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thearmourofGod

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Everything posted by thearmourofGod

  1. i shouldnt respond to your post full of perfectly executed logical fallacies, but, oh well... whether this is bio or beth is irrelevant as i was speaking about “romance” in video games other than TOW the pc cannot “romance” parvati (what ive seen has been done well, but, NOT pc/companion “romance”) romantic dialogue is irrelevant; “beautiful” is subjective poorly implemented “romance” mechanics absolutely results in poor gameplay i not only know how to “deal” with romance in games, but, i know how to see poor “romance” gameplay, mechanics and dialogue, as well avoiding aspects of a game doesnt fix the mechanics; avoiding a games mechanics and gameplay doesnt eliminate ones ability to discuss them if “romance” was done well in a game and provided meaningful gameplay i would agree its not a waste of money lol, yes, in my eyes, idiot romance mechanics are a waste: thanks for your basic comprehension lol, as opposed to what? doing somebody else? i said i dont want idiot “romance”; not no romance as well, i know other gamers like what i consider idiot romance, but, what others like or dislike is irrelevant to my opinion post thanks for pointing out the obvious: yes, games are not made for one person
  2. having experimented for hours with multiple characters and styles on supernova with hud and tutorials on while in the emerald vale i quickly realized i needed to start over, turn the hud off and impose restrictions on my run: no stealing, no looting of common containers or enemies i didnt kill, no looting of common items (uniques obviously ok) just lying about (obviously hidden items i decide case by case) encumbrance and must always buy food. these rules make lockpick and hack very worthwhile as the loot behind locked doors and containers becomes a serious score! now, i never have lots of food, ammo, chems, picks/shunts or bits loving it!
  3. 1.) becoming better at the game has no impact on the sleeping mechanics 2.) the TOW hybrid save system helps to limit save scumming; as well, its limited to one Optional level 3.) end-level perks and perks one doesnt take have no impact on non-endlevel gameplay and, therefore, they are not immortal in short, they are not “gimmicks” but purposeful and meaningful design decisions
  4. for me, Thief is nothing like the action game called Dishonored that focuses on combat and abilities with some stealth mechanics Thief focuses on...thieving and not being seen and has very limited “stealth” mechanics imo, it is absolutely foolish to compare thief to dishonored as they arent even close to the same type of game and is as bad as comparing TOW to NV or skyrim and fallout4 to NV or fallout3 in fact, id call dishonored a Thief 1/2 game with magic, lol, but, anywho do i wish Thief had more equipment options and “go anywhere” mechanics? absolutely do i wish the audio and some other minor tech issues wouldve been fixed before release? sure but, i think the latest entry set the stage for a great next title with a little more resources
  5. fair enough but, for this gamer, Thief4 did a whole lot of right the atmosphere, the controls, the resources, the city, the hubs, the traversing, the story and the gameplay/hud customization and, the THIEVING! i think the game is superb! when i review a game i judge it on its own and not compared to other games, especially, previous entries; i will compare and contrast a game with others but the ultimate tally is on its own for example: i judge the non-rpg known as Fallout4 on its own and as a fps it is perfectly mediocre in every way and boring and repetitive with perfectly mediocre gameplay: a solid 6/10 (if one wants me to judge it as a fallout rpg game i give it an F+)
  6. the problem as i see it is that “romance” in video games is dimwitted, adolescent, a waste of time and resources and results in poor gameplay especially seen in mass effect and other bioware and bethesda titles
  7. good stuff tho, i absolutely feel it viable and i could have taken my early game experimentation with non-leadership builds to the end it just took a bit more intelligent fighting tactics with appropriate armor/weapon upgrading and tinckering for them
  8. there is limited aim assist it drives me nutz that i cant turn it off turning sensitivity down improves aim
  9. im not there yet and ill grind through regardless, but, if thats the case then yep thats a bigtime poor dev decision, imo really like the sleep/food/water mechanics, but, it seems theres nothing one can do but slog it due to the weak and sloppy sleeping restriction
  10. ive tinckered around with multiple builds in the emerald vale on supernova only hopefully, it gets much, much harder since i purposefully put all combat attributes on average and below, as well as, focusing on Int, Charm and Temp for a charismatic leader focusing on dialogue and tech with some stealth; “good” character in general my melee and ranged weapon numbers were abysmal and at level-ups i have yet to increase them and, i am still dominating i have companions set to aggressive and once i began upgrading parvatis weapons and armor and reached level 40 for increased companion armor and criticals, as well as, increased inhaler %, its gotten even easier very little baby sitting and/or reloading personally, i think im gonna go 2-h melee and long guns as my combat choices *as a side, i restarted once i got to the groundbreaker and played a bit and have now also implemented some severe self-imposed restrictions (no hud, encumbrance, looting, etc) to increase the survival aspect of the game (i was going to wait until my second run) its been a blast!
  11. yes, failed skill check dialogue is great however, in this Obsidian, obligation-filler before becoming part of microsoft with a low budget game, i can accept it
  12. if TOW was trying to be another large, NV/ES-type game then id agree however, if that were the case it would need much, much more and id be ripping TOW big time sure, ill take more weapon/armor variety, but, the focus of this game is, clearly, not combat
  13. so, this mechanic keeps getting brought up and ridiculed im no developer, but, in a hub-style game with enemies that are located as close together as they are in TOW it makes sense to me sure, they could increase the radius by a few more feet, but, having the idiot bethesda oblivion enemy queue is much worse and enemy fighting enemy isnt a mechanic of this game in essence, i see it as complaining about fluff and similiar to the “no romance” and “no third-person” whining purposeful dev decision-making
  14. comparing TOW to NV and Arcanum?? wow give me TOW over any mass effect game, all day, every day
  15. good grief the other 6 games on that list tells me all i need to know way to go obsidian and TOW
  16. im so thankful that no idiot bio/beth (and all others) style of adolescent and irrelevant “romance” is in this game (never played saint4) *console gaming
  17. for me, as of right now, i dont think im for randoms as TOW’s gameplay style just doesnt seem to fit it NewVegas, heck ya itll be interesting to see how my opinions change as i get further along in the game and, especially, after my second, heavy self-imposed restrictions run...
  18. im completely with you! *Gameplay and Hud (and map) Customization* as for TOW, as i keep playing and realizing what it is and is not (nothing like NV and more like mass effect minus bioware adolescence) it becomes especially obvious due to its unique style that such customization is badly needed for example: i love that sleep/food/drink have in-game mechanics, but, in TOW it just doesnt work very well (i do reserve judgment until my second run with very severe self-imposed restrictions) as ive said before, Thief4 did a very good job of gameplay customization
  19. first, fallout4 is not a rpg and TOW is not an open world second, i was referring to oblivion third, i agree, lol! its funny its just that i think i understand that in a hub-style the enemies are so close; if the radius was too much closer id assume an oblivionesque-type queue but, again, im no developer and i assume a lowerish budget for this game off-topic: imo, i see people and reviewers judging this game incorrectly and against completely different types of games myself included originally
  20. in TOW, save upon quit = fast-travel to ship (the save occurs before teleportation) im for in-depth gameplay and hud customization, but, companion semi-perma-death (perk) and limited saving (no save scumming) makes a game challenging and more difficult in a meaningful way there is ONE mode with these gampelay limitations; an optional mode for me, i want MORE in-game limitations and consequences however, after playing this game a bit i now know this is a different style of game and not an open-world NV type and can accept its mechanics
  21. i thought TOW was going to be an an even more advanced NV now i know it is most definitely a different style of game altogether and, i can live with that because im having fun and it isnt some mile wide, inch deep open-world 100’s of meaningless hour beth-fest i do not think the dialogues are “poor”, especially, considering other bioware and bethesda titles that were truly atrocious and adolescent writing; this game has multiple branching dialogue opportunities that can create different results and even quests im with you completely on the question of will TOW be further developed and am very much looking forward to what TOW2 will be with microsoft backing?!
  22. lol, cmon man! those oblivion enemy queues are one of the most ridiculous things to ever happen in the history of gaming! funny as all heck but absolutely garbage development lol, yes, human enemies (creatures makes sense to me) turning on a dime and returning to their spots is funny looking but the alternative in a hub setting i will assume (im no programmer lol) is unacceptable to everyone not named bethesda
  23. lol as i responded to your opening words in your first comment, hub-style and open world is not semantics as well, on supernova, in TOW you CAN save anywhere (fast travel to ship) and there are many autosave opportunities as i also clearly stated, there is a huge difference between “save anywhere” and the system TOW has it is clearly not semantics if YOU fail to see the difference then whats your point? besides telling me you didnt actually research the topic thoroughly on your own and now are just arguing because you dont like the reasons why i am ok with this method of saving again, NO, you do not “have” to fast travel then walk back because you can simply reload and you will be right there again good grief man: yes, ive “mastered” lol save-scumming. yes, ive used it extensively on other games in the 4 decades of gaming ive had lol, again, the game “forces” me to add restrictions because there are NO IN-GAME MECHANICS; anybody who is a “willpower” advocate simply does NOT understand the debate or is willfully obstinate very simple to understand; as simple as understanding how save-scumming makes a game easier TOW on supernova allows one to save at any time via fast traveling back to the ship as it saves before teleporting btw, games have had “save anywhere” and “autosave” systems since gaming began; neither are “archaic” they are purposeful design decisions, one of which, you dont like (i dont like limited auto-save ONLY either) thankfully, TOW is a hybrid system that combines the two very well; it makes save scumming TEDIOUS, yet, still allows “save upon quit” lol, MY argument?! im simply telling you that you are incorrect and you CAN save at anytime and then adding a bit more info so you have a better idea where im coming from again, i like save-anywhere. however, i like gameplay and hud customization best.
  24. to think the differences between hub and open is semantics is ridiculous no, i said i love that i cant save-scum. again, not semantics. as well, i am stating the auto-save prevalence for YOU. (lol, notwithstanding, i am only in the vale) using autosaves as a “dont want to lose a lot of progress and repeat” tactic or “save upon quit” is nothing like save-scumming for me, there is no “tedium” as it eliminates save-scumming, forces me to play intelligently, yet, allows for a quick save if i need to stop playing i need to tell you how save scumming makes a game unbelievably easier? i and im sure millions of others have mastered save-scumming, lol and the time spent deleting all those saves is especially fun as ive always said, in almost ALL games (console) i am “forced” to add self-imposed restrictions because there arent ANY games that actually add those harsh, difficult, complex, immersive, realistic, mod-like mechanics within the actual game. my survival style of play always has to do be done in my head because there are NO alternatives having said all that, i am NOT against “save anywhere” i simply stated a truth: I like not being able to save-scum AS AN ACTUAL gameplay mechanic (same with fast travel, for example) i am an advocate of gameplay and hud (and map) customization btw, MANY games dont have the save anywhere feature and so to say it is archaic is false as well, on all other difficulties can you save anywhere? thus, it was a purposeful design choice for one difficulty its refreshing to finally get a game that adds such in-game features (semi-perma-companion death also) on its most difficult, Optional level for me, id rather they just significantly up the difficulty for all the difficulties and let us customize * and dont forget—the game saves BEFORE fast-traveling to your ship
  25. the only “3rd person view” is to not move the pc for a bit and it then auto-rotates around the pc
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