Jump to content

tinysalamander

Members
  • Posts

    473
  • Joined

  • Last visited

Posts posted by tinysalamander

  1. Well, you did learn the lesson of those 10 coins quite well if you still remember it. Your failure to understand and appreciate that lesson is hardly the game's fault now is it? ^^

    I would appreciate less condescending tone even if we disagree on things, thank you.

     

    Good is not an emotion, good is not a feeling. You're not truly good until you understand the circumstances of your help and their consequences.

    Which means nobody who is not omniscient is truly good.

     

    I wonder if those Gypsy children really provoked thoughts in you, or was it merely emotions around which you built thoughts afterwards? Did you take into account the possibility that their parents might have put them up to it so that they don't have to work, and those little children bring in a lot more empathy money than a couple of junkies, or did you just wonder how the world must be so evil when little children have to beg? Did you actually draw insights from that experience with the gypsies?

    Don’t be a Captain Obvious now. That’s exactly why I said it is thought provoking.

     

    My point is that the well of good and evil is a lot deeper than you think, and the details *do* matter; they're the only thing that matter in the end. Helping someone because you're emotionally compelled to do so is actually quite selfish, it is the easy way to go, not the hard way. Helping someone against your emotions, now that is difficult, and that could be considered selfless, unless you're getting something out of it.

    Matter to whom? You seem to operate on some idea of universal good/evil axis which isn’t quite how it works in real life.

  2. You do realize that if you'd rather have mindless entertainment than a thought provoking learning experience, you're kinda wandered into the wrong niche group of gamers? A game that constantly rewards you for being naive is a naive game, and since most people here are adults and prefer a more mature approach, a certain amount of duplicitous **** that try to take advantage of you is to be expected. There are already a ton of games that shield the player from making bad decisions, and I'd rather have a game that does not.

     

    More to the topic, power should come from choices where it makes sense, not because of the morality of the choice. Devouring someones soul, it makes sense, would grant you power. The fact that it is an evil act is just a coincidence. If a player gains power it should never be because he did something "good" or something "bad". It should be something that makes sense in the context of the world. Sacrificing a part of your own soul to save another should come with permanent penalties, since you *are* sacrificing a part of your power to do so. Your reward is whatever you saved, and the price you pay is your personal power. The whole point of "good" is to make trades that benefit someone else on your expense, while the whole concept of "evil" revolves around trades that benefit you on someone else's expense. If the trade benefits both parties, then it is neither good nor evil.

     

    Gypsy children asking for money on my way home is thought provoking experience. A gameplay that punishes you regardless of what you do is simply boring. I’m not sure what game you talking about but PoE already is a game where you sacrifice personal power when you do good (you don’t get stat bonuses most of the time).

     

    The point of good is to do good. The idea that it is not good unless you make yourself suffer is simply ridiculous.

    • Like 1
  3. Let be realistic and adult, - no "good deed" should be left unpunished, no "bad deed" should be contrive and arbitrarily labeled as such and not rewarded because "f&k you, we decided so, because our crpg operates in term of kinder garden morale". Or rather both "good" and "evil" should be punished/rewarded equally in term of "action-consequences" in context of story. Player has steal a last coin from a Npc house - npc died from starvation in act 2. BUT in the same time, if player will give 10 gold to the npc, - in Act 2 this npc will try to kill player and steal more, because he has decided to do so/or local gang has ask him where he got 10 gold and forced him/or something else .

     

    For how long will you be able to play a game that punishes you for everything you do just because? All that’d do is you either drop the game or stay away from optional content to minimize your frustration.

    And, IMO, it’s more of a caricature than anything. Basically, the same level of “adultness” as “let’s add sex here and kick a few puppies that’ll show ’em our game is for adults” is.

     

    Speaking of 10 golds, Dragon Age already did that once (at least I remember that one instance): NPC keeps asking for more. I remembered that alright, but I’m not sure it’d entertain me to encounter that again.

  4. I guess a major problem of crafting is that it is either a requirement for an efficient party or so unimportant that barely makes a difference. You are either forced to use it if you want good equipment or you can skip it entirely. Games barely manage to find a good middle ground. Pillars does manage to do it to some degree but i would say it tends to the second point, that it can easily be skipped if you don't care for it. It simply feels like a system that is in the game to carter to the people who like crafting, but it is not an essential game play mechanic that enhances the overall game altogether. You could leave it out and it would barely make a difference. I don't mind more options but if it is in the game it should be integral to the experience. On my first playthrough i didnt even realize that you could craft since it was all hidden behind a button in the item menu. That could be done better. I would prefer it if there was a crafting skill or crafting talents that actually focus on crafting and make it an interesting aspect to build your character towards it. There could be many encounters or checks for skills like that which would help the role playing aspect too, since at the moment combat resolves everything. If it was like that i would love to have crafting in the game, but as it stands as it is i woudnt mind if they removed it all together. Of course they can also keep it in the game is it is, i woudnt mind that either.

     

    Maybe, although being a skill it makes it into “push it onto someone else” type of skill which I generally dislike. Crafting talents are in the same boat.

  5. Why does this sidekick doesn't speak to me like Edér or Aloth do? I know it might be silly, but I would prefer an answer like: "because he doesn't speak the common tongue or had his tongue cut out" or "because he is really stoic or shy" than just "oh, because mecanically he is not a companion, but a sideckick, as the developers didn't have the time or resources to do more companions, that's why".

     

    I do it in my head with hired companions. Although it works somewhat better if I’m writing it down as I play, kind of like a diary.

  6. Crafting often hurts immersion. How on earth can my cheaply crafted sword beat an ages old magical artifact of might ? That just doesn't make any sense. This happens in alot of games that have crafting that scales. Pillars had a similar problem, where crafted weapons where often on par with found items.

     

    It’s enchanted and/or blessed. It’s not like you actually craft weapons/armor in PoE.

     

    As for artifacts, either magic fades with time (happens in some stories) or, really, they weren’t that good. Someone wielded them and made and mark in history, which is why they are legendary. They became stronger through that person’s soul, but otherwise they are normal items.

×
×
  • Create New...