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About Slaunyeh

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  1. Women can do anything men can do, while wearing chainmail bikini. Now that's gender equality.
  2. I laughed. I recently (like a month ago) finally let myself get convinced to buy and play Planescape: Torment, surely all the hype wasn't wrong despite everything I had read from a critical reviewer or knew from the liberties it took with the setting. Then I sat down and played the game and found out, nope, it is easily the most over rated game Obsidian has ever been involved in and has more bad gameplay decisions in it than you can shake an entire trees worth of sticks at. News Flash: That you don't like the game, doesn't mean that everyone else are wrong. To me, Planescape: Torment
  3. Oh is that what it is. It felt like a much too specific term to just mean "save whenever you want like just about every PC game ever", but in 'that other thread' no one seemed to know where it came from. So, thanks for that.
  4. Oh, there are several logical flaws with Skyrim's armour system, and I certainly wouldn't advocate adopting it. What it did manage to accomplish, however, was the ability to equip "old armour" because you liked the look, without suffering tremendously for it. Assuming you spend your points to that end. That, as a concept, I think it important. In a perfect world, armour wouldn't improve significantly throughout the game, and different types of armour would have different pros and cons so your choice would largely be based on what you wanted to accomplish. I'd rather see character choices i
  5. The armour system in Skyrim was actually one of the few things I liked about that game. Your armour rating had an arbitrary (and secret) cap which was pretty dumb. But it also meant that you weren't required to grab the heaviest armour in the game to max out your armour stat. With the right choice of skills and perks, you could wear just about whatever suit of armour you liked best aesthetically, and still end up near or at the armour cap. I'm not sure it was entirely intentional by Bethesda, but this created a system that essentially divorced the appearance and function of your armour. As lon
  6. But this is a game designed by humans for today's technology and not for an unimaginable future supercomputer capable of flawlessly simulating an entire universe, so your options will always be restricted to what the designers can create. I'm not sure why today's technology would be inherently worse at this than the technology of the past. Or why technology would be a factor at all. It's not about supercomputers generating an infinite amount of content. It's about presenting dialogue as 'motives and opinions' neutral as possible. The game shouldn't go out of its' way to tell you what yo
  7. I'd like more descriptive text, as in Planescape: Torment. Especially if the amount of detail presented was based on, say, successful perception checks and whatnot. Also, vaguely related to this topic, I recall a review of Planescape: Torment back when the game was released, which reached this great conclusion: "Too much conversation, not enough roleplay." To this day, that's still one of the funniest things I've ever read. I'm not sure what the reviewer consider "roleplay", but it probably involves clobbing cranium rats while sitting at your desk dressed as the Nameless One.
  8. If the game asks me to make uniformed character advancement choices, it better dang well offer some kind of way to alter that choice. If the game ends up being magically better than all other games at informing the player about the consequences of any given choice, then by all means. No such system is necessary. But I'll want to see that before I believe it.
  9. I vaguely recall enjoying Alpha Protocol a great deal, but I don't actually remember much of anything from the game, oddly enough. Maybe I should replay it.
  10. To quote the Discworld novel, Small Gods: "We get that in here some nights, when someone's had a few. Cosmic speculation about whether gods really exist. Next thing, there's a bolt of lightning through the roof with a note wrapped round it saying 'Yes, we do' and a pair of sandals with smoke coming out. That sort of thing, it takes all the interest out of metaphysical speculation." Of course, the Discworld also have an atheist god, so. Yeah.
  11. I went with "Yay!" because I like turn-based games (*sigh* alas poor Fallout, I knew him well), though I'm really perfectly happy with PE being a classic non-turnbased game.
  12. Please try something new. But don't try something new and label it as something old and expect us to get the subtle differences without some really thorough documentation.
  13. I have only one request to make of Obsidian in regards to druids (and magic in general): If you're going to implement some form of shapeshifting, please make it functionally viable and not god-awful. If you can't figure out how to make shapeshifting functionally viable (which I am guessing must be really hard because I can't think of a single successful example right now), come up with something that isn't shapeshifting, instead.
  14. Uhm, I'm pretty sure orcs were created by Tolkien (unlike, say, elves and dwarves that he just put his own spin on). Anyway, that isn't my logic at all. What I'm saying is that when you say "orc", everyone is going to have some basic expectations associated with the term. Not necessarily the exact same expectations, but the word carries a lot of baggage. There's a really tiring trope plaguing most current fantasy settings of being oh-so-different and look-how-we-subvert-classic-fantasy-tropes (note the irony). My "logic", as you call it, is that the further you deviate from the 'classic' o
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