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PrimeJunta

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Everything posted by PrimeJunta

  1. @Ineth since we're on this tangent, the whole point of social justice is to arrive in a situation where human beings are treated equally, regardless of gender, 'race,' religion, nationality, class, or other such constructs. Regrettably this is not the case.
  2. @Ineth the main reason is that it would make writing the game a lot more complicated. If the story is at all personal, it's going to be very tricky to write all the dialog taking into account that it the character talking might or might not be the PC. I.e., it'll only really work in IWD/SoZ style games where there is no distinction between the PC and other party members. We already know that P:E won't be like this.
  3. There's a big difference in abstraction level between Unity and Infinity Engine. Unity is more like an engine for making engines; the P:E engine is built on top of that. Obviously way easier than doing the whole thing from scratch, but definitely more work than what IWD2 had to do.
  4. @Osvir almost: you can toggle any of the particular features of Expert Mode individually. Expert Mode itself, Path of the Damned, and Trial of Iron work like Sensuki says.
  5. That will address that problem. I have to say though that I dislike the "only PC skills are checked" thing, except in conversation if it's always the PC that does the talking anyway. If there's a heavy rock to lift, it just doesn't make sense that the big brute of a muscle wizard can't lift it for the PC. I'm on a KOTOR2 playthrough. I like the way it was handled there, except that like with everything else the game is much too generous. Most routine interactions could be handled by any party member, but there were plenty of conversations and one-on-one interactions where only the PC's skills count. There also was a relatively limited number of skills, most of which were genuinely useful. It would have been none the worse if some of the skills had been merged to pare down the list even more, e.g. Repair and Security into Mechanics and Awareness and Stealth into Scouting. The only thing it would really have needed though is higher thresholds. It's way too easy to get everything.
  6. In my opinion, no. Updates are PR, and if PR is led by the developers, then PR must take second-priority to development tasks. Normal turbulence will shift around second-priority tasks. They have been demonstrating constant tangible progress. That's what counts.
  7. Re delays... I work in software development myself and have a pretty good idea of the kinds of things that can go wrong and throw the schedule out of whack. Teams that manage to deliver consistently on budget and on schedule are much rarer than teams that occasionally see slippage. Sometimes it's not even the team's fault; all it takes sometimes is that one key person becomes unavailable at a critical time for whatever reason. I.e., I have a quite a lot of understanding for schedule slippage. From where I'm at it's the end product that counts. That said, repeated schedule slippage is usually indicative of something else wrong. P:E's hasn't slipped yet, unless you count the schedule they had in mind when starting the kickstarter, when the project was one-quarter the size of how it ended up (and I don't; it's impossible to make even a slightly accurate estimate if you don't know the project scope). So if it slips once, I won't even shrug. If it slips twice, I'll raise an eyebrow. From the third time I'll start to get worried. Finally, one thing Obsidian has managed to do, historically, is deliver on schedule, even when the conditions are extremely unfavorable, and Josh has a really good track record managing these kinds of projects. So I guess the short version is that I'm not worried at all.
  8. @rjshae That depends entirely on how deep the skills are. If the same skills are used in crafting, conversation, and interacting with the world, and there are plenty of opportunities to do so, then five skills are plenty. I'd rather have five deep, well thought-out, and fully-fleshed skills than twenty trivial ones. The only real problem with only five skills is that it will probably be easy to max out all of them in a party, which removes much of the validity of choosing between them.
  9. Did I miss something? Why is their credibility wavering in your eyes?
  10. If you ask nicely, I might come give Roguey some backup from time to time. Even the Codex cannot be free of social justice forever.
  11. I'm not. Just yanking your chain a little. Proud of it, too. If social justice isn't worth fighting for, then what is?
  12. If you don't get any women to talk with you on the Internet, Sensuki, it might not be because they're aren't any. Just sayin'...
  13. I thought s/he looks a bit ambiguous actually. But hey, this is Europe, that's how we roll.
  14. The boss fight is a computer game trope that should be buried at a crossroads with a stake through its heart and garlic in its mouth. They're contrived, artificial, and tedious. And they're not at all the same thing as a tough encounter that flows naturally from the narrative. King of Shadows = boss fight. Akashi = boss fight. Baron Firkraag = tough encounter that flows naturally from the narrative. Yuan-ti temple in SoZ = tough encounter that flows naturally from the narrative.
  15. More like "can't be done." PnP is not the same as cRPG. However, mechanically a support class can be extremely rewarding in a cRPG as well. You're the leader -- the one who makes the decisions, gets the attention, and perhaps smooth-talks stuff through... and you're way too important to get your hands dirty beating people up. Instead, you inspire and empower your friends allies servants slaves while intimidating cowing terrorizing your enemies.
  16. :me raises hand: I'm pretty sure Sancho had more fun than Don Quixote. I've made "support" builds in various cRPG's and had fun with them, e.g. that skillmaster in SoZ I've mentioned several times. I also ran a PnP campaign where one of the players was a noble and high official and everyone else were his retainers or slaves. That worked out really well; the players really jumped into the roles, with the staff doing all kinds of underhanded stuff behind the boss's back, manipulating him, pulling him out of scrapes, and so on and so forth. I.e. I'm very much in favor of the support role for priests. If you want to play a more warlike godlike type, just pick a paladin. Also the D&D3 cleric broke the game. I played them too, a lot, simply because they were so awesomely powerful and versatile -- in fact, the D&D cleric is the closest D&D gets to a classless class as you can build a huge range of perfectly workable and diverse builds with it. Why is this bad? It's bad because it means that every time I built a cleric -- again -- it meant that I didn't build something else. All the effort that went into those other classes was wasted on me. Therefore, it is my strong preference that classes are (1) roughly equal in value, and (2) clearly differentiated. This way I'll get enjoyable gameplay from all of them, not just by finding out which one is best and then sticking with that. Having a clearly overpowered class like a D&D3 cleric is just as bad as having a clearly underpowered one.
  17. Koiranperse. That has a ring to it. Or in two words, Koiran Perse. Sounds rather Star Wars-y IMO.
  18. :me raises hand: I also take his posts seriously, and I don't think he's trolling. Which doesn't mean I agree with him. He is a little excitable and gets somewhat personal when upset, but if that makes him a troll then I think you'll find a quite a few in this very thread.
  19. Am I the only one here who really doesn't give a damn about community engagement?
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