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Undecaf

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Everything posted by Undecaf

  1. Does all this apply to ranged combatants too? That everyone is omniaccurate and if nothing else (if not having proper enough equipement or skill), slowly wearing the opponents down with fractional damage?
  2. I really had no problem with the missing in X-Com, I actually liked it because it improved the game by forcing you to make wiser tactical and strategical decisions. If you could not miss in the game, then it would have made many of the mechanics absolutely redundant... in other words, it would have dumbed the game down and made it way too easy. Agreed. Uneventful would be the word I'd use rather than "too easy" (they could've overcome the easiness). I found it much more satisfying that when I missed, I had to adjust my gameplay accordingly and when my shots hit, they did their job and made me feel good about succeeding rather than slowly wearing the enemies down through "mitigation" when allways hitting. I don't really get this "no fail" mindset. Doesn't occasional failure enhance the eventual success?
  3. I don't like this. Obviously I can't predict how it'll feel (mechanically) in the end, but I find the concept of my character (or an NPC) being unable to "fail" and "cause fail due to being better" an odd one in a game where the player has no direct clickety-click control of the situation and the result is based on "numbers" that are supposed to imply the characters aptitude. I like my RNG fine where it is appropriate, and surely there are ways to implement failure without it coming down to a missfest (unless the situation is appropriate for such - i.e. a clumsy enough character trying to pummel or shoot something really agile, or a bad archer shooting -- does this "mitigation" stuff mean that even archers/other ranged combatants can't miss). It just feels an odd a concept (to me) in an RPG.
  4. I found those two to get old pretty fast. But then... the storyline and sidequests didn't provide any notable remedy either because they essentially offered pretty much the same content (with, imo, not too captivating writing, to say it nicely). Nice looking and sounding but also a boring game.
  5. Is that where you have to slime/box jump onto a platform with rotating skulls/smiley spikey faces and then jump to the next platform with those? That gave me quite a headache. The rest of the level is a cake walk in comparison and so is the last level. The final boss on the other hand... completly different story. Stuck there for a week now. That exact level. It's pretty painful with a keyboard. I got the second ledge once, but the character took slide to break down and fell off... and died, died, died, died, died..... I'll take on it when my blood pressure stops rising when thinking abou it.
  6. Had to take a break from Giana Sister because the second to last mission is just impossible... well not really impossible, but I bumbed a sort of a limit after dying about 60 or 70 times just on the first few steps. Having a semi-fun time with Sleeping Dogs, now. Not as heavyhanded or difficult as GTA, but not quite as "gripping" either. Doing the missions in turns (triads, then cops, then triads, then cops...) as they are presented and following how the storyline unfolds, I can't stop wondering how the game would've felt if it was made an RPG with playerdriven storyline, choices, consequences (and with a lot better skillsystem) the whole nine yards.
  7. Just finished Dishonored, and... it was disappointing. I usually like stealth games, but there was something I can't quite put my finger on in Dishonored that made it very underwhelming (guess it concerns a bit of everything in it, the "skillsystem", the artstyle, the level design, the storytelling element... nothing really "got me" there). Still, I managed to finish it, so I guess that's something at least. Now playing Giana Sisters: Twisted Dreams and surprisingly, the amount of satisfaction this game offers (through offensive amounts trial and error - I'm not that nimble with keyboard reflexes) is astonishing.
  8. The Watcher: Always watching the watching of always watching - Like, Eternally, and with no sleep
  9. I want Lars Von Trier's Antichrist or Takashi Miike's Audition to be the guideline for PE romances. Seriously though. I (still) don't want player romances in the game. They just don't work in games like this. Never have. And likely never will. If the romance is not tied in some way to the crux of the storyline, it merely wastes time in an (usually) awkward and inane manner that merely causes headshakes and ultimately adds nothing worthwhile ("Romance completed", ok, now what?) To do these kinds of things well requires commitment from the game and a lot of effort to create. And the way I see it, it's too big a deal to do wholesale, and if not done so, too pointless to waste time on just to pander to some (and possibly ruin an otherwise fine NPC).
  10. Well, I suppose there COULD be prostitutes in the game, no ? Single serving romances that last the few seconds a "fade to black" lasts? Why not. That's not obtrusive. And if the character (or even the player) was stupid enough to confuse that with romances the "pro" could exploit the characters confusion like how the larvae of some insects eat their hosts from the inside (or, then again, maybe just stick with paid sex).
  11. **** romances! That's really all I have and care to add to this particular subject anymore. Carry on.
  12. Personally I don't think they need to add anything more. I'd rather they just use the "extra" money to make all the promises they've already made. No, they don't specifically "need" to - bad wording on my part - but it could boost the final rush even further, and there are still things unannounced I would gladly pay more for.
  13. Good job. They need to add a final stretchgoal somewhere near $3.8M for the last 10 hours and see what happens. TB combat - fingers crossed - and it will happen, har har.
  14. Good call on Ziets. Good writers are always a welcome addition. Yet another 'classes' stretchgoal sounds a bit meh on it's own to me after there being so many already, though, and the new add on's don't intrigue me at all. A good update as they've all been up to now, but not really spectacular - imo.
  15. Whatever their next stretchgoal(s) is (are), I do hope they have something else in store than yet another class/race.
  16. Why can't they wait until it's released? Beats me. Perhaps Obsidian should clarify about how that thing works specifically since people actually seem to think it's a day one DLC and are raging about it. Here's for some of you (from the update #17 comments):
  17. I do love the drama the expansion announcement has caused. People have started threathening to pull out/downgrade again for not being able to afford it.
  18. Hmm, too bad I already have a couple o' those Wasteland 2's cooking up for me. The "real honest to god expansion" sounds... intriguing, although somewhat odd at the same time given where the developement of the core game is at this point. Anyways, good going and looking forward to tomorrows update.
  19. Agreed with doing a 3mil stretch next and offering something "bigger".
  20. I'm more fan of the static XP gain, but there could be a "sort of" middle ground to that where the enemies offer a range of XP so that if the rodents give you 5XP at level 1, they'd only give you 1 or .5 (or something) once you're enough above the rodents level. You'll always get something from the encounter, even if very minimal amounts.
  21. I can't really tell what would make me pledge more anymore. TB combat is certainly out of question for them even as a stretchgoal, and that's the only thing I can think of - as of now - that would be worth more money for me. So I guess I'll just have to hope they'll come up with something "specific" that'd catch my attention more than the recent new stretchgoals and reward updates. I have room to upgrade, but I also think that what's being offered isn't, as it is now, worth more than what I've pledged already.
  22. I don't particularly mind "save scumming" when it comes to difficult combat situations. "Having" to retry an ordeal for multiple times, if feeling compelled to, is something I find punishment enough. That said, I would like to see some measures taken to discourage the savescumming of the more mundane skillbased tasks, like lockpicking (if the system for those tasks is character skill versus task difficulty chance - which I would hope it will be), because there's usually no "punishment" or cost for savescumming and retrying for those kinds of attempts other than the loadscreen. For an example, having a lockpicking attempt take a certain amount of time for the character (based on the attempters skill and the difficulty of the task) would create a situation where constant retries would become a chore (and if people still would relentlessly go through retrying again and again and again for the - possible - eventual success; I'd say they've earned the rewards). Or something like that.

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