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Lephys

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Everything posted by Lephys

  1. Not only do I know this, but I've invented and hand-crafted no fewer than 7 other types of fork. All meals at my estate are served with 9 forks and a complimentary monocle, 6_u...
  2. My favorite cheatcode is the one that skips to the credits. So I can "beat" the game as quickly as possible. 8P
  3. Now I kind of wanna make a game in which the main plot conflict is "why is everyone suddenly not dying anymore?", and it turns out it's because someone decided everyone should live forever and got resurrection magic working. But, people keep aging, and having more children, and resources get scarce, so it turns into this dystopian world anyway.
  4. But... but...! You can't play it at ONE MILLION FPS! o_o Anything under one million is a peasant's framerate, u_u...
  5. That's why I'd love to see collaborative checks. Like, you need Lore 20 to figure out some important detail regarding dragons (super generic example), but each individual can only have 12 Lore, max. So, it takes all your lore knowledge (12), plus another's at least 8 worth of Lore knowledge. Boom. Put your heads together, and you figure it out. Or... multiple people with mechanics skill to fix some huge contraption, or further repair/disarm something. etc. That would be pretty neat.
  6. If you move too far from the toilet, it gets an attack of crappertunity.
  7. Methinks Count Francis Fancyman would beg to differ, u_u...
  8. The rain in Spain falls mainly on the Cain.
  9. 1) What are some of the particular areas of the game in which quality is most assured at the moment? Just curious.
  10. ^ That, or get the voice actors of your characters to do your gameplay demo. They could voice all the characters with silly-yet-legitimate voices as they play.
  11. I usually start with a male character, and I make him look somewhat like myself, if I can. More "he just looks like an Elven wizard, but I threw in a sprinkle of my own features" and "this is what I'd want to look like if I were an Elven Wizard." Then, If I do a second playthrough, I pretty much always go with a female character.
  12. The gold-limit thing, like anything else in a game, needs to have a purpose beyond simulation. If, say, the stronghold has some economy/trade mechanics, then gold limitations on merchants would be in order. But, to simply have "you're always going to want to sell some things, and you'll never be prevented from doing so, it'll just be made really, really annoying sometimes because you'll have to jog over to a few other merchants to actually finish it out" is just silly. Without more, that's all it's accomplishing. Annoyance. That's why people hate equipment degradation/durability so much. Even when people don't like it, it at least has a place in survival-type games, where resource and equipment limits are part of the core gameplay concept, but when you take a game and just say "equipment degrades. So, it should do so," that's just an added chore. People poop, but we can assume that's automatically handled "off-stage." Why? Because the act of managing the specifics of pooping isn't conducive to enjoyment, much less pertinent to any of the other gameplay concepts. Maybe if you made an animal simulator survival game, in which where you pooped affected how predators could find you, then the act of pooping -- whether fun or not -- would actually make sense to be controlled and managed.
  13. In a very forced combo of French and English, purely for the purposes of this joke working, you are... The Nom-duit!
  14. Yes. It did affect interrupt%. Not Attack-of-Opportunity%. And that's not semantics, because they're two entirely different things. If you roll an attack, you made an attack of opportunity. Hell, you can even HIT with it, and still not successfully interrupt, and you still got an attack of opportunity (that hit and dealt damage). No stat ever governed your ability to generate an attack of opportunity. So, if you have a legimitate complaint about how interrupt works, then make that. Also, all they did was take interrupt out of the distributable stats. I think there are probably still (and/or will be, in the final game version) talents, etc. that affect your interrupt chance. It just won't be a stat you pump at character creation, anymore, that does it. Also, the whole "that early build totally let you make more than just 1 fighter build" argument you're in with Namutree is missing the point. Which is that, the build you're wishing we could just rewind time back to is the build that had MORE restriction on Fighter builds, while the newer builds have provided less restriction. I get that it's still differing restrictions. It's possible there was some very specific aspect of your build you could alter to a different degree in your revered version of the game, but that doesn't change the evidence placed forth in front of your face, here, that the passage of time only saw more flexibility provided to the Fighter class. Finally, I hate to say it, but it really, truly, sounds like you just had some misunderstandings about the mechanics of the game and how things worked, and assumed that you instead possessed the greatest understanding known to mankind of these mechanics, then knee-jerk reacted so hard you lost a leg. Not saying you would've love the mechanics if you had understood them, but, at the very least, you made your "Oh well, this game is terrible now; refund please!" decision based on inaccurate information. Some of the things you hated to see get removed weren't even in in the first place, but were added in the build you hated for "removing them," amongst other misconceptions. And if you're just going to claim that everyone's wrong/lying when they correct you on these misconceptions, then what's the point of even posting? If you're omniscient, then, by all means, enjoy your life as such.
  15. Well, as far as I know, they were always supposed to choose only 1 at the beginning. It was mentioned a while back, though, that it could be possible to procure additional forms after character creation. It could've been removed, I suppose.
  16. To be even fairer, it just sounds like the source of the problem is number values. Fix the wonky fatigue, and the hardness of hits, etc., and see if that doesn't drastically change the significance of the lack of healing magic, for example.
  17. What?! No way! You need 17 i7's, and at LEAST 4 10GB GeForce 90,000's, just to get DECENT FPS rates on games now, u_u... If you didn't spend a minimum of $5,000 on your computer, it won't even run anything on LOW. Everybody knows that! . I love seeing people who actually think that.
  18. It would be nice to see two approaches: Josh Sawyer to walk us mechanically through situations in a very super-pro-at-the-game fashion, and someone like Chris Avellone to sort of play a segment in a less meticulous fashion, but focusing more on walking us through the story/interactions, etc. *shrug*
  19. Interestingly enough, in the PoE lore, horses possess the ability to siphon the oxygen out of people's lungs, when provoked. o_o /jest
  20. Especially in certain historical eras, when you could just claim it was sorcery. "Crap! Even if we WIN a battle, all our people keep dying!" "Uhh, sir, really only about 20 people have died from..." "THEY'RE DEMONS! OBVIOUSLY! WE'RE ALL DOOMED!"
  21. Man, with all these assurances of mystery plans you've got for music stuff, it sounds like you're really... making some tracks with it. 6_u
  22. Yeah. Maybe go through and try to handpick some situations that would be as spoiler-free as possible, just to show the reactivity of the dialogue and such. Even if it's not "Look, here's where your specific companion, Steve, might leave your group if you say the wrong thing!", people like to hear about the super-general "how things are going to work," then see a concrete example of that working in action to solidify their idea of what they can look forward to when they play the game. Just as combat shows off the potential of the combat-related mechanics, character builds, etc., some other strategically-chosen examples of systems (others have mentioned crafting, etc.) would be very nice. General exploration, general ways in which you can interact with a quest in a given situation/how quests will pan out, strongholdian things and how they'll affect other gameplay, companions and their dialogues/relationships with the main character. Maybe even minor stuff, like some examples of the effects of race/background on some dialogue options. Again, even if it's minor stuff you're showing as an example, it gives people a frame of reference. You can show a minor effect of being an Elf, or having a certain Lore score, then tell people "There'll be a lot more places where it'll affect the outcome even more, but we don't want to spoil them." Then people go all "Oooooh!" because they can imagine that, without it being some nebulous "well, sometimes it'll affect things."
  23. Just that, many of the conflicts I've seen have dissolved, sometimes several pages later, over "Oh, that's not what you meant, but I assumed it was and continued to be very adamant about it." I don't mean that no one ever confirms people's meanings. Just, when there's a heated conflict, it's often fueled by assumption. Even little ones just snowball the whole thing, one frustration at a time. Sometimes it's even assumption in the face of leg-pulling. Although, I haven't seen many of those go very far. 8P Also... I just realized that you might've been making a joke. . If you were, you got me. Heh.
  24. Ahh. I didn't know that. I can't believe that's such a prevalent myth, as the thing I learned it from was a documentary-style feature on them. That's interesting that they actually have venom, though. That could still be an interesting venom to have in an RPG, actually. As for the infection-as-a-killer notion... yeah, unless it could kill very quickly (a matter of an hour or so), or, at the very least, incapacitate that quickly, it wouldn't be of much use in anything but a very drawn out war, or a siege or something. Not in immediate combat.
  25. 'Twas mainly a joke. But, on a serious note, if I'm not mistaken, people die from komodo dragon bites in something like the same day if not immediately treated. They're rather unique in that regard, in that they have some ridiculous concoction of bacteria in their mouths compared to pretty much any other creature ever. I think they often kill animals by simply biting them one good time, then casually waiting around, conserving their energy, for an hour or two, until their prey is incapacitated at the very least, if not dead. Let's just say this: a Ranger with a komodo dragon companion would be a frightening thing.
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