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Everything posted by Gromnir
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based on the info we got, we believe cosby is a dirtbag. if he weren't too old for it to matter, we sure as heck wouldn't feel comfortable if he were dating a family member or friend. is not the same as guilt. for us, legal guilt is needing meet a whole different standard. am suspecting that our response will be unsatisfactory. ... in many ways, Gromnir is still a true believer, even after all these years. we hold to the proposition that is is better that 10 or 100 o' the guilty should go free than that one innocent man should suffer. we accept that our system requires that men/women who has done wrong will escape justice and that such is a good thing as the safeguards that allow the villains to go free also reduces the likelihood that innocent men will accidental or purposely be deprived o' their liberty. HA! Good Fun!
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am admitting to being mighty conflicted about accusations o' rape. while rape shield laws exist to protect the accuser from being victimized by the process, the reality is different and ugly. converse http://www.dailymail.co.uk/news/article-2152409/Brian-Banks-Player-falsely-accused-rape-NFL-auditions-teams.html we worked at a juvenile detention facility for a couple years. were good money and were a 24-hour facility so night hours were available-- we could go to school and work... just so long as we never slept. anywho, there were a period o' time while we worked at The Hall that accusations o' sexual impropriety on the part o' the staff became endemic. the residents learned that the mere accusation o' sexual wrongdoing on the part o' staff related to searches or showers could lead to harsh consequences for the staff. stoopid and angry kids making up terrible stories just to make their perceived tormentors suffer? gosh, what a shock, eh? how many false claims gotta occur before folks become suspicious and jaded? only one? perhaps all you need know is that some "victims" do lie for one to become suspicious o' such accusations? as an aside, public perception o' malfeasance or wrongdoing doesn't need pass same level o' scrutiny as legal guilt. nor should it. is many actions that is wrong and stoopid that ain't illegal. and particularly in the USA where we got unique exclusion rules, folks we know is perpetrator o' a crime must necessarily be found not guilty if there is a failure o' police or lawyers or the State. regardless, the court of public opinion don't need follow the same rules as do courts. good. yes, it is a terrible thing that mistaken public opinion can ruin an innocent man's life, but how many o' us know complete d-bags that has figuratively (or perhaps even literally) gotten away with murder and managed to escape justice? we know folks that lie and cheat and steal and have no criminal record. the justice system can't take away their liberty, but don't make 'em any less a d-bag. dunno, perhaps 'cause o' our profession, Gromnir is able to insulate the legal process from our personal notions o' right and wrong. HA! Good Fun!
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I'm not surprised Strawnir would think that. says the guy who can't figure out strawman or hypothetical? ah well, am guessing we embarrassed you one too many times... though you did to self, truth be told. is more baffling that you don't even realize. *chuckle* we will stay on-topic by noting that honest don't recall where we heard mention o' appropriate levels for the expansion or that the expansion is accessible from the point one acquires the stronghold. am s'posing we could do a search... "Seriously, though, "hours" is a ridiculous measurement of game content. " true, but it is an inevitable yardstick. after HoW, black isle stopped mention o' any kinda specific reference to hours o' gameplay. nevertheless, if fans and interviewers keep asking for estimates in terms o' hours o' gameplay, the developers will eventual blunder into making such an estimate. HA! Good Fun!
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our memory on this point is vague, but for some peculiar reason, we recall level 6 as having been mentioned in context o' the optional expansion scaling. the expansion would be balanced for levels 6-whatever, but the scale option could increase that range. HA! Good Fun! ps regardless, am believing that the expansion is accessible as long as you have the stronghold, yes?
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This sounds like you've never played a rogue... Shields don't work. from our personal experience, dps rogue deflection don't work against the mistress below. the deflection necessary to withstand the mistress requires a character with tank abilities and talents coupled with the shield deflection bonuses and other tanky gear. as an aside, the mistress below party killer (rogues included) for us is the breath weapon. the breath does corrode damage, but am not recalling if it targets deflection or reflex. our best defenses, other than consumables to temp inflate endurance, is the options we mentioned earlier in this thread. you may also load up on scrolls o' paralysis and revival if you want an easier run at the dragon. scrolls o' confusion is also groovy as the dragon will attack confused ads. grieving mother's mass dominate is similar efficacious, particularly as a couple o' the adragan (sp?) ads can petrify. is kinda funny when battle is won 'cause the adragans keep petrifying the dragon. to torm: we suspect others will disagree, but the hand and key breastplate is not a bad option for the battle in question. sure, it slows down your rate o' attack, but the breastplate offers considerable charm/dominate protection, and the ads will try and dominate you if they can. if you do not use cheese tactics to wipe out the ads before the dragon battle begins, a rogue with meh will saves will get benefit from the breastplate. HA! Good Fun!
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not necessarily. in more than a few gameplay previews for poe, the obsidians were playing max level characters, regardless o' the inappropriateness o' such a level for the given content. we wouldn't read too much into the videos. regardless, if the expansion increases the level cap, then am suspecting that without playing any additional content you could reach level thirteen, or better, simple by playing a completionist run o' the core game areas. get less than 2 full levels from the additional content would not surprise us in the least. HA! Good Fun! Well even if that's true, it doesn't really change anything. When the cap is increased to 14, or later 16, does it really matter if the levels are gained from the expansion content or from the main content? actual, we suspect it matters to some folks. read the posts in this thread and you will see that some folks appear to believe that the expansion will offer enough material to level 2x. so, what if that ain't true? what if even at level 6 or 7 you do everything and it results in only a single level-up? we already see a few guesses of gameplay hours for white march part 1 that exceed any crpg expansion we can recall playing. as for guesses about adjusting level progression... hypothetical changes, eh? am doubting that the obsidians make any major changes to the way xp is provided. for whatever reason, the obsidians were confident that they understood how much xp were available in the game and they believed that it would require a completionist the entire game to reach level 12. they were wrong. however, we will note that the rather simple expedient o' cutting the bounty awards in twain had a significant impact-- the number o' folks claiming to reach the level cap before chap 3 largely disappeared. we do not foresee a major overhaul forthcoming. am of the opinion that the current xp scheme is less than ideal, but am also suspecting that obsidian has much on their plate. a simple and quick solution would be our first choice, even if such a choice would not be perfect. reducing bounty awards worked to reduce the perceived xp problem. make further reductions in the side-quest material to achieve the desired goal o' slowing level progression is a simple solution. yeah, we agree with matt516 regarding level progression, but from a practical pov, we would be surprised if the obsidians changed the xp scheme as a whole. HA! Good Fun!
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not necessarily. in more than a few gameplay previews for poe, the obsidians were playing max level characters, regardless o' the inappropriateness o' such a level for the given content. we wouldn't read too much into the videos. regardless, if the expansion increases the level cap, then am suspecting that without playing any additional content you could reach level thirteen, or better, simple by playing a completionist run o' the core game areas. get less than 2 full levels from the additional content would not surprise us in the least. HA! Good Fun!
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Why is this game so hard?
Gromnir replied to Devious13's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
is difficult for Gromnir to judge the difficulty o' the game. we got many dozen o' hours invested in the beta and an embarrassing number o' hours in the release version. yeah, we got more than a little experience with crpgs, but our hours o' poe gameplay has robbed us o' any right to make comments 'bout the difficulty o' the game. we have played through the entire game multiple times, and we have purposeful replayed particular challenging battles over and over andoverandoverandoverandoverandoverandoverandoverandover. that being said, the beta folks, back in the summer o' 2014, were complaining almost en masse that poe combat were difficult and frenetic. yeah, there were fine tuning done to make dot from spiders and beetles less lethal, but for the most part, the beta folks adjusted to the relative steepness o' the learning curve. poe had a steep learning curve. that being said, we will observe that it becomes increasing easy to over-level in poe. if you do all side-quest material, then the further you get into the game, the more likely you is gonna be more powerful than necessary to successfully overcome encounters. as you get deeper into the game, not only will your experience make the game easier, but the over-generous xp rewards will result in you facing encounters seeming balanced for a party 2-3 levels lower than your current power. regardless, while we doubt it makes you feel better to hear this, the majority o' hard-core junkie role-play fanatics who were beta testers from day 1 were mewling like babies when they got their first taste o' poe combat. HA! Good Fun! -
am thinking obsidian is dooming themselves. assume for a sec that the entire expansion were 30-40 hours. that is better than we got outta totsc and much better than HoW. is only a handful o' crpg expansions that we can recall having seen an expansion in the +30-40 hour range. now, cut in half. 15-20 hours? even if white march part 1 is excellent, that is only gonna anger folks 'cause they is gonna be disappointed in brevity rather quality. yeah, a 30-40 hour expansion is a reasonable offering for an expansion, so 1/2 should be 15-20 hours, but am nevertheless believing that such a short offering is not enough. is not fair for us to demand a +40 hour expansion, but if we play white march part 1 and finish in 18 hours, am expecting we will feel unfulfilled... even if that feel is complete unfair. am glad that obsidian wants to get part 1 released soonish, but... *shrug* HA! Good Fun!
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white march news
Gromnir replied to Gromnir's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
the mostest funny aspect o' the hypothetical problem put forth by gk is the ridiculous paltry sums we is talking 'bout and the obscene number o' additional rest opportunities needed to transform this from a joke problem into a genuine one. has been a while since we paid attention, but poe has a 5 day week, yes? for the sake o' argument, am gonna assume that Gromnir topped out our turns with any given play o' poe so that any additional rest would result in a potential increase in hierling pay w/o generating tax revenue from turns. no quest advance = no turns. again, we don't know what is the actual max turns, so am creating a hypothetical scenario to be illustrating. so, if we spammed rests so that we could generate 4 additional hierling paydays, that would require us to burn 60 additional rest opportunities. depending on hierlings, we see that our paydays from 4 different characters is endgame costing us anywhere from 150cp to 300cp. our 4 weeks o' nothing but resting would thus result in a 600cp to 1200cp shortfall? ... so, given how much revenue were generated by the stronghold, just how many additional rests would it take for Gromnir to see the stronghold as a whole convert from being in the black to being in the red? HA! Good Fun! -
speaking from personal experience, pump perception and dexterity high enough to make a difference v. the master below is doomed. our go-to option is aoe charming/dominating the kobold ads so that the big lizard blasts them instead o' you. still worried 'bout death o' your rogue? gotta priest in your party? watchful presence and barring death's door is spells worthy o' consideration. hell, a well-timed withdraw is perfect. and if your rogue dies, so what? priest, in saint's war armour, can revive the fallen. torm's rogue build is likely perfectly viable for a glass cannon. high might & high dex is ideal for generating dps, though talent and ability allocation is more important. am in agreement that backstab is a waste-- your goal is maximize reliable sneak attack options and damage. backstab is nice if you wanna impress folks with a screenshot o' a big damage hit, but am thinking that backstab value is more ego stroke than anything. aloth and hiravias both have access to Many spells that create sneak attack options for your rogue... though again, the aforementioned priest is overlooked for such. priest seals can render foes prone or blind, and seal spells is hazards, so they get wacky inflated accuracy. HA! Good Fun!
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white march news
Gromnir replied to Gromnir's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
you shouldn't feel sorry for the critical path player. nakia getting more power has 0 impact on the crit path player. unfortunately, the reverse is not necessarily true. the crit path player can be a loadstone on nakia's gameplay. the crit path player is the one being catered to when balance is being considered by the developers. the crit path player is the necessary benchmark for balance. in spite o' the grognards who rejected any scaling options during the beta, the expansion will have a scaling feature. good. am hopeful some scaling has been added to the core game, but regardless, the game needs be balanced for the crit path player. the more powerful a completionist becomes relative to a critical path player, the more likely the completionist is gonna notice a decrease in the game's difficulty, yes? seems axiomatic, but we s'pose some folks would argue. regardless, is not a matter o' feeling sorry for the crit path player. HA! Good Fun! -
white march news
Gromnir replied to Gromnir's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I think that's somewhat Gromnir's point about the gold sink thing : the Stronghold should be attractive to some players not because of the gameplay advantages it brings but because of the "bragging factor", so that players want to continue developping it despite its gold sink status and the poor return on investment it provides. To clarify a little further. I do not think it should be either a sink hole for money or a gold mine but should break even. It should support itself at least after completion. Hypothetically (couldn't resist) it is the place to which the player's character will retire. It is a fortified place and so a refuge to the surrounding kith in time of danger, a residence in times of peace and should be able to support itself. It should be a bragging spot but should also serve a utilitarian purpose as a center of influence. I can imagine all kinds of things. My character has settled down, married, had children grown old and no longer goes adventuring there fore a sink hole for money would be an albatross. The Stronghold is an investment in the future not to bring in loads of money but in its own way to provide peace and prosperity to the area. That is how I imagine it. until the developers complete the expansions, we doubt they will know how many stronghold turns they need contend with. the turn clock makes sense to us 'cause both good and bad events is keeping pace with the player's advancement in the game, and advancing progress in the game may be reflected different on Gromnir's calendar as 'posed to nakia's. conversely, the paying o' hirelings being set to a calendar does discourage exploitative resting behavior, which also strikes us as beneficial from a gameplay pov. however, a hypothetical solution to nakia's concern can be implemented once the expansions is finished. the developers should be aware o' a maximum # o' turns based on total available quests in the game. once a player reaches 90% turn completion, and assuming they has completed all building options, have a major domo or chief steward hierling option available. hire the chief steward functional puts you in retirement. no more paying taxes or dealing with annoying visitors or whatnot. use the stronghold for resting and shopping, but stronghold is effective complete at this point. good enough? HA! Good Fun! -
white march news
Gromnir replied to Gromnir's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I think that's somewhat Gromnir's point about the gold sink thing : the Stronghold should be attractive to some players not because of the gameplay advantages it brings but because of the "bragging factor", so that players want to continue developping it despite its gold sink status and the poor return on investment it provides. in our links we observed that we understand that the player will want to see return on investment. that is natural. you pay and want something in return. the thing is, you are paying for power. the folks who do the stronghold, the folks who have the disposable copper, have likely already completed a substantial number o' side-quests and are necessarily gonna be stronger than a critical path player. if the stronghold offers tangible benefits that increase player power, it simple exacerbates the problems o' excess gold. now keep in mind that we don't see much need for the developers to find creative ways to sink excess gold. strikes us as a whole lotta effort on the developer's part. unfortunately, the stronghold offers considerable payoff, particularly through the bounties. the value of equipment and experience from the bounties alone is difficult to quantify. the crafting resources, which is time rather than turn sensitive, is also having considerable value and the potential to increase player power. and yeah, the stronghold generates money for Many turns, money which can be spent to acquire better equipment making the game even less challenging. the stronghold is a well rather than a sink. taken to an as yet unspecified number o' rests, the stronghold may, depending on individual players, become transformed from a well to a sink, but as it now stands, the stronghold increases player power. seems to us like a wasted opportunity. am understanding why folks want more power from their gold investment, but that actual is having a tendency to make the game easier for those folks who is already likely to be having greater relative power. the critical path need necessarily be balanced for the critical path player. the more power you give to folks who do tangential fodder such as the stronghold, you necessarily increase the gap in power 'tween the critical path player and the completionist. HA! Good Fun! -
white march news
Gromnir replied to Gromnir's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
you post dictionary definitions but don't understand? using an infinite number o' rests to illustrate a point and you still don't get it? is it possible for an ordinary player to actual transform the stronghold from a well to a sink? dunno. is an imaginary problem at this point. at some unspecified and unknown number o' rests, a player might be able to exceed a kinda rest v. turn threshold to transform the stronghold from a well to a sink. your experience doesn't support. neither does Gromnir's. if the number o' rests needed to transform from well to prohibitive sink is not reasonable, then you don't have a genuine problem. is hypothetical regardless. ... why can you not be reasoned with? and you continue to miss the forest for the trees. HA! Good Fun! -
white march news
Gromnir replied to Gromnir's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
... don't even see the contradiction, eh? HA! Good Fun! There is none. Me personally not having contemplated or noticed something does not make that something a hypothetical. There are, contrary to popular belief, things outside my frames of reference and expertise. Just because I personally haven't experienced something does not make it's existance a hypothetical. Gkthellar makes a pretty good point. Your only argument hinges on it being a hypothetical - which it is not - and the fact that you want the Stronghold to be a gold-sink, something entirely subjective; I, for example, would prefer the game to not need such gold-sinks to begin with, and that sinks gives something back. If not necessarily economically equitable, then at least narratively or mechanically interesting enough to warrant said gold-sink-ing. lordy. hypothetical don't hinge 'cause you failed to suffer the problem. it is GK's hypo... yutz. he poses a potential problem that will occur IF a player rests some indefinite number o' times. that is a spot-on example o' a freaking hypothetical problem. mathematical certitude that will occur at some obscure point does not change the hypothetical nature o' the problem. duh. is not that gk had a problem. you personally didn't face the problem. Gromnir didn't face the problem, but with enough resting... sooooooo slow. let us know when you catch up with the rest o' the class. 'course 'quibble over definitions, as luck is once again wrong 'bout, ignores the actual issue. the stronghold creates considerable revenue via taxes and quests and resources. infinite resting is clear a ridiculous example and is not worth consideration. Gromnir faced no prohibitive stronghold copper/gold loss issue with multiple plays. luckman did not face a noteworthy money sink issue. so, at what point does the stronghold transform from well to sink? at what point does the sink become a genuine issue for the typical player who would still gladly sink copper and gold to be able to continue getting stronghold benefits such as resource generation and the special items vendor. given all the potential resources generated, the transformation from well to prohibitive sink strikes us being remote, but that is based on little more than our personal play o' the game. *sigh* am suspecting you will continue to struggle with basic definitions, but we will try and help you reach understanding. our optimism is boundless. HA! Good Fun! -
white march news
Gromnir replied to Gromnir's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
... don't even see the contradiction, eh? HA! Good Fun! -
white march news
Gromnir replied to Gromnir's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
http://forums.obsidian.net/topic/70731-the-problem-of-being-rich-as-croesus-present-in-most-rpgs/?p=1576721 http://forums.obsidian.net/topic/70731-the-problem-of-being-rich-as-croesus-present-in-most-rpgs/?p=1576939 http://forums.obsidian.net/topic/70731-the-problem-of-being-rich-as-croesus-present-in-most-rpgs/?p=1577057 the stronghold is an ideal sink opportunity for the developers. it should provide attractive options for disposing o' excess gold that do not increase player power. unfortunately, as it currently works, the stronghold provides far too many tangible benefits, and short o' purposefully abusing rest options (*snort*) the pay-off from the stronghold in terms o' bounties, adventures, special vendors and the weekly crafting resource generation, is making the stronghold less a sink and more o' a reasonable investment. as we noted in the included links, we understand the desire to make the stronghold pay-off, but that is actual self defeating. the stronghold makes far more sense as a sink. in any event, the hypothetical issue gk notes is hardly worth consideration. HA! Good Fun! -
white march news
Gromnir replied to Gromnir's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
*sigh* you clear ain't reading. you are creating a hypothetical problem that isn't actually a problem seeing as how you should be losing money as the stronghold ideally is a sink. and various gains is based on weeks rather than turns, not that such genuine matters. HA! Good Fun! -
white march news
Gromnir replied to Gromnir's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
That still doesn't explain why they haven't solved the infinite money sink problem. Taxes need to be based on passage of time, and facilities upgrades need to be based on the passage of turns. This does not require a whole ton of dev resources. that word don't mean what you think it means. It ... what? Okay, let me see if I can clarify. Hirelings at the stronghold cost money. This money is spent over the passage of in-game time. Rest an infinite number of times, and you will spend and infinite amount of money. Money and resources generated by the stronghold only result from the completion of quests. There are only so many quests in the game. My view is that all of this needs to be shuffled a bit, to remove the potential for infinite spending. I also wouldn't mind seeing stronghold upgrades keyed to quest completion (rather than time) to make it a reward for exploring the game. I like the turn system in the Stronghold, but its relationship with in-game time is whack, yo. that is ridiculous. put a dollar in a savings account. set the theoretical time passage on the savings account to Infinite and you will see that you got infinite return on investment. *shrug* infinite becomes a meaningless term given your usage. and yes, the money is generated primarily through quests, but many resources accrue over time... quite valuable resources as it so happens. regardless, nobody plays the game with infinite rests. you create a synthetic problem with a nonsensical hypothetical. a considerable amount o' resources is generated by the stronghold. too much is generated in part 'cause the stronghold should be a sink. in our estimation, you should lose money by doing stronghold as a way to deal with the inevitable money problem that is created in any crpg that allows for non critical path questing. unfortunately, the developers didn't do a particular good job o' making the stronghold an attractive sink. you Should lose money, but you should be happy 'bout it. ... rest an infinite number of times? HA! that were a good one. HA! Good Fun! -
Dragon Age: Inquisition vs The Witcher 3: Wild Hunt
Gromnir replied to ktchong's topic in Computer and Console
Hm, not really from what I've read, but carry on. *shrug* people can be kinda selective in their reading when they disagree. that being said, we didn't play the third witcher installment, so perhaps this game represents a sea change in writing for the franchise. HA! Good Fun! -
I guess one could think it is a staple of a certain kind of anime. Still, not a very good one, would have been better to incorporate some Canadian stereotypes given they are the host rather than one of the teams. staple to a certain kind o' anime? HA! that were unintentional funny. HA! Good Fun!