Jump to content

JFSOCC

Members
  • Posts

    2258
  • Joined

  • Last visited

  • Days Won

    14

Everything posted by JFSOCC

  1. doesn't his character die in pretty much every movie? No that's Sean Bean
  2. the wolf of wall street Great acting, great dialogue, not really an interesting story, kinda obvious "money/power corrupts" message and nothing really special. Good way to pass an evening with friends, and I don;t really score movies, but 7/10. Am I the only one who is amazed that Leonardo Dicaprio always seems to pick winners to be in?
  3. that's a good system except it encourages min-maxing a lot, so I would make it so picking a detrimental perk unlocks less points than picking the opposite positive perk costs points
  4. C) Pacing: I think people who only have an hour each day to play the game need to feel like they made some progress for every hour of play, so that they don't play for an hour and feel like they haven't gotten anywhere. Ofc, I'm not amongst those who worry about being able to handle P:E, I'm going to make time for it, one way or another.
  5. I'm sure there's another update on Tuesday, maybe Wednesday.
  6. Irenicus after a failed experiment I like it though, it makes sense in this world of soul manipulation that people would try something like this.
  7. A good example of interesting evil characters are people who are good at getting others to do their work for them.
  8. There is a Harvard Ethics course on youtube called "Justice - What's the right thing to do" And the excellent teacher, professor Michael Sandel has a speech during the first episode. He mentions that taking this course will change the way you look at the world, he says it might make you a worse person, or rather, it might make you a worse person, before it makes you a better one. I thought that was pretty apt. Also I can highly recommend the series. (10 episodes with 2 lectures each)
  9. No I'm the rogue Yeah, holding off on the XP until your gaming session is done means you get to level up only between quests, which I think it probably better pacing, because it denies you access to new abilities before the quest is done, and allows you to take your time carefully levelling your character.
  10. I really hope you'll be positively surprised. You will give it a try though, no? Edit: Unlike many in this thread, I have seas of free time and would find it a shame if no challenge in the game lasted longer than thirty minutes.
  11. I'm a big player of games myself, I play pretty much anything, from tabletop games, card games, tag, hide and seek, traitor, party games, and computer games. Recently I've been working on expanding my palette, so with exception of sports games I pretty much enjoy everything. I've been longing for a deep role playing game that I won't finish in ten hours, and I plan to take my sweet time for P:E. I've attempted to replay some old crpgs in anticipation, but found that I'm easily frustrated by them, for a few reasons I won't go in to here. I'm invested in P:E, like I imagine everyone here is. I'm going to set time aside for this game, and I'm not going to rush myself. I'm going to do the Mega Dungeon, even though I generally hate dungeon crawlers, that should be an indication on how desperately I want to soak it all up.
  12. I think you may have misunderstood what he meant when he said that. "Stroking ego" means the character is designed around reacting to things that the player does. It doesn't necessarily connote wish fulfillment heroics. I hope so. I wasn't thinking of exactly wish-fulfilment heroics, though. I think one recurring theme in MCA's characters is that for them, you are, always were, or become, the center of their universe in some way. All of the PS:T companions (except Nordom, perhaps?) are like this. It's true for Kreia, and becomes or can become true (depending on your actions) for all or most the other KOTOR II party members. Except maybe that floating torture droid from Nar Shaddaa. that had a plot-related reason though, the exile unique err, problem, made it so she greatly affected those around her.
  13. If companion characters don't like it, they can leave the party. I won't tolerate party bickering, but I do tolerate discussion. We're a team and we should act like one, that means that when the going gets tough, my party better falls in line. IE: If Jaheira has one more negative comment towards Aerie, she can F*** off.
  14. With expert mode denying you plenty of feedback, it'd be interesting if XP gain is also hidden. (and a toggable feature) I do think that, at least for a first playthrough, it would be nice to not realise what you are missing out on or gaining. It feels more like your personal story. I can figure out values on the next playthrough
  15. my browser rejects most cookies, but I believe that can be fixed, welcome to the order Molto1128
  16. sounds gimmicky. You better have a good reason for your strange companion to fit the game. (and still be considered strange)
  17. avoiding known traps better be in there. (after all, the party rogue could point them out to his team)
  18. I don't think you should design an encounter so that every player has something to do, thhat would be a cconvoluted and time intensive way of making this happen. Instead, each encounter should have a few things you can do by having a specific skill or ability. If a team member has said skill or ability, it's available, otherwise, they'll have to solve the encounter in a different way. So as per my OP example. I'd set up a mechanics skill check for causing the explosion, an athletic skill check for crossing the river, sneak skill check for passing the guard, a willpower check for the weak willed guards is not intended play design, but is available, a crack in the wall that small animals companions can cross, flight is the mage's familiar standard ability and works across all (outdoor) maps. Getting through the front gate by a diplomacy check is really the only open door given to the player. If your party has these skills, they can make use of them, if not, they'll have to solve the encounter differently. So, instead of setting up the encounter with certain play in mind, give many encounters a few options which are tied to specific skills or abilities. Sometimes you can capitalize on them, sometimes not. I imagine this would vastly increase replayability
  19. Yonjuro gets it; Labadal, read Yanjuro's post It's an example of a concept. The idea is that you provide ample opportunities for your characters to show off their distinctness within the party's shared experience. I believe this requires skills to be sufficiently different and distinct from each other in order to provide enough variety for your characters.
  20. you've already welcomed me in. thanks for helping me in tf2 btw
×
×
  • Create New...