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aramk

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About aramk

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  1. Awesome thread. The boozing mini-game in BG1 has sooooo much potential
  2. It was done badly because it was tied to a skill (tactics), and only became useful if you invested in tactics. I really don't think that spending character points for better AI is worth it. Secondly, I can write a much better script with routines and proper branching than I can do with DA:O system. For me (although I appreciate not for everyone), I'd rather have a powerful scripting system.
  3. Yes, the convenience and freedom is more important because balance can be addressed by 1) designing encounters and game systems to not assume save and reload tactics, and 2) letting each gamer choose to what extent they want to use or abuse the system. A save system is not just a gameplay system. It is a system of convenience to save state. Do we want to encrypt save games to prevent players from using save game editors? Remove console cheats from the game? These don't need to be because the game can be designed to a baseline that doesn't assume the need for save and reload tactics an
  4. Yeah, whose vearing into folk pyschology now,? Who gives a **** whether people can or cannot "control" themselves. People play however they want to play. I don't "control" myself. I play in the way I find most enjoyable. For me, that invovles no cheese tactics, and a decent challenge. The way you talk about entertainment and gaming is seriously messed up. Even accepting this warped sense of value, your "condition" is down to you. If having this feature is worse for you, then it is on the basis of your own character. It's a choice you choose not to make. Accept some personal r
  5. Well there needs to be basic AI routines and roles. The DA:O system wasn't done very well, but at a basic level you need to be able to set broad melee/ranged behaviour, healing behaviour, and maybe spell behaviour. In all honesty though I would like to see something like the IE engine games where you could write your own scripts...that would be awesome.
  6. That is where you are wrong. A distincively flawed and abusable system does have an impact on me. Not only am I constatnly aware of the flaw, but the temptation to abuse it constatnly flaunted into my face. I might as well flaunt pictures of gorgeous, sexy women in front of your face and tell you to not get a boner. If entire classes (rouges) and abilities loose their worth because of such a glaring exploit, then the system is flawed. Period. Right, so despite that fact that most people are able to control their experiences, your inability to do so means the rest of us are
  7. There is absolutely no reason to limit saving. The argument provided in favour of this are just plain stupid. The didactic argument is the worst, pulled from the insane depths of some bottomless cheetohs bag. Apparently, we need to "teach" players how to play the game, and a few self-annointed blowhards are the arbiters of The Right Way for players to play "True RPGs". No thanks friends, I'd like to control my own experience here. I want to try impossible battles for the fun of it and save before battles that I want replay later. If a battle is too hard, I'll decide whether I run away
  8. It's really a moot point because I believe the general plot outline is already chosen, and I don't see them signficiantly altering the tone of the game. You will be somewhat unique in that some special event has marked you in some way, and you might have a specific trait that sets you above the average person (strong soul, etc.). It doesn't really matter too much as long as it is dealt with in a sophisticated way, and avoiding the most hackneyed expressions (prophecies, only you can save the world) etc. etc. I don't think people should expect to be just some random person who picks up a
  9. The whole point about character assination is exactly this. Create enough negativity around an individual so that they or their endeavours are discredited. If a project or group decided not pursue a project with her because of the rumours on the internet, then the harrasment achieved it's purpose. Gender relations is a sociological issue. There is no "scientific institute" that has the final word. Certainly when talking about overused, unproductive female tropes in video game culture, the "experts" in the field will be those gamers most cognisant and effected by it. For Obsi
  10. 1) Splitting combat and non-combat removes some element of choice, but not all choice. You still decide which non-combat skills best complement your character, and which combat skills are most useful. What it also provides is more flexibility in gameplay. It provides some additional options to give your playthrough a little bit more of variety. 2) Goal or quest XP provides an incentive to be creative and experiment with all your skills, abilities, and items. The risk/reward calculation to perform certain actions becomes much more interesting. Choosing to fight is no longer a "no-brai
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