Everything posted by rjshae
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New Scientific Discoveries, Part Deux
The amplituhedron is a geometric model that somehow greatly simplifies the computation of particle interactions. It's an intriguing find and a quite interesting read, if you enjoy fundamental physics.
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The Kickstarter thread (PnP edition)
Still more: Dawning Star: Fate of Eos -- This is a re-launch of the sci-fi Helios Rising setting using the Fate Core system. Currently at $5,138/$10,000 with 26 days to go. Accursed RPG -- "A dark fantasy tabletop RPG setting for the Savage Worlds game system, where heroic monsters fight for redemption. In a world of dark fantasy and perilous adventure, the forces of evil have triumphed. Those who remain uncorrupted by wickedness must rely upon monsters to fight against the darkness." Succeeding at $12,510 with 23 days to go. Sounds interesting. Stab City! Role Playing Game -- "A role playing game of high-octane action, gonzo criminals, and badass assassins. It's a game about secretive cabals and mysterious organizations battling in the shadows, a world of gritty intrigue, cigarette stubs and dark, rainy nights. It is also a game about ninjas, supervillains and massive special effects budgets." Succeeding at $4,441. Infected -- "Infected is a tabletop roleplaying game about living through (or failing to live through) an undead apocalypse. There are also strong eldritch horror elements available." Succeeding at $498. Out of the Blue - The Buddy Cop RPG -- "A storytelling game for three players that evokes the action, humor, and unpredictability of a classic Buddy Cop movie." Seems to be a board game/RPG hybrid. Succeeding at $1,562.
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Small suggestions. Easily implemented ideas, quickfire thoughts.
It would help if they implemented hyperlinks for all of the in-game information. Not to take you to another web site, but to send you to an appropriate page in the codex. It would be nice to open a journal entry, read it, click on a person's name, then read where they reside and what they do. A back button should then take me back to the original journal entry.
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Potraits
It's important to remember that they're operating with a fixed budget. It should be much less costly to display status icons (or alter the portrait backgrounds) than it is to paint portraits of M conditions for N character illustrations. My preference would be to spend the resources on illustrating the game areas.
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Update #64: Developer Q&A with Kaz
I really like Polina's creature designs and environment art, but Kaz's humans/humanoids have been more characterful and less awkward IMO.To be fair, the only full "portrait" art we have seen of Polina was the godlike. The others were concepts in the concepty sense. All artists have their strengths and weaknesses, but both Polina and Kaz seem more than capable to me. I'm sure their work will be exemplary.
- Update #64: Developer Q&A with Kaz
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Features concerns so far
As long as it involves an underground lair with an ancient machine with an eerie pink and purple glow that will suck out your soul and replace it with another... mwuhahaha...
- Update #64: Developer Q&A with Kaz
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The funny things thread
Meanwhile, in Phil's secret underground lair...
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The funny things thread
Mmm, I've got just the spot for this...
- Update #64: Developer Q&A with Kaz
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The NFL 2013 Thread
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.
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Features concerns so far
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.
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Features concerns so far
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.
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Should P:E have time limits?
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.
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RANDOM VIDEO GAME NEWS
Just say no to early bed...
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Features concerns so far
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.
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RANDOM VIDEO GAME NEWS
Ouch...
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NWN2 Storm of Zehir experiences and what to carry over to PE
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.
- Update #63: Stronghold!
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Features concerns so far
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?
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Features concerns so far
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.
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Features concerns so far
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.
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Potraits
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.
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Someting just hit my brain some question about our stronghold
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.