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rjshae

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Everything posted by rjshae

  1. Yes. Yes you are. ...in the background an ominous hollow sound leaks from the chimney... a cabinet door rattles on its hinges...
  2. I agree with the OT, and that would actually be a good way to make a settlement seem more lived-in without necessarily detailing every single dwelling.
  3. In contrast, that one really worked for me. I'd expect a barbarian to have unusual customs and garb, and she did. The fin ridge along the crest of her head also made her look a little less human. Beauty is in the eye of the beholder. Just because you wouldn't find her looks personally appealing, doesn't mean the concept wouldn't work well in this setting.
  4. There should already be skilled crafts-people in the world that are integrated into the economy. In contrast, the party are skilled problem solvers. So I ask the question: what is gained by having the party perform the crafting? I could see a few potential cases: The party is far from civilization and needs to create ad hoc tools because of time pressure. (E.g. antidotes made through herbalism.) The formulae are frowned upon by the establishment, producing goods that can't be sold at a retail outlet. (E.g. banned drugs or toxins.) You possess a rare, exotic formulae and can use it to produce a few high value goods. The item to be crafted can only be used by you or a member of the party. (E.g. potions in The Witcher.) The craftsmen are members of monopolistic guilds that charge outrageous prices. But these are mostly corner cases. In almost all other instances, it's probably more efficient to use the skills of a master craftsman. After all, you want to spend your time adventuring, and leave the mundane tasks of building stuff to others. I'd like it if the game could satisfy that: allowing some unique minor crafting by the players, but leaving the rest to the craftsmen.
  5. I enjoyed the two concept drawings in the current update. They express emotion, action, and a certain cultural distinctiveness. The wizard is a little paunchy with heavy calves, but his face and unyielding posture speak of experience and determination. That all looks good to me. Likewise, the barbarian is leaner and he possesses a reckless drive and courage that would unnerve many a weaker foe. There's nothing to compare them against, so I can't quite get a sense of their size. But I'd guess they have normal human proportions, or perhaps even a little taller. It doesn't look like they spend much time in the water, so the origin of their flesh tones is a bit of a mystery. The only slight suggestion I'd have for improving the illustrations is to add a lot more shading. At present there is little gradation in brightness, so that makes them look flat and a little cartoonish. Then again it's just concept art, and the shadows will show up during rendering.
  6. Looks like you picked the wrong day to quit sniffing glue.
  7. Looks like the house is in Poreč, Croatia. Interesting.
  8. I'm a little confused how you came to this conclusion. I don't think anyone said they would have no impact. Significant impact is relative anyhow. They should have an effect but not necessarily a measurable one. A conversation is not a math equation . You can't just say [NPC QUESTION] + [PC ANSWER] x [sPEECH SKILL] = [DESIRED SOLUTION]. Or rather, in most games you can, but you shouldn't be able to. Okay. But if I use a mechanistic skill to open a lock, I see the outcome. If I mix an alchemical brew together based on a skill, I also see the outcome. How will we see the outcome of a Diplomacy skill? If we don't, why would it matter whether we send forth Bruce the Brutish Barbarian to speak or Pete the Polite Paladin? In RL, if you never witness the outcome of your trained abilities, you'll never learn from your mistakes or discover the relative worth of your skill. In that case is it even a "skill"?
  9. Don't be absurd. Fallout 3 [of course] has nothing to do with the example; the imagery alone makes the idea laughable... the physics make it impossible even if they are strong enough to lift it. The video just demonstrates how silly it is. Hmm... you initially failed miserably to explain your point, then call me absurd for me for noting your logical fallacy? Ahh.... right. Carry on, nothing to see here...
  10. If conversation skills will have no significant impact on dialogue branching, then I remain unclear why they are even needed. The only one that makes some sense is a barter skill. Maybe an intimidate/taunt skill for use in combat? As for the Health/Stamina split, perhaps armor will impact each one differently? If so, then you may be able to manage your health loss to some degree. I.e. against a typical weapon, maybe the damage ratio is 1:4 for light armor, or 1:8 for heavy armor.
  11. But will the cloth physics work for the chain mail bikini physics? They may have to jiggle the parameters a little.
  12. Gizmo: Since Fallout 3 does not have a weapon strength requirement, you have failed to demonstrate your point. Besides, a sufficiently strong character (say one with biomechanical implants) should be able to wield that implement.
  13. The game does not need to simulate those elements of the economy in order to tell its story. Just think of them as being located on the parts of the map you can't visit. EOM.
  14. Shrug. Yeah I'm not sure either. It just struck me as probably being overlapping leather or cloth because it didn't have any horizontal joints for bending at the waist.
  15. I think he called it right (about the first sentence being a bit of a Troll). Besides, it was an amusing reply... and there's no need to be so serious, mate.
  16. ^^^^ If they use weapon strength requirements in PE, then that approach would make a ton of sense. (Or possibly -1 per X Str points, depending on the scale.)
  17. A thousand times this! :D It wouldn't even be necessary to require your character to develop an addiction, maybe there just is a special brand of mushrooms that Forton likes, that once you eat 'em allows you to see and interact with Boo (or a big smack in the head, or both as alternative methods). Or another talking hamster! Maybe it's not Boo, but a friend of his who happens to be looking for Boo; there could be a very interesting side quest involving reuniting the Hamster with Boo. Maybe the hamster is heartbroken after "Boo ran off with that brute of a ranger!" Or, the hamster could be actual, but you could only communicate with it once you've hit your head bad enough/eaten the special mushrooms, that would initiate the "Where is Boo?" Quest. To have a plausible context for this in the game world, there could be some sort of trickster god/spirit involved in the whole affair. The characters in The Princess Bride were amusing as well. That doesn't mean I'd expect them to be popping up in a different fantasy movie. Minsc and Boo played their role in the BG series. Now it's time to move on. We don't need to keep nerdishly reliving amusing media moments. I'm sure that PE will have its own set of unique characters with different stories to tell.
  18. I can't imagine why they wouldn't. But will they have backpacks?
  19. I can see your point, but switching the viewing angle like that would require mathematically scaling the axes for movement, 3D rendering, shadows, lighting, displaying effects, and so forth. I'm not clear how practical it will be for them to make frequent viewing angle changes like that, unless they build it into the game from the start. But they can probably get comparable results just by planning the layout appropriately and using their artistic skills.
  20. You guys must be lots of fun at parties. If you don't like the idea of a non-essential mega-dungeon, don't play it. Or save it for the replay so you'll have something different to try.
  21. Never underestimate this forum community's ability to overreact.
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