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Gfted1

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Everything posted by Gfted1

  1. There will be quests where the obviously advantageous method of conflict resolution will be combat (somebody pays you to get rid of some bandits); there will be times where stealth will be more advantageous (did you honestly think you could get away with slaughtering those museum guards?); and there will be times when diplomacy wins the day (getting the leader of that country to sign that treaty is going to be hard if complex sentences are beyond your abilities). Also, there will likely be some situations where the obvious solution is not the best one (remember those orks you massacred in chapter 1? Yeah, you totally could have gotten them to be your private army with the macguffin you got in this sidequest in chapter 4 - if you had the lore skills to decipher how to use it, or were clever enough to think about hiring a professional to do it for you...). Also, "diplomacy checks" did have a cost in Alpha Protocol, they probably will find a way to make it a valid playstyle. I understand all of that but thats not what Im disputing. Im saying that combat has costs. No matter what (as it currently stands) you will take damage from every mook every round. Theres a health cost there. The price of that cost is to return to somewhere the rest (heal). To rest you will have to pay for an inn or campsite or whatever. God forbid someone in your party gets reduced to 0 health. After they rub some dirt on it and pop tall they will wake up gimped. How do you fix the gimp? Some cost undoubtedly. Thats what I mean. Stealth and diplomacy only cost is failure which will most likely result in combat but if they succeed I dont see any cost.
  2. Thats all, no more, no less. Perhaps you should go clean out your shorts from that fit.
  3. A pacifist run does not lose out on loot.
  4. I was responding to your comment "the cost is that you lose out on loot". He clearly states that is not the case. Please pay attention to your own posts before replying.
  5. Is there any time frame for its release to tablets?
  6. No. Sawyers definition of "choice" seems to be "its a choice as long as you do it my way or suffer the consequences". A "choice" is whether to push the rest button or not, a "choice" is choosing to heal or continuing, a "choice" is what you put or do not put into inventory, etc...
  7. Sorry but a method of gameplay that offers advantages over other methods (using less resources) is "degerative gameplay". One of the goals of P:E it to program around every uncontrollable human compulsion ("I just cant help myself from pushing the button!!11!") so mechanics like this must be revised to include some method of whacking the player with a rolled up newspaper to ensure they toe the line. Sneaking and diplomacy will have to come with some "cost". Maybe losing one health per second while in stealth mode? I cant think of a good way to cost the player for a diplomacy check. Failing either will probably just result in combat but thats not enough.
  8. Hate is a strong word, use it with caution. I assume something is preventing you from moving out (your reference to being poor)? Generally speaking, and being a parent myself, I think most parents only want the best for their children. Maybe she just has a poor method of communicating that to you. Have you ever tried talking to her about it?
  9. 6 Awesome Easter Eggs Hidden in Programs You Use Every Day.
  10. No. There is no kill experience whatsoever.
  11. You're not pushing a conversation forward if you just make things up, tovarishch. They have proposed precisely zero things to actually stop us from fighting. They have removed one of the rewards for it, and if you think that that's the same thing, then I don't know why you care all that much because apparently you don't like fighting in the first place. I havent said anything about kill experiece so Im not sure what youre referring to. My comment was addressing the overall philosophy of project Eternity. For the record, I love killing stuff and being rewarded for it either by becoming a more powerful character (level up from eperience gain) or by getting some sweet loot from the defeated enemy (Holy Avenger from Firkraag). Im open to other methods of accomplising those two objectives but I also understrand other peoples point about how removing kill experience and loot would dramatically lower any true need to engage in combat except when absolutely required by the game. Combat "costs" the player, either by the requirement to repair gear, repair characters or use consumables. Sneaking and diplomacy cost nothing. Sounds a little degenerative now that I think about it.
  12. Rule #1 of PE, any gameplay that insnt in lockstep with the developer is degenerative gameplay. To combat these players daring to choose how they want to play, all normal mechanics will have some form of negative reinforcement tacked on to make it inconvienient to use. My understanding was that on a miss it would do half minimum damage, which is considerably less than half damage. I though a miss was a miss but a glancing blow would do half minimum. Are we back to being unable to miss again?
  13. You are a rare poster here as most cant control themselves from using in game mechanics, hence the wonderful world of PE and anti-degenerate gameplay. I hope trying to craft an epic item causes the player character to receive an electric shock and reduces their health to 1 for the rest of the game.
  14. Wait, blast doest actually damage the target, just stuff around the target? What if there is only one mook, you have to aim the blast at the ground near them?
  15. Its interesting how one person's hell is another persons normal childhood. Lock on the bedroom door? Door closed with opposite sex in the room? Never had either and neither does my daughter.
  16. Congrats. A little terror is good, puts hair on your chest.
  17. Players making five trips in and out of a dungeon after clearing it to haul all of the loot out. People actually do that? Make numerous trips in and out to loot every common bauble? I usually just replace whatever was the least valuable object in my bags with whatever more valuable thing I just found. Im not 100% clear how having an inaccessible portion of your pack prevents that. So then I assume loot decays after a some time?
  18. What that means is your first 5 posts have to be approved by a moderator to ensure you are not a bot. After those five approvals you may post freely and there is no limit to the amount of daily posts.
  19. Two words: deep stash. I kid, I kid. I cant even really remember which degenerative action is being removed by the advent of the deep stash.
  20. When can we expect a video of you scratching on it?
  21. Bummer. Those things are running $60 and up on Amazon.
  22. I find that one in the upper right hand corner hard to believe. How can they sanction your account for looting a container that anyone can walk up to? As far as I remember from my playing, there isnt any in game mechanic (level requirement) that prevents a person from looting containers. Or am I missing something here?
  23. I disagree. Some mechanics feel logical and natural, for example getting better at killing things (level up) because you have experience in killing things. Other mechanics can feel shoehorned in, like you can only play a game the way someone else wants you to play it. But I digress. If kill experience was removed to keep degenerates from outleveling an area, wouldnt the same be accomplished with just scaling every encounter in the game to the current party level range? Why the need for both?
  24. I only skimmed the last 10 pages so maybe this was already addressed. Arent they already removing kill experience so people cant "degeneratively gain experience"? With that mechanic in effect the developers should know exactly what the party level will be at any given location and adjust the encounter accordingly. Now a second contived mechanic is required to ensure the first contrived mechanic is working?
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