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Nonek

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Everything posted by Nonek

  1. A quick question if I may, is there anywhere that I may see what rewards I currently have, i've totally forgotten what they are at my level?
  2. Now Goblins I always like to portray as a far more fantastical species, terrifying evil spirits that are spawned wherever the dark shadows gather, that will drag the weak down into their lairs and feast while cackling and screaming. I also usually like to make them potent in terms of spellweaving and enchantment.
  3. I do believe the Beggar class may well have been born from Mr Gygax' novel "Saga of Old City." Gord the Rogue was scraped up off the streets to train under Beggarmaster Theobald, as well as practising acrobatics and such. As I remember the Beggarmaster grew prideful however and his guild was destroyed by the thieves.
  4. Such sweet lilting tones as well: https://www.youtube.com/watch?v=mUcFDEwot0U Edit: One has to wonder how much throat lubrication the voice actor quaffed.
  5. Another great thing about 40k Orks is their technology, which shouldn't work according to the laws of physics, but through self belief and the power of group synergy (WAAAGH!!!) it does. In other words the Ork's impose their own reality upon the multiverse, which is in direct opposition to humanity who are born with the instinctive ability to tell reality from the manufactured, even toddlers possess this ability and it's what's thought to tweak our sense of the uncanny valley. Something off, something just not quite right. Two genetically predisposed senses in direct opposition, quite interesting really.
  6. Well one has quite a guilty sense of satisfaction from playing 40k Ork's, a heady rush when playing as a speciesist, crude, ill mannered, bad tempered if not psychotic genetically engineered super fungus that pays no heed to etiquette, decorum, feelings or manners. Somewhat diametrically opposed to oneself. Then again it's just a game and not reality, and the only people to worry over are those whom can't tell the difference, because they're mentally unbalanced.
  7. With twelve days left I don't particularly mind if there is another update before the beta or not, with Sensuki and C2B providing us the lowdown as well as the developers ocassionally discussing what they consider pertinent in the forums, I personally think we will have enough information to tide us over.
  8. The thing is even with Doppelschwert's excellent reminder that this system has before and can work again, it's not the only form of interaction, as i've said (quite a few times now) before. There are as many methods to implement interactions with ones spouse as the imagination allows, messengers, kin sent to foster with you, relatives passing through the Dyrwood, emergencies that require you send assistance home, calling for your family when you have established a home in the Dyrwood, divorcing your spouse as you move apart, playable flashback sequences that explain: How you met, how your marriage was arranged, what prompted you to seek your fortune in the Dyrwood etcetera. These interactions and letters from home can present unique situations, and choices for the protagonist in how he deals with them and what consequences are born therefrom. However this much deeper form of interaction than the usual teenage squeeing we usually endure can have many more side effects: It portrays the culture from which you sprang, it gives the player a background he can choose, it gives the player a chance to choose his spouse and his relationship with her, it gives the spouse some much needed agency and independence rather than being just an idiot slave, it can provide a money sink for the protagonist as he supports his family and kin, it adds more content, choice and consequence, it allows the character to define himself and his place in the world, it covers an area of player relationships that has been missing in almost every other game, and it is all entirely optional. To me this sounds like a far superior system to the usual "romance," it has almost limitless potential if one applies ones imagination rather than settling for the same hackneyed, disturbing and juvenile molestation of npc's we have seen before. However that's all my personal opinion and my last word on the matter as I feel slightly sullied now.
  9. You can interact with your spouse in such a situation, in as many or more ways as the traditional dialogue choices, messengers, letters, flashbacks etcetera, as i've stated before. Each with there own set of choices and consequences. It is a fallacy to say that there cannot be any interaction without the spouse being present, and likewise ones spouse can communicate with the protagonist, through various means, and provide their feedback and outlook. It is merely another (refreshingly original) option in my opinion, one i'd prefer over the teenage squeeing yet again.
  10. No Bruce seeing as it's an acknowledged fact that most discerning people find all previous implementations of romances to be of poor quality, trying something new away from the distasteful power fantasies of before is refreshing and pertinent. Interaction is interaction, and this seems like a far more mature, detailed and in depth method of interacting with ones loved ones, as well as fleshing out the protagonists backstory, without resorting to the poorly written "romances" of previous games. The suggestion that one form of interaction is inferior is clearly idiotic, you yourself said that Deionarra was a superior form of romance, and yet interactions with her are based on memory and a past incarnations interactions, as well as flashbacks and such. Interaction is interaction, no difference. The dungeon example is purely false, as we would simply be replaying the dungeon as a memory. This is an irrefutable and far superior alternative to the previous mostly poorly written implementation of forcing yourself upon npc's in my opinion.
  11. You're showing a lack of imagination Bruce, one can use almost any form of interaction to reference ones relationship with a spouse, flashbacks, letters, requests, bequests, financially supporting ones family, having a long term goal, infidelity or not etcetera. All that you will miss is the teenage squeeing that constitutes the usual poorly written romance. As a motivation, a long term goal and a more adult relationship this idea shows far more promise than the usual implementation of a few correct lines of dialogue, then forcing yourself upon the poor npc. The fact that you can't at the moment see your object of affection is neither here nor there, and affords a more realistic take on matters of endangering ones family as well as testing a players fidelity and commitment. Just because you like poorly written content does not mean that every situation has to ape that, thankfully.
  12. It depends the "Pals Brigades" of Lord Kitchener did lead to villages being stripped of young men, because the response to Kitchener's call up was massive, and they were all from the same areas. Also conflicts where the English took massive losses such as Gallipoli did lead to a drop in population in those regiments recruiting grounds, and then Europe was hit by the Spanish Flu in 1918 that killed around fifty million it's been estimated. Grim years. Passchendaele was probably the worst example of senseless loss of life, many men drowned before they could even get into battle.
  13. Yes one has to feel for the young men of the conflcit, giving everything they had up to and including their lives in service to their country, one cannot feel anything but admiration for such selfless and brave young men, no matter the stupidity of the war in question. Certainly they were not privileged or lucky to be fighting in that conflict, we forget too easily the enormous debt we owe to those whom have given everything so that we their ancestors might enjoy the benefits of their sacrifice.
  14. In some aspects I agree Mr Panteleimon (and it is very nice to see a representative of one of the old faiths in the discussion,) however we are not used to manipulating our Souls as a common daily occurence as the inhabitants of Eora seem to do, thus we cannot reasonably compare ourselves with them too much. Obviously some examples seem pertinent, but they were probably what Mr Sawyer and the writers were basing Animancy and its practicioners upon. In general however the great mass of people in the Dyrwood seem to hold Animancy in much the same regard as yourself, and may be wise in that any knowldege is by nature a two edged sword, and mostly comes down to its application and weilder. It seems perfectly reasonable to me that the potentates of the Dyrwood may be allowing (if not even pursuing) or funding what they believe to be benign research in Animancy, especially considering the local history of the Engwithans under their feet, how far they have gone in other areas of scientific exploration (blowing up a gods avatar,) and perhaps even the current zeitgeist that has arisen from a new nation finding its feet and rejecting the recieved wisdom of the old. And the rewards that are hinted at are almost beyond imagining and should be thought of as another factor in its supposed favour, immortality, a peak behind the curtains of reality to see what mechanisms whirl in the background, and perhaps even a hand in tweaking those mechanisms which may be considered godhood to an Eoran. Obviously there are the horror stories to rightfully point out, but one assumes that Animancer's whom pursue such disreputable acts are criminals to be hunted down and exterminated by the authorities. Probably by the Dunryd Row. But at the end of the day the ruler (Duc?) of the Dyrwood probably does not care what his subjects think overmuch, so long as they pay their taxes and send their sons to man his militia. His interest is probably focused on his peers and court, as well as the natives of Eir Glanfath. Edit: It does raise interesting questions as to how the traditional nations of Eora are starting to view the Dyrwood, with the slaying of a god and the practise of a reviled craft, a benighted den of sin and villainy?
  15. Personally I want all content to be deeper, more interactive, nuanced, subtle and well written, which obviously the Ander's romance along with fairly much every other is not. I want realistic and logical responses that feel natural, I do not wish to be sheparded into a situation by the plot when Stevie Wonder facing in the wrong direction could spot what is obviously happening. As can anybody else with a modicum of intellegence. For me it's not about the amount of options available (though I want more than upper, middle and lower right,) but their quality and believability, something which is missing in almost every romance in every game. In Bioware games it simply seems that the writers do not know how humans react or behave, but instead draw on tropes and cliches to flesh out their caricatures, who have no motivation other than to serve the plot. Which is also invariably illogical, incoherent and poorly written. In short make characters who are human, multi-dimensional, self motivated and not merely walking (and rarely talking) plot points. If this is done then realistic views, goals, responses and outlooks will arise naturally rather than what a poorly written plot demands. I'd also like the protagonist to not be the only party whom does the pursuing in a romantic relationship, as this has a creepy, rapey vibe to it when the character forces themselves on an npc who cannot resist because one has "played" the game correctly. If none of the characters find the protagonist attractive that is also fine, or if they are perturbed or disgusted by the main character clumsy and desperate attempts to engage in a "romance" that is fine. Some folk are drawn together in conflict situation, some aren't, and even if they are drawn together it does not have to be a sexual relationship. After all the most in depth, well written and outstanding roleplaying opportunities in Obsidian and Black Isle games have not arisen in romances but the fantastic interactions with friends, enemies, philosophies, items and situations. By their nature new romances, flirting and sexual liaisons are not nuanced or particularly complicated situations, try being married for twenty years and accurately depicting all of the baggage, background and depth of that relationship. Deionarra, Ravel and Kreia come near and should be the guiding light towards which all relationships are steered in my personal opinion.
  16. Looks like you were spot on Sir. Yes it is interesting, however with a new science there is another thing to consider, ones ignorance of the subject matter tainting any moral behaviour. I think it might well be quite effective to have a budding Animancer try to aid others, and through no fault of his own commit irreperable harm. And what price he chooses or is forced to choose to make reparations.
  17. My personal favourite parts of character building and in depth interactions have never been part of a romance arc, learning the force and her own peculiar philosophy with Kreia, remembering my defiance of the self righteous Jedi Council when they would let millions suffer, speaking with the ancient spectre of Nolaloth the Dragon, swapping witticisms with Gannayev of Dreams, listening to the sad tale of the Wood Man in far away Rasheman, hearing a dead Myrkul whisper his poison from beyond the grave, on edge and vulnerable as Conrad Marburg sits at your table and begins his inquisition, silencing Mina, turning the tables on Henry Leland, speaking with the Radiant Child amongst the scattered remains of the Tenth Legion etcetera. Farther back as Black Isle I was most impressed by the nature of regret learned from Deionarra's sensory stone, the subtle lessons that kind Mebbeth taught, my time sat with Daakon learning of Zerthimon, the journal of myselves that was scrawled on the walls of my living tomb, the whole living atmosphere of Kuldahar and Icewind Dale brought to life by Mr Soule's theme etcetera. Next to these i'm afraid that sweet nothings are just that, and i'd prefer the far more in-depth and worthwhile forms of interaction that flesh out the world and characters rather than forcing my attentions on some poor npc. Just my personal opinion as usual however.
  18. Reading the recent PCGamer interview with Mr Sawyer and i'm left wondering if the zeitgeist of the current age in the Dyrwood is focused on challenging both authority and the supposed wisdom of the past, certainly the initial Kickstarter comments seem to hint at this, and the fact that the residents of the Dyrwood are complicit in Deicide from the saint Waidwen incident. Could this be another factor in their acceptance of Animancy? In that they are no longer comfortable accepting the old tales of the past, and are eager to forge their own destiny and stamp their own identity on the world around them. If gods can be slain, immortal being who are supposedly the masters of souls and our destiny, what else that we have been told is a lie and what else can we accomplish? Could there be a rising tide of radicals whom are challenging everything that has been accepted, their daring inspired by what they have allready done? If so how far will this spread? Perhaps after rising amongst the aristocracy and the landed gentry even the most rustic peasants will feel that a new age is overtaking them, and feel more open to the thrill of experimentation? What of the priesthood, a prime component of faith is overcoming ones doubt, is it possible that such a huge blow as has been struck against Eothas will resonate amongst the clergy of many deities? Could heresies arise or perhaps Priests whom are dedicated to finding the truth that the gods seem to be hiding? And of course the backlash to this in the form of a harsher doctrine and a more zealous faithful. Something of a brave new world being born: What God is he, writes laws of peace, & clothes him in a tempest What pitying Angel lusts for tears, and fans himself with sighs What crawling villain preaches abstinence & wraps himself In fat of lambs? no more I follow, no more obedience pay, W. Blake. America: A Prophecy.
  19. Never thought the actress was correct, doesn't gel with Eowyn's looks in the books for me. That said i'd love to see a dark age game one day where heavy mail was the height of personal armour, with maybe rare and expensive Cataphract plate coats from far off Byzantium.
  20. The problem is there are so many variations of characters to design for (it would be impossible if voice acted I imagine,) perhaps one could fudge it somewhat by always picking the aggressive or intimidating dialogue options, and thus get a reputation as a dour, dangerous individual to be wary of. Perhaps the Death Godlike gets a bonus to these mannerisms initially? It's an interesting question.
  21. Torment with a minimum charisma Nameless One played quite well in terms of emphasising ones shocking appearance, it really is a shame that most players max charisma and the other mental stats rather than going for a balanced build. The conversations with passers by on the streets were piceless, and usually ended with you slaughtering them or their backing away watchfully with a knife drawn. Then again I expect that certain folk might well treat one as an almost angelic presence amongst them, depending on their faith or personal bias.
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