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rjshae

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Everything posted by rjshae

  1. A big part of that problem was a flaw in the AD&D rules. That was fixed in version 3 of D&D. Magic missile spells never miss. I'll take one magic missile that never misses over two arrows that may or may not hit anyday.
  2. He has reasoned it out... What a lucky fella...
  3. Books can use a lot more (continuous) text to describe a given situation, compared to a cRPG in which the writers have to stick to short dialogue lines and descriptive snippets. Thus book authors can much more easily rely on context/repetition/redundancy/annotation to get the intended meaning of sentences across. In a cRPG individual lines have to be much more self-explanatory, thus the aforementioned "gimmicks" come into use. Agreed. However, I regularly see out of copyright books using italics for the aforementioned purpose. It's not just a recent gimmick intended for new millennium slackers. It can be overused, but when it is use properly it is beneficial for communicating tone.
  4. Is that Miley Cyrus flashing her teddy? Well she is at that stage...
  5. These all sound great. I was wondering though about the "sending companions on missions" activity. Are these separate adventures that we, as the players, will be able to play using just the companions? Or do these missions get completed based upon some internal formula? Thanks. Hopefully we can send NPCs we don't like on suicide missions. Then have them defect and join the other side. Bwahahahaha...
  6. What? Do you think they are secretly sitting on the capability but are only waiting until we bomb Assad to spring into action and strike us down? It's possible, if not likely, that Iran has already been probing for that possibility--after all, they do share capabilities with North Korea (which did recently perform a successful cyberattack against South Korea). An asymmetrical response seems the most likely form of counterattack, and a cyber attack requires only a modest investment. I'm just saying it's a possibility, so best to be on the guard.
  7. Here we go again. The military power at the hands of the U.S. President seems just too tempting for any politician not to use. I really hope we're ready for the cyber counter-attack (or first strike) by Iran and/or Syria, but I suspect we're not.
  8. Yes the area exploration map of SoZ was nice, and overall it was a decent enough game. For the part of SoZ I played, I can't say I much cared for the location exploration aspects of SoZ. I'd prefer something more akin to the IE experience, which is what many of us contributed for. So no, I don't like the small area/single big battle approach.
  9. Ah, well it looks like a certain intransitive verb was censored there because of its resemblance to a domesticated male poultry animal. Basically I was trying to say the lever was positioned for firing like the hammer of a gun. Funny I've seen much worse posted around here without being censored... shrug.
  10. Smaller quests == side quests was my interpretation. Pretty normal stuff for a CRPG; I didn't sense a cause for concern. Presumably the smaller quests may help with faction approval, and provide a reason for exploration and interaction in settled areas. Hopefully a handful of these smaller quests will later tie back into the main quest in some subtle manner.
  11. Saw a story about this at slashdot: Star Trek: Renegades It's an IndieGoGo campaign to fund a pilot for a new Star Trek series.
  12. Naissurian Roulette Device This unwholesome gadget resembles a bulky metal crown with a set of six lever arms that are set to penetrate the skull with wickedly curved probes. On the top is a large screw implement that is used to retract and **** the lever arms. In the center of the forehead is a ruby button. When the button is depressed into it's nacelle, one of the arms, chosen at random, seems to shimmer and glow before releasing and penetrating the skull with a burst of energy. Five of the arms bestow a blessing upon the wearer. The sixth arm, chosen at random when the screw is wound up, utterly drains the soul from the body of the wearer. The gadget uses the resulting energy flow from the drained soul to power itself up for the next game...
  13. Yes I have a financial concern: you're potentially talking about a lot of artwork in order to support this approach--one portrait for everybody you converse with. That would most likely take away from the other art in the game. Would it be worth it? Or would it make sense to use a smaller number of symbols instead, like banners or heraldic shields, which they can then re-use? The staggered text is more difficult to read; I'd suggest using small indents instead, as you'd use in an e-mail reply.
  14. These all sound great. I was wondering though about the "sending companions on missions" activity. Are these separate adventures that we, as the players, will be able to play using just the companions? Or do these missions get completed based upon some internal formula? Thanks.
  15. A little searching appears to show that the UI style is romanesque (or gothic without the islamic influences such as the pointed arch), with iron nails for reinforcement.
  16. I don't think it's possible to design an interface that will please everybody, but I'm very happy with the current look and I hope they don't change this style too much. The aged wood panel frame with the reinforcing rivets lends the conversation weight without being too distracting. The wide margins along the left and right make the text feel less crowded, like the margins in a book.
  17. Sounds like everything is coming along nicely. I do like the look of the dialogue interface; it has a pleasing old-world style and the bronze-reinforced portrait frame is a nice touch. I was wondering though whether only one party member will be able to reply? The Wichts look suitably vile, given their nature. Thanks for the intros and for keeping us abreast of the latest developments!
  18. A nice touch in DA:O was the Lost in Dreams quest where the main character learns to shapeshift into multiple forms. That was a decent use of the shapeshifting power in that it provided a few interesting tactical options.
  19. They could possibly implement cursed items by linking them directly to your soul; once you've acquired a cursed item then any soul-powers you have take a level penalty as long as you are not wielding/carrying (as appropriate) the object. The curse gradually takes effect as it seeps into your soul, so it is not immediately obvious that there is a curse.
  20. Yes it's good to have a detailed, life-like setting with realistic touches. The problem usually comes when you get fed cultural information through a firehose (of numerous in-game books) and then little or none of it turns out to be applicable to your gaming experience. 'Show, don't tell' works for RPGs as well.
  21. Write them a check for $1 million and I bet they'd be able to add enough writers to increase the number of companions...
  22. Writh a poem will you? This infernal clown needs it, like a fly needs sh**. Okay, it's a haiku...
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