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Hassat Hunter

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Everything posted by Hassat Hunter

  1. Because Battlefield Modern Warfare 2 stole Halo's principle instead of using the exact same thing also in Battlefield 1942/Vietnam/2 etc. etc. HL2 is only the game of the decade for people who lacked the ability to play better games like Deus Ex...
  2. Let's see. No unreal? UT WAAAAAAAAAAAAAY before Halo. Not to mention all kinds of other MP-only games? IIRC Battlefield 1942 was also released before Halo, so saying Halo inspired it is some pretty reversed history... Halo did nothing on the online compartment, only make the PC domination fall, shifiting to consoles. I have no idea what the Valve-Activision BS is all about. Get your facts straight.
  3. Damn, Alpha Protocol was worth my 50 euro. More I can say about a lot of games (Then again, don't get most for 50 ). Also got Witcher II this year for even more than that, but IMO, AP is better...
  4. Same. Couldn't stand her flirting, and getting nuked is the only solution in the BioWare universe for that.
  5. I neither like the direction GTA takes, nor the one SR has. I am so screwed Then again, there is the golden middle Just Cause. Wonder if they make a III there.
  6. Same. Though, as stated, I could put my finger right on the reason why it did for me. In the III series wreaking havoc and just driving about exploring was fun. In IV I already noticed pretty soon it wasn't, so just story, and exit IV. Also spend way less time between missions doing other stuff (like pizza delivery. That was fun in VC. Also agree it was the best GTA).
  7. Making the driving more realistic, and thus less fun. Making insane stunts and persuits was one of the funniest things in the III series. In IV? Not so much. Same with gun firing and random killing. So, less fun driving and less fun killing. Don't know about you, but that kind of describes GTA to me. Hence the lack of fun in GTA IV.
  8. Only one thinking trailer is borish? Definitely doesn't make me want it, especially after the GTA IV debacle, sucking the fun out of GTA. And it looks like they want to go even further here. Though maybe that's the wrong impression. Sure hope so...
  9. That happens if you have a Kreia skin screwing up the scene. As Force Fashion has. I'm afraid your only option is to erase that mod, atleast for that scene, so the proper special skin (with additional animations) is used, allowing the scene to properly run...
  10. Yeah, it's a conflict with another mod you use. Delete the 232onenter file from your override from said mod, then load a game before being deposited on Telos again. Now it should properly make you HK-47.
  11. Enable cheats, then use ~ to enable the console and type warp 351nar
  12. You can ask about it when lover conflicts arise (Handmaiden/Visas or Atton/Disciple).
  13. Yes, it did. I used it pretty much all of the time. It kind of stunk when you fought more than one at a time, still, because you could only parry the guy you're targeted. Ehm, there was a skill for that, you know. Then you even parried guys behind you. I got it ASAP, and yes, I used parry throughout the entire game. Only used runes when forced (blocked passages), they seemed utterly a waste compared to sword damage to me...
  14. 2.0 should be out tomorrow. Sounds a lot to me like the game is simplified... a lot! though with the various combat changes. Oh well...
  15. Isn't the door open? If not; Download the "Whereami armband" here (thanks to Darth333) and use it to open the door.
  16. I liked Cespenar...
  17. Nice discussion. I can definitely see why some people would like or dislike it. And yes, it's heavily depending on the game and it's implentation. But doesn't it annoy you when your reward for Fed-Ex work is even more Fed-Ex work? And not even a subsequent mission, but the fed-ex to actually get your reward from that quest. I did. And I can say, not a tiny bit. Even worse with the Krayan armor, which was replaced approximately 15 minutes after crafting by a better found armor. Also, what more effort do I need to add then murdering a few Queen bosses? Rampaging around town boxes for ingredients? I would agree with this. I have no objection to reagents or upgrading or adding in runes. However with crafting it's mostly just "Add this, get that"... no custom anything. Now if the end result depended on the ingredients used. Never *ever* seen such a system though. You always notice if you do that, you just find out you need 20 wood and you just sold off the 80 you had. Always does. Generally first time it's hard to prioritise since you would have no clue what might be useful in the future. Especially if like Witcher II Act 3 suddenly requires items only found in Act I, which can actually be used up in alchemy before that point. That's just a horrible system. This would work if properly implanted. But I sadly have to say I never found this. If mass-hoarding you usally have all requirements. If not it's not "the time you need" but more "search everywhere for components". If it requires several unique items, I don't see why it should be crafting instead of just a quest. And most of all, to use my Witcher II example again, after you just crafted the item because you found the requirements it's discarded 15 minutes afterwards. My thoughts exactly. My inner completionist/pack rack usually bleeds having to sell all crafting ingredients... "what if"... Currently playing Drakensang II and getting so much crap used for crafting it's not funny (which is what gave me the idea for this thread in the first place). Not to mention when shopping for schematics it's impossible to check if the item is better than your current item. Same issue Witcher II had too. And pretty much every other crafting system I ever saw... Yup. Pretty much my mind... True. But since crafting becomes so much more prominent in modern RPG's, so much that none can be released without, I was kind of interested to see what people would like about it. The thread delivered so far . Same for me. I do like alchemy in, say, Morrowind, Gothic III, Divinity II the Witcher I. I suppose the amount of crafting systems and ingredients is the main distraction. In Witcher I you just need to collect plants. In Witcher II all that other stuff too. Just too much. Also in Fallout: New Vegas the amount of miscilanious items to use in crafting might be the turnoff. In Drakensang? Boyery, blacksmiting, alchemy, each with about 40 unique items to craft stuff with? It's just too much. I can understand such an incitrive system being in online RPG's. They probably should be even more expansive there. For the whole trade and such. But why in offline RPG's they are now seen as pretty much required? That's still my question. Cause offline RPG's can be so much more than the grind for ingredients. And I feel story and gameplay does suffer to add in this grind. Could be me, but it makes me like modern RPG's less. EDIT (you guys post FAST!): BG2's method was great. But of course that updates items using unique items found in the game world. And not 10 generic X, 5 generic Y and 6 generic Z. I personally think that's much more fun, so wonder why not more games do it as such instead of with crafting...
  18. So, recent RPG discussions threw around terms as "good crafting system", "crafting sucks", "there is no crafting system so it must suck"... So, let me ask you what does a crafting system to an offline RPG add? Besides tediousness that is? For this overview I reference the following 4 games; "Knights of the Old Republic II", "Fallout: New Vegas", "Witcher II" and "Drakensang II" Of these 4 games KOTOR2 probably added it best. It uses a single resource (or 2, for 2 different craftings), easy access to it. Also, it was utterly useless and I never touched it during the game. Then there are the other 3 systems. All 3 use weight and/or limited slots, so it comes up about 3 ways to use crafting; A) Carry about as much crap as possible through the game, hoping it may sometimes be useful (my Drakensang and Witcher ways). B) Sell/drop all crafting items, and search about for them when needed. Which can be tedious, since most systems require about 20+ items for an item to be crafted, so good luck searching. C) A, but with a mod to remove the weight limit, so instantly you have everything you needed for crafting. Definitely the most fun, also a big YOU FAIL to developers. And a good example why I think crafting systems in offline RPG's are an utter failure. Yet, many more titles include them. Making them pretty much required for the best items. Ans many gamers act like an RPG without crafting is no RPG... Yet, what I see happening is; *Old RPG*: "Here, have an Superb Witcher Silver Sword" *player goes off with it* *New RPG*: "Here, have the Superb Witcher Silver Sword Schematic* *player spends 15 minutes scrounching for the remaining items, still has it before meeting any enemy* Thus, added tedium. Can't be the only one who hardly bothers in The Witcher or Drakensang to even collect all these plants. Too timeconsuming. Rather could do something... I don't know... fun? Now games like System Shock of Fallout: New Vegas thematically it makes sense to have limited resources and scrounge about what you need through, say, crafting. Still, I can't really say I am fond of how it happens in New Vegas either. Haven't really played enough to tell if you need "spare" for items like Witcher II or if it's merely for making ammo and such, all available on the very first workbench. Still would be nice to know what's useful for what without having to find such a bench. PDA, when inspecting an item? Or did overlooked that function? All in all, I think crafting should something that should stick to online RPG's, where it makes sense (grinding's part of the game). But in offline RPG's? It's only adding tedium that's not needed. Discuss!
  19. My point exactly (you did realise that, right?) True, but some games have just so much action skills, which are pretty much useless soon after you buy them I rather have passive skills that are active throughout the entire game. DX and Vampire: Bloodlines did it great here according to me. The first thing I bought was "hang on a gargoyle and hook up people". I've never EVER used it throughout the entire game. Just never got the option to, how much I tried. Talk about an useless skill... The "take out many enemies" was nice though. Especially since it could actually happen, unlike the "X" in Witcher II, which I have gotten about 2 times totally in the game... (1 on a bunch of harpies. *sigh*) Actually, the progression came from new tools added from time to time on set points. The skills really had nothing to do with it. And I could have lived without people with electric prods, especially seeing how hard they are to distinguish frighting a crowd. Oh well... They were pretty uncommon aside from challenges. It's harder. Nothing wrong with that. B:AA's regular combat is sooo easy. They only pose a challenge due to weapons or artifical means (insane immunity, weapons that can instant block etc.) I think if CDProject added these it would have only added more complains from the RPG crowd, that skill was meaningless and it all depends on human action. Like the boss of ACT 1. Didn't it suck? So you hate passive bonusses, and your solution would be to... make it even less passive bonusses (as was the case with Witcher 1), which allow no choice at all? "This game lacks depth"... "It would be better if we took some depth of it"... that's how it reads to me... That's what RPG boards are for .
  20. Aforementioned UT1 (all UT's though, really, to be true) Aforementioned Morrowind BG2's special vendor got added in the patch. Heart of Winter for Icewind Dale Multiplayer for Deus Ex (it sucked, but was free!) DLC maps for Majesty and X-pack (you asked which I remembered) The Sims got free stuff. Now even these are paid, if you don't include the dozens of x-packs Dungeon Siege and expansion got bonus missions. That's all I can think of right now around the 2000 timeline.
  21. I don't know. W2 isn't as bad as DA2 or Oblivion, in that I actually found it fun to play once. Can't push myself past Chapter 1 again to experience the branch though. Ch1 is not much fun... Risen got plenty of attention. Agree The Dragon Knight Saga got too little (especially for it's quality). Can't say I heard of Reality Pump. Title? While in the good ol' days they would be free too, the additions they do (missions, skins) do get knickled and dimed these days, making it an actual boon to get them free. Morrowind had entire quests for free. In Oblivion Horse armor was $6. Giving free content (and no DRM) in these insane times does give us reason to praise them. Sadly enough, that's not even a given these days. Plenty of titles that still needed patches never got any. Or inferior ones. We even seen it with The Sith Lords, right? It is if a "arena" is nickled by the competition (first ME DLC). Sadly enough very few of these "no big deal" things are free these days. "no big deal" can easily net $5. Or $15 if it's for CoD. Not really. But you do know Blizzard got a nice rep from it's patching and polish? A rep no other dev has? I can't say I like a single Blizard title, but I can't disagree they do the best work for their community in patching and testing. More RPG's should do this IMO. I am always getting stuck with dozens of useless skills cluthering up whatever it is you need to cycle through skills (taskbar for Divinity and Drakensang, menu for TSL, etc.)
  22. It becomes a problem if ugly-Shep faces the cover box... you can't just modify *that* with character generation. Although you guys would probably go "get it on Steam then"... I like my box. And not getting a rip-off price.
  23. It's better than the 5 sidequests ME2 has. Which are each about 3 minutes.
  24. I already found ME1 > ME2... so yeah. All depends if they actually get in a story this time though. And more sidequests please.
  25. *cough* New Vision *cough* And for these worn out of DX there's always the best mod ever; The Nameless Mod.
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