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JFSOCC

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Everything posted by JFSOCC

  1. Yes! I think team synergy could be explored much further than it has so far in games.
  2. Ambitious to do everywhere though. But I think you demonstrate quite clearly how these dialogue options would be distinct enough without a tag.
  3. very cool. Shape was cool too. I'll shamelessly plug my own one elsewhere. http://forums.obsidi...-journey-trope/ Maybe a poem thread?
  4. Are they not currently firmly in the hands of the developers? Did I miss something? This is a forum. It is not a manual for the developers and not a list of demands about what they need to add to make their game any good. We are all powerless in what they choose to add, and thankfully so, since if we did have any actual power over content our collective and contradictory nagging would probably make the developers long for the good old days of publisher control. Yet if, given this reality, we choose to say nothing at all about our hopes and expectations for the creative direction of this game, why are we even here? Again, this is a forum. We discuss things here. it doesn't mean we are demanding things be added or removed; it means we express our views and, maybe every once in a rare while, a developer passes through, sees and agrees. Or doesn't agree. Or doesn't think twice about it. Whichever. We aren't discussing it so a developer can see it but because we're interested in the game, do not currently have the game, and so instead channel that excitement and interest into chatting about it and what it may or may not do. So yeah, I hope we see a lot more threads in which people talk about what they want to see in the story or what they want to see from the characters. Just so long as they lack any power to enforce those views, the more the merrier, and it would be pretty dull around here without such discussions. This is true, and we can decide what kind of a forum we make it. We can make it a forum where ideas can be discussed and brought up without fear of being hounded because opinion went against popular opinion. I've been to those kinds of forums, they aren't fun when you disagree and your opinions are no less valid than theirs and your suggestions get shut down instead of considered, alternatives pondered, and argued for and against.The way we treat can determine whether it becomes a forum filled with vitriol and spite, where opinions divide people in camps and fight over who is a truer fan and understands RPG's better. Or we can do what I'm happy to see we've so far been doing, mostly, which is for discussion to build a rich pool of inspiration and opinions for the developers to consider. The other day I even found myself agreeing on something with Monte Carlo, because there's a wide range of different things we discuss. I've found myself considering ideas opposite my own. and I'm one of those argumentative pricks that often refuses to be convinced. Here I feel I can argue points and not persons.
  5. That only ever happened to me in ME thanks to its dreadful dialogue wheel (brought to you by Satan). the irony will have it that while I am absolutely sure this was a real issue, I had a blessed experience where most of the time it would say exactly what I thought. I guess I think similarly to whomever wrote the dialogue or something. Yet I could once or twice still see it go wrong.
  6. I just don't think people who are interested in this type of an RPG are that stupid.
  7. You people don't really get why they went to kickstarter to pitch this game do you? Quit appealing to mass market trends for your arguments, you're going to ruin this game with that ****. What does how many units PST sold have to do with anything? Nobody is here because they aren't looking forward to an oldschool RPG experience. The argument that you can get your enjoyment differently is no less valid than yours.(and indeed mine)
  8. look, even if it's not auto-win, which I have no problem with accepting, knowing that you have this dialogue option as a result of a skill or ability means you get extra information, meta-game information. When you start meta-gaming, you're no longer busy playing the game within the framework of the game. You're not making character decisions, you're making player decisions.
  9. when that was an option in some games I'd do it deliberately wrong so I could get some extra XP.that said, we won't have to worry about that in PE, so yeah, good idea.
  10. As long as it's not a [tag] telling us I'm ok with it.
  11. habitable worlds with just one climate are implausible, habitable worlds with just one habitable climate might not be. Even if the temperature was the same everywhere, the presence of terrain features like mountains will impact climate. Shangri-La is a tropical paradise that isn't actually tropical, it's much too northwards and and high for there to be so much life and diversity. so why is there? because warm and moist air is being funnelled into the mountains thanks to their lay-out. the warm and moist-laden air causes the rainfall patterns which in turn lead to one of the most unique and diverse biomes here on earth. but it makes sense. it follows a logic. there is a reason why there is a quasi tropical place outside of the tropics.
  12. Hmmm. So having dependable villains is a cliché? Yes! it's a terribly weak plot device "they are evil, just 'cause, we need like, enemies 'n ****." also do away with the faceless trope. We can't identify them as a person, so we don;t feel guilty about killing hordes of them.most used trope ever. Whenever you see the bad guys in hordes in a uniform that hides their face, be it goblins that look the same, storm-troopers, fire-nation firebenders, or the combine, you're seeing a "you can rip on this dude because you don't have to care about him." I actually liked the tongue in cheek "so many orphans" statistic in Alpha Protocol, where you would still be confronted by all the mindless murdering you've done on your faceless foes.
  13. on one side of a mountain range it will still be drier than on the other side, because that's the effect mountain ranges have.I'm not saying I want it to be earthlike, I'm saying I'd appreciate some consistency, and indeed that it appears the game developers have put some love into these things. I don't think it would be painfully hard to do.
  14. Except then you will have no idea whether it is utter stupidity or an extreme insight on the character's part. So they should indicated that some answer is due to high intelligence or wisdom or spot skill or what have you either by markers or by additional narrative in the dialogue box. Same goes for bluff. You can be sincere about your threat to rip off someone's face and eat it for breakfast or you can just say it for scaring them away. PST had lots of dialogue where you could be truthful or lying/bluffing and it seemed very fitting. No, I disagree. I don;t need that hand holding. I'm pretty sure that I can come to the conclusion myself that one dialogue option seems a smarter one than the other. and if I don't, why should the game be so unchallenging that I shouldn't think about what I choose to say?
  15. The reviews do Alpha Protocol no justice. It got ripped apart for a lot of stuff that other games that scored highly also had, and the stuff it did well got glossed over as well. AP has fantastic replayability because of the different ways your decisions can alter/change the way future quests play out. Unlike a lot of games that advertise it as such, in AP choices *do* matter and have actual consequences in the game. I played it twice, once as rookie and once as veteran, I don't think it's that replayable. The game is awfully short, sometimes it really didn't make sense to make a different decision than you had on your last playthrough either, and there were some set pieces that would always occur.
  16. someone suggested in another thread that not all loot should be sellable or valuable. Clearly there should be some indication to the player if that were the case, but I think it would be nice. Because investing in an appraise skill would make sense, because it makes the player take care of it's inventory better than by just limiting inventory space. (no more encumbrance, rather you just don;t carry crap that merchants won't buy anyway.
  17. would completely change how people determine what they would bring along when they loot. I like this idea a lot. I also liked the earlier mentioned idea of loot being in bad shape. because this would actually make a craft or appraise skill useful. -- Inflation sucks. if you can do with 300 gold what you can with 50000, 300 will feel much more valuable.
  18. if he's using it wrong it shouldn't confer a bonus.and I can tell you that I absolutely hated the oblivion lockpicks.
  19. The map of Faerun makes no sense. There's deserts in places where you'd expect jungles, rivers with no credible source, badlands where by rights should be forest. I know, it's a fantasy world. so maybe I shouldn't care. But I do notice these things, surely I'm not the only one?
  20. These are present in many RPG's, even KOTOR2 Even when they aren't a better option, I find it rather immersion breaking to see it in front of a dialogue option. So please no [intimidate][bluff][intelligence][spot] markers I'm not saying you should not have these options But it shouldn't be apparent that these are linked to the attributes or skills. That way, while I may have extra options, I will still roleplay based one which dialogue I feel is best, without meta-game information.
  21. Please no tireless exposition. Exposition is akin to hand-holding and is a clear sign you don't trust the intellect of the player to figure it out. Or worse it's a cheap way to tell the story without engaging the player and letting them live it. I just finished watching Adam's playthrough of Icewind Dale II, that game has a lot of exposition. There was this point where I felt "Wth?" when you talk to an NPC and the dialogue goes "I spoke to your son, olap" Either you're telling the man olap is his son, or you're telling us. which means you're not expecting us have figured out it was Olap's father we are talking to. So why wouldn't we know. either we would, or you did a poor job of making it clear.
  22. Save the Goblins! You can stop the Goblin genocide by donating 10 gold to... Together we can fight for Goblin personhood!
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