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Tigranes

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Tigranes last won the day on July 19 2017

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About Tigranes

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  1. It really, really isn't. Remember that you can't just look at the numbers and say "that's the absolute objective nature of the virus, case closed". We know for a fact that nobody really has a good estimate of actual # of infected in the US, for example, and that will be true of many other countries as well. Every epidemiologist or public health expert treats the positive test / mortality rates with due caution, and never as an absolute basis for judgment. Even if we set aside the near future impact, we can look at what has already happened. The flu has *never* forced a relatively develope
  2. I'm not sure I understand the objection, but you can, in multiple places, sympathise with race supremacy views, dodge the question and demur, or mock/disagree with them. Same goes for varieties of communism, free market capitalism, etc, etc. Like any story-heavy game rooted in a scripted dialogue tree, you won't always have the exact dialogue option that you want to give. And like any well written story, you're often going to be in tricky situations where you can't resolve the situation exactly the way you want it. (You might have to partly work with people your character considers despic
  3. This is a very polished game - there are a small amount of scripting errors, that's about it. Virtually no broken quests, no crashes, etc. They clearly opted to produce a polished game with plenty of 'depth' in each area instead of a 'large content' game, and there's no reason not to play now if you are interested. The game should please anyone who liked Age of Decadence, although it's a very different beast, in fact. It will also please anyone who wanted TTON to be good (or, I guess, if you enjoyed TTON). It knocks most games out of the park without hesitation in terms of atmosphere and
  4. ""Forced" is the new black. It gets trotted out as an excuse for whatever a particular poster doesn't like" Well, I'm not hearing any arguments against sensibly and consistently designed gameworlds, just a lot of rhetoric about how you are either with quest compasses or against them. Not everything is a battle to the death, you know. As far as I can tell, I'm not even against anybody's viewpoint in this thread, because my suggestions don't really involve screwing with the compass. Zelda BOTW isn't exactly a paradigm of "we hate convenience, you must descend all the dungeon floors again
  5. The main difference between emergent gameplay and writing which doesn't facilitate play without quest markers is the parts of development process which need to be coordinated well. If you're building a systems-driven game, glaring bugs will become obvious fairly quickly and development of mechanics tends to be interconnected enough to make that possible (albeit still damned difficult) However, to make NPCs describe quests properly for player to be able to navigate by their descriptions means coordinating: - Level designers - Quest designers - Writers and, in case of last minute change
  6. Looks like agris has made the points well enough. It should be very clear why it benefits a game to have dialogues and quests and levels designed in a way that things make sense, regardless of whether you hate quest compasses or love them. Consider: World A: You hear the goblins are attacking from the mountain to the north. You know what goblin camps look like because the game is consistent in how they look and what kind of places they tend to be placed in. So using common sense, you are able to take a walk to the big mountain you see, find some trails, and discover the goblin attacks. If
  7. Any concept that is (1) applied consistently and (2) makes a meaningful difference in gameplay. No point having a lava planet if you never fall into the lava and you don't need heat resistant gear and you can't throw your enemies into it and watch the rest scatter.
  8. The OP didn't say ban the compass, the OP said please design the game in a way that you can play without the compass if you wish. Most replies don't seem to address that at all. Designing the game so that you can choose to use or not use the compass improves the game for everyone. It means that the overworld is more coherent and sensible, and players who use the compass can still enjoy seeing how the levels work in a cohesive way, how the dialogues are written thoughtfully to describe where you're actually going, and so on. It's good for allowing different playstyles, and it's good for so
  9. Eh, it looks fine I guess. Open world first person shooter may not be my favourite but that's OK. Gameplay wise it seems to be utterly ordinary for the subgenre, not much mechanical innovation going on. The aesthetic turns out to be a lot less Gilded Age and a lot more typical hodge-podge scifi with gigantic pauldrons and whatnot. I'm happy the outer planets at least include lush places and not brown-and-grey, but with Boyarski in charge it's surprising that the art direction is all over the place. Given that the gameplay will probably be good but nothing earthshaking, the question
  10. I think you're infected with an extreme case of overanalysitis, and the only cure is to plunge in and out of an ice cold bath while singing Elvis Presley for several hours.
  11. It has a strong American vibe to it, and most likely points to Gilded Age American retro in space, rather than a straight up continental belle epoque. Which is a very Fallouty move: take America's imagination of the future from a particular point in the past, and then pull that forward into a fictional setting.
  12. I would absolutely love a space RPG with a belle epoque aesthetic, but this seems a lot more Americanised. Well, we'll finally get some details!
  13. People have different opinions. As I get older, I learn that it makes me healthier to try and understand where they're coming from, even if I ultimately conclude that their opinions are bad ones. I used to get a kick out of talking about how ignorant or biased those other people are (and still succumb to it sometimes), but eventually I realised that when you do it, the silent majority isn't applauding with you - they're usually looking at you in pity. Many acquisitions of this kind in the industry have ended badly for gamers who wanted more good games, so I can certainly understand that fe
  14. No thanks. Obsidian have proven time and again that they struggle with making good action RPG gameplay. Even when I liked their attempt at it (Alpha Protocol), this led to a devastating commercial failure and hard times for the company. That said, this really might be what Outer Worlds offers, since over-the-shoulder / first-person, open-world-ish big market RPG has always been in Obsidian's / Feargus's ambitions from Day 1.
  15. The KS for POE, successful as it was, was never ever going to give them a basis to sustainably make games for perpetuity. For that, Obsidian needed to fire 80% of its workforce, trim down to ~10 people (which was the core POE team, by the way), cut the budget for POE1 & 2 by a huge amount (since they went over KS budgets), and in turn significantly reduce the scope and visual appeal of the games - and then still hope on tenterhooks they sell enough to fund their next game. The alternative is that you KS every single game. Not exactly viable, and I'm not sure that's such a utopian outco
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