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Showing content with the highest reputation on 02/01/20 in Posts

  1. is likely not the point o' the post, but with 351 pages o' documented social media silliness, Gromnir is not hiring the guy regardless o' contents. 351 pages? 351 pages is only the flagged material? is too likely this shnook is gonna be spending a portion o' his working day responding to social media as 'posed to getting work done. don't care what he thinks 'bout billionaires or pronouns or even the seeming endless stream o' new poodle hybrids people thinks is the keen new dog they gotta own 'stead of going to pound and adopting an animal facing euthanization. ... ok, the last one is Gromnir-centric, but fact remains that kinda voluminous social media footprint should be source of shame-face. and yes, we get this opinion is coming from a guy with 7800 posts on a game development message board at the armpit end o' the internet, but am retired. so there. HA! Good Fun!
    3 points
  2. Hi. Are you a wall of draining abuser? Ever got mad when there was no beneficial effects to drain upon to? If your answered "yes" on both questions come and visit us on "Deck of Many Things" and buy Cap of Laughingstock to ensure that all enemies around you always have that sweet buff on them so You can enjoy yours too. Captain Thaenic.
    2 points
  3. Coming across multiple issues with the ps4 version. Combat UI is horrible to the point of nearly making the game unplayable with overlapping windows for the action bar and combat text. Movement becomes broken when switching to a custom formation and I can no longer move through narrower areas if my character is moved to the back. Load times are insane! Nearly a minute and a half to load an area that's one room and a single npc making quests or tasks where you need to move in and out of multiple areas repeatedly a chore. I could understand the time if you're loading a larger map for the first time but not consistently. I'm really enjoying the game but some of these issues are sucking the fun right out of it and I'm just curious as to whether or not we'll see fixes for these soon? Thanks in advance for any information. Edit: Also now experiencing multiple crashes at random points, lagging and freezing during combat, PC's being dragged around an entire map to attack enemies and the Take all command not working after ship combat.
    2 points
  4. hunter biden had no business getting the job with burisma. truth. bad optics. however, conspiracy theory o' getting the prosecutor fired to somehow help biden's son is just complete and utter nonsense. is questionable shokin, the corrupt ukrainian prosecutor, were even investigating burisma at the time he were fired, and is no evidence at all hunter biden were being targeted, so is weird how this story endures 'mongst the conservative radio crowd. funny thing is, the conspiracy theory mighta' been been more believable if biden had somehow undermined attempts to get shokin fired. IF joe biden had interfered with US efforts and european union demands to get shokin removed so as to keep a corrupt prosecutor in place, one who might be convinced to go easy on burisma just to protect his son's job, then we might have a story. but somehow the conservative radio ilk complete reverses plausible and implausible. *shrug* conspiracy theory nutters is just so weird. is absence o' evidence which sets their brains afire with suspicion. HA! Good Fun!
    2 points
  5. Today in "The Outer Worlds is a documentary":
    2 points
  6. Maybe the problem is not the game or its sales numbers, but rather is the (unrealistic) sales expectations Obsidian had for the game. If Obsidian's sales expectations for the game had been about half a million, then surely they would not be seeing the actual sales numbers as having been anything bad. And, for a game like PoE2, perhaps the sales expectations should be in the half a million range given the kinds of games that appeal to large numbers of buyers these days. Speaking for myself, I would much rather have a game like PoE2 that sells only half a million than a game like D:OS2 that sells two million. So I am very happy that Obsidian gave me precisely PoE2 than give me a game very similar to D:OS2 which I would not have bought. The game preference niche that I belong to may be only half a million strong, but those people deserve to enjoy their preferred style of game just as much as anyone else. And it's very nice that up until now Obsidian has been willing to cater to that niche group (whereas Larian chose to walk away from that group in order to increase its sales). Sales numbers in some absolute sense should not matter. The only thing that should matter to a developer is whether they made money off the game or lost money. This is the lesson I believe Obsidian should take from PoE2. But sadly I am certain the lesson they will take is that there is no room for such a small niche game like PoE2 within Obsidian anymore, and that they too must abandon their small niche group of fans in pursuit of a much larger group of potential buyers for their future games. At the very least, Microsoft is sure to insist on it.
    2 points
  7. Since I just finished up Poe1 after not playing it for about 3 years.. my new thought is that maybe it has to do with Poe1 being fairly convoluted and how it often makes you feel like you've messed up or made the wrong decision. (or you feel like you made the right decision but the outcome isn't what you expected or wanted.) Even though I still remembered most major plotlines and decisions I still found myself saying "huh? what? why?" and reloading quite a lot just because the dialogue choices sometimes weren't exactly clear. Instead of feeling like I was roleplaying a characters response I often felt like I was playing a guessing game or in some situations, like I was trying to solve a dialogue tree puzzle just to get the response I want. Something like that could easily put people off from wanting to play a part 2. Or maybe it just had to do with lack of advertising. ( I honestly don't remember seeing Poe2 advertised anywhere.)
    2 points
  8. For everyone clambering for a shred of hope: Wizards of the Coast’s new studio, with ex-Bioware folks working on new IP SF RPG https://www.rockpapershotgun.com/2020/01/31/wizards-of-the-coasts-new-studio-is-making-a-sci-fi-rpg-with-ex-bioware-devs/
    2 points
  9. Hello players! I asked our narrative team to send me their favorite "dumb" line used in the game, and now we want to see which one of these lines you like the most. There is no right or wrong answer, and this is all in fun as everyone who submitted a line knew what I was planning to do, so go ahead and take a gander at the different options. At the end of the poll, I will reveal who submitted that line to you all! On a side note, if you haven't played a "dumb playthrough" yet, I highly recommend it. I'm halfway through my own playthrough, and it's been entertaining to say the least! Thank you, and the poll will end on Wednesday, 1/29, at 3 PM PST. Continue reading for more context on each of the lines listed in the poll above. ----------------------------------------------------- Choice 1: ADA: I am ready and eager to assist. Awaiting your orders, Captain. Inquiries are good, too. Player: What's going to happen if I skip the Hope? ADA: If your calculations are even slightly off, you could crash the entire colony ship into Terra 2. Or the sun. Player: Good thing I'm great at math. I know all the best numbers. ----------------------------------------------------- Choice 2: Player: What? A test? No one told me there was gonna be a test, dammit. I hate tests! Hermit: Yes! That's the spirit! A fellow traveler, one close to the truth themselves! Vicar Max: No, he's/she's not. Just… a bit dim. Player: I don't need to stay here and be insulted. I can be insulted anywhere. ----------------------------------------------------- Choice 3: Huxley: Hello? Hellooooooo? I hear boots out there! Wait, can rapts wear boots? Player: Law help me, it's a talking door. ----------------------------------------------------- Choice 4: Minister Clarke: Slowly and loudly, Aloysius. That's the only way these morons understand anything. I SAID, YOU MAY TELL CHARLES TO GO **** HIMSELF. Player: WHO IS CHARLES AND WHY ARE WE YELLING? ----------------------------------------------------- Choice 5: Player: What's it like being in command around here? Junlei Tennyson: Frustrating. Everything down to the circuitboards is past warranty, so I have the pleasure of making life or death decisions on a shoestring budget. Plus, there's no time to train my successor or document fixes in a way that anyone outside the family would understand. Player: Where's the self-destruct mechanism? Junlei Tennyson: I hope that was a joke, Captain. I really do. ----------------------------------------------------- Choice 6: Parvati: Are you out of your mind? You just- you just killed him. Player: I know, it was great. Parvati: You enjoyed that? Are you some kind of psychopath? I can't- I need to leave. I need to get away from you. Player: Look, I didn't mean to kill the guy. Sometimes I just get confused. Parvati: You can't help yourself, huh? Took a couple knocks to the cranium? I get it. Let's just… let's just move on. I couldn't forgive myself if I let you loose upon the Vale, unsupervised.
    1 point
  10. https://jesawyer.tumblr.com/post/189270621926/its-become-a-bit-of-a-meme-lately-that-obsidian I can understand where feeling comes from, and I think a lot of it has to do with the relative ages of people in leadership positions. Depending on the specific game we’re talking about, it’s a type of game that some of us have already iterated on 2, 3, or 4 times. And when it comes to things like dialogue structure and quest design, there’s even more structural commonality between our projects, regardless of the underlying genre or camera perspective. I’ve been a game developer for 20 years now. Regardless of my intelligence or creativity compared to a junior designer, I have seen enough quests move from idea to document to alpha implementation to beta to launch to have a pretty good sense about how certain approaches are going to go. There are some quest concepts or details that are - and I stress that I do not mean this pejoratively - naïve. The quest designer does not, and could not, understand the technical implications of what they are trying to do. When it comes to quest design (especially) a little bit of knowledge can be a very dangerous thing, because as with learning any discipline, it’s hard to comprehend how much you don’t know once you get the basics down. One of my favorite bicycle frame builders is Richard Sachs. He’s been essentially building the same type of brazed steel frames for over 45 years. I have one of his 1978 frames and it looks very similar to the frames he builds now. He’s one of the higher-profile living frame builders and he’s vocal about his opinions. In an interview, he recounted interacting with a talented young frame builder who had been working for a few years, built several dozen frames, and concluded he had pretty much learned everything there was to it. Sachs’ reaction was, “You don’t even know how to make the right kind of mistakes,” This is one thing for a craft like frame building, where it’s often (today) one person working alone as a hobbyist. It’s another thing in a big team environment like game development where 30-100 people are trying to work together on a big, interconnected project. More experienced leads tend to be more conservative and critical about design, not necessarily because of some ideological stance, but because we have seen things go very wrong and we want to prevent the kind of collateral damage we have seen play out in the past. Players remember quests like Beyond the Beef, and rightly so, because it’s a very fun quest with a lot of interesting ways to approach and resolve it. What players don’t remember, because they weren’t there, is how long Beyond the Beef took to complete, and the impact it had on the designers’ schedule and the project as a whole. And players don’t remember the cut content, some of it the product of months of a designer’s time, because it was hopelessly broken or inherently not fun to play through. When I write this, it’s not to put blame at on the quest designers. It’s my responsibility to review their work and to approve or disapprove it. On a game like F:NV, which was almost half-my-career-ago, I very often said, “I don’t think you should do that,” or “I wouldn’t do that,” with an explanation of why and some suggestions for alternative approaches. These days, I am more likely to say, “Don’t do that,” because I have seen 10 out of 12 soft warnings go ignored and yield some really tremendous headaches and heartaches. In contrast, when I see young teams (and by this I mean inexperienced developers with inexperienced leads) working, I am often pleasantly reminded of what naïveté can produce - as long as you have the time and money to burn through your mistakes. I talk with and visit a lot of teams at other companies, and there are some high profile developers I’ve visited where their design process is less of a process and more of an ad hoc “fling **** at the wall” experiment that goes on for 3-5 years. Sometimes the cost of this is just time, which is money. Sometimes the cost is polish. Sometimes the cost is burning out half a generation of young developers. Sometimes it’s all of these things. If you’ve never been at the helm when your project goes so over-budget that the company is in serious peril, this might not seem like a big deal. If you’ve never been in charge when the game comes out and gets slammed for being sloppy, buggy, and messy - when a reviewer straight-up says the team that worked massive overtime to get the game out “phoned it in” - this might not seem like a big deal. And if you haven’t watched the people on your team, people for whom you were responsible, get burned-out or laid off because of crunch, or stress, or a project cancelation, it also might not seem like a big deal. But if you have been in that position, it’s hard to see the consequences of inaction and not try to mitigate them, consciously or unconsciously, by pushing for more tried-and-true approaches to design. I’m not saying it’s an objectively good thing, but it is, I think, a natural reaction for leaders who see things go wrong over and over. Personally, I do hope we take more chances at Obsidian in the future, whether it’s on big projects or small ones. Some of this will involve putting less experienced people in leadership roles. Limiting the project scope itself also helps. Small projects and DLCs are easier to experiment with in good conscience because the impact on the company will probably be low if it fails. But when it comes to our big projects, our more experienced leads will have to be more open-minded about letting certain things wander a little bit. There are additional layers of experience and perspective that I will (hopefully) gain if I remain in the industry another 5, 10, 15 years. Hopefully that will allow me and other people working in leadership positions at the company to let people take more risks in good conscience. I want to help people make the right kinds of mistakes.
    1 point
  11. To answer your question from PoE's wiki (Based on White March Part 2) :
    1 point
  12. Yeah, that's what I was confused about. So Biden brags about getting Shokin fired, people interpret that to mean "Biden got prosecutor who was looking into his son fired!!!", but from what I very quickly read, Shokin had been starving the Burisma investigation and nothing about it seemed to be aimed at Hunter Biden himself, so none of that really adds up.
    1 point
  13. Neither Facebook nor Google earn their money in the traditional sense of business- their model is based on addicting people to theoretically 'free' services, then selling the people using those services to 3rd parties via adverts and the like. 'You' don't pay them, they get paid to sell you to others. They also make massive profits and hide that- kind of, since it's so blatant- in tax havens via 100% bogus 'licensing' charges to subidiaries in Ireland and the like. If they were Euro or Chinese companies instead the US would whine about them cheating their obligations louder than an airfield of idling jumbo jets and slap whatever taxes they wanted on them.
    1 point
  14. PS: you could also check the technical subforum and the Versus Evil forums. Versus Evil did the console port of Deadfire so there might be something in their forums which can help you.
    1 point
  15. 1 point
  16. Oh man that's too bad. You are right: we had that bug on PC as well but since I haven't seen it for ages I forgot what the solutions could be. I will try to find out and if I do (and it might work on consoles) I will post again.
    1 point
  17. @Wullack: But you did change the topic. You did not even make the attempt to answer my question concerning the source of your supposed information. Care to elaborate on that? You can't just make very strong claims without backing them up.
    1 point
  18. Nostalgic or frightening? Undecided.
    1 point
  19. If I were doing it in terms of percentiles, I'd give it to the 49ers with a roughly 60-40 split. Not a strong favorite, but a favorite. And since I want the Chiefs to win, that makes it a no-brainer to choose the 49ers, .
    1 point
  20. Britain's officially out of the EU - https://www.bbc.com/news/uk-politics-51333314 Still holding out hope the Union will shatter and Ireland will reunite.
    1 point
  21. Watched Parasite at the movies with a group of five, we all absolutely loved it. As usual with Joon-ho Bong, it's an expertly crafted, fascinating and unpredictable blend of genres that results in a film with appeal both to arthouse enthusiasts and mainstream viewers alike, with a clear sociopolitical backbone throughout. It's his High and Low, an utter masterpiece. Much like @Hurlshot, it's my turn to stan this movie and tell everyone to go see it right away!
    1 point
  22. Boereor didn't change the subject - you misread his argument. He pointed out that the reviews - both user and critical - did not reflect dissatisfaction with widespread bugs. Generally speaking, gamers are pretty vocal about issues like bugs making it hard for them to enjoy a game - but if we have no evidence that people were complaining about bugs, then it's unlikely that the remaining bugs in the first game turned people off from buying Deadfire. Beyond that, saying "it's because there are bugs that never got fixed" ignores several counterarguments - the fact that Obsidian had a reputation and gentle teasing for their history of games with lots of bugs, the fact that Pathfinder: Kingmaker sold well despite just as many, if not more bugs that were widely reported on and criticized, and the fact that Bethesda is still in business.
    1 point
  23. As some random angry youtuber put it: it's Trek for people who don't like Trek, by people who don't know Trek.
    1 point
  24. It's so stupid, no doubt. Star Trek that you actively try not to think too deeply about is something I can't believe exists today but it's what we got. Not sure why these are the types of Trek shows we're getting. This stuff is not art it's just a product meant to sell subscriptions so why not make just one show that appeals more to the Trek fans they already have and appeal to new fans that may want something smarter. They can keep doing the shows they feel like making as well since they've stated that they always want something Star Trek on but just give us something. Read a rumor that Seth McFarlane and NBC were and maybe still are looking to buy Star Trek. Hopefully that's true even though the rumor also said CBS was so puffed up on initial Picard reviews that they were asking way too much. I like to include the Seinfeld finale on lists of best final episodes to see if people call me out on it. Don't think it has happened yet.
    1 point
  25. Good day, I am trying to build the most effective fireball build and wanted suggestions on gear, stat attribution, etc. for a fireball focused build in Turn based mode. Thanks for any help.
    1 point
  26. Nobody Mentionned Arcane Archer yet ? For Multiclass, Imbue:Fireball is basically their best Attack ability. With 2 bounces, you'll have 3 fireball per cast, (and even +2 with Kitchen Stove Wild barrage if necessary). That's the cloest I can thing from a Mayhem of fireballs. Not sure about multiclass, but I guess Helwalker would be cool for massive MIG and INT bonus. Once Bond is depleted, you will be able to spam Stunning Blow with high Ranger accuracy
    1 point
  27. Today I became the answer to life, the universe, and everything. There was cake.
    1 point
  28. Just another day in Mordheim: The Mordheim Inquisition were scattered across the ruins, making them easy targets for Daemons and Undead. They fought back bravely. And luckily the Undead cared not what they attacked, though the Daemonette made short work of the zombie. In the end, of the three fighters who had to be carried back to camp, one made a full recovery, while the other two would not fight for the warband again, their injuries too debilitating: (one armed archer?) And while all that was happening, the leader was gathering shiny green rocks:
    1 point
  29. I am, well, me, and I approve this thread. This is far from my area of expertise, so I only have nitpicking to contribute with here. Boeroer, while that is a wealth of creativity out of you, I think you missed that OP wanted a build for TB. I've never tried TB, but I believe I know that you only get one action per turn, so something like spamming Sworn Enemy wouldn't be nearly as smooth as in RTwP. Though, if you want to use it, both its upgrades would be nice for this build. Also the general speed/recovery shenanigans of barbarian might not shine as much. Flame me hard (pun intended) if I'm wrong And this next one I am more certain of... the axe with +2 fire PL is called Magran's Favor. Magran's Blessing is a shield
    1 point
  30. The best class is obviously the bloodmage who can achieve higher PL and can cast unlimited fireballs (or any spells) compared to someone using a necklace. You just multiclass him with a paladin (Exalted Endurance + Lay on Hands), a chanter (Ancient Memory + Old Siec) or a priest (Barring Death Door + Salvation of Time) to be able to sustain the damage from Blood Sacrifice...
    1 point
  31. Barbarian can get +25% dmg to fireballs when <50% hp (Blooded ability), stacks with Human racial ability Monk - bonus ACC from Dance of Death Weapon - Magrans Blessing comes late. Until that i recomend Griffin's Blade - 10%dmg with spells Second ring - Kuaru's Prize - +1Int/Per +5% spell damage Gloves - Firethrower's Gloves - +1PL to evocation spells, +2Dex
    1 point
  32. Easy: grab two Necklaces of Fireball and put one on and the other into the stash (NOT character inventory). In each encounter you can then spam 8 Fireballs. After the encounter you put the empty necklace back into the stash were it will form a stack with the full one. If you seperate them again both will be full again! Yay! 8 Fireballs in every encounter without any costs. Use Magran's Blessing Favour and Sun & Moon and grab Ring of Focused Flames and Otto Starcat as pet. This will give you +10 accuracy and +5 Power Levels with fire attacks. Then go and get Rekvu's Fractured Casque and Rekvu's Scorched Cloak and cast fireballs on yourself until you get knocked out. Rise up again with the minor injury "Serious Burn". This will make sure you can never get interrupted while casting and it also makes you heal from fire instead of getting damage. Nuke yourself with your own Fireballs: no problem, it even heals you. Then pick any class that gives you bonuses for spellcasting. This could be: Barbarian: higher casting speed from Frenzy higher casting speed from Bloodlust no recovery on fireball-kills from Bloodthirst Berserker: +2 PEN from Berserker Frenzy Furyshaper: +10% casting speed from ward Monk: bigger AoE from Duality of Mortal Presence (INT) +2 PEN from Thunderous Blows Helwalker: +30% additive damage because +10 MIG from wounds Paladin: +10% multiplicative dmg because Eternal Devotion adds a lash to your fireballs +5 ACC and +5% hit to crit from Exalted Focus +1 PEN from Scion of Flame +20% additive dmg from Sworn Rival (can be cast on every enemy in AoE quickly since instant cast with 0 recovery) Fighter: +5 ACC, 1 Power Level and bigger AoE (+5 INT) from Tactical Barrage or +5 ACC and +25% hit to crit conversion from Disciplined Strikes +5 ACC from Warrior Stance Ranger: in general just a crapload of Accuracy... Beguiler/Debonaire: Charm groups of enemies with Ringleader and then drop a 100% critting Fireball on them. Rinse and repeat... And so on... I'm sure you can find something in every class that would give a nice bonus to casting Fireballs but those come to my mind first. Of course you can also make a multiclass to combine many of those advantages. e.g. Berserker/Helwalker or Paladin/Helwalker or such. Or the Beguiler/Debonaire combo I mentioned. YOu can be very creative... Of yourse you could also pick an Evoker or aBloodmage Wizard and cast Fireballs the usual way - but why if the possibilities with the necklaces are nearly endless? You can also add two Missile Gloves and do the same, giving you a bit more option - for example if the enemies are immune to fire.
    1 point
  33. From Gorth's "shaky cam" mobile phone... Edit: Yeah, apologies for the terrible audio. You just can't capture stuff like that decently on a phone.
    1 point
  34. Visual Novel RPG. It has turn based combat and you level your characters. Loren the Amazon Princess by Winter Wolves Games. They do these kind of VN RPGs. I played Loren and both Planet Stronghold games of theirs. I mean to get Seasons of the Wolves and Cursed Lands, since those are in the same setting as Loren.
    1 point
  35. Water and tea. Apparently one gets very hungry and thirsty in survival games. Must be from carrying 200,000 pounds of stuff in your backpack.
    1 point
  36. 1 point
  37. Metro: Exodus' final DLC "Sam's Story" coming out on February 11th, just shy of when Exodus' EGS exclusivity ends. The American character returning to the US on a Typhoon-class SSBN brings to mind a certain Tom Clancy novel and film based on the novel:
    1 point
  38. I would say so because even with whatever criticisms you may levy at Deadfire in these areas, I can't think of many games that treat these aspects better, least of all the IE games, other D&D properties or the first game for that matter. Strongholds in the IE games are either not present to begin with or an absolute nonfactor that are completely divorced or outright antithetical to the main story (i.e. the story to Baldur's Gate II practically demands the player to be on the move and adventuring, their objectives lie somewhere completely opposite to settling or beginning an enterprise or joining some organization); in contrast Deadfire's stronghold system is pretty in-depth, deeply integrated into the game and rather seamlessly introduced and woven into the story and setting, out of sheer necessity of needing a ship to travel and so on. Contrary to you I *did* find skill checks largely impactful and I also appreciate the sheer variety of possible skill options and choices the game offered, which I do think far outnumber that of most games in the genre I've played thus far, possibly all. I'm curious which games you're thinking do a better job here, because far as I'm concerned this absolutely wipes the floor with some of the big WRPG titles I've played from around this period like Witcher 3 or Kingmaker, let alone the IE games which, again, were far more rudimentary in this respect. In terms of an ideal of what I'd like to see in these areas, Deadfire does a far better job than most, and the fact that most games that perform well utterly fail or forego these altogether makes me think they're not particularly important aspects in the minds of many. Similarly there's the fact that I've been following discussions on the game since before its release, and haven't heard much in the way of these complaints being voiced or shared all that often, even amidst people who disliked the game. To go back to a previous point we were discussing, I've seen the issue of setting come up far more frequently than any of these points you raise here - and even then it's a mixed bag, with plenty voicing their enthusiasm for it. The only two aspects that I see mostly negative remarks about are ship combat (which is a minor aspect of the game at the end of the day and which I like a lot myself), and the length/linearity of the main story (which I have some agreements with and could see as a factor yet, again, not big enough to account for the drop it experienced). I will add a pretty big caveat to all of the above which is that I've yet to play either of the Divinity: Original Sin games, and that's a pretty big blindspot for this discussion since the franchise is far and away the most successful of the isometric CRPG revival we've seen this decade. Regardless, I do think I've played enough RPGs to have a solid set of expectations going into these and have spent enough time discussing these games with other people to have an idea of what others look for or are attracted by in these, and in this regard I do think Deadfire measures up very well all around.
    1 point
  39. And to laugh at how Snipes is clearly rarely in the same room as any other actor in his scenes.
    1 point
  40. Blade Trinity is worth watching just to admire the crazy workout regimen that those actors must have followed.
    1 point
  41. you have inspired us to watch blade:trinity this eve. well, that were enuff. however, seeing the trailer for morbius, other than wondering if we can get a j. jonah jameson quip 'bout the morbius name, can't help but make us wonder if ethics is an optional elective at the various Universities of Super Science in comic book worlds. HA! Good Fun!
    1 point
  42. Hmm.... it's not really a fair comparison, because the rose coloured nostalgia glasses does compensate for some of the technical weaknesses of older titles. So listing the crpgs that left the biggest, lasting impressions on this greybearded gamer. In no particular order: 1. Nethack 2. Ultima IV 3. Temple of Apshai I left out my all time greatest game favourite 'Lords of Midnight' as that one is genre hybrid which is hard to really classify. Should probably have a category all of its own (turn based exploration-strategic-warfare-roleplaying-game).
    1 point
  43. As much as I tend to dislike "Top x" threads, it's quite fascinating to see just how similar our lists look, yet on how many aspects of RPGs can a lot of us disagree. Just goes to show how incredibly flexible the genre can be I suppose
    1 point
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