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JFSOCC

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Everything posted by JFSOCC

  1. we know little about them outside of combat, maybe that's where they're more interesting.
  2. well, lets hope multiclassing is in (I know, probably not) so I can multi my rogue with monk
  3. I love chess, but I love you too Wals Today I played pinball on my friends pinball machine (he's got the start trek tng pinball in his home, it's awesome) and team fortress 2, and was generally very very lazy. One of those days where your brain is low on energy.
  4. Rogue, and I want to use her as a stun-lock debuffer. Not as a ****ing DPS.
  5. The Exiles New world, new chances. As is typical for many pioneers, the old world just doesn't want them any more. And when you arrive in strange lands, with little means, you find yourself shunned by the very people you were trying to avoid, who have come there for their own reasons. The exiles are a diverse group of cults, criminals, adventurous fools, and persecuted minorities. When it was clear for the diverse group now known as the exiles that Defiance was not going to offer them a better life, they gathered what belongings they had, and moved further inland. Eventually setting up camp near the White March, known as Cold Morn. The exiles have a lot of internal diversity and a lot of internal strife, the various groups bicker constantly, and each unit has its own section near Cold Morn. Tired of the old world troubles, some of the factions within the exiles made peace, whereas some have withdrawn themselves further, another group declared the experiment a failure, recruited a few hundred men, women and children, and went onwards to explore the White March. They haven't been seen since. Every year, in Defiance, more people get of the ships without a plan other than "get away". Most of these end up in the slums of Defiance, but some decide not to stick around even here. The exiles are not self-sufficient, and return by canoe flotillas regularly for resupply, bartering with what goods can be gotten on the frontier. Whenever they return for Cold Morn, they are inevitably joined by new arrivals for whom life in Defiance was just not working out. Most of these new arrivals are in for a hard time, and most don't survive their first year in Cold Morn, whether it is because of the rampant crime, getting caught in in-faction squabbles, freezing or starving to death on the frontier, getting killed by the natives who raid their foraging parties, or disease, life on the front is tough. Some arrivals just go missing, there is no-one around to care. There is a semblance of unity in cold morn. The various groups don't really work together, but they try to stay out of each others way, decisions affecting all do get made together in a weekly conclave of leaders. But no party ever feels bound by the agreements if they disagree with them. And most groups do not mingle. Paradoxically, the raiding natives do trade with those in cold morn, but it's a cold affair, and bargaining is tough for both sides. Within the Exiles one group has been clearing more and more land, not sharing it with the others, and have begun building a moat and palisade around their section of Cold morn. Most of the town is directly adjacent the forest or the river, although the miserable place is expanding, and minor outposts are being established by those within the Exiles who wish to isolate themselves even further. The player will encounter the Exiles either via trade in Defiance, passing through Cold Morn on a task, or in search of one of the many wanted criminals fleeing justice. When in Cold Morn, it is possible for the player to act as mercenary in the in-faction troubles, but depending on player actions the groups can be influenced to unite under a strong banner, either of force or friendship. Assuming leadership the player will have a lot to deal with, from subsistence for the town, the constant in-fighting, the missing persons, contact with the group which went out into the White March, dealing with the native raiding parties, and expanding and establishing the town, and then dealing with the constant influx of desperate new arrivals. Should the player care enough to work at it, Cold Morn and the Exiles can bring some interesting benefits, including interesting contact with those native to Dyrwood, the mysteries of the White March, and the loyalty and help of the (surviving) factions within the Exiles. Should Cold Morn achieve a semblance of order, it's populace can be drawn on for cheap labour and recruits for the player's stronghold, significantly cheaper than most other sources of labour and recruitment for the stronghold.
  6. Surely there will be different ways to play your classes? If that's the only way I can effectively play my favourite class I'm not sure if I'm interested.
  7. I don't really want to limit gear like this by an arbitrary ceiling. You can balance it in different ways: yes, buffout one of your characters but the rest of your party gets nothing, for instance. Alternatively, you could say that each ring above a certain level becomes less effective. Or perhaps for each ring above a certain nr you experience a slight debuff. Myself, I'd make magical rings and amulets rare enough that it's just not likely that you'll end up with a lot Another alternative is to make some magical items class-specific.
  8. Blackynoir, that's what they're going to do. The game gets designed for the harder difficulty, and then gets scaled down for the lower difficulties.
  9. Actually the British empire was a lot larger than shown on that image, anyway.
  10. RIP Tom Clancy, Rainbow Six was one of my favourite games and also one of the first books I read in English.
  11. My Birthday gift came in. I love it, I love it, I love it. lalala, music! My laptop speakers aren't terrible, but not great either, and this, well. hallelujah!
  12. My friend quoted the reddit thread:
  13. Josh commented a while back that he played and enjoyed commandos, which I'll take as a good sign And yes, incredible. I also loved the mission where you had to help the Ghurkas and rescue the holy man, maybe my favourite commandos mission ever. It proves that urban environments in isometric games can be rich and detailed.
  14. adblock plus plugin, no more ads.
  15. Yes, you shouldn't at the end of the main story have closed all lose ends and made the world a happy place for everest. But you should be able to put it on the right track towards a better world. IE, brokering a peace doesn't immediately end mutual hatred, but it's a start for improving relations in the long term. Setting up your keep may not immediately take the wild, but it allows for a safe place from which society can grow. Destroying the dragon setting fire to the landscape doesn't end starvation, but it allows crops to be planted again, and have a reasonable chance of being harvested. Etc. On a personal level it could be a very happy ending. on the world level it should just nudge the world on a better path, imo
  16. I get that, but it's also the differences which make it fantasy, not historical fiction. It can be different. Like you, I like that there is an entirely new universe being constructed, which gives us a lot of possibilities for our imagination to work from. I think Yonjuro hit the nail on the head with this: In that sense, verisimilitude takes a back seat to internal consistency for creating an immersive experience. As for "zoning" as Trashman explained, I call it hyperfocus (which I think is what Ladycrimson described in her example), someone else might call it flow. That too is definitely a thing. And when you experience it, it generally feels great. I also notice that when I experience this, I generally play much better, have better attention, things feel intuitive, like they play themselves. I'm not a great sportsman, but I recall one game of basketball I played where I felt "in the zone" and while normally I suck, during that game I would make three-pointers throughout. It has this feeling of empowerment which I imagine is what it would feel like if "the force" was a real thing. Maybe it's our midichlorians speaking to us.
  17. the combat mechanics of the cipher are very different from what I expected, but I like how these abilities are situational and will therefore likely require tactical positioning. I'm very curious about the non-combat abilities ciphers have, particularly when it comes to their investiagtive abilties, which I've seen hinted at several times. (And well, if a spy service/secret police uses them, clearly they must be skilled in that manner) I'm also now very curious about the rogue, since some of what I expected would fall in the rogue sphere of class functionality seems to fall to the cipher. (subterfuge, debuffing) I'm also curious about the dynamics of animancy as a study, in combination with the various classes. In most fantasty settings it is generally considered that it is the wizards who are the scientists, but here it seems that this falls much more to the ciphers. Do other classes contribute to the soul-science known as animancy? Lastly, I'd like to offer some criticism on the standing stone image. It's not the stones, but the trees/grassland. I don't like it. I feel it's way too bland, it looks like the first Baldurs Gate, it doesn't feel wild, it doesn't look vibrant, and if this is a wild place, I'd have imagined there would be a significantly higher number of trees, bigger trees, more diverse trees, flowers, mosses, lichen, vines, etc. If it's not supposed to be a forest but a grassland, I'd have imagined that there would be tall grasses, small mounds of earth, more flowers, more hedges etc. This image feels way too empty for me. Unless this place experiences a lot of traffic, I just don't see how it would look like this. I realise this is very personal, but I really like to see it redone. Thanks for the update! Edit: so, in my email I got a higher res image, and there's much more detail that I first saw, that said, I still think it looks a bit empty. It misses a bit of the mystique of a magical place.
  18. I recently bought Thomas was alone in a humble bundle, I like it, even though this type of game is usually not my cup of tea
  19. failure and frustration is part of what makes things challenging, you'll feel that much better when you finally do succeed.
  20. I think you have to be OK with not always being able to convince everyone. Sometimes you just got to think "I said my piece, I explained my argument, anything else I say is not going change anything" Generally, I try to reply only when my arguments are challenged or I hear a counterargument. But then, I'm also fairly easily baited so it doesn't always work out that way.
  21. reddit taught me "Never stick your d*ck in crazy"
  22. I think it is because you're the only one who can sustainably grow an empire, the AI doesn't deal well with public order issues and thus constantly has rebellions taking place. So far I've seen only one faction grow a little beyond its original borders (the treverii, which have the benefit that all their neighbours share their culture) So while you become larger, you don't get challenged by larger empires, and eventually they become pushovers. Especially since you can pick your wars.
  23. using adventure hall rookies as expendable fodder is a very gamist exploit, I kind of like it. It's an interesting workaround, at least until you've got some levels and gear going. I wonder when you will encounter the adventure hall and if recruiting from there will cost resources or otherwise be affected by character deaths.
  24. Pff I feel like fisticuffs right now, tbh. One of our fellow forumites has been yanking my chain. But I shall be the better man! I shall ignore the ruination of a thread I put some real thought and effort in, and I shall vent by playing some Team Fortress 2
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