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PK htiw klaw eriF

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Posts posted by PK htiw klaw eriF

  1. If they need to include dialogue option tags, it means the people working at Project Eternity aren't good enough at writing. A person can use their own wit to figure out what the different dialogue options mean, if they are well enough written.

     

    Shouldn't the player decide what the line means? A well written line in a Role-Playing game should be able to be delivered in a number of different ways.

     

    (I believe they are good enough, and because of that, there should be no such immersion breaking tags in any dialogue anywhere. Not even as an option)

     

    I find it more immersion breaking when the PC does something I don't explicitly consent to.

     

    I think that the [x]tags should only appear when the PC is utilizing some sort of skill. That way, if the PC is attempting to [heal], [persuade], [cast burning hands], the player will know that the PC is utilizing one of their skills/spells.

     

    I do agree that "ability determined"(by this I mean conversation options that are available by having x amount of a skill or attribute) conversation options don't need to have [x]tags, since the PC isn't attempting to use a skill, but is drawing upon knowledge that they have.

    • Like 1
  2. What if, rather than specific tags popping up, you could select a social skill (e.g. bluff, diplo, intimidate), then select the line of dialogue you wanted to use that skill with? That way there would not be tags, but you could choose to use your skills as much or as little as you like, giving more control to your character's personality and relationships with different individuals. Furthermore, the game could keep track of the number of times you choose to be intimidating, lie, diplomatic, etc., and you could get a reputation in different towns/regions (for lying, you would get a reputation as a lier if you were CAUGHT lying a lot).

     

    Thoughts?

     

    I could see something like this working.

  3. How does the game know that the PC is trying to intimidate someone? The only one who should decide if a response is a threat is the player.

    And all threats should use the intimidate skill yes. I do not see how there could be any confusion unless the threatening is done using some horrible eufemisms (I could maybe take you out for dinner [dramatic score]).

     

    The Player is the one ho puts the "motive" behind the line spoken. So if the Player selects a line that they do not intend as a threat, but the intimidate skill is used, then that is a problem. [intimidate] should appear , so the Player doesn't unwillingly and/or unknowingly intimidate someone.

    • Like 1
  4. I don't think that they should show a [x] unless the PC is actively doing it. For example, if the PC is using the intimidate skill, the player should know that they are using it.

    Not even then. It should be pretty much the opposite - every even remotely threatening response should check the characters intimidation skill without displaying any tags.

     

    How does the game know that the PC is trying to intimidate someone? The only one who should decide if a response is a threat is the player.

  5. Somehow I don't care wether or not romances are in the game, except it would really contribute to the gameplay and of course contentwise. But since personal buddy quests are going to be in the game anyway, I don't think there will be any real value to romances. If people want romances - sure, give it to them. No problem. I was never interested in-game romances or sex for that matter. Not to be condescending, but I prefer my romance and my sex to be real, I gain nothing out of virtual things which are not realistic. Romance and sex are about physicality and a deep connection that simply cannot be matched with a virtual counterpart in my opinion.

     

    This is where I think that things get a bit muddy. I never consider the PC in a RPG to be me, so I don't view their romance and friendships to be my own. I think this makes the whole romance debate difficult because not every player sees their PCs the same way I do.

     

    I think that romances should be included if

    1. Obsidian wants to do them
    2. They focus character development/reaction rather than fanservice/ego stroking
    3. Every "romanceable" character can also be a good friend or other type of relationship

    • Like 1
  6. Yea, having the game play the boring fights for you. How is that a "far cry" from having the AI do everything? In the case of those fights you're on autopilot and might as well watch a movie.

     

    What If I wish to role-play a PC whose tactical prowess is far superior to my own? Having a tactics option could allow me to do that, assuming they are done well.

     

    If you prefer not to use tactics(for whatever reason) then you shouldn't have to. I'm not advocating for mandatory anything, just the options that let the player do as they wish.

  7. They should have options to

    1. Micromanage the entire party
    2. Have tactics for NPCs and the PC

    That way, if you want to let the game play itself, you can do that. If you want to only control the PC and let the party act like NWN's henchmen or DAO's tactics system you can do that. If you want to micromange the party, you can do that.

     

    Giving the player many ways to play the game should be a goal.

    • Like 1
  8. ^Is he stuck in the 1950s or some ****? I would like to see him actually define "Communism" before he uses the word.

     

    The only thing this election seems to be good for is reinforcing my hatred of politics and give me more of a reason to game and spend absurd amounts of money on comics.

    • Like 1
  9. I don't think that party members should gain any sort of experience if they do not perform actions that would normally be rewarded with experience.

     

    Maybe there could be some kind of "side missions" for them to go on like chasing a bounty or something of that nature? It should involve some risk and could keep certain characters more viable companions after they had spent some time away from the main party.

     

    As it happens, I did the opposite in DAO - I picked one party and stuck with it.

     

    I usually did as well, but that was mostly because I didn't use a mod that gave access to a "respec" item and thought that the "auto-builds" for characters were terrible. Also my PCs usually felt more comfortable around people they were already familiar with.

  10. I think the player should restrict themselves from abusing it. There are so many things in a game for a player to abuse(like reloading) that would be pretty damn difficult to restrict without making them frustrating as hell. I would bet that most people that will be playing PE aren't the type who reload every roll to make sure they get a success or spam resting to be fully refreshed for every encounter.

    • Like 1
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