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HangedMan

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Everything posted by HangedMan

  1. What if it were 6 of each? Six of each facial feature (with some slight differences between races/gender), that would barely compare to the ridiculously large numbers you were using.
  2. Oh dear. Looking at these poll results, I better start building the pyre.
  3. I'd like to have an 'after' game. Freely roaming and doing as I wish.
  4. 65/35 between quality and quantity, please.
  5. Dude, you need to relax, and just let obsidian make the game the way they want to!! But, seriously, I can understand, and agree, with the sentiment you've expressed here. Though I won't hold my breath, I do hope it changes at least one person.
  6. I'm hoping that the lower levels will stop making sense, in a Lovecraftian sense. Like the fabric of reality is all screwed up down there; places being bigger on the inside than outside, sharp angles that behave like obtuse angles (well, I don't know how you'd get that point across, but...), being 'stuck' looping through rooms until you figure out what the heck is going on. Insane ramblings ("Hahaha! They're in my spine!"), creatures that should not be, Companions eventually freaking out. Some Eternal Darkness inspiration would be awesome, though I get the feeling not too many people would be thrilled by it.
  7. Great ideas, folks. I really love reading and reflecting on them. I do know, by and far, their would likely be more people opposed to the idea than for it, but I figured I'd throw it out there anyways, and see what happens. I'm fairly happy with the results, actually. And my hat is off to Fooine and Oerwinde in particular.
  8. I would love to see cats in the game in some way, shape or form.
  9. Yeah. In regards to the underlined bit: That's the problem I, myself, see in my own idea. I was hoping that by posting it, someone would have a brilliant idea to fix it; we have many brilliant minds on this forum, after all. This idea is very agreeable.
  10. Good points. Suppose the City is already built, and the Stronghold was, for instance, some decrepit place near to it, or even in the city itself, that nobody quite knows what to do with? And then you come along, for whatever reason, and want to build it up. Or you get awarded it for some task, what-have-you. Would that be more palatable? Really, what i want, is for their to be a town around the Stronghold. So I'm trying to think of ways to get that, you know?
  11. Alright, so I know this will likely meet with some gruff, but ho-hum. My idea is fairly simple. Since we can make a Stronghold, why not have it be that the second big city can be constructed? Have it be something that the player can build, and control (to some degree). Feel free to discuss, berate, what-have-you.
  12. Not to me, it doesn't. And I quite frankly don't understand why it would. But, I'm willing to assume that's a fault on my part, and not craziness on others'. I do like your idea. I, myself, urged for three exits; first floor, halfway through (seventh as of now), and at the very end (14th? or is it 15th now?), which is something I've seen a few others want, too. It boils down to a difference of experiential tastes, but I was just providing an argument for the opposition, a devil's advocate. Also, I didn't mean to imply that you were being unreasonable, I meant it as a general statement. Sorry if it came off that way. I can appreciate that. In many cases, I, myself, find the role of devil's advocate quite appealing. And It is a good role to take up; it helps people understand themselves better, I find. And don't worry, I did not take your words to mean that.
  13. Just because it's encouraged, doesn't mean you have to do it. Don't give in to the peer pressure. When you see the next exit, say "Naw, I don't need it, I can handle this." instead of "Oh, an exit, I should use it, because it's there." Yet again, in this thread, I am reading what I have read elsewhere; weak-willed people that want the game to force them to do something, because they can't challenge themselves. Go out into the world, level up, and put points into your willpower, man! Don't use willpower as a dump stat. I mean, c'mon, when you think about it, it's actually the most important stat in RL. So the ones who can handle a massive challenge are the weak willed ones then? No. I'm saying the ones who can't handle any temptation, like a handy dandy exit several floors down, are the weak willed ones. The dungeon can be just as challenging with extra exits as with none; it's just that in one case, you have no control over it, and in the other, you have to tell yourself "No, I won't take advantage of this extra exit". Imagine you want to walk to the store, and it's a two mile round trip. You could leave your cell phone at home, so you're not tempted to call a friend or family member to pick you up. Or, you could take your cell phone with you, but every time you feel the temptation, you stop yourself. One of those requires more willpower than the other to perform. I'm fairly hopeful I will not need to say which. Edited to correct typo. Bringing the cellphone removes that sense of immersion and adventure desired at the beginning of the trip. I think we should go for a compromise between the two camps: a small number of exits in the dungeon at distanced floors. I'm sure one or two extra exits won't ruin the experience, and if you think otherwise you're being unreasonable. Not to me, it doesn't. And I quite frankly don't understand why it would. But, I'm willing to assume that's a fault on my part, and not craziness on others'. I do like your idea. I, myself, urged for three exits; first floor, halfway through (seventh as of now), and at the very end (14th? or is it 15th now?), which is something I've seen a few others want, too.
  14. Just because it's encouraged, doesn't mean you have to do it. Don't give in to the peer pressure. When you see the next exit, say "Naw, I don't need it, I can handle this." instead of "Oh, an exit, I should use it, because it's there." Yet again, in this thread, I am reading what I have read elsewhere; weak-willed people that want the game to force them to do something, because they can't challenge themselves. Go out into the world, level up, and put points into your willpower, man! Don't use willpower as a dump stat. I mean, c'mon, when you think about it, it's actually the most important stat in RL. So the ones who can handle a massive challenge are the weak willed ones then? No. I'm saying the ones who can't handle any temptation, like a handy dandy exit several floors down, are the weak willed ones. The dungeon can be just as challenging with extra exits as with none; it's just that in one case, you have no control over it, and in the other, you have to tell yourself "No, I won't take advantage of this extra exit". Imagine you want to walk to the store, and it's a two mile round trip. You could leave your cell phone at home, so you're not tempted to call a friend or family member to pick you up. Or, you could take your cell phone with you, but every time you feel the temptation, you stop yourself. One of those requires more willpower than the other to perform. I'm fairly hopeful I will not need to say which. Edited to correct typo.
  15. I think they should have a self-flagellation option. The more you bleed, the more you lead. As a masochist, I approve of this.
  16. I know. What we really need is DDR pad support, so we can actually walk as our character walks. And if their's several days journey between two settlement, you can bet your ass I want to spend the next 40 free hours I have walking in place to get there. Yes sir, I am hardcore like that.
  17. Which is a good reason to have some exits at various levels. Because trudging up and down through level after level you've already cleared is the pinnacle of fun gaming. Amirite? [sarcasm]Oh yes! After eight hours of doing the same repetitive task over and over again, and being paid for it, I want to go out and pay so that I can do the same repetitive task over and over again. it is such great fun, that I think that everyone else should have to do it, too. [/sarcasm]
  18. You can always make it hard for yourself through the available options like Trial of Iron. It should be a challenge, yes, but others may not want it to be so obscenely difficult that 90% give up before reaching the end. Yes! This man, this man here, he makes sense, he is brilliant. I support this thought. This is exactly my own stance on the matter.
  19. Just because it's encouraged, doesn't mean you have to do it. Don't give in to the peer pressure. When you see the next exit, say "Naw, I don't need it, I can handle this." instead of "Oh, an exit, I should use it, because it's there." Yet again, in this thread, I am reading what I have read elsewhere; weak-willed people that want the game to force them to do something, because they can't challenge themselves. Go out into the world, level up, and put points into your willpower, man! Don't use willpower as a dump stat. I mean, c'mon, when you think about it, it's actually the most important stat in RL.
  20. However improbable the idea is, I definitely like it. Maybe somewhere around halfway through the dungeon, their's a settlement of some kind. Makes for a good pit stop before plumbing the rest of the depths.
  21. Personally, I think their should be three exits to the dungeon. One on the main floor, which is also the entrance; then one exactly halfway through the dungeon, which is hidden, and which leads to somewhere very close to the first exit/entrance. And then, their is one at the very, very bottom, right after the final encounter/treasure room/stuff, that takes you straight to the second exit. Because really, once I'm done with the dungeon, I don't want to kill an hour strolling through empty halls and retracing my route. It's realistic, sure, but that really is unnecessarily tedious work. And I don't mind tedium, you know; I just don't like it when it's like "Oh, by the way, here's an extra scoop of tedium on top of your tedium, so that we can be sure it's extra tedious!". I'll just take a medium sized tedium, thank you.
  22. I want to be the anti-villain.
  23. Oh my goodness! Stop right there, you bad boy, you! You are going to be having bad-wrong-fun, and I can't possibly allow that! It's for your own good, though, so don't worry about it!
  24. It's pay-per-bop. I charge three dollars a bop, myself. Also, I expect gratuity in the form of soda.
  25. I don't want to have my playstyle compromised because other people are lacking in willpower. And that ultimately is what it is about; if you can't resist a temptation, then you have a willpower deficit. If the game holds your hands and says "Not to worry! I won't even tempt you!" You're ultimately going to allow your willpower to atrophy, as you don't exercise it. Meanwhile, if the temptation is there, you can exercise your willpower by not doing it, and become stronger. I love chocolate. It used to be that I'd spend about twenty bucks a week on chocolate. That is a problem, I'm sure everyone can agree. I was actually putting on 2-3 pounds a month, and my teeth were in horrible shape. But instead of pretending like chocolate doesn't exist, or asking someone to go shopping with me so I couldn't buy it, you know what I did? I walked down the chocolate aisle. I looked at everything. The milks, the darks, the whites, the chocolate coated candies, the hot chocolate mixes; all of that stuff. I looked. I waffled about, and screamed a little (internally, not externally). Then, I walked away with no chocolate items in my cart. And I do that every time I go shopping now. I look. I pick them up, and then, I put them back. Once you've said 'no' once, every time after that is easier. It's trivial for me now. Saving can be your chocolate, and if it is, then you, too, can learn to say 'no'. And you don't need the game to hold your hand, either. That really won't even help you in the long run.
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