic. Troubled childhood, visit 4 places, etc.


I don't think you understand what I meant by that.
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Bendi




Posts: 3376

PostPosted: Fri, 28th Sep 2012 14:47    Post subject:
Possibly. What DID you mean by that?


sin317 wrote:

typical jew comment
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djaoni




Posts: 8061

PostPosted: Fri, 28th Sep 2012 14:50    Post subject:
That he's talking about companions being there to ego-stroke you. Basically the opposite of Obsidian(for the most part), and exactly what BioWare does.


Interview with Brennecke: http://www.rpgcodex.net/content.php?id=8480

The most important part.
Quote:
AB: (Most of us lurk on the Codex too).


 Spoiler:
 
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JackQ
Non-expret in Derps lagunge



Posts: 14141
Location: Kibbutznik, Israel
PostPosted: Mon, 1st Oct 2012 23:54    Post subject:
Update #13:
Quote:
: 50K Backers Brings New Mega Dungeon, Stretch Goals and More! (PayPal Too!)
Update #13 · Oct. 01, 2012 · 16 comments
Happy Monday! We've reached 50,000 backers, and have a special reward for everyone. Details below. Also coming this week, we have more updates about the development and creation of the game. Tomorrow, Justin Bell will discuss the process for composing the music for our trailer video. On Wednesday, Josh will update with more details about the game's design, and we are going to unveil a awesome art piece that we’ve been working on.

Oh, PayPal is also coming on Wednesday!

The 50,000 Backer Reward

We are very excited to announce a reward to all backers that have helped us come this far. Today we are introducing The Endless Paths of Od Nua - a new dungeon experience for Project Eternity:

In the western reaches of the Dyrwood lies the Endless Paths, an ancient network of cobbled trails that wind through arches of dense overgrowth, twisting within the confines of a high castle wall as they make their way to the gates of iron-shuttered towers that jut forth from the interior. In ages past, the towers rising from the gardens to pierce the canopy of the forest once marked the dominion of the castle's relentless, crazed builder: Od Nua. But the courses of Od Nua's madness run far below the surface, stretching forever deeper into wandering catacombs and bone-cramped oubliettes unseen by living eyes for centuries. The Endless Paths, as the old Glanfathans call them, cannot be walked by the living, but the storytellers say with certainty that many strong souls have found a permanent home beneath the grieving creator's estate.

Most else that is said and written of the place is fiction or conjecture, more likely to have sprouted from the svef-enhanced imaginations of bored and boasting mercenaries than from any seed of truth. Hosts of lost souls that relentlessly stalk the living, cathedral-sized tombs overflowing with the restless victims of a horrific plague, lightless chambers sealing in the remnants of Od Nua's failed experiments. Most legends converge on a common theme: that under the castle rest myriad forgotten vaults of death and darkness glittering with Od Nua's enchanted creations and the abandoned treasure of ill-fated interlopers. So great is the fear of the castle's denizens that even drunken and drug-cheered adventurers do not joke of setting foot on the paths, lest their souls join the eternal ranks of those that have gone before them.

The current plan is to make The Endless Paths with three subterranean levels, but it can grow larger with your help. For every 2,500 additional backers, the depths of Od Nua’s castle become deeper, which means one additional level will be added to the vaults. Continue to spread the word about Project Eternity, and let's see how big we can make The Endless Paths!

Crafting and Enchanting at $2.4 Million

We also have a new stretch goal at $2.4 million dollars to announce: Crafting and Enchanting!


Crafting and enchanting in Project Eternity will allow players to use objects and materials they find during exploration to both create consumable items like potions and scrolls as well as give their gear custom upgrades that can't be accomplished by other means. This system is intended to be easy to use and very flexible, allowing players to customize many aspects of what they can create or alter. Whether it's brewing basic potions from herbs and minerals commonly found throughout the world or upgrading a humble broadsword into a custom-named, magically-imbued weapon of distinctive and legendary power, we want to give players the ability to make it. On the development side of things, we also want to make the system as data-driven as possible, allowing us to easily extend our list of recipes in the future.

Each stretch goal we hit not only adds new features to the game like crafting, but also makes the game larger by adding more content, quests, dialogue, and characters. Together, we've already added two new races, companions and classes, along with a player house. $2.2 million is very close which adds a new faction and region, and there are more exciting stretch goals planned if we make it past $2.4 million and beyond.

New Add-Ons

Additionally, we have two new add-ons for you:

Add an Early Access Beta Key for $25. The beta key is the same reward at the $110 and up levels, but now you can add it as an extra at the lower tiers.
Add a Digital Strategy Guide for $7. The digital strategy guide is also included in the $80 and up levels, but now you can add it as an extra at the lower tiers. This will cost more when we ship the game, so get in on the opportunity to save!
As a quick tutorial on how to add add-ons, go to the Project Eternity Kickstarter site and hit the Manage Your Pledge button. The reward tier you had already picked 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 the Beta Key, you would enter $60 as your total pledge. We’ll send you a fulfillment survey after the Kickstarter period is over and you can specify what you wanted to do with any excess monies added.

Thank you!

Update by Adam Brennecke and Josh Sawyer

http://www.kickstarter.com/projects/obsidian/project-eternity/posts


"Fuck Denuvo"

Your personal opinions != the rest of the forum
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djaoni




Posts: 8061

PostPosted: Tue, 2nd Oct 2012 21:31    Post subject:
http://soundcloud.com/obsidian-entertainment/sets/project-eternity/

Pretty good.

http://www.kickstarter.com/projects/obsidian/project-eternity/posts/320485

Quote:

We hit our stretch goal of $2.2 million which adds a new faction, a new companion, and French, German, and Spanish translations!

We’ve gotten many requests for more details about the game's music, so in this update we'll discuss our current plans for that. There's also a surprise buried deep within the update for all you music lovers out there, so read on to find out what it is!

Music with Soul

Souls, the supernatural, a fantasy setting, mature themes... These are just a few of the big ideas behind Project Eternity's story and world. As with any great CRPG story, music plays an important role in communicating those ideas. This was true for the Infinity Engine games as well. Looking back they all had one thing in common with regards to music: all are known for having strong and memorable soundtracks that drew you in as a listener and set fire to your imagination. That's exactly what we're aiming for with the music for Project Eternity.

So what will the music sound like? Great question! Describing music with words alone can be a tricky thing to do because so much of that is subjective and wide open for interpretation. Even still it's important to have some sort of plan in place before writing a single note. You need an idea that will guide you towards creating an effective score. To help paint that picture more clearly, here are three words that we believe best describe what the score will ultimately sound like:

Mystical

Ancient

Emotive

Now you might be wondering, out of all the possible descriptive words, why these three? The answer to that goes right back to those big ideas mentioned above.

We chose mystical because of the importance of souls and the supernatural in Project Eternity's world. Ancient because we want the music to be grounded and appropriate to the setting. Emotive because the role of music in any game is first and foremost to provide dramatic and emotional context for the player. At the end of the day, that's what we want out of Project Eternity's score. We want you to be swept away by the music and the imagery it evokes. By keeping these three descriptive pillars in mind while developing the score, we’ll be able to support and enhance the narrative goals of our game.

Of course these three words are not all the music will ultimately be. It'll also be adventurous, ethereal, and wondrous when appropriate. Ominous, dark, and mysterious when called for. Scary and horrifying at just the right moments. And yes, driving, bold, and colossal when absolutely necessary.

Along with defining what we do want the score to sound like, there are also some things we know we don't want it to sound like. It won't be overly heavy or oppressive, nor will it be bombastic and grandiose from beginning to end. We want the score to be as dynamic and nuanced as the story it serves, and the last thing we want to do is weigh that story down with leaden music.

As you can see Project Eternity's music will be many things when all is said and done. But perhaps most importantly, its music will have a unique and original voice that we hope will leave a lasting impression, the same way the music of those awesome Infinity Engine games did in the past.

The Road to Eternity

Making the Project Eternity campaign video was the result of an inspiring collaborative effort here at Obsidian. Adam Brennecke, Dimitri Berman, and I worked on it day and night for nearly a month; doing what we could to make the strongest first impression possible. To help accomplish that, I knew I wanted the music to make a powerful statement right out of the gate. I wanted it to grab your attention and keep you mesmerized until the final seconds of the video.

Suffice it to say that when I wrote this music, I never could have imagined the overwhelmingly positive reception it has since received. The support you all have shown Project Eternity and Obsidian has been a stunning, and deeply humbling experience.

Music in the Clouds

And now for the surprise. Since we launched our campaign we've gotten many requests to make the trailer music publicly available. As a huge "thank you" to all of our amazing fans and supporters, we're happy to announce today that the music from the trailer is now available on Sound Cloud for your downloading and listening pleasure. Prelude and Dirge are directly from the video, and Road is an outtake that is partly used in the video. We hope you enjoy it…

http://soundcloud.com/obsidian-entertainment/sets/project-eternity/

Look for an update about class design from Josh Sawyer tomorrow, and we are about 1,800 backers away from adding another level to The Endless Paths dungeon!

Update by Justin Bell
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Bendi




Posts: 3376

PostPosted: Wed, 3rd Oct 2012 15:16    Post subject:
Paypal option is now live on http://eternity.obsidian.net/

I might give it a try.


sin317 wrote:

typical jew comment
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djaoni




Posts: 8061

PostPosted: Thu, 4th Oct 2012 00:51    Post subject:
http://www.kickstarter.com/projects/obsidian/project-eternity/posts/321413

Quote:
Update #15: PayPal, Polish and Russian support, $2.5M/$2.6M stretch goals, new reddit Q&A, classes, and art!



In today's update, I'll be talking about new stretch goals and the "core four" classes. We also have some fantastic art for you that illustrates five of our adventurers engaged in some classic dungeon exploration. Other great stuff going on includes Tim Cain’s reddit on combat and you can now pledge with PayPal over on the Project Eternity Site.

And, for our Polish- and Russian-speaking fans - we are very happy to announce that distributors in Poland and Russia will be handling localization for these two languages, so we will be able to provide them without requiring a stretch goal!


PayPal

First things first: our PayPal is now set up and ready to use! If you'd like to back the project using PayPal, you can do from the Project Eternity homepage at Obsidian:

http://eternity.obsidian.net/

Please note that pledges made through PayPal will not show up on our Kickstarter page, though we will count them toward stretch goals at the end of the campaign.

$2.5M and $2.6M Stretch Goals - Barbarian and Cipher, Adventurer's Hall with Party Creation

Since the days are counting down, we'd like to introduce two new stretch goals. As you'll read in a few more paragraphs, Project Eternity is currently slated to support seven classes. Our current roster includes fighters, priests, rogues, wizards, rangers, monks, and druids. We believe this represents the common core and several popular secondary classes that many players enjoyed using in the Infinity Engine games. We would like to use our $2.5M stretch goal to include two additional classes: the barbarian and the cipher.


Barbarians come from many of the more remote cultures found across the world. In the Dyrwood, they are commonly found among Glanfathan elf communities. They are distinguished from fighters by their recklessness, ferocity, and their predilection to substitute raw aggression for discipline. Barbarians are a challenge to deal with on a battlefield, though they are vulnerable to exhaustion if they don't pace themselves.

Ciphers are uncommon and often misunderstood individuals with extraordinary mental abilities. Like wizards and priests, they have many talents that draw directly from their souls, but ciphers have the unique ability to peer through the spiritual energy of the world to manipulate other souls. While wizards use complex formulae in large tomes and priests tap into the passion of their faith, ciphers are able to operate directly through the power of their minds... and yours.

But wait, we're not done yet! We've been reading a lot of feedback online about classes, companions, and party composition options. We want to give people the ability to build their parties as they like and we also want to allow people to experience the full spectrum of class mechanics. Companions go a long way toward achieving that goal while also providing a ton of reactivity in the world. Even so, we'd like to do more.


At $2.6M, we will add an Adventurer's Hall to the world. In the Free Palatinate of Dyrwood, adventurers and mercenaries from across the world are often employed as personal bodyguards, elite security, or salvage (plunder) teams that venture into the forgotten corners of Eír Glanfath. A lot of the folks who hang out as such places are robbers and miscreants, but reliable agents can be found and employed with a bit of patience.

What does this mean for you? It means that if you don't like a companion, or if you don't like any of our companions, you won't be cut off from having characters of their classes. Over time, you can build your own custom parties to play through the game. If you want a party of monks or all casters, this gives you the ability to do it within the game while still maintaining the pacing of the standard PC + companions play style.


And now that that's out of the way, let's talk about...

Classes: the "Core Four"

Classes in Project Eternity are meant to provide a general framework for character types. Different classes excel in different areas, but the framework can be extended and elaborated on in a multitude of ways to create characters with unique capabilities. If you see a fighter, chances are good that he or she is going to be able to take a lot of damage, but that's about all you can be sure of. If you see a wizard, he or she probably has some hard-hitting spells that can cover a large area, but his potential list of capabilities is vast.

If you want to create a wizard who wears plate armor and hacks away with a broadsword from behind a heavily-enhanced arcane veil, we want to let you do that. If your idea of the perfect fighter is one who wears light armor and uses a variety of dazzling rapier attacks in rapid succession, we want to help you make that character. So it's good to think of Project Eternity's classes as being purpose-ready but not purpose-limited.

To date, through our Kickstarter campaign, you have helped us fund seven classes. In our design, we started with the "core four" because they are the most broadly familiar and also some of the most versatile: the fighter, the priest, the rogue, and the wizard. To these four, you helped us add three specialized, but popular, classes: the ranger, the monk, and the druid. The design of each class has a solid, distinctive base set of abilities that remain in most builds, but will have a large number of optional specializations and alterations to give players a high level of flexibility in developing an individual character's particular style.

Though we are still early in development, we'd like to let you know the rough ideas on what the “core four” classes of Project Eternity encompass:

Fighter - Fighters are men and women trained to use a wide variety of traditional weapons in brutal combat. They are often put in -- or put themselves in -- harm's way and are built to take an extraordinary amount of punishment. Though not traditionally as mobile as the monk nor as likely to dish out individually withering attacks as a rogue, fighters are dependable and flexible, able to shift between a variety of attack modes that alternate between high damage, maintaining a strong defense, weakening opponents, and dealing harsh retribution to those who attack his or her allies. Some fighters build up arsenals of feints, knockdowns, and special attacks rather than rely on the “slow and steady” approach.

And while fighters are often thought of as being primarily melee-based, they can specialize in a variety of weapons, including bows, crossbows, and even firearms. They're unlikely to outclass rangers at their own game, but fighters can be almost as dangerous at a distance as they are up close. Though it may not look like it to see them in battle next to wizards and priests, fighters are just as able to tap into the power of their souls to devastating effect: accelerating their attacks to a superhuman speed, striking foes with such power that nearby opponents are knocked off their feet, and maintaining a phenomenal endurance that allows them to rapidly bounce back from even terrible wounds.

When they aren't locked in life and death struggles, fighters are, unsurprisingly, often quite athletically capable. Even so, it's not uncommon to find fighters who are stealthy and well-educated. Moving unseen and knowing how to get out of a jam can come in handy even for them.

Priest - In a world with many gods, there are many different types of priests. Though the majority of priests spend their time tending to worshipers or engaged in relatively peaceful pursuits, there are ranks of dedicated adventuring or mercenary priests who have turned the flame of their faith into a spark to ignite the power of their souls. Such men and women have found a divine link to their chosen deity, but their abilities stem solely from within.

Dedicated to spreading the news of their gods' dominions in the realms of mortals through their own deeds, adventuring priests thrust themselves into lethal conflict to prove their worth. Often trained to fight alongside soldiers of their respective churches, priests are capable in the fray (and near the fray, for those who follow less melee-oriented faiths), but their true power comes from their prayers, faith-inspired miracles that aid their allies and punish their enemies. These miracles range from combat blessings, weapon enchantments, and protective barriers to divine summons, sanctified wards, and crippling curses. In many ways, the prayers of priests have almost as much variety as wizards spells, though priests are restricted to invoking prayers that are aligned with their faith. Additionally, priests often specialize in the weapons, armor, and litanies of prayers most beloved by their church. Thus, the multitude of gods produces a multitude of different priests, each with their own unique array of abilities.

Most priests are church-educated and are widely versed in many types of lore. However, some priests get by on pure faith alone, having little knowledge of the world around them. Such battle priests often lean more heavily on their athletic abilities when they are in the field.

Rogue - Contrary to what their name might imply, rogues come from many walks of life. They are cutpurses, thugs, and courtesans but also aristocrats, diplomats, and personal guards. Often separated by station in life, they are united by their reliance on wits, speed, and subterfuge to achieve their goals. The way of the rogue is not to stand toe-to-toe with the biggest brute in the room and exchange body blows, but to glance away in feigned confusion and slip an unseen blade between the brute's ribs as he turns his attention. When a room explodes in a storm of fire, the fighters grit their teeth, the priests pray for salvation, and the wizards fumble to find a spell to protect them, but the rogues just... disappear. They excel at being in the one place where no one's looking, at kicking people when they're down, at taunting a foe into turning its back on the rogue's ally while he or she nimbly skips away, and at being just too damned slippery to pin down.

Whether they pack a pair of daggers, a fine rapier, a slim bow, a stubby pistol, or a brutish club, rogues haul a carnival of pain with them wherever they go. If their natural tendencies weren't dangerous enough, their affinity for skullduggery allows some talented rogues to tap into their souls to perform amazing stunts: fading from view in plain sight, briefly cloaking their allies in a veil of shadow, imbuing their weapons with a soul-eating venom, or even becoming so insubstantial that blades barely hurt them.

While rogues are known for their stealthy nature both in and out of battle, many of them are quite talented with machines and contraptions of all sorts. High-born rogues are often very knowledgeable about esoteric, while many low-born rogues are well-equipped to survive in the wild.

Wizard - Widely respected in most societies, wizards of Project Eternity are men and women of high education and extreme mental discipline, if not always outright intelligence. Wizards are sometimes called navigators of the mortal soul, charting out and practicing the precise ways in which “ordinary” people can unlock the power inside of themselves. Using their knowledge to truly spectacular ends, wizards rely not only on ancient practices but also their own research to propel them forward. Far from being occult or protected knowledge, most wizards' spells are just so incredibly complex and physically demanding that even practiced wizards cannot invoke them without the use of expensive, specially-enchanted tomes.

And what do the tomes contain? Instructions on ways to use one's soul to alter reality, to warp time around enemies, to make skin as tough as stone, to counter even the most powerful magic, to invoke balls of flame, bolts of lightning, gouts of acid, to conjure nightmares out of thin air. Truly, the possibilities open to wizards seem to exceed even those of what priests can call upon through their faith. And though any wizard may prepare several tomes, an inexperienced caster is not capable of channeling power through the log-thick, anvil-heavy, dog-eared grimoires of wizened archmagi. Such novices must alternate between more modest selections, relying on their less demanding spells and talents when they are unable to call upon their tomes.

Wizards are often assumed to be masters of occult lore. While this certainly applies to their knowledge of spells, many wizards are so narrowly-focused that they are ignorant of outside culture and history. It is also not uncommon for wizards to delight as much in mechanical curiosities as rogues. Because their powers make them targets in battle, a surprising number of wizards are quite fit, even if they aren't particularly strong.

That's all for our class update, but we wanted to give you a piece of art to show you examples of characters you may encounter (and adventure with) in Project Eternity. We hope you enjoy this fantastic painting from Kieran Yanner, and we have wallpapers of the art available in different resolutions.


And the art in higher resolutions.

http://media.obsidian.net/eternity/media/wallpapers/wallpaper001/wallpaper001-1280x1024.jpg
http://media.obsidian.net/eternity/media/wallpapers/wallpaper001/wallpaper001-1650x1050.jpg
http://media.obsidian.net/eternity/media/wallpapers/wallpaper001/wallpaper001-1920x1080.jpg
http://media.obsidian.net/eternity/media/wallpapers/wallpaper001/wallpaper001-1920x1200.jpg
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randir14




Posts: 4950

PostPosted: Thu, 4th Oct 2012 01:05    Post subject:
No thief class? Who will be sneaking around and lockpicking?


Last edited by randir14 on Thu, 4th Oct 2012 01:07; edited 2 times in total
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Thu, 4th Oct 2012 01:07    Post subject:
randir14 wrote:
No thief class? Who will be sneaking around and lockpicking?


Rogues, of course Smile
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randir14




Posts: 4950

PostPosted: Thu, 4th Oct 2012 01:08    Post subject:
Lol...how did I miss that. Oh well. The new artwork is nice.
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JBeckman
VIP Member



Posts: 34734
Location: Sweden
PostPosted: Thu, 4th Oct 2012 06:09    Post subject:
2.4 might be reachable but with 12 days left I don't think it will go much above 2.3 million until something changes these last days of the campaign, still 2.3 if achieved is a pretty good amount too. Smile
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griniaris
Banned



Posts: 70

PostPosted: Thu, 4th Oct 2012 07:49    Post subject:
Well, at last they deliver something semi-tangible.
This update ought to be in the first days, to give more excitement and to cash...
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locke89




Posts: 2812
Location: Poland
PostPosted: Thu, 4th Oct 2012 12:14    Post subject:
JBeckman wrote:
2.4 might be reachable but with 12 days left I don't think it will go much above 2.3 million until something changes these last days of the campaign, still 2.3 if achieved is a pretty good amount too. Smile


Remember that every Kickstarter gets more money at its beggining and end. I expect a real rush in the last day/hours to meet the next stretch goal...
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Clevesa




Posts: 3694

PostPosted: Thu, 4th Oct 2012 12:30    Post subject:
locke89 wrote:
JBeckman wrote:
2.4 might be reachable but with 12 days left I don't think it will go much above 2.3 million until something changes these last days of the campaign, still 2.3 if achieved is a pretty good amount too. Smile


Remember that every Kickstarter gets more money at its beggining and end. I expect a real rush in the last day/hours to meet the next stretch goal...


True, and they have started to add a lot more info on each stretch goal I guess to appeal to a wider audience. I'm not sure they are going to reach 2.6, but I hope they would.
According to this: http://www.kicktraq.com/projects/obsidian/project-eternity/ we may reach at min 2.5, and that if the same rate of people will donate every day, but that has been gradually going down.
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griniaris
Banned



Posts: 70

PostPosted: Thu, 4th Oct 2012 12:31    Post subject:
They probably meet the goal of 2.6 M or a little more.
But they could cash 4 M or even 4.5 M, if their presentations about the game were more tempting, from the begining.
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remyleblau
Banned



Posts: 2039
Location: Poland
PostPosted: Thu, 4th Oct 2012 12:36    Post subject:
just to be sure - what they published in terms of visual stuff? just that wallpaper and char with bow concept art?
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JackQ
Non-expret in Derps lagunge



Posts: 14141
Location: Kibbutznik, Israel
PostPosted: Thu, 4th Oct 2012 12:59    Post subject:
griniaris wrote:
They probably meet the goal of 2.6 M or a little more.
But they could cash 4 M or even 4.5 M, if their presentations about the game were more tempting, from the begining.

Last 4 or 3 days are always fast,its 3M at minimum


"Fuck Denuvo"

Your personal opinions != the rest of the forum
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griniaris
Banned



Posts: 70

PostPosted: Thu, 4th Oct 2012 13:05    Post subject:
JackQ wrote:
griniaris wrote:
They probably meet the goal of 2.6 M or a little more.
But they could cash 4 M or even 4.5 M, if their presentations about the game were more tempting, from the begining.

Last 4 or 3 days are always fast,its 3M at minimum

I would say 2.55 M - 2.9 M.


Last edited by griniaris on Thu, 4th Oct 2012 13:17; edited 1 time in total
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JackQ
Non-expret in Derps lagunge



Posts: 14141
Location: Kibbutznik, Israel
PostPosted: Thu, 4th Oct 2012 13:17    Post subject:
they are doing better then Wasteland 2 so far,which did a bit more then 3 million(With paypal). with 12 days left Wasteland 2 was less then 2M(without Paypal at least) compared to Eternity which is almost 2.3 already(without Paypal)

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griniaris
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PostPosted: Thu, 4th Oct 2012 13:22    Post subject:
We'll find out very soon Wink
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DarkRohirrim




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Location: The Void
PostPosted: Thu, 4th Oct 2012 17:49    Post subject:
Going on RPGWatch I saw this earlier: http://www.rpgwatch.com/forums/showthread.php?t=16221

It's quite old, I know. I'm curious, did that influence in any way their decision to chose the setting for this? That poll was exactly for what this is: an original crowd-funded RPG. Also, the setting of this seems to be a combination of the 2 most voted settings in that poll.
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KGen




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PostPosted: Thu, 4th Oct 2012 18:25    Post subject:
JackQ wrote:
they are doing better then Wasteland 2 so far,which did a bit more then 3 million(With paypal). with 12 days left Wasteland 2 was less then 2M(without Paypal at least) compared to Eternity which is almost 2.3 already(without Paypal)


Kicktraq's projection is putting them between 2.5 and just a little over 3 million based on the pledging rates so far:


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though the rate will grow towards the end.


i7 6700k @ 4.4 GHZ, 2060s, 16 GB RAM, SSD, Windows 10x64.
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JackQ
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PostPosted: Thu, 4th Oct 2012 18:31    Post subject:
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shole




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PostPosted: Thu, 4th Oct 2012 18:48    Post subject:
DarkRohirrim wrote:
Going on RPGWatch I saw this earlier: http://www.rpgwatch.com/forums/showthread.php?t=16221
It's quite old, I know. I'm curious, did that influence in any way their decision to chose the setting for this? That poll was exactly for what this is: an original crowd-funded RPG. Also, the setting of this seems to be a combination of the 2 most voted settings in that poll.

to my knowledge eternity doesn't have any steampunk in it?
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