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Nonek

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Everything posted by Nonek

  1. I play escapist entertainment to escape from all the social interactions I have to go through on a daily schedule, so this is fairly much diametrically opposed to what I want, then again i'm a bitter old man.
  2. The Bitter Tongue. There is a sect of female Ciphers who have long be-devilled the world, and this is their weapon, a potent unarmed combat technique with which they can fight without even lifting a hand. This vocal technique passed from mother to daughter over many generations has principally been used only on family members, specifically sons whom the users have given their daughters to marry, and whom they consider to be unworthy. It will at first fatigue the target as the endless stream of insults and sarcasm drains their stamina, it will then lead to the opponents party turning on each other in battle, at the third stage the Cipher will cause the target to be abandoned by his party members and be cursed with either alcoholism, rampant lust, massive weight loss or berserk rage. The final stage of the word assault will curse the opponent with penury, so that he loses all goods and moneys. A lesser form of this technique is used by the Bene Gesserit of Dune.
  3. I noticed that the email account that I use with my Paypal account recently started recieving updates, just like my Kickstarter email, so I assume that they'll be in contact with us in a few weeks or months (depending on the content.) In the meantime I intend to Endure, and in enduring grow strong.
  4. A quick loot courtesan tip, you're missing a small amount of loot by not taking everything from enemies bodies (the Kite Shaman's sword etcetera,) to do so either switch manually to their paper doll or just press the big red arrow take all button.
  5. I'd go with the investigation to uncover Azar Javed's identity in the second chapter of the Witcher, mainly for two reasons: One it requires actual investigation and logical deduction, two it can be failed so badly that the protagonist dies, I find both of these features to be refreshing in an industry where harvesting golden quest markers is seen as the height of good design. It also really fits the character of Geralt, a man who has made a career out of playing it Bogart. I also thought that the first little triangle quest you find in Torment was endlessly charming, it teaches you a few of the games systems, tells a little story, and immerses you in the mood of the place. With the added benefit of a tasty bit of loot being uncovered, that's worth quite a bit of jink.
  6. The Gift of Fury - The enraged Cipher summons the roiling flames of hatred that scorch his gut, engulfing his comrades in their fierce embrace. The party gains a steadily building bonus to strength and damage, but at the cost of focus and reasoning, if held too long there may be a chance of members falling into a berserker rage. My Little Eye - The Cipher locks eyes with an opponent and rips all the light from their world, the enemy is at first merely disquieted and minorly affected by the spreading gloom, but eventually the well of darkness in the Ciphers eye swallow all light so that he is functionally blind. This quite powerful illusion sometimes induces panic or fear in the target, but these are uncontrolled side effects.
  7. I personally find there's an awful lot of modern male leads who seem to lack old style gravitas, no real bottom.
  8. The Gygul Squeed. This hideous bloated monster dwells in foul pits ruined by its own cancerous mass and disgusting dietary habits, however despite it truly grotesque appearance the creature endlessly seeks to console itself through copulation with other species, willing or unwilling. It has a strangely childlike high pitched squealing voice, which it uses from hiding to draw in its prey, an endless repetition of the strange word "Wubmi." With its long flabby suckered arms it latches onto any prey that approaches and drags them into the sickening vast bulk of its torso, slowly suffocating them in tides of blubber and poisonous stale sweat. It has never shown any mercy for the poor creatures it entraps, paying no heed to gender, race or species, it only wants to satiate its own sickening desires. In the end they die and rot, food for the Squeed. Strangely enough after this unsuccessful copulation the monster mourns the creature it has just killed, thrashing and wailing in its pits for days or even weeks until the endless hunger once again overcomes it. Then it feeds before the call of "Wubmi" rises again and it hunts for the next innocent, hoping that this one will be able to stave off its hunger. Folk legends state that a ring thrown at the monster will entrance it for awhile, allowing the victim to flee, perhaps the symbol of Eternity fascinates it. Others insist that a mirror held up to the creatures gaze will reduce it into a pile of salt water. However most folk are wise enough to run for safety when hearing the endless beseeching cries of "Wubmi" echoing over the land, for not even monsters of great power, evil and strength care to endure its vile presence.
  9. Yeah bring on disease and poisons, nice way to knock a confident party off their high horses, visibly show them the danger inherent through interaction with the afflicted. If they don't take sensible (and sometimes harsh) precautions, then feel free to decimate the party. Oh and those plague doctors with the masked snouts full of pleasant smelling herbs always look so oddly threatening.
  10. It was an old text adventure called "Warlord" that cast you as a Pict fighting to prevent a roman opponent from winning a challenge, that would decide the fate of Pictland.
  11. One thing I hope they continue to prioritise is making their games subtle in the presentation of the story, such as all the hints to the identity of the tower mages wife and apprentice, and the identity of Loredo's mother. Have actual choice and consequence built in, such as the investigation of Azar Javed in act two, where you can actually fail and die due to slipshod investigation, or waste Iorveth's time and die in a hail of arrows. Lastly I hope they do not give in to the modern trend to include sub par Joss Whedon "snarky" (whatever that means) dialogue, it was refreshing to hear serious discussion and no idiotic forced laughter lines aimed at the lowest common denominator in both games, that really needs to be excised from existence. Nice to hear a fair bit of cursing as well, in genteel modern society we might frown upon such but among the working lower classes of the witcher world this fit right in, in my opinion.
  12. Nomenclature: The traveller in the beyond. Portfolio: The aiding of Ciphers travelling beyond the flesh. Allies/Enemies: None. Symbol: Among Ciphers is sometimes shown as a helping hand. Manifestation: The traveller is not thought to exist in the material world, his domain is the void that dwells beyond the mind. Ciphers who have become lost in the darkness between stars or the mazes of their own minds are sometimes saved by the traveller, he appears as a robed, hooded and gloved asexual being, that silently leads them to salvation. Some Ciphers believe he is a gestalt entity, formed from all the souls lost in their own minds, who have unknowingly manifested to save their brethren. Others believe that he is a god of Ciphers, slowly being born into being, at first manifesting in the heart of his power until he may rip a path into reality. Some say he is merely a fragment of a Ciphers own mind or soul, though every Cipher to have met him is positive that this is not so. One thing to note is that the traveller does not seem to judge based on morality, he saves at random (or in a pattern so arbitrary it may as well be) and has rescued the most tyrannous masters of manipulation and the gentlest of mind healers.
  13. Quick word of warning for any left handed (like myself) gamers looking at dead space, the cursor keys and their surrounding ilk are not re-bindable as direction keys in the first dead space game.
  14. I had the same problem with the lack of english translations, there are some folk on the official witcher boards who've allready done full translations in various formats however. http://en.thewitcher.com/forum/index.php?/topic/20967-our-community-fan-translations/ Looks like it will be the last game set in that world however.
  15. I can see it being an ending for Geralt however, always leave them wanting more and all that.
  16. Conclusion of the trilogy.
  17. I Share those reservations, the CDPR devs proved themselves to be one of the few developers able to make cohesive and logically satisfying games, that burst with life and verisimillitude, to abandon that tight and fairly linear focus seems very risky. That said one can indeed hope that they are making something as in depth as New Vegas, Betrayal at Krondor or one of the better Ultimas rather than a consequenceless hiking simulator such as Skyrim. It seems insanely ambitious but then again so was the first Witcher game, just look at what they did to the NWN engine, and the depth of the world they created. I'm cautiously optimistic.
  18. Though personally I thought the engine and UI were the weakest parts of New Vegas, i'd still buy a New Vegas 2 if it was made by Obsidian, in my own humble opinion it was right up there with Ultima 7 in terms of being a great RPG.
  19. Wrapped in cloth stained red, there lies a blood stained, chipped and crudely carved flint spearhead. When its swaddling is opened the flint begins to emit a piercing psychic cry that either drives the listener into a rage or fills him with terror. Blood begins to pour from the blade, a steady stream that has no discernible source. The radius of the screaming effect grows with every moment it is revealed, until an entire city can languish under its madness. This truly ancient relic is said to be one of the first weapons made by man, and has known millenia of war and slaughter, others insist it is the soul of a prehistoric Cipher driven mad by his imprisonment in the blade. In truth whatever history it may have is unknown, for the madness infecting it cannot be spoken with by even the strongest Cipher, and no record kept by man can match its antiquity.
  20. So if i'm getting the final scenes straight (watched them on Youtube,) the Reapers are present to ensure that organic species do not advance so far as to create something like unto themselves, that could potentially wipe out all organic life. But what about all the spare retail lying outside the mass relay network? As we know from the hitchhikers guide to the galaxy, space is big, really big, and didn't the first games codex state that the mass relay network barely covered a tiny fraction of the Milky Way? How do they ensure the species out there for the last however many million years do not advance, and that the synthesis and control endings affect them? I'm honestly curious whether this has been covered, as it seems to be a rather large flaw in the Reapers scheme. Would they even have the time in fifty thousand years to scour all the Milky Way for any advancing life, and without their mass relay network could they? Damn i'm doing it now, I shouldn't expect a logical cohesive plot, the two games were good for what they were ie brainless action and power fantasy escapism, thus they succeeded in their objective.
  21. Go to the northwest of that area, or ask the locals for interesting features of the lower ward that match what you're looking for.
  22. Ouch, sorry if I touched a nerve there NKKKK.
  23. There were even worse punishments, such as being sat in the comfy chair, or poked with the fluffy cushions. I believe however that the next Dragon Age game, "Inquisition" will be dealing with those dark matters in more detail. The release date is however totally unexpected.
  24. Tree of Misery/Dyrwood Dolmen/Henge of Haunting? In the depths of the tangled forest, upon an old mound stands a black obsidian monolith. In small alcoves carved into the standing stone are set ancient skulls, skulls that seem to look at you as you approach. Striding to the top pf the mound you reach out to touch one, then recoil in fear. The skulls moved, all of them. Slowly the skulls extend on impossibly long spinal cords, swaying in time to a howling moan that tears at your mind. They bob and weave, darting forth to gnash at you and you realise the scream piercing your brain is their maddened, bound souls crying out as one for release and murder. They are hatred and self pity, and they were placed here as punishment for some terrible crime. Perhaps a Cipher might be able to free them or a chanter to listen to their song and alter it so that they might sleep.
  25. I Seeeeeee You - The Cipher suspicious and wary stops in his tracks, squints his eyes, puts his head to one side and looks beyond. Thieves in shadow and those hiding within a cloak of invisibility are not revealed to his eyes, but he senses their minds and souls as clearly as if they were shouting. At higher levels he may reveal the location of said hidden opponents by creating illusions of their presence in his allies eyes, thus making far more viable targets. If the Cipher has no reason to be suspicious however he will not use this ability, as it necessitates a good deal of immobility and concentration. My Lord the Ciphers are Revolting - A Cipher attacked by opponents whom he believes are too great in number too defeat through other mind magics may use this repulse technique, he slams his palm forward towards his foes and cloaks himself in a sickening aura of stink, sickness and plague. He will appear as something horrible to all who behold him, so that if they fail to bolster their willpower, they may gladly let him walk free. At higher levels he may appear so grotesque and wrong as to cause vomitting and unconsciousness, or even prompt the onlookers to flee.
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