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Orogun01

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Everything posted by Orogun01

  1. PERSONALITY: INFP ("THE MEDIATOR") VARIANT: ASSERTIVE ROLE: DIPLOMAT STRATEGY: CONFIDENT INDIVIDUALISM Don't know what any of it means though.
  2. I can respect that but in my terms I found them useless because the damage they didn't didn't warrant hurting companions. So it was a very stituational weapon and I preferred assault rifles for all of my characters. They had range, accuracy, damage and versatility, I didn't have to had the stars align so that I could get a decent to hit percent.
  3. Really? I dislike the misconception that shotguns are only effective at a range where you can see the whites of your target's eyes. Particularly because I've somewhat aware of shotgun range and how the bullet comes into play.
  4. Bingo. The Black Dog of depression has its jaws upon you eh Orogun? I'm sorry to hear that old man, and I sympathise as I know what it is to question life at points, indeed which of us does not? It may sound trite but there is value inherent in your life, just as much as some famous celebrity or some cultural icon. At times it may not seem like this but we are all the same, and no one can foresee the future: Someday your star may shine as bright as any others, or you may find quiet contentment in a life lived well and to your own moral code. There is inherent value here, life is the greatest gift of all, and we still live in a paradise that cannot be taken away, despite whatever pettiness is turned against us or how much we are not valued. Take pleasure in the little things friend, and try and build upon that is my advice. To be in a deep funk and yet still be thinking of others shows your character better than anything else, and says to me that you are a good man, something the world needs. Thanks for your responses, it is all I've heard before an all that I known but today I just needed someone to say it. The future isn't always clear and anxiety comes from wishing what it isn't there but today I just needed to vent. Tomorrow I will pay it forward.
  5. I solved a lot of problems with my life and made some progress on other ones and I question the value of life (although i'm drunk and I might just be breaking up). It seems to me that the value system that makes people believe in life is a bit faraway from me. By which I mean that the things I need to accomplish said perspective are not within my scope right now and I don't see them near. Sorry that I'm being vague, I'm not used to being so honest about myself and I might just be looking for some comfort (I'm venting right now). But to be honest I'm just wondering what keeps everyone going. For me it seems that sometimes it just the fact that my mother has made it clear that she would kill herself if I wasn't around, so I just grip my problems and wait out things that I can't change.
  6. As long as they don't hardlock people from creating their own mods and publishing them for free or on their own, it will happen. Which I would be glad to see, prudishness should not stifle innovation; but i'm not sure how I feel about depravity driving it.
  7. Better than before but stupid idea, publishers should take mods at a lost while cutting cost on developing useless DLC. But it might be too much to expect them to pay modders, on the other hand players really don't want to pay for stuff they used to get for free. This might work if for large expansions that justify a purchase but not for one costume.
  8. The problem with gifting points is that it screws with the combat balance, same thing with overpowered items (although they did that in 2). Maybe they could retroactively modify some skills while normalizing other ones and then have progression be more about customizing said skills to your play style. So for example keep the adrenaline finishers from 2 nerf them for balance reasons and let the player progressively invest in this skill choosing quantity over quality. Like causing damage and status effects to a group of enemies or dealing lethal damage to a single one. So a remnant of the previous game becomes a good feature of the next one. Quite frankly, I just came up with that but it sounds like it would be a better use of Adrenaline than anything they came up with. Done tooting my on horn
  9. OTOH, implementing a bunch of throwaway features for your game is kind of a waste of time and they might find the old system a bit too restrictive. Transferring is not as simple as it seems as there is a lot of bugs to fix and balancing to do, and if you do all that just to essentially start from scratch then it is a lot of wasted effort. So it is not a one size fits all solution, it could certainly work for games that have a linear progression across games (Assassin's Creed comes to mind) and that stay within the same engine.
  10. Incidentally you could make the previous game level 30 your level one by keeping the same enemies and having base skills while subsequently escalating the difficulty.
  11. They got the beard wrong. Can Ubisoft do anything right? On their defense, hair is very difficult to do.
  12. Yes the world is a dreary and bleak place, that's why people have kittens and children.
  13. I saw some classrooms adopt standing tables with some sort of pedal for the kids to let out nervous energy. They can of course sit down at their leisure when they feel tired.
  14. Because a/ their disciplines allow for great build diversity, b/ they map well to the current pop culture image of vampires, c/ by being vanilla, they let us focus on the core themes of Vampire without the additional, more specific sub-themes of the clans you'd use, d/ they have wider mass-market appeal, easing the introduction of the brand, and e/ fixed protagonist means the "boring" aspect doesn't really have to stick; a decent Vampire character's Clan is the least interesting feature about them. That said, if the budget allowed for multiple protagonists (TOR-style), I'd definitely stick in non-traditional clans as well. Btw. I'd be curious about your reasoning how not having a fixed protagonist could possibly be less work than the alternative. Not less work but not as big as you would in other games, since there are shared disciplines across clans simply by creating 3 clans you could have another one clan in the game without the added workload. For example if you implement Brujah and Toreador then you only need Dominate to make a Ventrue. Also, you will have other clans in the game since I expect you're planning to have create fights with enemy vampires. It would actually be cheaper to create the Disciplines that to have different sets of enemy classes.
  15. I don't find Toreadors all that appealing but i'm just kind of befuddled that you would miss out on the opportunity of letting people to experience the whole of kindred society just to favor a fixed character of one of the most boring clans ever. It's like having a gold mine and selling the rock, the potential of WOD would go wasted if you at least didn't try to have 3 alternative clans with definite different play styles. I would say Malkavian, Nosferatu, Tremere would be my top with Gangrel being close just because they are the more unique clans. Also the fact that you have clans that share disciplines makes it so that it is easier to incrementally implement more than one clan. Same with the story needs, I get that you thought that having a fixed protagonist would mean less work but I think WoD might be an exception. Although I would also change some Disciplines to make them more viable as either alternatives to skills or combat effective.
  16. Paths are a definite no-no, partially because most of them sound like the ramblings of mustache-twirling villains and the bat**** insane, and partially because the game would need to introduce the brand to the wider gaming populace, which makes the Sabbat impractical for the designated protagonist faction. So I'd stick with Humanity (makes sense, our protagonist has to be a freshly-Embraced neonate anyway, because, again, we're trying to introduce the non-TT crowd to the brand, and freshly-Embraced neonates tend to stick to it unless prompted otherwise by outside forces). As for Disciplines, don't forget that dots beyond 5 have a Generation requirement. Since we're working with a fixed protagonist, Generation is already determined by the identity of the Sire; I'd personally go with something like 10 or 11. That makes it impossible to the player to ever learn anything beyond 5, so even if they, by some colossal ****-up on our part (a fixed-protagonist game introducing people to the brand starring a Malkavian protagonist? that could... actually work, in a Fight Club-esque story, but still, counter-intuitive), can learn Dementation, making one guy go insane for a night is pretty much the full extent of the powers that can be obtained. I'd pretty much do Willpower similarly to how Effort works in TToN. You can spend it to auto-succeed on tasks or to resist Frenzy, you regain it when you rest. I'd also have events happening independently of you in the game world, so sitting down to take a nap after every skill check would be impractical. Humanity would change based on the actions you take (my instinct says 100 point scale with reductions based on both the severity of the offense and how high your actual Humanity is), and current score would have an effect on actions you can take (influencing endings), NPC reactions, and Frenzy occurance. Frenzy wouldn't occur randomly, it'd have trigger events and Humanity thresholds (so, at low Humanity, you're going to Frenzy if somebody humiliates you in Elysium, f'rex, while at high Humanity, you can be starving and still experience no negative effects). Of course, this is just my first instinct on how things should be arranged, if playtesting proves the systems to not provide the desired outcomes, they should be reworked. Some Disciplines definitively have a higher development cost than others, so which clan/disciplines would you choose to implement? Also, would you enable Clan Curses/Weaknesses and if so, how?
  17. Obviously I'm not advocating for a complete adaptation of the rules, that would be stupid. But maybe saying "this discipline that about half the clans has doesn't actually do what it's supposed to do, unless you're a member of a very specific clan", or "**** it, figuring out ways for investigative/social/utility disciplines to be actually useful in the game is hard, let's change them so they let you kill people even faster" is equally stupid. I mean, sure, I get why they did it (combat content is cheap to make and yields a better "time investment on part of the designer"/"time investment for the player to get through it" ratio, not to mention that the publisher would've thrown a ****fit of epic proportions if they saw they were making a proper Vampire game with a heavy focus on intrigue and social interactions at the expense of monster-filled sewer levels), but that doesn't make it a good adaptation. So you you're just cherrypicking? No, I'm saying they did a **** job of actually adapting the ruleset to the realities and needs of computer gaming while preserving the spirit of the original. I'm curious how would you have made it, keep in mind that every feature is a timesink and that you have limited production time and resources. I probably would've gone with a fixed protagonist in the vein of Witcher, which neatly sidesteps the issue of hard-to-adapt disciplines (just pick a clan with fairly straightforward stuff). The core idea of the game is extremely solid (there's a plot that kinda looks like it's going to have apocalyptic consequences, but in reality, it's very mundane and limited in scope). I'd probably have put a much bigger emphasis on factions, intrigue and social interaction (with the disciplines that heavily lean on those seeing a ton of opportunities for play), and the player's choices fundamentally shaping the outcome of events like in Alpha Protocol. Of course, back when Bloodlines came out, none of the games that pretty much introduced these concepts to CRPGs have existed, so realistically, most of them wouldn't have had occurred to me. I really don't want to give the impression that I think Bloodlines' production was fundamentally botched. But with the development of the medium and better tools at our disposal today, I'd definitely expect a more faithful adaptation if there ever was a Bloodlines 2. What would you bring from the tabletop? Paths, faithful representations of Disciplines? I find it that it would be kind of broken if I max out Dementation and in a global event make everyone in the world insane. Would be fun though... Also would you handle willpower, path, and frenzy checks.
  18. Obviously I'm not advocating for a complete adaptation of the rules, that would be stupid. But maybe saying "this discipline that about half the clans has doesn't actually do what it's supposed to do, unless you're a member of a very specific clan", or "**** it, figuring out ways for investigative/social/utility disciplines to be actually useful in the game is hard, let's change them so they let you kill people even faster" is equally stupid. I mean, sure, I get why they did it (combat content is cheap to make and yields a better "time investment on part of the designer"/"time investment for the player to get through it" ratio, not to mention that the publisher would've thrown a ****fit of epic proportions if they saw they were making a proper Vampire game with a heavy focus on intrigue and social interactions at the expense of monster-filled sewer levels), but that doesn't make it a good adaptation. So you you're just cherrypicking? No, I'm saying they did a **** job of actually adapting the ruleset to the realities and needs of computer gaming while preserving the spirit of the original. I'm curious how would you have made it, keep in mind that every feature is a timesink and that you have limited production time and resources.
  19. Obviously I'm not advocating for a complete adaptation of the rules, that would be stupid. But maybe saying "this discipline that about half the clans has doesn't actually do what it's supposed to do, unless you're a member of a very specific clan", or "**** it, figuring out ways for investigative/social/utility disciplines to be actually useful in the game is hard, let's change them so they let you kill people even faster" is equally stupid. I mean, sure, I get why they did it (combat content is cheap to make and yields a better "time investment on part of the designer"/"time investment for the player to get through it" ratio, not to mention that the publisher would've thrown a ****fit of epic proportions if they saw they were making a proper Vampire game with a heavy focus on intrigue and social interactions at the expense of monster-filled sewer levels), but that doesn't make it a good adaptation. So you you're just cherrypicking?
  20. If you don't have an engine from a parent company or something, chances are you're gonna use cryengine for a tps action rpg game : p Don't know why so many devs are choosing cryengine, maybe it's cheaper than most? Why not license redengine from cdpr? : d CryEngine is easier to use than Unreal where you have to build lighting to see the changes; you just have to drop a light into the scene and that's it. I haven't worked much with CryEngine but I get the feeling that they just need to find their market, they're aimless and that's hurting them. Also, I don't get why so many gamers have a love for Onyx and an unfounded hatred of Unity. I literally could only find 2 games made on Onyx and both where made by Obsidian.
  21. So you don't really want a Vampire RPG. What is the point of making a game with known IP if you just change everything? Just a money grab. You don't need to change anything to make the game balanced, you need to design your game around the diverging capabilities different clans bring to the table. Refraining from pointlessly changing how the system works in the name of maximized killing capacity for everybody like Bloodlines did would be a start. I don't think you would be a good game designer. I'm sorry, what? The changed disciplines in Bloodlines were a ****ing travesty, not to mention the gaping plothole it caused (namely that in-universe, pretty much every fledgling with Obfuscate 3 can replicate the "I am Nines Rodriguez" trick, thus making his appearance at the dead Primogen's estate an extremely flimsy casus belli). Bloodlines was a decent game (and more importantly, it worked as a horror rpg), but a good Vampire adaptation it ain't. I get that you're a fussy cat but you must understand that tabletop doesn't translate well to video game. Asking for it just shows a lack of understanding of game development and the limitations of production and the medium.
  22. So you don't really want a Vampire RPG. What is the point of making a game with known IP if you just change everything? Just a money grab. You don't need to change anything to make the game balanced, you need to design your game around the diverging capabilities different clans bring to the table. Refraining from pointlessly changing how the system works in the name of maximized killing capacity for everybody like Bloodlines did would be a start. I don't think you would be a good game designer.
  23. I die a little bit inside when I try to tell rap fans about how all their favorite stars rip off Tricky and they go "Who the hell is Tricky?"
  24. No, I can't hope. It would hurt too much to be disappointed.
  25. If he does it will look impressive to see a man of his size being completely overpowered by three tinier Chinese men and an old one.
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