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Lychnidos

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Everything posted by Lychnidos

  1. Hmm, are you sure? I've tried to edit my very first post here (dated jan. 2016), and was able to. It seems things have changed recently, we used to have only half an hour for edits.
  2. The LoL guys didn't like to be called dotalike, so they come up with it.
  3. They've released a dev diary. The blog page though seems to need serious work, it looks half done.
  4. I like the game, but again the caravan supplies/morale have almost no effect, you can completely ignore them and suffer no consequences. It's beyond me why they even bother to put them in game.
  5. The description of the empire in that interview seems highly reminiscent to the one in The Black Company books. The main character their has interesting thoughts on the whole evil thing, and serving it.
  6. With high dexterity(or was it perception?) it's not that difficult, I just spamed I think it was option 2 all the time.
  7. It seems they even benefited from the whole token transsexual shenanigans.
  8. I've stayed out of this thread for a while because it was hurting my head, even though I was wondering the same thing. While I'm no scientist or mathematician and someone may easily disprove what I'm about to say, I figured I'd share it anyhow. We're thinking that Earth has 12 hours of day and 12 hours of night, but that's not what we actually have. Throughout the year, at 41 degrees latitude (northern parts of the US), there's a maximum of 15 hours of daylight and a minimum of 9*. At 65 degrees latitude (near Fairbanks, Alaska), there's a maximum of 21.1 hours of daylight and a minimum of 2.9 hours. Perhaps the people of Eora were smart enough to consider how much daylight they have, on average, and used that for "day"? I haven't actually looked at just how many hours long an Eora day or night cycle is, though, (a quick Wiki search turned up nothing) so I'll just throw out some numbers. What if a day in Eora averages 15 hours long, while night averages 12 hours? * Source: Have fun! I don't know who thinks that the daytime is always 12 hours(bar on the Equator), but take those minima and maxima, add them, divide by 2, what do you get? Observe the curve on the site you linked, for every point that is above 12 hours there is a corresponding point below for the same distance, or just check the "show yearly average" box . You see the average length of daytime during a whole year for any place on Earth is 12 hours, also Equinoxes were all the jizz for any culture that noticed them. Works great for Earth. However, we're not dealing with Earth; rather, Eora. In this instance, we're looking at an average of 27 hours per day, which is not divisible by 2, and that's the whole point of this thread (or so I thought): Why are there 27 hours on Eora? I offered a possible explanation for that. As I attempted to explain, perhaps Eora's average is 27 hours, so they looked at how long the days and nights are, saw the difference in how much light there is versus darkness, and found there was NOT such a simple way to divide by two. If the average daylight hours are 15 (or even more), you can't just go, "Hey, nighttime needs to start while it's still light out because we need a similar number of hours of 'night'." My theory attempts to offer a bit of reasoning for the seemingly illogical number of hours in a day. Also, you can't just add hours to a day since the hours are based on certain constants. I recall a US Senator or Congressman trying to add an hour or two to the days and he was laughed at big-time. Similarly, on Eora, 27 hours is based on certain constants which cannot be changed. So, the mathematicians or scientists couldn't just say, "While it takes 27 hours for the planet to rotate, that number isn't divisible by 2, so let's just add an hour." I used the numbers simply to illustrate a point, maybe I should have just said that the average length of day and night, respectively, anywhere on the planet during the course of a whole year, is half of the rotation period. For a planet to have different length daytime and nighttime it would need to have variable rotation speed during the course of a single rotation(i.e. day), and I don't know if that's possible. The number of hours a day is divided in as JerekKruger said doesn't have any physical backing, it's chosen for convenience, so why chose a number that isn't that convenient.
  9. I've stayed out of this thread for a while because it was hurting my head, even though I was wondering the same thing. While I'm no scientist or mathematician and someone may easily disprove what I'm about to say, I figured I'd share it anyhow. We're thinking that Earth has 12 hours of day and 12 hours of night, but that's not what we actually have. Throughout the year, at 41 degrees latitude (northern parts of the US), there's a maximum of 15 hours of daylight and a minimum of 9*. At 65 degrees latitude (near Fairbanks, Alaska), there's a maximum of 21.1 hours of daylight and a minimum of 2.9 hours. Perhaps the people of Eora were smart enough to consider how much daylight they have, on average, and used that for "day"? I haven't actually looked at just how many hours long an Eora day or night cycle is, though, (a quick Wiki search turned up nothing) so I'll just throw out some numbers. What if a day in Eora averages 15 hours long, while night averages 12 hours? * Source: Have fun! I don't know who thinks that the daytime is always 12 hours(bar on the Equator), but take those minima and maxima, add them, divide by 2, what do you get? Observe the curve on the site you linked, for every point that is above 12 hours there is a corresponding point below for the same distance, or just check the "show yearly average" box . You see the average length of daytime during a whole year for any place on Earth is 12 hours, also Equinoxes were all the jizz for any culture that noticed them.
  10. In the end the issue is that 27 isn't divisible by 2, i.e. the number of clear, natural, everybody-agrees-on parts of day, the homonymous day and the night. Also, there isn't a size requirement for an orbiting object to be called a moon.
  11. That doesn't make any sense in the discussion at hand, people aren't talking about symbolic representation of numbers. Writing twenty-seven with the symbols 11011, 1000 or 27, doesn't change with which numbers it is divisible.
  12. Some new information by Brian Heins, it sounds good, though I'm a little pessimistic that all the resources of the empire will suddenly be absent when it comes to resolving quests.
  13. They seem to know a thing or two about drow , or men for the matter of fact.
  14. How was Jaheira a nagging wife , she always struck me as the one that wore the pants in that relationship.
  15. I never said Cold Morn should have done this or that, just presented the plausible motivations of Harmke and the rest that participated. They were scorned, resentful people looking for payback, you could even say justice, in a misguided primal way. I started to write something on the killing in this kind of games in my previous post, but decided not to post it, so here it is. Yes we kill, and we kill a lot to finish quests and achieve the PC's goals, but during other quests we kill people because they try to hinder us, to stop them from doing we find deplorable, because they are an obstacle, or simply for personal gain. But in this quest we are asked to murder a man to satisfy the need for vengeance of an almost complete stranger. Now vengeance is a powerful motivator, and helping a friend achieve it is fine by me, but with the Devil of Caroc the request for assistance is almost the first thing she asks. They should have paced things better, like with Aloth first you witness a few of his outburst, get on friendly terms with him, then receive the quest, killing because a stranger asks you to for no return is not something people do. And, if you are murderhoboing your way through the game, doesn't mean everyone else does to.
  16. That will make Harmke a different character. He isn't a psychotic murderous pyromaniac, he is a person who was angry because his country was invaded, his fellow men were killed, and he wanted retribution. Then there is a town that let the invaders go unopposed, knowing that they have and will kill more of their countrymen. So Harmke isn't thinking rationally, he is guided by emotion and joins a mob of other angry people, thinking why we should care for them when they seem to care non for us. This brings us to Devil of Caroc's poorly motivated quest(for the PC, she has plenty of motivation), we meet her, visit Stalwart and right away she ask us to find and kill a man. A man who we later find out isn't quite at ease with what he has done, and nothing in the game paints him as responsible for any other death, than his participation in the massacre at Cold Morn. Why should the PC do it, does this sound like a reasonable favor to do for someone you just met?
  17. I didn't kill him, the whole thing was too much just "hey i just met you, so kill some woodcutters", she wasn't even paying .
  18. At first glance, one would think that dialogue is a parody. But over the years I am more and more of mind, that the only requirement to call oneself a writer this days is to be barely literate.
  19. The lack of challenge problem stems from the decision that the game be completable by doing only the crit path. That is fine on it's own, but they also seems to have intended for a player reaching a new act by doing crit path only to be able to do the side content in the particular act, all with limited to no use of level scaling. Which leads us to things such as Act 3 side content being optimized for level 9, with level 10(maybe even 11?) being reachable in Act 2. The scaling they introduced with the expansion is an ok effort to alleviate the problem, but is a half measure because it looks like they were to restrained to do it proper. TWM 2 like Act 3 is also designed for level 9, and both have available scaling at level 12, which ups them to the same level, this results with players being overleveled for at least one. A better solution would have been to increase them to level 14 instead, a level 12 party won't have much problem with content 2 levels higher anyway. In the end, maybe it would have been better if the experience followed some exponential function, instead of the current linear one.
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