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Everything posted by AGX-17
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Magic and the Economy
AGX-17 replied to Tagaziel's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
The issue there is that you'd have to establish/accept that laws of physics exist in the world that "natural fire" can exist and function as in reality (a chemical reaction between atoms and/or molecules in which energy is lost in the form of heat as new molecules are formed.) It would have to be clearly stated that this world has wildly different laws of physics such that the laws of thermodynamics and matter/energy conservation do not apply. Unless PE's souls are composed of matter/energy, which as we all know from Einstein are two sides of the same coin. In which case this is a whole new can of worms. Well, the greatest mages are bankers, they create money out of "nothing" :D This is a high-medieval/early renaissance setting, so there should be no concept of "credit." In reality, central banks that don't function on the gold standard can engage in quantitative easing (producing more money,) because it is simply a form of credit, and credit only functions as long as everyone agrees that credit has value. Well, any currency only functions so long as its users believe it has value. -
Magic and ingredients
AGX-17 replied to Hormalakh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Fun fact: That doesn't matter because MAGIC ISN'T REAL. Functional magic may or may not be real (probably not), but magic is still very much real - at least in the anthropological sense. Personally, as a life-long student of occultism, I would like it if Obsidian would at least try to emulate real world magic systems. I can't think of a single cRPG that's tried to do that in the last 10-15 years... Maybe a reagent system isn't the way to go, but magic should require some kind of material component IMO. You mean superstitions and magical thinking are real in an anthropological sense. For tens of thousands of years your irrational "magic" accomplished nothing, while in the last 300 years, rational thought and objective research have given us the entire modern world with all its technologies, medicines, conveniences and grand achievements. There are 7 billion people on Earth because of scientific developments, not because shamans finally succeeded in appeasing the rage of the fertility goddess to improve worldwide grain yields and the god of smallpox was vanquished by clerics of light. The internet you are using is the result of rational observation and experimentation with electromagnetism, a natural force, not the result of a coven of witches hiding the in the guise of server hubs transmitting psychic signals. Witchcraft and voodoo priests don't put satellites in orbit, engineers and scientists do. -
No, it's quite obviously the case. I wasn't "hating on" a game I've "never played," because I am attesting from firsthand experience having played the game that the target audience is both teenage and "otaku" males, given the fact that the game's playable cast consists solely of scantily clad females (and pointlessly tacks on the J-pop idol music genre, another unique Japanese realm of unhealthy nerdery.) whose gameplay mechanics revolve around switching between skimpy costumes. It was released at a time when it was a given that the vast majority of video game players were males (that is no longer necessarily the case, but AAA publishers don't seem to see that,) regardless, it's a Japanese game aimed at Japanese males marketed for titillation purposes. They took a character whose only clothing was modest Miko-esque attire and gave her an open chested halter top and short-shorts/hot-pants as the default.
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I'm referring to games that don't give me a sense of having much to do. This wasn't intended as a "they suck" type of insult, only that I usually (but not always) find those types of games not interactive/task-oriented enough to feel like I'm actually "playing" something. eg, the more I feel like I'm watching a game, the less involved I feel. I have watched pretty much the entire 1st episode of WD on YouTube, btw. I was initially uninterested but eh...for the price, I do like the artwork so why not. ...and now I've bought Saints Row3 complete package. Again, mostly because of the price and "maybe one day..." I still haven't played much of SR2. You do spend a lot of time "watching," but not any more proportionally than in a game like Dragon Age, they just don't pad out TWD with constant combat and zombies leaping down from the rooftops when you think the battle's over. Only its with dialogue choices actually matter. The first and second episodes are both viable competitors for the "worst," but they're still not "bad." It's kind of spoiler-y, but TWD is more of a child-rearing simulation in the end.
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Sometimes I just go out at night and run around with a lantern.
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Lockpicking Mechanics
AGX-17 replied to limith's topic in Pillars of Eternity: Stories (Spoiler Warning!)
No mini-game, skill based. We're not looking for Obsidian to emulate Oblivion or Skyrim here. What's meant by growth through experience is the Elder Scrolls model whereby engaging in lockpicking causes the lockpicking skill to increase, leading to exploitative/powergaming opportunities for anyone with the drive to grind, not gaining experience points for successfully picking a lock. Yes, fallout 3 had decent minigames, but all they did was make more prominent the fact that lockpicking and science were near-useless as skills. I can't remember a single situation in F3 where those skills gave you access to unique weapons or armor, which is pretty much the entire purpose of locked doors, separating players from those items. They always just led to random loot containers. At least in NV there were rewards for lockpicking and science oriented characters, even if the most prominent one got nerfed (Gobi Campaign rifle,) when the game was updated. And then made worthless by Old World Blues' unique sniper rifle. So yeah. There's that. The mini-games make the character's skill irrelevant and the player's skill the only determiner. Fallout 3's designers' solution was to make tiers of locks and ban players from accessing those locks without meeting a skill threshhold, but that was disingenuous because there's no actual physical barrier to the character making an attempt in the game. It's entirely in the mechanics of the game design, not the actual "reality" of the game world. -
Publishers, probably. Also they have to send the games through more, longer tubes. Actually, thinking about it, maybe server costs are higher in Australia or something possibly legit like that. It's not like that's a chilly continent where air conditioners are unnecessary. The Walking Dead game is one of the best games of the year. You really don't know what you're getting into, but I guess we'll find out how you've fared once you come out the other end now that it's finished. btw. How can you say it's not really a game without playing it? Are you referring to adventure games in general? It's not a traditional adventure game. I hated adventure games back in their heyday because they focused on stupid BS nonsense illogical puzzles. TWD is almost entirely about narrative. The first couple of episodes have some of those irritating trial & error puzzles, but you aren't given two dozen items and expected to make some idiotically illogical connections between them. It's more a matter of what order to use the items in. It's really the QTEs that it relies on, which works sometimes and doesn't at others. At least it provides a sense of danger. The later chapters pretty much abandon all that and focus more narrowly on narrative and decisions Lee has to make, which is what the game's real focus is, and which are why it's so much better than the run-of-the-mill 90s adventure game. The end puzzle in Ep. 5 is more for emotional affect than anything else, and it works.
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FFX-2 is not bad, if you are able to get over the girliness of the game, the battle system is still imo the best from whole FF series, and that was why I spent long time playing this game and pretty much enjoying it. And yes, you are right, lot of elements of the game made it inferior sequel, but still it was enjoyable experience. Hopefully the HD version Bluray for PS3 will contain both International versions of the two games... Girliness? The entire point was to titillate teenage males. The game isn't "girly" in the way that Lisa Frank school supplies are "girly."
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*Cynical antagonism about commercialized celebrations of false promises and broken treaties* On a less jocular note, Thanksgiving is not a Christian/religious holiday. I'm pretty sure you guys have a couple other holidays for that. History lesson, bleep bloop. I'm not taking issue with who or what you thank, but I think that needs to be kept in mind. Historical accuracy. Thank your thanks, I'll thank my thanks. Debts are paid, family is gathered, blood is spilled, that's all that really matters in the end, right? Have a happy thanksgiving.
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Monks in Project Eternity
AGX-17 replied to TheDogProfessor's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Strongly Eastern influenced is a bit... strong a claim at this point, given the one screenshot we've seen and the character designs. And a "western flavored monk" would be a chaste man in a hair shirt studying scripture, gardening, copying texts and caring for orphans and the sick, not a muscled he-man shooting fireballs with his Chi. At any rate, this particular image does seem to portray an "Eastern" settng, but it looks to be more "near east." The blocked doorway/portal behind the characters looks more Mediterranean or Egyptian than Oriental. The hanging bells do have a definite "oriental" look to them, but the rest of the structure doesn't. And more pressingly, Chinese and Japanese religious architecture simply doesn't look like that. This honestly looks more Egyptian or Mycenaean than anything else. The stone post & lintel design and arcades of columns just don't fit traditional Chinese or Japanese architecture, which are almost exclusively made from wood. Aside from castles and city/Great walls, stone building was used primarily for military purposes in China and Japan prior to the late 19th century. There is an obvious dearth of stone building in those countries prior to the mid/late 19th century. -
Sawyer vs. Dolphin of choice
AGX-17 replied to UpgrayeDD's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Project. Eternity. Updates. Watch. The. Videos. -
From what I've read they're people who like to dress up as humanoid-animals and in some instances have sex with one another. Not my thing but so long as they're not harming anyone I don't see the big deal. They're a sexual fetish subculture that believes it is extremely important that everyone on Earth should be exposed to the most graphic depictions of their sexual fantasies, and that any and all intellectual properties would be vastly improved if all the characters were anthropomorphic animals who had anatomically correct animal genitals and had graphic sex scenes.
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The Paladins were a Holy Roman/Germanic analogue to King Arthur's Knights of the Round Table. Fables about a band of heroic knights who fought the heathen Muslims. There is a justification for the zealous piety associated with them, but there's little more to them than that in reality. Eventually the term just came to mean a chivalrous knight. There is justification for the P:E definition, though. The Protestant military leaders in the Thirty Years War were called Paladins. There's a great deal of overlap there, with the old meanings.
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The reason enemy bodies disappear in games is for rendering and memory purposes. Every corpse is another model for the computer to render in realtime, and the more there are the slower it's going to be. If you leave a place full of corpses and you want them to remain there forever that change to the location's data has to be saved, and those saves are going to bloat up like a pufferfish, just like in Bethesda games.
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Magic and ingredients
AGX-17 replied to Hormalakh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
It's not magic if it takes ingredients, that's one of the following: A. Cooking B. Alchemy C. Chemistry Fun fact: That doesn't matter because MAGIC ISN'T REAL. -
I think it should say things like "Hammers are used for driving nails through wood, or extracting them! Hold a nail's pointy end against the wood and then swing the flat face of the hammer down onto the nail's head. Watch your fingers!"
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A New Vampire for Eternity
AGX-17 replied to septembervirgin's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Isn't that just a chupacabra? Vampires are overdone. I say that about everything in these threads, but I really mean it this time. I remember how vampire fetishists got all whiny because Oblivion's vampires weren't sexy looking (which is odd considering everyone looked like butt in the worst way possible in Oblivion.) I have to give credit to Bioware for not having vampires in Dragon Age (that I can remember, anyway.) They're parasites, they should be as disgusting and skin-crawling as any tapeworm, bloated tick or those creepy things that eat a fish's tongue and then live in its mouth like a replacement tongue. -
What are you playing now - the plays the thing
AGX-17 replied to LadyCrimson's topic in Computer and Console
Got Civ V: Gods and Kings on sale on Steam. Finally got Carthage back (killin' the **** out of Rome as always,) can't stand the way the narrator (whose name I forget but he was in an episode of Doctor Who so he's cool,) mispronounces Dido, but whatever. FREE HARBOR FOR EVERY COASTAL CITY. FULL STOP. Harbors for every city starting in 4000 BC. Yes Please. Move over Liz, there's a new naval empire in town. You know they have websites for that sort of thing, right? -
I haven't played a real JRPG since Persona 3 and 4, and there was a good 4 year gap between that time and the previous playing of JRPGs, for the grinding was never fun, which is what I was getting at. The only JRPG type games I love are Super Robot Wars games, and those have built-in replay value in the form of multiple protagonists with unique storylines, divergent paths in the game story that require replaying the game to see the content of the other paths, alternate endings which are only achievable after completing the game, etc. And no grinding unless you're fighting this guy: http://www.youtube.com/watch?v=qGSt2FsJOdI
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What defines a class?
AGX-17 replied to Hormalakh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Their limitations, of course.- 90 replies
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If it's a character I like/rely on, then yes (I am not going to start a new game and play all the way back up to that point to try to get things different, 's why I save scummed over companion deaths in NV, companions in it excelled at being stupid and getting themselves killed. Like how they would crouch in front of you when you were trying to snipe and start rotating a 90 degree arc in front of you so that when you took THE SHOT it hit them in the hand and killed them on account of your carrying a .50 AMR or Gauss Rifle.) If the deceased are "true" companion characters (fleshed out with stories and quests and personalities of their own,) there should be recognition storywise. But not if it's one of your self-made followers from the adventurer's hall. Then you could just make new followers, get them killed, complete your "tearful" pilgrimage to the land of their birth and CHA-CHING! Experience points! From a quest! ad infinitum.
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Player Agency.
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What are you playing now - the plays the thing
AGX-17 replied to LadyCrimson's topic in Computer and Console
Team of 4 still can't beat Torgue's raid boss in BL2. Lone Gunzerker can. Typical. Golly mister, you suuuure showed me! Hyuk-hyuk! You are not in any way comparing apples to oranges! -
Obsidian currently working on next-gen console title
AGX-17 replied to funcroc's topic in Obsidian General
I thought you were being sarcastic but then you said "a man can dream..." so now I have to ask, why would you want them to make an Xbox exclusive title?