Everything posted by AGX-17
-
Borderlands
Conference Call + The Bee is the standard solo method for dealing with Terramorphous.
-
KNOCK KNOCK!?
As ususal, lockbashing makes any lockpicking skills worthless. Furthermore, a broken lock is less likely to open than a functional one.
- Lies, lying in conversation
-
Stretch Goal - hire Justin Sweet to make portraits.
Literal humor. Por-traits. "Poor traits." I hope we don't have a "poor trait" system. Fun with syllables. ^_^ I think you mean "puns."
- Skyrim Mods
-
Milsims anyone?
No, those simulations were a niche genre for a specific niche of "military enthusiasts." The only person I ever personally knew of who owned any of those "Jane's X" programs was a friend's "Real America" dad in the mid 90s.
-
What are you playing now?
The first one was a real horror game, and as has been mentioned, it's been getting less horror and more "space marine" action with each installment thus far.
-
Spellcasting
They've already stated that they intend low level spells to stay useful and relevant as the game progresses.
-
Fallout: new Vegas: starting out
Yeah, during certain times of day you can pass through Black Mountain without running into Super Mutants (but you can run into their impotent Indiana Jones boulder, good job Havok!) and there's also a wild cliff-hopping path around its left/west side. You'll be noticed by Deathclaws, but they won't be able to get you and either way you'll end up at REPCONN when you're done. Good choice for science/EW/lockpicking majors (Doctorate program in lockpicking. Didn't play Fallout 3? The wasteland is lousy with institutions of higher education!) Of course, sometimes the Deathclaw Alpha Male spawns on the road while you're heading to Black Mountain/Neil's Shack.
-
Open world or Linear
Presumably somewhere in between. I doubt you're ever going to be intentionally railroaded.
-
The man said it's not so bad to have some fun...
The locations visited are close to the inn. Adventurers would need to rest after exerting themselves. Both are actually believable. The inn-keeper is spreading stories to get adventurers to come in the general vicinity of his/her inn, I think if it is presented as something that got out of hand for the inn-keeper(like the inn is just too busy) would make it even better. A snake-oil salesman would also be quite funny, especially if his potions actually ended up working(unbeknownst to said salesman). But like I said, the adventurers are going to know the Innkeeper lied once they get to the destined treasure and find nothing. If this is just some bumpkin country inn the adventurer is more liable to just rob or kill the innkeep than to pay him more money. Snake oil salesmen were nomadic by necessity, because when people found out they were being cheated, they tended to want justice or revenge. An innkeeper is tied to his inn, he can't just pick up and move the inn 500 leagues away once everyone knows he's a swindler. At any rate, the idea of being cheated or scammed isn't really a source of humor for the player who is being cheated. Unless the player is strange and likes being cheated out of something of value.
-
Update #40: Orlan First Look and Ziets on Pantheon Design
Well, only if you break a solemn oath. So, basically the enemy of rogues everywhere. I wonder what their mortality rate will be in the game world. And whether or not rogue players will be stalked by an unkillable adversary which ambushes them at random locations like Nemesis in Resident Evil 3.
-
Anime - the emotional rolercoaster.
I don't recall saying that. And I don't consider FotNS a great and deep anime. Entertaining, yes. But greatness is not a label I give out lightly. It's your thread, only 5 pages long. It's not that hard to look back at page 3. Whatever, it's your can of worms. You get to clean up the mess. Read it again and you will realise that I have never said that explicitly. Altough I see how you came to that conclusion. Not that I regret framing it that way. That's an awfully roundabout way of confirming what we already knew. Anyway. This obviously isn't for your benefit.
-
Anti-Dragon Age 2?
I always prefer rogues, and warrior in that game is actually "tank," because offensively they're worthless, and you already have Aveline who's tailored specifically to be "The Tank." Male warrior was dull, female mage was alright, female rogue felt the most "right." Male rogue just looked and felt weird (way too bulky to be some agile/sneaky type.) The guy who played male Hawke didn't deliver the more rogue-oriented lines very well. He's definitely more of a "noble" voice than anything else. And Hawke should have gotten some kind of unique individually-based skill tree (varying by class,) like all of the companions did. Specializations don't count.
-
Mass Effect Trilogy
The only problem with that is the stupid retcons made the Citadel the AI core of "the Catalyst" which controls the Reapers and which could have controlled the Citadel without Sovereign's involvement to begin with. But didn't. Because Mass Effect has poor story writers. As if that's news. Keepers, but there's never any instance of them aiding the Reapers beyond maintaining the Citadel. The biggest plot hole/bad writing choice there is the way they made the Asari declare that nobody is allowed to explore the entire citadel or investigate the origin of the Keepers (or even monitor their behavior,) where they come from or how they keep the Citadel operating.
-
Stretch Goal - hire Justin Sweet to make portraits.
This was never an accepted/announced Stretch Goal. What's wrong with portraits? It's not like a customizable 3D character facegen would have much value in an isometric combat game, and I'd like my character to have some sort of face. And for the people who don't like any of the available portraits (if they have them,) they could just get a mystery silhouette portrait or something. And what bearing does this have on traits? How would portraits make a trait system "poor"?
-
Skyrim Mods
ENB is not "a must." Contrary to its psychotic russian creator's psychotic rants, it doesn't really make the game look more realistic, and very few of the modifications to it do the same. Many of them make the game look a lot better, but most of them give you a big performance hit even with a high end gaming rig. It's not well-optimized and Bethesda's engine isn't really capable of handling that sort of runtime modification, either. Changing dual wielding would require a good deal of animation work, I'm not aware of any mods that have done that. Most of the balance/combat mods really just up the damage dealt by both player and hostiles. Most of the magic mods buff the damage and allow the damage of the offensive spells to scale up with the skill, which makes magic a lot more viable. The only mod that I consider a true MUST is Morrowloot, which makes major enchanted and top-tier armors and weapons uncraftable (but still upgradable and enchantable,) and removes them from levelled enemy gear and levelled loot containers and places them all in specific, unchanging locations (and on NPCs,) in the world to make exploration and dungeon-diving worthwhile for once. It also makes pickpocketing more vital if you don't want to go around killing major NPCs. http://tesalliance.org/forums/index.php?/files/file/1412-morrowloot/ It used to be on the terrible Skyrim Nexus site, but the creator removed it or it was removed.
-
What are you playing now?
Blighttown is easy. You go down, then straigh, you jump, drop down, go right and save. You continue on until you reach the end of the way, drop down, go trough a cave, drop down twice, the go left and drop down and repeat that until you reach the bottom. Then you go right and save. You continue right, kill a Red Phantom, continue on to a trader and then continue up to a cave with spider web decor. You go down, summon the phantom, kill the boss, ring the bell and warp to the save. You go right and then up until you reach the exit. All done. Ha. Ha. Ha. Very funny, joker. Now what? Do I have to fight that stupid giant demon obviously meant for lv 300 players or hoof it all the way back to the first bell to get to Sen's Fortress? I like the look of it, no way to say anything concerning gameplay. Backstory is obviously kind of derivative of Fallout, setting is obviously inspired by Chernobyl, which is more realistic than Beth's Fallout 3, anyway. Definitely has the look of STALKER, but that's probably more because that's what everything looks like in the region. Level design looks more dynamic and varied than F3's. I figure it'll play more like a proper shooter than F3.
-
Creatures in Project Eternity
...Ignoring the issues: A. who would mummify a spider? B. can a spider even be mummified? Mummification precludes the presence of maggots. Furthermore, maggots have medicinal uses, they can and are sometimes used in modern medicine to remove necrotic tissue from wounds. Yes, I am defending the honor of maggots. A. Some interesting sub-culture that reveres spiders. One we've not seen before. That's why it's different. B. (From the Monster Manual) -- Mummies defend tombs and other sacred places against intrusion, striking down foes with a deadly rotting disease. This is a fantasy game. Infestation of Maggots is listed as a Druid spell. And so for variety, instead of Mummy Rot, I put that spell description there. Most diseases in RPGs are handled with similar effects or state changes. It was just something different, that's all. A. Fine, you'd have a point... if not for B. B. You just ignored my point entirely and culled a definition of mummies from something that is not involved in P:E in any way, both by choice and for legal reasons. Because you can't actually address the idea of whether or not a spider can be mummified. Answer: no. What does mummification entail? The removal of internal organs and bodily fluids. How does a spider move? Hydraulically. Its legs are moved literally by the movement of blood through them. That's why they curl up when they die, the blood pressure that extends them is gone. Finally, Project Eternity is not Neverwinter Nights. Don't cite outside sources from other IPs as though it were "canon" evidence to support your claim.
-
Creatures in Project Eternity
...Ignoring the issues: A. who would mummify a spider? B. can a spider even be mummified? Mummification precludes the presence of maggots. Furthermore, maggots have medicinal uses, they can and are sometimes used in modern medicine to remove necrotic tissue from wounds. Yes, I am defending the honor of maggots.
-
Anime - the emotional rolercoaster.
I don't recall saying that. And I don't consider FotNS a great and deep anime. Entertaining, yes. But greatness is not a label I give out lightly. It's your thread, only 5 pages long. It's not that hard to look back at page 3. Whatever, it's your can of worms. You get to clean up the mess.
-
What are you playing now?
I'm not clear why people call it any kind of RPG over just a strategy game. Characters don't even have their own levels. In Japan they have an odd concept of what constitutes an "RPG." For them it's more a matter of visible statistics and RNG determination of combat results rather than player agency. So long as it's a game that involves visible statistics, it's considered an RPG by most Japanese gamers, as well as western adherents to the JRPG genre. They don't even have to be identifiably linked to actual gameplay mechanics, the numbers just have to be there, and be labeled to qualify. One interesting thing to note is that western RPGs have been gaining a foothold in Japan (primarily in the form of Bethesda games like Fallout 3/NV and Skyrim, which in turn is thanks primarily to Zenimax's exceptional localization efforts with those games by giving a full Japanese audio dub rather than just English subtitles, as is the case with pretty much every other western publisher's efforts in Japan,) that some JRPG publishers actually make "JRPG pride" an advertising focus. Pretty much any turn-based tactics/strategy game is dubbed a "Simulation RPG" in Japan. Final Fantasy Tactics, Fire Emblem, Romance of the Three Kingdoms, etc. Anyway. Here's what I'm playing: ****ING BLIGHTTOWN Those who know what I'm talking about know what I'm talking about. Those who don't, well... count yourself amongst the fortunate. Also TF2. The past month or so of playing mostly Dark Souls and SRW has made me too rusty in it. I need to spend a few hours abusing new/f2p players on 24/7 2fort and valve servers for practice.
-
Lies, lying in conversation
This sounds more like a plot event rather than deliberate lying. I suppose glossing over important details might cause this kind of situation, stumbling into a conspiracy without realizing it or something similar. As a dialogue option it would have to be unobtrusive. Alternately a bluff that reveals more than you knew from the npc. Bluffs and scams should also be marked in dialogue just like lies. Just to ensure it is obvious. I suppose a surprise skill check in dialogue would be interesting every so often, but intentional skill/spell/ability uses should always be marked in the dialogue choices. I'd dearly like for spells and talents to be used in dialogue choices for more exotic solutions to quests. Psychic brainwashing or magical charm for example during interrogations, disabling and disrupting spells/talents to weaken enemy groups, etc. No, you're missing my point. My point is that the player should always be aware of what dialogue options are lies. It's not a lie if the player or the player character ignorantly/falsely believes something to be true but the dialogue is written as though the player/PC does know it's true. Here's another example: the player has completed a quest in a way that was not recognized/accepted as "success" by the game, by design or by bug or by unanticipated possibilities the quest designer had not thought of, and the player had the option to lie about completing it without doing so in the first place. If it wasn't marked as a lie, and the quest's basic conditions had been met, to the best knowledge of the player, that player might choose to say they had completed the quest only to have the quest giver shout "YOU LIE!" and become hostile without it being marked as a lie.
-
Accessi-bilities: The Utility of Movement Abilties
Remember all those times I advocated the ability to jump straight up in the air two feet to get to higher ground? No? Exactly. Respond unto others as you would have them respond unto you, u_u. Nothing personal. And I'm well aware that those barriers are "typically" the actual edge of the area, but sometimes they aren't. That's precisely why I was referring to the times when they weren't. If you get to the edge of a cliff, and there's another plateau at approximately the same altitude 5 feet away (which totally occurs in nature all the time due to gradual fissures in mountainous/cliff-like rock formations), I'd rather a simple, ground-targeted jump ability let some or all of my party jump across than have the level design force me to wind my way around the map just to get to the other cliff (or abitrarily rid the land of ALL easily-jumpable gaps, anywhere.) Maybe that's just me. You yourself just said climbing reasonably climbable things and jumping chasms and gaps are totally cool. I don't think either one of us wants Mirror's Edge-ternity, which is why I don't feel the need to point out obviously-terrible forms of implementation, such as "We shouldn't be able to jump over entire cities, or swing through busy streets like Spiderman" as if anyone was suggesting such things were in any way viable. *shrug* A person of average height can easily walk two feet in one stride.
-
Stash: The Unlimited Inventory Mechanic
The idea of thieves' guilds and assassins' guilds are ludicrous enough. You might as well propose a stableboys' guild and a gaoler's guild. That said, the idea of hiring men to carry out the stuff isn't, at its root, bad. Assuming there are enough free men shiftlessly lazing about the game's cities, it would be more believable to simply go and hire people to carry things for you. Better yet, they should be untrustworthy and selfish, liable to conceal the best stuff so they can sell it for their own profit.