
Sacred_Path
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Posts posted by Sacred_Path
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These bandits wear and use armor and weapons that's worth a kings ransom (and more).
Why are they bothering with banditry when they could sell them and live in luxury for the rest of their lives.
Since this only happened at some later point in the game the PC is probably still a good target for all the magic items he is carrying? Quite a stretch though, admittedly.
That only sounds like an example of how not to do level scaling though. Those bandits could have been replaced by monsters.
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Another question around this, don't you think that the various Romance dialog options lead to a deeper kinship with your various party members? Getting to know what makes them think and act. I just can't imagine a game where my characters are just names and are there to win combat. I firmly believe that Romance/Sex options give our characters personality
But I suppose you can get to know your party without the Romance option?
My experience with romance in games is just that they're done in a cringe inducing way. Did Arie's romance lead to a deeper understanding of the character? Not really. She doesn't have wings so she's unhappy, fine. OTOH, Minsc's bonding with Arie that could make him go berserk was a nice twist to have in the game. If you didn't have both in your party you weren't really missing out, but having them together resulted in this neat interaction.
For me, the goals that your characters have just overshadows more mundane things like romance. I just imagine that there's all kinds of interaction going on between characters; after all there must be a reason why they travel together in the first place.
Like this poll implies, party interaction simply shouldn't focus obsessively on romance, there are so many layers of interaction that could happen that I'm just not impressed when everything results in a love story.
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David Carradine, perhaps?
in that case, he needs a noose
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I see your point, okay what about in BG2 where you are courting Viconia and eventually you get attacked by Lolths followers. So the Romance thread leads to an encounter but not missing content. Would you be happy with this?
In that case (where I'm not missing content) I'd like to toggle romances off like it has been suggested. If all I'm missing out is some dialogue with no real consequence I wouldn't care.
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But Sacred lets be realistic, I agree that both Romance and food mechanics are not necessary but if we have to see what is important to the community I guarantee you that Romance will be considered more important.
As I've said in my Mature Themes thread, I think romances are probably mandatory today. There's a younger generation of players that probably grew up with romances in RPGs and they expect those to be in there. Also imagine the average gaming journalist's verdict if there was no romance, zomg! I just want it to be either well done or optional but without missing any content (like, the only thing you'd miss out on would be dialogue)
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this does not at all exclude adding further elements where this is also true.
Oh, weren't those your words?
I'd like someone who supports romance in games argue against a food mechanic. Anyone?
So, as I understand, you couldn't prove this position anyhow now, neither you could answer question you asked yourself. Wouldn't you admit that your exaggeration and comparison altogether were a little out of the place? And logics like: "if we have X we definitely should have Y, and if we not - there shouldn't be X" - is ill by its nature?
Can't you read? Where in these two posts did I say that romance shouldn't be in the game under any circumstance? I gather you didn't get my point, that is romance and a food mechanic are both not inherently necessary. Yet I like the latter (which isn't fashionable), and that's just as subjective as wanting romance. It has often been brought up by promancers that they feel romance is necessary to their immersion/ character development, that's why I used food mechanics as a way to show that this is not only true for romance.
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*Cross-referenced with another interview, that's 2-3 months per party NPC.
what interview? In any case, it would be pretty horrible if NPC interaction is such a ressource hog. We have the Adventurer's Hall, so there's no need for overly complex NPCs.
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They see me trollin...
I don't see why you had to post three pages of hyperbolic BS just to come out and say that all you were against was poor writing. Also I still can't see any reason why a food system in a game like this would be fun for anyone other than a complete sperglord with a hardon for performing mundane repetitive tasks ad infinitum. At this point I have to conclude that you're just being intentionally silly.
lol u mad
Tbh you should just stop assuming things about people if they don't share your opinion. I never said I'm completely against any romance in the game. I'm just jaded about it because it's usually just not well done and ends up being more of a nuisance than it needs to be.
I don't need or am particularly fond of romances in games; I'd rather the devs focus on other things. If they're in, they're better done well or they can signifcantly diminish my experience. If they're not done well, then at least they should lead to some optional content (like quests) so I can forget about the romance-y stuff and just powergame my way through.
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Well, just as I expected ) You simply have no idea on how important the right way of breathing during the battle. Do it wrong and you'll be dead in a minute.
Yes, especially if you stop it altogether. Also nerd rage
And if to consider stealth? Unable to manage your breath - and you are completely revealed yourself. Could you ever imagine mage citing spells after fast run without proper control on his breath? (should resort to spells without vocal part if he fails to manage his breath, quite an interesting gameplay feature, I'd say)Would you provide any reasons to implement general plot line and not to implement such crucial to every aspect of game feature as breathing? Or couldn't you answer your question totally in your terms for some reason?
It boils down to this:
- add food: increases realism and is an enjoyable mechanic to micro-manage for some people
this does not at all exclude adding further elements where this is also true. I've already mentioned several ways to implement a food mechanic that I'd like/ wouldn't mind having in the game. Now you can do the same for breathing and heartbeat. Hav fun!
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What has been seen...
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But if it's "content" that people are voting against existing to begin with, who gives a ****?
I'm not voting against romances in general, but against sappy writing. I'm especially not voting against quests that result from romance/ from having a certain character in the party, because that would make me tolerate any bad writing that may come with it.
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OTOH, does it take any effort to keep your heart beating?
And what about breathing then? I asked specifically about it.
If you find breathing is a chore that takes much effort mebbe stop it?
this is degenerating into derp but that's probably because romance is involved
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Ah, but you probably won't miss out on much if you toggle food off. No romances OTOH will possibly bereave you of mucho content.
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Well, you have a point. Then we'll go one step further and implement breathing mechanics! And hartbeating mechanics! Everything controlled by the player! Few things are more important than this!
If you wish to refuse common reason and want to intentionally exaggerate
Does it take any effort on your part to satisfy your hunger?
OTOH, does it take any effort to keep your heart beating?
There are better examples to refute food mechanics (such as, wouldn't all this camping in the wilderness in bad weather cause rheumatism? And with no blankets to boot? Better introduce some housing!)
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I'd like it if often, there were lots of enemies (not random encounters), but you can reduce the number you have to face by using stealth and/or diplomacy.
I also actually like how monsters are recycled in Wiz8, they are all variations on the same theme but with some significant differences, like using more or fewer ranged attacks, causing different status effects etc.
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^ Can't touch this
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Did I get it right that Josh is pulling the entire lore out of his ass? Kudos to him then.
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I don't want a lot of great quests ruined by a lot of **** quests (which is what happens inevitably). It's like having good and bad writing in a game, you can't just ignore the dumb stuff.
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On the flip side, really don't want to see a non-toggle-able food mechanic because I find them a bore in games and a lot harder to ignore than optional dialogue.
Mebbe it should be treated like romance then. A pop up message that says "You happen to have some bread in your backpack. It looks delicious. Your stomach growls when you look at it, though you do not know why. You feel strangely compelled to sink your teeth into it. Give in to this seduction y/n" Completely optional.
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1. In real life, yeah. In a game? Not to me because that's not what interest me - the story & characters are. If I wanted to play a sim game, I'd play the Sims and be forced to feed my Sim and guide them to the bathroom to poop and all that.
2. Again making complex systems to handle what is essentially a money/time sink button press element ("Press 'Y' to not starve to death") isn't interesting to me.
I won't hate it if a food mechanic is in, but its not something I have an interest in.
I know, that's basically what it comes down to. Personal preference and interest or lack thereof.
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Seriously? One is a mechanic necessary for risk and recovery in combat, the other is completely extraneous.
And food a permanent money/skill sink that makes the player better contemplate on how he coordinates his journey and how to spend gold.
Extraneous yes, just like romance. By no means is romance required to develop your character or give it depth.
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Just load his dialogue with Chuck Norris jokes.
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Now you're just being facetious. Important yes, but to your health, not to the advancement of the plot or evolution of your character.
The same thing applies to healing.
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I'd like to have the opportunity to tell about my exploits ingame, then having the other person respond "a riveting tale my brethren" [end]
Mature themes
in Pillars of Eternity: General Discussion (NO SPOILERS)
Posted
So basically you want less hand holding? I can relate to that. It's more satisfying if not every person in the world has a sign over their head. Questgivers approach you to deliver a quest, enemies blindly charge you etc. That has been done to death.
I liked how in BG, bears would only turn hostile if you stay standing in their territory. Something similar should be true for more enemies. Maybe out of a group of enemies, one (the gung-ho one) should attack you while the others stand back. Now you cut down the loner, but do you also attack the rest immediately to gain an advantage? Or do you sheathe your weapons, hoping that after this display of power/ lone maniac getting killed, the rest of the group will stay peaceful?
Also, estates or rich NPCs were kinda nicely done in BG2, more of that. Do you rob them/ burglarize their homes, or attempt to get a quest from them?