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JFSOCC

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Everything posted by JFSOCC

  1. This is Frickin' awesome. (any terraria love?)
  2. exclusive agreements need to go. I don't have a playstation, I'm not going to pay 500 bucks for one. I have a fantastic computer. I want to play that game, I also want to play Journey.
  3. Sometimes I think I feel old, then I realise I have no idea what feeling old feels like.
  4. In Knights of the Old republic, playing a dark side character actually made them ugly. That makes me not want to play dark side for this effect, and I think that is stupid. I expect a little bit of ego stroking in an RPG, which means that if I want to play as "tall, dark and handsome" I should be able to do so without compromising my stats. Idem Ditto for if I want to play with any other look.
  5. I believe you are talking about difference between character driven and plot driven. Yes, Character driven is better.
  6. Rest anywhere, but camping spots have benefits which make resting actually useful. And I'll reiterate: Gamify recovery. If you have to set up camp, set a watch schedule (or not), choose defences. choose the size of the fire (might attract foes) then during the night you'd have sick members vomit up their sick, put on salves to aid wound recovery etc. Camp is also a good time for Companion character development. So if you set two people on the same watch you might get some interesting banter. And it makes resting not boring but part of the experience. Gather wood, light fire. clear perimeter. (maybe some resting areas need clearing first?) put tent up (or sleep on the bedroll) Place alarm trap (what distance from the camp? all along the perimeter, or just the most likely approach?) , place caltrops(idem). And all these things have different costs benefits to the resting effects. If you only have one healthy person and the rest needs to recover, that is going to be one long watch for him. What food do you prepare and how. (supplies or local) It's also an idea to have campfire tales. A good way to get lore and a sense of teambuilding. Different companions have different tales to share. High speech options and you might tell a few cool ones yourself. Some resting areas might have interesting night-time experiences. Wisps, soft music in the distance. Characters randomly wandering off and getting lost. Strangers walking into camp rambling. Just do something with it. don't make it press button here, minus x damage, cripple cured. that's boring, that also encourages grinding because it's fast and easily repeatable.
  7. Fallout new vegas: I'm sneaking with 100 stealth through a deserted area, from a mile away 4 people from caesars legion arrive. I can't avoid them. They tell me I'm marked for death, and battle ensues. If you don't absolutely have to script an event, don't script the event.
  8. Disney isn't going to let go of anything unless it makes them a buck. I don't see them letting a small studio like Obsidian getting the call. Would be cool if I will be wrong though.
  9. I couldn't wait to get back home today so I could play F:NV. Finished Old World Blues, it was kick-ass. Now I am playing vanilla and I'm contemplating upping the difficulty level a bit. Where OWB was challenging as hell, I now seem flush in food and ammo and the like. Also enemies die too easily. Hmm.
  10. Next playthrough you will graduate to doing the same with Deathclaws Wait, are we talking Lonesome Road? I stil rate Dead Money as best, but the more times I play Lonesome Road the more I like it. No I did not mean lonesome road. It was a vanilla game, and since I moved at a crawling pace, the road was long... I have however since bought and installed Old World Blues. Which I got to say, is pretty F-ing awesome. I went into it at level 8, though the game recommends 15. It made it so much more challenging, it's the most fun I've had. It feels good needing all my skills for once rather then breezing through as I'm won't to do if I can. I've been learning to love food, despite the rads. The difficult decision between movement-speed or having enough supplies to survive when the medkits are gone again. Because I don't manage to save them much, despite my best efforts. The limited amount of rest spots make you plan your attacks as if your life depended on it, because it does depend on it. Oh and let's not talk about ammo and my poor decision to invest in guns rather than energy weapons. I've gained 10 levels today, skin of my teeth for every quest. (though I did find an exploit where resetting a test through failure allowed me to get infite xp. though after 3 times it became tedious enough for me to move on) But man, when I get out of here I'll have a safe home base, and some kick-ass perks to help me out back in vanilla. Not to mention some kickass armour. What can I say, hard labour brings sweet rewards. Worth it.
  11. Have you ever heard of or participated in the Eco-Challenge? that is still the single most coolest thing I ever seen on tv and I'm pissed there are no DVD's of it. ---- Yesterday I spent all day gaining my first 6 levels in Fallout: New Vegas, and walking a few miles on "the longest road" while overencumbered, crippled and hunted by Legion assassins which were more powerful than I by far. It was fun and challenging. Lession learned: Stealth boy is best kept for escape.
  12. I hope crafting will be simple enough that I don't have to change exotic ingredients or blue-prints if I don't want to. I prefer the option to modify weapons with specific mods, the higher quality the weapon, the more can be modified.
  13. As long as they feel like they are massive metropolises.
  14. Barbarian Rogue tries to pick a lock, fails, gets angry, tries to bash in the door, fails, gets angrier
  15. Gamify resting? Maybe it's cool to have "setting up camp" as a gameplay element. You would position your camp, place cantrips, alarm snares, if you want some traps. You set up a watch schedule (optional). If you feel unsafe still you may place barricades and the like. This way, it takes time to set up camp, since the human race is filled with comfort loving lazybones, no-one is going to put up camp to heal a minor injury, because while setting up camp might be fun, doing it every 2 minutes for a few minutes will get tedious fast.
  16. well 180 was considered the top IQ score before it becomes too uncertain. so I always tied them 10-1 to the stats. So I'd have a 16 intelligence score. You don't have to believe that. What I always found troublesome is that ability scores were too easy to raise. You're not suddenly going to be more intelligent just because you get more books in front of you. Sure, your state of mind will affect your intelligence, and children certainly can still grow. But an adult in a normal state of mind is not going to be more intelligent. That +1 every 4 levels would just be impossible. Maybe you could do that once in twenty levels. Strength however, is something which is fairly easy to grow, all it requires is diet and training. It's not inherent in a person like charisma is. As for dexterity, I wonder if it is possible to have great dexterity and great strength, or if at some point you're just too much of a hulk to do anything other than tromp around like an elephant. Anyway, how did we get to be so serious again?
  17. Uh, I guess I fit the stereotype if you don't go beyond the surface. Left-wing politics, nature lover for sure. But I also like society and culture. I love my creature comforts and I make sure all my DnD chars do as well. As I get wiser I'm also much more forgiving than I used to be. I'm fairly smart (definitely not in agreement with the intelligence score, haha) I couldn't live in a urban sprawl forever, but as much as I love nature including the wildest parts, I doubt I'd ever decide to give up internet or plumbing for a life at one with the mother-tree or some such. I'll take either in doses. The one thing this test did show was my dislike for paladins and their absolutist thinking, if you can call it thinking. I can't stand the lot of them. I usually roll a high intelligence high charisma rogue, I make up for the hit I take in dexterity by picking up ranger as second class for the two weapon combat it gives. Occasionally I try a bard, but that's a fairly new development. I feel the dual class brings me closer to my own views of just wanting to experience as much as possible. of loving life both in nature and in society. But there I sound like a hippy again.
  18. You Are A: Neutral Good Human Druid/Ranger (2nd/2nd Level) Ability Scores: Strength- 12 Dexterity- 12 Constitution- 12 Intelligence- 13 Wisdom- 14 Charisma- 14 But it has to be said that I didn't like a lot of my options. Sometimes I wanted to say yes to both options, sometimes I liked none, and generally the choices were lacking nuance. There was one question about how well I did at school. Yeah, I didn't do so well, but that had little to do with my intelligence. Anyway, apparently I'm a tree-hugging hippy.
  19. I'll admit it, I'm a munchkin. I played a level 20 rogue/ranger (11ranger9rogue) because it allowed me to be good at everything. The 3.5DnD ruleset allows for rangers to get dualwielding feats without prerequisites, while still delivering 6+int modifier class skills, in skills which overlap with a rogue's. It's fantastic, you get an animal companion, on average 7+int modifier +1 for being human skills per level, and still have enough combat feats to survive standing toe to toe with other combatants, oh and access to some magic too. But playing the IE games I never was that smart. I kind of fumbled about not knowing what to pick. This was because, whenever I levelled up, I would then make the decision of what I wanted. I couldn't pick an objective to grow towards. I wouldn't get a feat which was a prerequisite for another feat which I may have wanted, because I didn't see that other feat show up in the list until I met the prerequisites. I would like to be able to see where I'm going with my build. It'd be nice to be able to plan ahead. I would appreciate to see the full path I can still take in my character screen. Perhaps have 2-3 preset character growth paths which you can select if you don't know what to do and want the game's help deciding.
  20. You could find other ways to discourage resting... Maybe too many rests fail or reset current quest. (either because you "took too long" or because "they got away" or perhaps because spawns have respawned their hordes. Or perhaps dungeoneering requires items which are perishable and don't restock upon rest. (so many arrows, so many torches, nr of lockpicks etc.) So you could infinitely rest, if you wanted to, but it'd become a tedious, and generally unfun way to play. When proceeding pays you more. Or you could get rid of resting altogether, except for moving forward the clock. Require players to recover in different ways. Visit a bathhouse, or a natural hotspring, a well in the desert. A waterfall. Maybe souls need the caress on their ears of the sound of babbling water before feeling restored. It could be tied to soul magic. IE set-rest locations scattered about in the world. You could have dungeons where they get ever sparser as you proceed towards the end. Actually, I like that idea, because it gives a flavourful way of dealing with the problem
  21. Then how about a human? That's one hell of a nasty species... If I can have a pet human I'll double my pledge.
  22. I love it. Call them the Godcursed. For their undesired presence in the immortal realm.
  23. If we're going to judge them on fight capability, I'll take a honey badger. Those bastards are crazy!
  24. I'm definitely hoping to see BG2 influences in P:E, I actually greatly enjoyed the quest density in Aktdyslexiakathla. It should simply be entirely possible to play the game ignoring a large amount of them, should you so choose, without any ill effects. That said, I hope P:E is a game that stands on itself, its own merits. What I like is that the Developers, including Josh Sawyer, all have their own vision for what the game will be. I'm glad that while P:E will gladly take input from fans of the IE games, the game itself is not going to be simple fanservice. Besides you can't please everybody all the time. I doubt taking out the big city quest density for something lighter is going to ruin my experience. I'm sure the energy that would have been spent on it, is now going towards another part of the game to make that enjoyable content.
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