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Everything posted by sorophx
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next time be sure to grab a keyboard that doesn't let liquids get on the sensitive parts
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this is true I tolerate the story only because I'm anticipating grande (sic) battles ahead
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that's because Bethesda expects you to speak for him only the imaginative amputees can find mass effect 2 and oblivion completely different in this regard. I don't know whether you get to make any choices in Oblivion or not, but that's irrelevant, I don't think Oblivion is an RPG anyway, it's more of a fantasy simulator. ME2 is definitely a better game. but that's not saying much
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as soon as our heroes entered the Warrens they were greeted by a possessed zombie. yeah yeah, blah blah blah. and he wasn't the only one. ooh, that's right, Volo finally got the mighty Fireball. he's now officially a mage. a rogue/sorcerer team is great when one can hide and the other - throw fireballs around. they both hit lv.6 in the middle of this session. Kaftan is fighter 3/rogue 3. I'll probably make him and Assassin once he hit's lv.8, though. anyway, this dungeon is very simple. two paths leading to the boss. we took the right path and came across Torin, Jay's brother. poor Torin, got mixed up with a very bad crowd, and that's what you get. Volo took a ring off his body to give to Jay. but Torin wasn't the only one they'd found that day. in the western section of the catacombs thy came across a cell with a priest of Cyric inside begging to set him free. they did so but only after he'd shared with them everything he knew about the place. he was obviously insane and kept repeating something about the "old ones", chanting the same name over and over. it was "Gulnan". it was the creature who was holding him there. a snake-woman. obviously the yan-ti Volo and Kaftan came looking for. they found her room, and in that room a note. pretty much what we already knew. ok, time to pay this Gulnan a personal visit. this is a gimmicky fight, sort of. Gulnan can't be hurt (I think, I'm not sure) while the altar to the right stands. she is surrounded by a dozen undead and a couple of Cursed Monks, who are ferocious. as soon as you destory the altar, all the undead will be destroyed, so nobody will be standing between the party and Gulnan. and on her own she's not that tough. Kaftan ripped the heart out of her chest, put it in his pocket, thus they were done with another ingredient. 1 more to go, ladies and gentlemen. I can hardly wait.
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it's a pretty small area. a pack of zombies in the main room, a Zombie Lord in a smaller room and a boss behind him guarding the entrance to the secret passage. the lich's name is Drawl. as you have probably already guessed, all the zombies are former gang members, Drawl sacrificed his underlings to some higher power in exchange for eternal life. too bad he wasn't Volo-proof. after killing Drawl we get a chance to release Walters, one of the missing guards. he was being held captive because of his history with the gang. well, Kaftan and Volo freed him and even made sure he got to the outpost safe. next stop - the cult's secret hideout. the only reason to go in here is the extra XP. this area will eventually lead to the same secret passage the warehouse does. this place houses cultists rather than zombies. they are weaker but can cast spells, so the heroes had to be careful. here's the leader of the cultists fighting for his life. he's a lot weaker than Drawl, though. so we made it through no problem. for some reason I like this type of dungeons. they're probably the best NWN has to offer. they're plain and virtually transparent, you never get lost and as soon as you enter you know exactly where to go. this little area is very simple. there are two entrances on the opposite sides, once you go through one you can't take the other to go back. both paths lead to the central area with the exit, which is guarded by a rather tough Dire Spider. he can be a pain for certain setups. but not for us of course. after we were done with him it was time to come out into the cemetery. you can see two crypts in the distance. one leads to Never's tomb, the other - into the Warrens of the Damned, that's where we're going. but of course Volo went into the Never's tomb and took the artifact (it was guarded by a mummy, but what could a simple mummy possibly do to Volo?).
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oh, fellas, come on! I can understand why you aren't excited about this LP, but TOEE? no one reads it and we're about to get to the interesting stuff there, too. well, it's your loss, really. as for this LP, today's update is going to be huge (close to 30 pics), so no more updates here either after this one 'til we get on a new page we're almost done with Chapter 1 by the way, two major areas left (and a bunch of loose ends to tie up). what pisses me off about this game (one of the many things) is the difference between good aligned and evil actions. the good choice always nets you more loot and xp. which doesn't make sense and in my opinion should be the other way around. but doing good deeds is more effective and I'll be playing this game this way. but it doesn't connect with the whole "two evil drow in disguises" thing. so for the sake of role-playing let's assume that they don't want to expose themselves by doing stupid crap like killing nobles or city officials, or stealing ancient artifacts and selling them to shady characters. they will steal anything that could help them in their mission. Volo and Kaftan always think several moves ahead and will not compromise the mission, even if it means acting as a bunch of do-gooders. so, our drow heroes made their way to the Beggar's Nest. this area is completely overrun by zombies. all kinds of zombies. Volo figured it was definitely tied to one of the Waterdhavien creatures. all they had to do was sweep the whole area, house by house, and they were bound to find what they'd come for. and the very first house they went in turned up to be a shelter for one of the guards. Jemanie was his name. he told Volo about his missing brother Torin and asked the party to find him. he even provided some useful information. the district is housing a secret cult, the Cult of the Eye, Torin became involved with these guys and was attending their services on a regular basis. in order to get into their headquaters one needs a special token, a rune stone. luckily Jemanie had his brother's stone, and Volo agreed to look for Torin as long s Jay gave him that stone. now all they had to do was to find the right house. but Beggar's Nest had a lot more to offer. Kaftan found a body near the gates leading to the cemetery. at first they thought it was Torin, but the dead guy's diary proved otherwise, his name was Marcus. was he yet another victim of the plague or murdered by zombies, there was no way of telling, and our heroes didn't care. but they did held onto Marcus's possessions, just in case. after ransacking this area's Cloaktower lab the party found another survivor in one of the barricaded houses. he was a member of the local gang who called themselves the Sword Coast Boys, their base was established in an old warehouse, and judging by the guy's words that was the place where the undead infestation originated. it had begun around the time the Waterdhavien creatures escaped. he also mentioned his formed boss, Drawl, who had acquired a new powerful ally right around that time. the puzzle was coming together. they still needed more information, because the problem was obviously more complicated than that. there was no way some small-time gang leader would get so much power without involving a third party. the party decided to check the inn and the temple of Helm, to look for more clues. I'd forgotten to take pictures during this part, but there's not much to see anyway. there are to NPCs at the inn we can interact with. first one is Drake. he says something about two guys, one named Krestal, another - Jemanie, who've gone missing. incidentally first one is the dwarf who tells the party about Drawl. so that's out of the picture already. the second NPC is a lot more interesting to us. his name is Harben Ashensmith, he will also mention Jemanie at first. but then he'll go into more detail about what happened in the area (most of it we already knew from Krestal and Jay). he will suggest going to the cemetery. and will mention a secret passage that leads there. apparently we can get there through the warehouse. but that's exactly where we're going, how convenient. but first it would be a good idea to check out the temple. that's Bertram. he's looking for Marcus. Volo gave him Marcus's diary but kept the staff. outside the temple there's a small shop, inside's a guy named Hector who needs to find his boss, Aldo. there could be money in it, so the party agreed to escort him. finding Elmo was easy, he stood right in the center of the district, crying like a baby. Kaftan was surprised Elmo had managed to stay alive for so long. the area had already been cleared of all zombies by that time. but as soon as Elmo and Hector left, a group of assassins attacked Volo and Kaftan. they were very creepy and very week, the usual religious fanatic types. they did leave a note, though. the cult of the eye again! very interesting. so, they are the ones who were behind the attack on the academy. but why? and who are these "Old Ones"? too many questions. maybe Fenthick can clarify some things. DESTHE-E-ER! you goddamn lowlife good for nothing~ we're busting our asses here for you, and you dare to question us. bah, better go check that warehouse out.
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yeah, it operates on the same principle. you pick a key word(s) and get an elaborate answer. only in The Elder Scrolls series your character doesn't talk. but that's going to change I'm sure in what way does the bioware way let me roleplay? ME2 can hardly be called a role-playing game.
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Eastern European RPGs - which is the least horrible?
sorophx replied to Kaftan Barlast's topic in Computer and Console
this is probably true, it can be enjoyable, if only for a short while -
it's kinda funny, though, how the dialogue system which everyone hated made it's way into almost every new game over time. ME, AP, now DA2 and every other game after that, all use it. makes me want to cry
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Eastern European RPGs - which is the least horrible?
sorophx replied to Kaftan Barlast's topic in Computer and Console
it's exactly like Risen but with better graphics -
no, it's not so simple
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I saw a very good Let's Play Oblivion and if before watching it I had some doubts, after having seen the last clip I knew I'd never play Oblivion myself. I have no idea why people loved this game. I can understand why modders have been buying it. but the xbox version... why? the only redeeming point is the Shivering Isles.
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everybody here should already know what an RPG is. Josh Sawyer spoke on the subject a couple of times I tend to agree with his definition of an RPG.
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I think he means that the game developers are getting the wrong idea about the whole DLC business and eventually will begin cutting ready content from games deliberately to make some extra money. artificially raising the price of the product this way
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yet another armor that looks just like the stuff from Final Fantasy XI. I'm beginning to suspect their artists in plagiarism
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like I said, it depends on the country's economy and the market. instead of comparing prices on boxes we should be looking at the production costs and recuperated expenses in relation to boxes shipped. or something. did I mention I don't understand economics?
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Lets Play The Temple Of Elemental Evil
sorophx replied to Nightshape's topic in Computer and Console
time for a new update I'm sitting on a ton of screenshots, so this update won't fit into a single post, more like 3. so, it would be a good idea to get to a new page. I think we're 5 posts shy still. so don't expect another update 'til we're on page 7 here's a little screenie as a bonus: our old friend Jaroo, during his time with the Neverwinter academy. he was a nicer person then. definitely grew an attitude with the years. although, he does provide free resurrections, so we can deal with it. -
Eastern European RPGs - which is the least horrible?
sorophx replied to Kaftan Barlast's topic in Computer and Console
by the way, http://wowrussia.com/ -
Eastern European RPGs - which is the least horrible?
sorophx replied to Kaftan Barlast's topic in Computer and Console
yep. they are a lot like the chinese -
Eastern European RPGs - which is the least horrible?
sorophx replied to Kaftan Barlast's topic in Computer and Console
that's because 10% of Russia's population is concentrated in one city -
Eastern European RPGs - which is the least horrible?
sorophx replied to Kaftan Barlast's topic in Computer and Console
only Russia was b\never european Peter tried modernizing the country in late 17th, but to no avail. Russia is an asian country through and through. with 1 truly european town. guess which -
you can't measure worth with spent time. personally, I find a good movie a lot more enjoyable than a great game.
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Eastern European RPGs - which is the least horrible?
sorophx replied to Kaftan Barlast's topic in Computer and Console
it was a part of the soviet block, so it can be considered "eastern" by some standarts -
...resuming. estates have to be the second worst thing in this game after maze-like prison-levels. this is the weakest point of the original NWN, too many poorly designed indoor areas. and, like Wals pointed out, the goddamn containers with randomized loot only make it worse. the first 2 chapters make you check every room and every corner for chests, to save up money for later use. gah! for this reason I didn't scr/sh any of it. it's room after room with chests and occasional imps/guards. we did save a member of the city guard, Samuel. gotta remember to seek him out once we get out of this mess. the only serious battle comes at the end, right before Meldanen's chambers. we had to kill his apprentice (a sorcerer, capable of casting Ice Storm), surrounded by imps and summons. this battle would've been difficult if not for one small detail, a caster without some sort of immunity/protection against physical attacks doesn't stand a chance if horded by melee fighters. the poor guy couldn't get one spell going. same goes for Meldanen. he might be sporting fancy clothes, doesn't make him invincible. he appeared with flare. but that was before he realized what he was up against. pretty soon he was begging for his life. he stole the Dryad to try and brew the cure himself, to extort money from the city officials. by eventually her charms took their effect, Meldanen lost his head, figuratively speaking. and now he was about to lose it literally. sorry, chief, but we have a deal. and no, your best counter offer isn't good enough to spare your life. and there she was, poor frightened creature. probably starving too. Volo let her go for a lock of her hair to present to Lady Aribeth. but first! yes, Lorax, time to die. this time we had something going. Barkskin and Bull's Strength were supposed to even the odds. and the extra HP from two level-ups. we buffed up, went in~ the result: whimp. anyway, back at the Halls of Justice! Aribeth was very pleased with us, too bad she couldn't be bothered to give us some real money as a reward. that's ok. Volo has a feeling they'll get a chance to take what's due from her very soon. and that's it for today's double update. see you next time, when our brave obsidianites will travel where no sane person ever would set a foot, to Beggar's Nest! (Volo's got a nice dress, don't you find?)
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where were we? ah, yes, pleasure before business~ last time our heroes managed to retrieve a very important item. but their enemies never sleep, so there's no time for slacking. off they went to the Blacklake district. and of course as soon as they made it through the gates, some random chump decided it was a good idea to ask our crew for a favor. he wanted some big bad half-orc killed, "bring me his head" he said. very well, but only if we have time. finding the monster wasn't hard. he made his home in a ruined mage tower. at least this guy has taste. to tell you the truth I always have trouble with this guy, Lorax. he hits like a truck and has a ton of HP. taking him at level 3 is a suicide. I had managed to pull it off a couple of times prior to this play through. and now, with two player characters instead of one I figured it should be cake. ha! as if. he destroyed our party without even breaking a sweat, in a matter of seconds. good thing one of the machines decided to freeze at this point, so I was saved from disgrace. don't worry, Lorax, we'll be back, after we get a couple of levels under the belt. anyway, at the exit from the No-Man's Land (this is the slum area of Blacklake) we got ambushed by some cultists. on one of the bodies we found a note: hmmm, maybe the rumors about Luskan being involved were true. maybe we should go back to Aribeth and show her this paper. or, better yet, directly to Fenthick. can you believe this Desther character? what a richard. he's obviously in league with the culprit(s), if only we were able to expose him. we will sooner or later, you just wait, Desther. back in the Blacklake district we stumbled upon an angry mob, fronted by a bloodthirsty girl named Formosa. we made a deal with her, for 500 gold we'd kill a noble named Meldanen. he had locked himself inside his estate, a head on approach wouldn't work here. good thing the drow specialize in covert operations. but first! Volo and KB couldn't just leave the area without checking every single home for shinies. for one thing, Volo had to find the Cloaktower laboratory. this is what they look like: it was the second one of Volo's quest. with 2 more to go. they also had a contract with a proprietor from the city core named Ophelia, she hired them to steal 3 objects of art from 3 rich estates. two of these were conveniently seated in front of Meldanen's front gates, so our despicable duo didn't even have to run very far.after grabbing the urn and the painting, they were about to hit Meldanen's place, but KB remembered the deal they had with a druid, to free the animals from the Zoo. so to the Zoo they went. it's a pretty straightforward area, aside from harassing a local family there's not much to do. there are two bosses at the end of the dungeon, though. first one, a hunter nick-named "Sureshot". he posed a medium threat, but a couple of sneak attacks cut him down just like they had any other. he was followed by the Pens Master. who went down so fast I hardly managed to screen his ugly face before he died. at this point FRAPS stopped responding, but I didn't notice it until the game had crashed. that's a pity, I like the area outside the Zoo with the great tree and the portal. but yeah, we freed the animals, all 4 of them (you'd expect a bigger Zoo in a city like Neverwinter ). before going to Meldanen we stopped by another house. it's owner told us about some strange noises coming from the cellar. funny thing was, the cellar was protected from entry by a bookcase with a password. the password being "Halueth", Volo knew this could only be one thing - Never's tomb. the party kicked around some skeletons, solved a puzzle and received access to the tomb... where they were immediately greeted by 4 animated swords! KB didn't last very long, Volo soon followed. load game. we'll be back. the gates of Meldanen's estate looked impenetrable. so we figured there had to be some way over or under them. and there was. checking inside a house adjacent to the walls proved right, when Volo found an old lady there. turned out she was Meldanen's lover that old devil. well, she was bound to have a secret passage to his house. and the crew took it, but not before stripping her of all her possessions. that's right, we have a reputation to sustain. to be continued in 30 seconds...