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Kaftan Barlast

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Everything posted by Kaftan Barlast

  1. Its one of those things that makes you go nuts because often theres no real reason why it behaves like that. If you use the wrong ATI drivers in KoTOR2 you will get the same result. I think alot or even most of it has to do with the renderer, I know that in MAX a texture rendered with Mental Ray can look great while being hacked to pieces using ..ah, Ive forgot what its called.. the default renderer. And vice versa. Does the seam of the texture and/or normalmap run along the symmetry line in your model?
  2. I heard some very confusing comments on importing Models etc. into NWN2 during the devchat. Morgoth> Ive seen the same type of split occur in the face of other models, do you have any clue of whats causing it? Is it in the texture or the mesh?
  3. The whole idea that you can put people into two neat slots called "introvert" and "extrovert" is so simplistic that its bordering on imbecille. (Im sure I stole that last line from somewhere, I wish I knew where.. )
  4. The tragic thing is that is pretty much the case for me. "Star Wars: Republic" got me hooked like a squirrel on crack and so just thinking about more of the same goodness makes me feel all fuzzy and warm inside. Not to mention that Star Wars hit me at that precise moment in my childhood that ensured that it got lodged in the reptile brain. If I hear the sound effects or see a lightsaber, I just become instantly happy and at peace with myself.
  5. Speaking of Dark Horse, their new big Star Wars line "Legacy" is premiering May 31th with a #0 edition. Its the series that will take place in the uncharted timeline of one century after "New Jedi Academy". So no Yuzzan-Vong, and the writers will not be restricted by official SW canon because there is none for that era. Issue #1 cover Obviously, its about a hot Twi'lek Sith chick and lighsabers "
  6. I have some experience with games that have been hindranced and sometimes severly handicapped because of the Xbox, which in itself is enough to make me sneer at those devices... <{POST_SNAPBACK}> - consoles steal games from the PC with exclusives - consoles make you buy a 400$ toy just to play games on - console-to-PC ports - console games are more expensive for no reason - its impossible to make software for a console without paying big $$$ to MS or Sony ..and the list goes on and on ad infinitum
  7. If you werent such an obvious alt, Id recommend you locate the nearest sharp object you can find and then jab that into your eye as hard as you can
  8. This isnt really a very constructive thing to say, but Ill have NWN2 on pre-order either way because even if its short or horrendously flawed, itll still be a better CRPG than anything Bethesda or BioWare could ever make. Im not a fanboy, OE's idea of what a great CRPG is just happens to coincide with my own.
  9. Me and a couple of other dirty euros were thinking the same during the first night's aftermath. Namely Baley, I mean. And we were thinking it would be you who is forced to GM. Before that, we need more players. We need the Atomic Danger Squad! No, seriously an European game is worth considering, nevermind the participaters. That European Vampire game, the one with the 20's theme; I was hoping, and still am, that it would reach execution, but we can go with any setting or system. Just not H
  10. We expect a CRPG to last up around 50 hours, if it ends before 20, we will feel disapointed. Its the same thing as going to the cinema and finding out that the film, although good, is only 40min long. It also a question of having waited for years and followed the development of a game and then having it all end before you blink. Thats a surefire way to disapointment. Of course they teach us this. Ive already established that "Shorter Games = Less Content = Easier and faster to develop" but I wouldnt scoff at the negatives I listed, clearly the negative reactions we see in this thread is not exclusive to a small clique of gamers. Jade Empire is a very good example of a game that got alot of negative attention because it was over almost as soon as it started and Ive heard that opinion from a wide range of people, not just hardcore gamers. In the other end, Ive never seen it mentioned in a review or mentioned by a player that a game was too long. Especially in the CRPG genre, length is always seen as something positive. Longer game = more of the fun = more value for your money. There are a lot of myths in the gaming bussiness and the idea that you have to adapt games to inattentive people who cant take complexity or play longer than a sunday afternoon, is most likely one of them.
  11. And replay value for CRPG's is a joke. Its not like NPC X is NOT going to betray you this time around or that the evil endboss will turn out to be someone completely different. And playing as a Class B instead of Class Y wont make any significant change either.
  12. It seems odd to me that Bethesda has, obviously, tried to prevent players from taking screenshots. I wonder why? Im not a graphics programmer so Im probably just babbling nonsense now but perhaps most games use the OS to commit a screenshot to memory(that can then be pasted into Photoshop etc.) and Oblivion and some others have written their own code for actually creating a finished image file of said screenshot but that it doesnt work so well?
  13. I think any explanation other than the fact that shorter = less content = easier and faster to develop is bull****. But the downsides of shortening games are not to be taken lightly either Players will feel cheated when theyve paid full price for a game that only takes a weekend to finish A short game will not create the same kind of "buzz" that a game like Oblivion does, where people will chitter excitedly about their experience with the game over the course of several weeks. Instead, people will play it the weekend its released, do a sort of "postmortem" on it during the week after and then "Poof!" its gone from the eye of the public! No, free hype for you. If people finish the game quickly, theyll lend it to their mates the same week its released and those mates wont buy it, and you lose sales. If you had kept them playing that week, their mates would have gone "Damn, that looks fun. Ill buy a copy tomorrow" and the list goes on. it doesnt really pay to be lazy.
  14. The only way you can interpret that is that the are aiming for a game that takes the average player 20hours to complete. Which means people like us will do it over the weekend. But it sounds dodgy, why would OE care if a player finishes the game or not when hes already bought it? What possible reason is there for shortening a game so that the maximum amount of players finish it?
  15. You cant cant screenshots with AA and Bloom enabled? Thats strange, but it also explains why it didnt work to take screens for me before.
  16. Something must be seriously wrong with your settings, there are no shadows anywhere and the gamma must be turned up to atleast 200% This is what the dungeon is supposed to look like (and how it looks on my comp)
  17. So how about we dirty euros gang up and force one of us to GM? )
  18. I didnt use to so anti-simplicity until I came across some truly horrible examples of when people had simplified rules to such an extent that they broke the game itself. The most well-known system guilty of that is the "GURPS for anime" system called BESM, which more or less tries to be GURPS with a rulebook thin as a postcard. Not only were the rules incomplete, but they were unbalanced and broken in every respect. You did everything using 3 stats and rolled a 2d6, it had fixed damages and so on. Its no wonder they flushed the whole system straight down the toilet and swicthed to d20. But the real reason I like complex is because I believe that in order for the game to be fun, the rules have to be fun to play by. And the more options you have, the more fun it is to play around with it. Im not stubborn and pig-headed, and I can prove it. " Just look at all the gall I spewed over Oblivion before it was released and look at me now, not only playing it and having fun but actually admitting to playing it and having fun (although its just an "ok" game, its by no means brilliant: 3/5 )
  19. Pheh.. you buy a toy to play games on, thats all you get. NO MODS FOR YOU!!!!!
  20. Can anyone recommend another book by Alex Ross than "Kingdom Come" and "Marvels?
  21. Sleep - Dragonaut *HUG* <{POST_SNAPBACK}> *Shoots both of you in the face, then breaks all your Finntroll CD's in two"
  22. But wont putting CD's or anykind of foil or metal destroy the microwave emitter aswell? Pickled onions are sweet though, they blow up fun and they dont make a mess or bust your micro.
  23. The minumum requirement is arm/leg/torso/head but its good to have specific and detailed hit locations aswell. I know a Swedish RPG called "Western" used a rather complex system where you placed a transparent plastic diagram over a large drawing of a man to get EXACTLY where a bullet hit. That was a bit extereme, but fun. The way I use it in the system Im working on is a basic table where you use the lower dice of a d100 roll to get a 1-10 value where you hit and then theres an optional table with very detailed hit locations that you can use if you like. The AC system was mind-boggling the first time I encountered it after playing Swedish systems that are quite GURPS-like. "So, if I put on a huge armour the arrows will just magicly turn mid-air and miss me?" Yeah, overall I think we need to fight abstract contructs in RPG rule systems. Most peopole just take the wrong approach to "quick & easy" rule systems. White Wolf's Dot system is simple and quick but still makes perfect sense.
  24. I like huge and complex game systems as well, but I've learned over the years that it becomes pointless to deal with them if the rules are not easily referenced. It's just no use that there precise and exact details for how that particular armor is affected when struck by this specific weapon under water, if you cannot find the rule and use it in a few seconds during a game. If the game complexity begins to interfere with the pace at which the game evolves, then the rules need to go. It's a shame, but it is true, I think. <{POST_SNAPBACK}> I dont really mind that, you just need to improvise on the core of the rules and look up specifics if the players demand it. As it is, if a system does not allow me to hit/target a specific body part, it doesnt meet my minimum requirement of complexity and I wont use it. Also, I cant stand system where you pit an abstract "attack value" against an equally abstract "defense value"
  25. You think Berlusconi losing is a bad thing?
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