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rjshae

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Everything posted by rjshae

  1. 3 points and barely 200 yds allowed and 5 turnovers forced is a major beat down. I agree; those guys are scary good. 136 decibels whilst in the huddle and line of scrimmage can mess up any offensive play calling. Seattle definitely has the home crowd advantage there. They were publicly and unashamedly trying to (and successfully) break the world record for loudest sporting event. Just so happens they purposely crank it up when the. 49ers have the ball. Well I'm from Seattle, but I'm not sure that being known as the "world's noisiest" is a particularly worthwhile distinction. But the noise definitely does provide a home field advantage. The fans keep track of the number of delay of game penalties caused by the so-called "12th man". Since 2005 it's added up to 121 penalties. That's quite a lot, particularly since they focus the noise on key downs.
  2. As I expected, your understanding of the class system isn't totally correct either. For example, Josh described (at least from what I understood) a more shallow prerequisite tree than I was expecting. Again, the all classes use all skills idea is also a little confusing because, again we don't even have a full list of skills to be able to distinguish them from talents and abilities. Well that's a haughty response that rather misunderstands my point. But you're forgiven.
  3. I think a big part of the claim falls on the assumption that all the class mechanics allow the exact same options for talents and abilities (or effectively the same options, when you come down to brass-tacks and calculate each one out) across the board so that it really does play like a class-less system and that classes are just a hollow title to pacify those masses. The class information they have presented thus far shows that each class starts begins with a unique set of special abilities. As long as those abilities are not being made available to other classes, then they would seem to be unique. We don't know what talents and abilities the classes would be able to claim from that point forward, but presumably those would have prerequisites that favor specific character builds. Wasn't that also true of feats in D&D 3e? A big part of the claim of non-uniqueness seems to stem from the fact that all classes can use all skills. But this was also true in D&D 3e. Presumably then the only difference in P:E is that the non-class skills aren't capped at 1/2 the class level. But each class will still have certain skills in which they have an advantage. Hence I'm not clear about the basis for this claim.
  4. I'd be okay with a time limit to obtain a unique item in an allotted interval. Something where there's a positive loss rather than a negative gain.
  5. Just say no to early bed...
  6. My concern doesn't lie with the globe that refills itself after every encounter. It lies with the globe that only goes down and only has one way to replenish. That's what Im referring to, healing your Health. Whats the solution for when Im 5 levels deep and at full Stamina but one hit away from dying because Im at 5 Health? Get on my hiking boots, right? I really, really, really doubt that you'll have to hike those five levels all the way back up. In fact, I'm willing to bet on it that you won't. Will you have to backtrack a bit? Sure. But all the way? I'll eat my hat if it's all the way. Is it possible that they could provide some innovation for back-tracking long distances in order to speed up play a bit? I mean, once you cleared the path then all you really need to see is the party starting to head back and then the party approaching and reaching the destination. Yes I understand that there should be some price paid for moving back and forth, but that can perhaps be handled through other means.
  7. Ouch...
  8. My guess is that most of the sense of exploration will be provided with the area maps. If those are sufficiently large, then it provides a functional equivalent. The two things we'll miss from the Soz overland map is that sense of freedom you get to move about the world as you will, and the interaction with the wandering monster packs. But, given the amount of content the P:E team is already slated to produce, that's probably not such a big loss. What I think might be an interesting feature for an area map is some type of hidden annotation that is revealed based on the findings of your Ranger-like characters (among others). For example, attached to a point on a map is a scrawled note saying "heavy foot traffic" or "undisturbed dust" or "danger: trap". Or they could just add icons indicating a finding and have the associated message briefly appear on the screen.
  9. Well hopefully we won't find out the answer to these stronghold background questions until the game is actually released. Because frankly I want to find out by playing the game.
  10. yeah because in the real world you get better at things by avoiding them right? I also like how every time this comes up it's always used as the example of slaughtering hapless villagers. when I see you guys do this it cheapens your arguements so much it's not even funny. I can't think of a single game where I was able to kill npc villagers and did so for XP or gold. Mmm, no, but thanks for the reductio ad absurdum argument. In the civilized world you learn to solve most problems without violence, and in so doing you learn how to be more diplomatic. I take it you've never had that learning experience?
  11. My only problem with it is it makes avoiding combat the best way to handle most any given situation that doesn't net you magic items or directly achieve quest goals. Why it's almost like... the real world. Imagine that.
  12. Yes, some type of overland movement system would be nice. Not necessarily to the level of detail of Fallout or SoZ, but at least a mesh or grid to give a sense of choosing your own path. Perhaps once areas of the overland map are explored, it would include an auto-plot feature to draw an optimum movement plan for you as you move the mouse about. As for Rangers, well hopefully they'll allow you to avoid ambushes in area maps--especially since there's little or no XP for grinding.
  13. Yes, a 3D snapshot would still need some touchups by an artist to bring it to life. The potential benefit may be that the process is considerably shorter than creating a quality painting, thereby allowing more portraits to be produced within the same budget.
  14. You seem to be missing my point entirely while proving it at the same time. I'm saying its not worth putting in the builders because of all of the additional work that would be needed in order to satisfy your expectations of them. NWN2 had a set of maybe 50 animations that pretty much covered the gamut of non-combat actions. Of the possibilities, there's perhaps a dozen that are more useful for artisan-type motions; things like hammering, sawing, painting, reaching out to grab something, scratching the head, and so forth. It shouldn't be too difficult to create a set of common animations that can bring a scene to life. Most of the work is then in coding the NPC behaviors, movement, the placement of objects they'll interact with, and playing the right sounds. In a construction scene, the same activities can mostly be replicated to different positions as time passes. Anyway, the key factor is probably the amount of re-use you get from the work. Specific, unique animations probably wouldn't be worth the development cost; animations you can use in any crafting/labor scene most likely would.
  15. Warning: intercultural travel may cause a brief period of disorientation...
  16. Seahawks fan here. Very much looking forward to the 49ers matchup this Sunday...
  17. Perhaps we'll be able to choose our stronghold's heraldic sign from among several styles and select our own house colors? That would add a nice touch of customizability at what's probably a relatively low cost in art assets: just use the same coat of arms symbol over and over, while apply the selected tinting to banners, tabards, and shields.
  18. I'd be satisfied by the book flap summary version. If specific details are significant to the game then they can be pointed out.
  19. If you have the expansive budget to develop two entirely different, yet parallel story paths, then yes it can be done. Whatever gets done for P:E will obviously have financial implications, and it may not pay to develop extensive storyline for such a secondary path. If the player chooses not to take the KS-financed Stronghold, then my expectation is that he would not get much in the way of completely unique material for choosing that path. However, perhaps that decision fork is something that can be more extensively developed by the modding community? Personally I think I'd like that possibility.
  20. We're talking about Dungeons & Dragons lore here? That epitome of realism and consistency. Heh, right.
  21. What the **** is that supposed to mean? I think a cinematic game focuses on scenes in a story (plot), so it's more about focused drama and less of a sandbox approach.
  22. More projects: DemonWars: Reformation -- This is an old-school tabletop RPG focused on fast set-up, engaging combat and open-ended non-combat action. It is located in Corona, the setting for 11 R.A. Salvatore novels. Successfully funded at $88,245. Beyonder RPG: Imagine With Us -- A new world setting ruled by ten races, including humans; instead of the standard classes, players choose their characters based on one of six energies. Features some nice artwork. Currently at $2,755/17,500 with 28 days to go. The Covetous Poet's Adventure Creator and Solo GM Guidebook -- "A supplement to help tabletop roleplaying GMs create adventures and to allow players to play solo games with any RPG as both GM and PC." Currently succeeding with $3,674. The Robotic Age RPG -- "An original role-playing game about androids and cyborgs squaring off with plasma cannons and energy swords." It features some decent-looking artwork by Daniel Olsen. Currently at $1,663/$7,000 with 30 days to go. The Fastest RPG I've Ever Played - Abstract Dungeon -- "A fast and simple roleplaying game. Create a character in five minutes and go on an epic adventure in two hours." Currently at $2,186/$3,000 with 7 days to go. Mazaki No Fantaji Role-Playing Game -- "A cinematic Tabletop RPG inspired by stunning anime and immersive JRPGs, using qualitative stats and a unique, tile-based system." Currently at $5,016/$16,000 with 24 days to go.
  23. While not a fan of the idea of newly-made potions expiring, I do think that over lengthy periods of time a potion can and should degrade to the point of ineffectiveness. Finding a few old, crusty bottles of mysterious caked powders in among the ruins would add to the level of verisimilitude. Taking those containers to a skilled alchemist may allow for re-discovery of an ancient formulae.
  24. There's various ways they can tweak the economy so that the stronghold doesn't flood the player's coffers. For example, they don't necessarily need to give the stronghold income in the same currency as the remainder of the game. Taxes could be in a form that provides greater benefit when spent on the stronghold and its residents than elsewhere in the game. Food, for example, could be stockpiled in the grainery, then either spent on the stronghold and its employees, used to withstand a potential siege, or converted directly into gold for a net loss (50%? 75%?). Likewise, the player's gold can also be spent directly on the stronghold if the funds need bolstering.
  25. Do you suppose there's an animancer who has figured out how to reincarnate his soul into a living vessel so he keeps coming back, over and over, like an evil Dr. Who? Somebody like that can devise plots lasting many lifetimes, creating plans and schemes that only the gods can know...
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