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Orchomene

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Everything posted by Orchomene

  1. In fact, the jedi code is for me a mix between jesus and buddha. The search of humanity through reason, reflection more than impulsive response. On the other hand, the sith code is less idealistic but more pragmatic : it's linked with the hegelian point of view of the master/slave duality. It reflects the order of nature : the powerful over the less powerful one. Of course, both attitudes seem extrem as a philosophy of life, that's why Jolee Bindoe in Kotor and Kreya in Kotor 2 seem to be the most living or intelligent character.
  2. In fact, calculus in base 2 is the simpliest way to calculate. For addition, you only need to know that 0+0=0 1+0=0+1=1 and 1+1=10 so 100100111001 +011001001001 =111110000010 for multiplication, it's even easier, since 0*0=0*1=1*0=0 and 1*1=1. In the end, we keep the decimal system to have fewer to write (binary numbers are a pain to write, excepted for a computer obviously) and because of culture. Like we keep the qwerty keyboard from the old time of mechanical writers (or the real name of those things) where it was invented to decrease the speed of the writers. They need to decrease the speed, because the system could be blocked, so the qwerty keyboard has been invented to be unnatural.
  3. It was perhaps badly encoded so that we can buy a CD of music made by LA. You know, business is business
  4. I really like your work. You're very talented, all these characters feel really alive. It's so living, I have the feeling they would move.
  5. It is. You can argue about the fact it's necessary or not, but it is cruel.
  6. It makes sense to wear armor if your character is female. Because as soon as you have a modified wis of 18+ you will loose AC by wearing an armor as a male. Then, the only benefit you have is from the possible upgrades. Nonetheless, if this is for the look of it, choose what you want, it's not like if the game is difficult if you don't max your AC...
  7. Although, when you say to the illusion that Bastila did not join, Malak said something like : of course, not in the beginning, but in the end, she joined us. With this line, I understood that the whole illusion weas symbolic of the choice to follow Revan at one point or follow the jedi consil, it was not an illusion that illustrates an existing scene, more sme summarize of a period of engagement.
  8. No, I'm not really in it at the time. You know, work... But there was a period I loved it.
  9. I really like your cartoon style. I've seen some professionnal drawer have a style close to yours, if you've heard about Loisel (he drew a story of Peter Pan).
  10. We know for sure that he was taught force bonds, at least from Kreia. But for me, Revan used far less it than the Exile, since HK-47 says something like the Exile was pityful to Revan because Revan saw the gift of force bond as a weakness. (at least during a war). To comment on the entire speculations you give. I may agree or not to the points, you are welcome to give it to us. It's interesting. But the comments from the other of GameFAQs, well, since we don't know them, well, let people from here comment for themselves or you can at least summarize the comments and cite the people who made it.
  11. Nope, only in female DS ending. In male DS, he just escapes
  12. Some secondary quests give lightsabers or light saber parts (depending if you already own one), like the lootra(sp) quest in Nar Shaada. Normally, since you can build your lightsaber in any planet yo visit first you should find seven lightsabers without random loot (two each planet + visas), counting you get one part during the Telos ithorian/Czerca quests.
  13. Difficult to imagine since he had 50% chance of being dead.
  14. I'm currently finishing my PhD thesis in mathematics. I'm mostly playing Heroes4 as a computer game.
  15. problem of multi posting resolved... at least.
  16. +44 strength ? that means you have a strength of 98 !
  17. Ok, at first, I'm sorry for the multi-posting. I had errors of SQL codes that told me the post wasn't taken into account, so I tried, and tried... and this is the result. Now, about the subject. I tend to agree it would be difficult to change the choice of all spoken dialogues that seems to be an important part (at least for some players, but not me, each one his own opinion). Just that the choice itself brought many advantages and disadvantages. In my opinion, the mood is important, but I'd rather have answers that correspond to what I say than a general answer whatever the choice I've made in the dialogue. I mean, of course some people can have something specific to say whatever I said just before, but what would change is the way they say it. If someone tell me something kindly or harshly, whatever I have to say, I won't say it the same way.
  18. Ok, this game has entirelly spoken dialogues. It's really involving and in the mood to hear people instead of reading at the screen. Problem is : it's really expensive in terms of memory and time/money. Now, just imagine PS:T all spoken. The game would have been impossible I think. There too many lines written, dialogue trees that seem to never end. In Kotor and Kotor 2, you can at many points see that whatever you say you're endind with the same answer. It's frustrating (at least for me), as frustrating as if I had only one possible choice in an answer. Sure, voices are great to have, but more in some circonstences than other. So, I think a good compromise between spoken and written dialogues would be to let some dialogue not spoken at all to give more freedom when necessary and have spoken dialogues for "key" discussions (romances, plot heavy one...) to preserve the mood. What do you think about it ?
  19. Well, I would expect the influence system too be a bit richer : -more opportunity to influence NPCs, but less obvious personalities, i.e. with twisted characters like atton, it would be interesting to trigger positive influence by different ways. Also, I'd like to have some more requirements in terms of Attributes or skills, it would make the influence dialogues last a bit longer for some NPCs. Sure, all spoken dialogues is good in terms of aesthetics, but I think it's too expensive in terms of dialogue trees. When dialogues in games were only written, you ould see many more dialogue answers to your arguments : in Kotor and K2, it's blattant sometimes that whatever you say you're endind with the same answer. In the end, I'd rather have not spoken dialogues sometimes with my NPCs (for long and twisted dialogue trees) than all spoken but too poor in terms of quantity/adaptability to answers.
  20. Ok, stop bashing someone who doesn't agree with you. Just discuss a bit. Sure, as a developer, obsidian is responsible of the result and LA responsible for selling it unfinished. I won' t blame OE or LA on one mistake (at least OE since it's their first product as a new team). I will just keep an eye on the subsequent game made. To add a bit, I'm not sure you can easily compare software development for military use and game development. In the first case, the customenr has a strong hand on the final product and we know quite well that we, gamers, don't have a word on it. The natural opposition between a developer who can need more time and the publisher who wants a final product as soon as it can is not resolved by the same machanics when there is no interference with the customer. Sure, OE could have handled it better, sure QA is lacking and the missing part are quite abruptly cut. It's a fault, but one I will pass on since I had actually few bugs and everybody can do mistakes. A last word about the time it takes between creating a new engine and modifying/using an other one. You are a bit too strict in your opinion. I had to modify a very bad written code (a data base poorly coded with heavy dats I had to opperate on, I think you can imagine how awful it was). I tried very hard to correct the code, but in the end, the debugging part was too heavy and I had to create a new structure, add a bit of the old that I tested and debugged. So, sometimes, if you have a poorly documented bug-heavy code, you take more time to correct it than to create a new one. I don't know how it was in this case and what support from bioware (with respect to disponibility) they had, so it's difficult to judge. I think in the end, OE did a not satisfying job in terms of professionnality but a good job in term of creation/conception. Maybe they lack a strong organization in their project or they didn't manage to 'secure' the development in taking into account the time they could lose in the implementation of their design.
  21. I'm not sure you can meet them again, but since they are symbols, you can have to face some similar NPC in K3 symbolizing other aspects.
  22. Sure, the ending is a bit poor and there lacks a higher difficulty mode. But most of the game is excellent.
  23. There is at least an NPC you can convince a bit : Hanharr if you're playing DS. You can convince him to throw out the life debt and the discussion is very interesting as a DS character.
  24. In the french version, voices are also in french. But subtitles seem to be translated with google there many mistakes.
  25. It's a common mistake in mathematics : the opposite of Forall x, A(x)=0 is There exists x, A(x)<0 or A(x)>0 and not forall x, A(x)<0 or A(x)>0
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