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JFSOCC

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Everything posted by JFSOCC

  1. I think it's something different, I think this is a person who is used to speak his mind, someone who has trouble not too. I don;t think he's media trained, and has trouble communicating effectively. I think the outburst is telling and symptomatic. I know because I used to respond very similarly under pressure. And in my case it wasn't ill will, but a lack of inhibitions. I couldn't not say my mind, and not everyone took that with grace. You see rudeness, I see honesty. Tactless, maybe, but not malicious.
  2. btw, regardless of how you feel about the (clearly controversial) Phil Fish, I do think the core message of my post holds up: We can all contribute to having our discourse be civil, so that we do not create a hostile working environment.
  3. That's not what I got from that video at all. He was asked his opinion and he gave it, frankly and well argued. (well, the argument did come after his statement...)And you may or may not agree with it, but at no point was he directly insulting anyone.
  4. I don't want race to have an impact, because once that happens, you'll quickly find out that some races pair off the best with some classes, and you get the damn pidgeonholing you see in so many MMORPGS. "Oh you're an ORC? well I guess you're going to be a warrior and not a fighter then, haha" that cuts away characterization options.
  5. I'd like to see more light stuff, armour you could hide, weapons you could sneak into a party. You know, for the roguish types like my characters. decent protection which does not detract from either stealth or gives you away socially.
  6. I think it's not as easy as you think to give up a tool which may in the end help your sales. Because for all of the vitriol, social media does have a strong impact. I don't think it's as easy to avoid, especially once you've started using it. From the Article: 'Someone on Twitter told Jonathan Blow that you can just ignore these messages. “This is false,” he replied. “We can't choose to ignore it. As soon as the words are read, they have already hit emotionally.”' That is victim blaming. Phil Fish acting outside of social mores doesn't give people the right to send abuse his way. Nor do we know if it's cause or consequence. I've seen it happen before recently that someone blew up after suffering abuse for hours on end, and then got seen as the ****. It's important to know the context. You don't get to see all the feedback, so it's not possible to get an accurate image for us, but I hope you're right.And yes, of course we should be able to field criticism. I'm reminded of a quote by Patrick Stewart, fairly recently, about victim blaming: I think it can be applied broader. Just because Phil Fish isn't very good at dealing with the pressure, doesn't give people the right to send hate filled messages his way under the pretence of "he had it coming" I repeat:Someone on Twitter told Jonathan Blow that you can just ignore these messages. “This is false,” he replied. “We can't choose to ignore it. As soon as the words are read, they have already hit emotionally.” You simply can't not take it to heart. I don't know the context in which that happened, but two wrongs still don't make a right.
  7. Let me put up a disclaimer to say I think this community is awesome, it's seen some of the most intelligent discussions and polite arguments of any forum I've been on, and I've been on a fair few. A few weeks ago, there was a controversial update, about the durability mechanic introduced with crafting. And under an atmosphere which was at times hostile, the game developers stayed cool under pressure and used to feedback to change the mechanic. Good for the game, good of the developers. I've since also noticed they're not hanging around the forums so much more. Today I read this article, and I think it sums up the problem nicely. http://penny-arcade.com/report/article/swimming-in-a-sea-of-****-the-internets-war-against-creatives And I'm posting this as a sort of public service announcement for civility and friendly debate. Game developers have to deal with a ton of stress from social interaction. And any single post could be taken with grace. But we're a social DDOS. When a group of people gets passionate, you're not going to get that negativity once, you'll get it from a lot of sources at once. Often all for the same thing. I enjoy the interaction with the developers, I think it's one of the coolest things about Project: Eternity. so I hope no-one sent any hate-mail or angry worded letters, off these boards or on it. For the Devs, I'd like to say, everyone here is here because we believe in Project Eternity, and we're passionate. I don;t think anyone would be here otherwise. For the forumites, I'd say, you're awesome, but stay vigilant, and think about the impact your words might have. And to the Devs, if any of us, myself included, take away from your enjoyment of this project, let us know. A happy dev is a good one
  8. 1, yes. I hate being stuck in a dreary place and I want to pop up for some fresh air once in a while2. Yes on epic loot, no on dishing it out... except perhaps on the last few levels. 3. Could we do something else for a change? I can live with it, but Bosses have become a bit overdone imho. 4. yes, but not because it's too difficult, but rather because despite it being difficult, using your brain will get you the answer. 5. Haha, well, you know what. I feel everyonne should be free to screw up their own game. If there is a menu before you start your game where you can turn on "Mega dungeon kill xp" go for it. I don't need it.
  9. bystander effect. Anyway the girl seems to know her stuff.
  10. timeline of the Fez debacle http://imgur.com/a/31YZp looks like a burnout to me. Maybe he'll go back on this once he's cooled down.
  11. OK Freeflow thoughts here: I worry about the pacing, if it's 15 levels of unending slog and misery and darkness and dread, I will ignore the dungeon completely. I hope the Entire dungeon has a theme and each level is a variation of that theme. I hope that along the way there are safe places, I'd love to see an underground garden near the end, bioluminescent plants and insects, trickling water streams, bubbling mini-geisers. some enemies but fairly easily cleared. I'd love to see some traps fail to work after centuries of neglect. Torches should be brought in by the player, and no-one else. (with maybe torches to loot on a corpse in the first few levels) I'd love to see a trap or monsters triggered by light. Believable eco-system. IE there has to be some evidence of the monsters making a living here Clearing the dungeon could make it an option for your stronghold, if you don;t have one already Cleared levels could be repurposed or repopulated. I for one don't care to see monsters in a cleared level, maybe ones you leave before they are cleared. Enemies should get progressively harder, not more numerous, enemies you're encountering at the end of one level would be more common the level below. (form of telegraphing) I'd think it's awesome if the thing actually was not underground, but a GIANT structure tethered by giant chains floating over a mountain valley. I want to learn the lore of how the dungeon was made in the first place. I want explanations damnit! How the hell does such a huge structure get created. And why? I hope not everything in the dungeon is about fighting monsters or bypassing traps. I don't mind puzzles, as long as they're not language or mathematics based. (with mathematics I mean equations, because that's technically a language of its own) logic based, visual cues, mazes, all cool. Key puzzles not so much. I'd like to see a gradual change in architecture as you pass the strata, becoming ever more natural as you get near the end, except the last level. Secrets! lots and lots of secrets, things that aren't going to be found by everyone, hints subtle enough that it's not obvious that there is a secret to be had. Subtlety is key. (I hope to see that throughout the game) Diversity in obstacles and enemies. I for one would like to be able to backtrack easily, but only from levels which have been completely cleared and deemed "safe". pretty stock ideas I guess.
  12. so fez II is done, one of the game devs walked out throwing a hissy fit
  13. I can haz a Garden of Eden Creation Kit plox.
  14. that's fair enough I guess, but there's plenty of other soundwork other than music which I am equally curious about, the clanks as you pick up and move armour in your inventory, the click when you pick a lock, the creak when a door opens, ambient sounds (birds twitter, waterfalls and babbling brooks, furnace fire and campfire, background noise and the like.
  15. I've never been a fan of high magic settings, where catch-all magic comes to solve the problem like a giant deus-ex-machina just at the right time Nor do I like "the chosen one" bull****, and while we're at it, prophecies are the lamest plot device in recorded history. I opt for a subtle magic, where magic feels wondrous, more than it feels powerful. I don't mind magical abilities to be powerful, but only because of skilful use, not because you kamehameha'ed your over 9000 powerlevel straight at the goblin's face (also goblins, heh, because we couldn't make humans diverse and interesting enough to serve as enemies all the time, I guess.) Like the Jedi powers of Obi-Wan in Star Wars Episode IV, using a mental distraction (did you hear a sound over there?) as misdirection. I like magic to be intrinsically linked to the natural world, like the summer glade where water eddies in a stream with just the right amount of heat and sunlight and shade so that anyone near it hearing the babbling feels the slow current charging them, invigorating them. That's magic, that's wondrous. I enjoy the ephemeral nature of magic where you don't know for sure if someone is magically capable, incredibly lucky, or just cheating without us realising it. Someone who seems to avoid all guards on their patrol routes, and when you observe them making a mistake, knowing they will be seen by the guard, the guard suddenly stumbles or stops to tie his shoelaces. Or the "I got a bad feeling about this". It maybe clichéd, but the notion that this underbelly feeling is in fact not just nerves or your subconscious, but rather some tenuous connection to the living force telling you someone is sending you bad vibrations, that feels magical to me. Magic which is created or used with knowledge of how it affects the world without betraying too much of its nature. A door which no-one sees, not because it is invisible, but because it is created in such a way that most people's subconscious automatically makes them ignore it, that's magical. And some people who are particularly bright, observant, or somehow confronted with the door with no way to avoid it, for them the illusion will shatter. Magic which while some may have talent, (that guy often has lucky dice throws, always wins at games) it is truly only in the hands of those who have trained and studied hard to understand a fraction of it. Each one understanding and capable of something different. Different parts of the same whole. So to sum up: Subtle natural unconventional and surprising. (feeling of wonder) hard to define but following a logic which no-one fully understands yet. true mastery is the capability of consciously manipulating magic to a purpose, rather than a passive understanding or uncontrolled usage. -- the way I'd envision to see this in a game is that there are plenty of wizards around, each can teach the player something else, but the player will be limited in learning by his or her character. A player who lives life as thief or stalker will more easily learn to understand stealth, misdirection, darkness/shadow/light, silence and sound, observation and awareness. Someone who lives his life surrounded by politicking bastards will quickly learn observation and awareness, communication, manipulation and misdirection, and psychology and motivations. someone who lives her life in the wildest of nature will likely learn about endurance, resilience, observation and awareness, energy flows, resource efficiency, life and death, growth and decay. someone who grows up around stories and music will learn about motivations, about curiosity and learning, about pacing and tempo, about passion and imagination. about sound and silence, about rhyme and rhythm, about structure and creativity, expectations and originality. etc. etc. So each wizard would be fairly specialised. A player could learn from any number of them, but not all could be learned by any one character. I hope that made sense.
  16. I like the idea of having a map in your journal of places which you can manually mark and annotate.
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