-
Posts
8528 -
Joined
-
Last visited
-
Days Won
110
Content Type
Profiles
Forums
Blogs
Everything posted by Gromnir
-
For what it's worth: My take on the attributes
Gromnir replied to war:head's topic in Backer Beta Discussion
am gonna repeat this again, 'cause we ain't seen an answer yet: how on earth is folks deciding that the current abilities is poorly balanced? given the lack o' combat mechanics transparency, how is folks deciding that might outshines intellect or that perception is a dump stat for all builds? is this a gut feeling kinda thing? is there a thread wherein combat mechanics/numbers has been parsed and we simple didn't see it? is a bunch o' threads speaking to ability score improvements, but Gromnir is still not certain how primary and derived stats affect gameplay, at least not with any certainty. how can folks be so convinced o' improvements if the only thing they gots to base conclusions 'pon is wiki links and gut feelings? am genuine confused. HA! Good Fun! -
Not really, Gromnir brought it up previously and basically no one else has said anything, except Nepenthe noting it wasn't a very flattering comparison for US police. Given the context I wouldn't be surprised if he thought I was Russian rather than being a proud citizen of the least corrupt* nation of earth**, and he was Scoring a Point by mentioning eastern Europe's police. *alternative interpretation since it's a perception index: country best at self delusion, burying their head in the sand and being smug about not being corrupt. **OK, equal with Denmark. Bloody Scandics, always getting in our way on the indices. I notice you and Zora aren't debating each other anymore, you both get did a little personal in your last debates. I enjoy you guys debating because you both have intellectual and interesting styles of debating etiquette My advice is both apologize to each other and both admit things got a little heated? Also I learnt something years ago, and I know this is hard to implement on a forum, but in life you can sometimes lose an argument or debate when you win it , because the person you are debating with gets such a bad impression by the end of the debate that they decide they won't discuss anything with you anymore...they would rather just avoid you because of the potential acrimony that comes with having a debate. And to be avoided in life because of what people perceive about you is never a good thing, especially if the person has lot to offer other people. And both of you do have a lot to offer others *chuckle* closest to heated we has gotten in months is ros bs notions wherein he assumed that he knew what life is like for Gromnir simple base on fact that we is American... and speaking to his ancestors raping our ancestors, we kid you not. zor can't get us heated. we like zor posts. is too little humor on these boards. HA! Good Fun!
-
bester mentioned how he/she would never come to the US because of cops. bester is eastern euro (you may scroll up). zor is just a honk for euros who is naturally contrary and has inexplicably defended weird russian choices on more than one occasion... the ukraine thread being indicative o' zor's more obvious tinfoil hat moments. *shrug* HA! Good Fun! ps please do not forget the silly rt links we has seen in this thread.
-
*groan* the difference 'tween 10% bad cop in the US and 10% bad cop in eastern europe is brobdingnagian. bad cops here include the a-hole who gives us a speeding ticket for going 5 miles over the speed limit and acts like being a cop instantly added 6 inches to his d&$#@... and he wants to prove his extra length to you. 10% o' US cops is jerks, which ain't surprising as at least 10% o' the population is serious jerks. 10% o' bank employees is jerks. 10% o' supermarket clerks is jerks. 50% o' dmv employees is jerks... go figure. what you folks in eastern europe means by bad is that sodomizing folks with baseball bats and running white slavery rings. *shakes head* serious folks. some of y'all gotta get a grip. no doubt there is folks here who genuine believe that cop encounters in the US is dangerous and even potential lethal, and if you feel that way perhaps that approach will serve you well. but statisticaly speaking, violent crime has been on a steady decrease in the US since the late 90s and in spite o' the fact that everybody and their brother has smart phones and instant access to video and photographic image creation, valid claims 'gainst cops has also decreased save in some noteworthy locales. now sure, we also has bad cops here that folks in eastern europe would recognize as bad. is corrupt US cops who hurt people and steal and is racist aholes, but am not certain if this is media nonsense you people is buying into or that you watch too many movies like training day or... lord knows what you people think. *shrug* we has dealt with many (too many) cops while we worked juvenile hall and then during our brief stint at US attorney's office. we lived on a reservation as a kid, so we dealt with white cops in south dakota, then we moved to one o' the more notorious neighborhoods in chicago. we got loads o' experience with cops, and our worstest genuine experiences, with one exception. were that we couldn't get cops (or firemen) to come to our neighborhood in a reasonable and timely fashion. bad cop in south chicago were not so much cops shooting innocent folks, but that cops didn't show up til they weren't needed no more. this ferguson stuff gives people an extreme distorted notion o' reality. is too bad. there is bad cops. there is racist cops, but genuine dangerous cops in the US is probable less than 1%. at the moment in ferguson, you got cops with 0 practical crowd control experience from a dozen or more municipalities trying to work together and protect themselves and the public and they is doing a poor job. shocking? mot really. Following Police Instructions Does Not Make You A Punk. get young males o' all races to actual believe the aforementioned would save lots o' grief. HA! Good Fun!
-
"No Bad Builds" a failure in practice?
Gromnir replied to SergioCQH's topic in Backer Beta Discussion
Genuine question: what kind of feedback do you think would tell you whether changes were making a difference, and did the IE games give you that? The only way I ever found out empirically what made a difference was to build a different character or pick up an item with a big stat boost. E.g. equipping the gauntlets of ogre power on a feeble fighter/mage in BG made a dramatic difference, but it was an item with a pretty dramatic effect. Everything else was just numbers. There's a neat comparison screenshot of INT's effect on AoE (I can never seem to find things I want to cite), but given the scaling of most stat effects, again you need quite big shifts to show up anything. actually, in games such as iwd2, the combat log gave extreme detailed feedback. we could see to hit rolls and how they were individual modified and we would see enemy ac plain as day. mage spells would obvious not need to-hit, but we could see ref/fort/will saves and various modifications, and we could see how damage was calculated including such stuff as feat or ability modifiers. the combat log would be retaining many pages worth o' info. similarly, as we has stated elsewhere, a simple and obvious dynamic character record sheet would help. in ie games, switch between dual-wield o' stilettos as opposed to a bastard sword would immediately reveal a bab change or thac0 change on iwd2 or bg2 character record sheet. change armour would similarly reveal a change in ac on character record sheet. combat feedback need not be as arcane and obscured as it currently is. HA! Good Fun! -
btw, the only thing wrong with quest and task experience is that like so much else in the game, it is not freaking working. if our quest log disappears same as our companion mage's grimoire, then we ain't getting xp for doing quests and task. and serious folks, if you thinks you is coming up with a new pov on this, you ain't. back in 2001-2003, the black isle folks were alternatively working on either baldur's gate 3 or fallout 3, and at that time the advantages and disadvantages o' ad hoc v . quest and task based xp awards were debated into insensibility. the black isle/obsidian guys has been vocal proponents o' quest awards for a Long time, and we has yet to see a new argument in favor o' an ad hoc approach. HA! Good Fun!
- 506 replies
-
- experience
- combat
-
(and 2 more)
Tagged with:
-
Kill XP vs Quest/Objective XP vs hybrid XP systems has been a topic for theoretical debate for a year now (probably the second most popular debate after Romance threads). has been a debate involving these developers for much longer than a year if one wishes to go back as far as the bg3 and fo3 development debates. same issues. same developers. HA! Good Fun!
- 506 replies
-
- experience
- combat
-
(and 2 more)
Tagged with:
-
"No Bad Builds" a failure in practice?
Gromnir replied to SergioCQH's topic in Backer Beta Discussion
LOL arcanum and fallout had numerous strengths, but balance was not a strength of either game. as PoE is aiming for more balance, we would not expect fallout or arcanum to represent useful guidelines or benchmarks for comparison. HA! Good Fun! -
Adult females overthrown teen males as largest gaming demographic
Gromnir replied to Bryy's topic in Computer and Console
doubt it "The spike in the number female gamers is likely tied to widespread smartphone adoption." female gamers is still a distinct minority as it relates to pc and console games. sure, nearly a bazillion women played angry birds, but if you think that fact is gonna do anything other than prompt game developers to make more smart phone games that appeal to women, we suspect you will be in for a surprise. HA! Good Fun! -
"No Bad Builds" a failure in practice?
Gromnir replied to SergioCQH's topic in Backer Beta Discussion
intellect may expand the aoe and duration o' purely physical attacks...s'posedley. likewise, am thinking that dexterity affects likelihood o' various soul powers/magic abilities successfully striking opponents. am beginning to suspect there are no pure physical v mental attributes, but the feedback is so poor that we can't say for certain. HA! Good Fun! -
"No Bad Builds" a failure in practice?
Gromnir replied to SergioCQH's topic in Backer Beta Discussion
am having too much difficulty figuring out what abilities do, and to what degree they do it, to be able to genuine balance abilities. for folks who try and maximize aoe attacks, dex would appear to be far less necessary than the genesis poster suggests. conversely, intellect would be very important. alternatively, our ranger build were clear wrong as we were thinking con would be less important for a ranged character. unfortunately, our companion meat shield were transmitting lethal amounts o' damage to our ranger, so apparently con is far more important than we expected. perception appears to be useful in dialogues, but am admitting we don't see its use in combat. as we hasn't faced many enemy spell casters, resolve would be having relative limited use as well... although much like perception, given the lack o' useful feedback, we cannot guess how important a resolve-based defense against interrupts is. perhaps interrupts and interrupt resistance is the single mostest important factors in combat, but we can't tell from feedback we get in the game. am not knowing how folks can be claiming that abilities and builds is poorly balanced when we is personally having so much difficulty figuring out exactly what abilities do. HA! Good Fun! -
The Iraq war was a disgrace, but sometimes we forget just how much
Gromnir replied to Humodour's topic in Way Off-Topic
am getting that euros didn't like bush sr. or jr., but the full blinder obama fascination as it relates to foreign policy baffles us more than a little: http://blogs.telegraph.co.uk/news/nilegardiner/100227825/the-obama-doctrine-is-a-huge-failure-because-it-isnt-based-on-us-interests/ http://www.theatlantic.com/international/archive/2014/08/hillary-clinton-failure-to-help-syrian-rebels-led-to-the-rise-of-isis/375832/ http://www.aljazeera.com/indepth/opinion/2014/06/us-foreign-policy-syria-iraq-be-201462974743184637.html http://www.forbes.com/sites/stephenharner/2014/08/12/time-for-honesty-and-change-in-obamas-failed-china-policy/ http://www.huffingtonpost.com/joseph-amodeo/obamas-lets-have-tea-appr_b_5651749.html http://www.foreignpolicy.com/articles/2013/04/02/Why_Obama_Has_Failed_in_the_Middle_East http://www.washingtonpost.com/blogs/right-turn/wp/2014/06/12/obama-isnt-napping-hes-surrendering/ http://www.nytimes.com/2014/05/18/opinion/sunday/douthat-grading-obamas-foreign-policy.html?_r=1 http://www.cnn.com/2013/08/09/opinion/ghitis-obama-mideast/ http://www.chicagotribune.com/news/opinion/commentary/ct-obama-putin-ukraine-terrorism-oped-0805-jm-20140805-column.html ... the only explanation we got for the bizarre euro-liberal apologists for obama is the fact that there is no fear o' obama. whatever failings obama may have and regardless o' the mounting failures he has made, very few liberal europeans fears US excess. so, regardless o' mistakes with china, russia, libya, syria, IS and the obvious lack o' respect o' the US by palestinians or israelis, liberal europeans see obama as a welcome and pleasantly impotent alternative. HA! Good Fun! -
Unplayable for me as it is now...
Gromnir replied to rujo's question in Backer Beta Bugs and Support
am gonna add that Gromnir has had all these issues and more. your number 6 is not a bug and may be the most disturbing as it is not fixable as a bug. distinguishing between friends and foes is troublesome. inability to determine which foes is currently suffering status effects is also problematic. for example, the ranger has a debuff ability that it may use once (am thinking it is once) per encounter, but there is no easy way to identify which enemy Gromnir has targeted with the debuff. beyond the simple visual problems related to unnecessarily chaotic combat, we have more than a few problems understanding what is actual happening in combat. in the old ie games, if Gromnir equipped a two-handed sword in our fighter's hands, and had him don splint mail, we could look at the character record sheet fort that and instantly see what his thac0 would be, as well as his AC. it would be easy to see damage potentials as well. PoE feedback pre-combat is non-existent as far as we can tell. am believing that rangers get a bonus to accuracy with ranged weapons, but equipping a bow doesn't change accuracy numbers on character record sheet at all, and such accuraccy bonuses are not readily apparent from combat log neither. armour can be puzzled out by looking at the armour icon itself, but the actual impact o' the numbers provided can be confusing-- if there is class ability or trait modification to the efficacy of armour, they is enigmatic. the combat log itself allows only an extreme brief look at most recent combat, so attempting to reverse-engineer combats is creating numerous problems. am understanding that weapon types (piercing/slashing/crushing/etc) weapons have greater or lesser usefulness when used against particular armour types, but the brevity o' combat logs is making such information unnecessarily obscure. our ranger appears inordinately weak in combat, but am having difficulty puzzling out the why behind this fact from combat logs. we took a talent that suggested that our efficcy with war bows was increased, but am not certain what that means, and so far we haven't seen evidence o' that fact. our bear companion does considerable damage, but our only option for using the bear is to have him/her attack a single target with mundane attacks. the comp is actual a poor meat shield as our ranger suffers similar/same damage as the bear, so we is in point o' fact receiving 2x or more damage than other party members in the party... which isn't a problem in and of itself, but am finding that there is difficulty protecting our bear. our cipher does better in combat, but am uncertain how we is generating focus, and more than a few abilities do not appear to be translating into game the way we were anticipating their usefulness from their description. our cipher can build focus in combat via ranged weapons, but am not certain why/what actions increase focus and to what degree focus is built. etc. 'course, much like the genesis poster, Gromnir has largely given up on further gameplay beyond character creation as disappearing gear and quests makes even a diehard gamer such as our self see play as somewhat pointless. there is enough intriguing aspects to PoE that make us enthusiastic about the possibility o' playing, but the reality is too damn frustrating. only way to gain xp is through quests, but quests disappear? mage and priest can't be armed as their gear evaporates. our cipher is a closet exhibitionist who casts his armour into limbo after each reload. etc. playing PoE is intriguing as it is frustrating. we need a break... or a patch. HA! Good Fun! -
those are the biggest problems? contrast and music? ... am thinking that if obsidian need only concern selves with music and contrast, they would be popping champagne corks and breaking open the caviar. am personally not having any problems with static trees. this is a ie game throwback, which makes it a squad-based tactical combat game with rpg elements. am more concerned with combat and rpg elements than if periwinkles pop with enough indigo and if they sway properly in breeze. the trees don't bother Gromnir, so we won't bother them. live and let live, says Gromnir. if the trees wanna be stolid and unmoved by Gromnir, then we must need accept thieir stoic and statue-like indifference with grace and courtesy. now, where visual contrast makes combat more difficult than it should be, we agree that there is a problem. bugs rush through grass and obscured big red circles and small red circles overlap with green circles and is seeming obscured by environment. rel combat is 'posed to be confusing, but this is a game. our serious concerns is the bugs, and with lack o' useful combat transparency. am rare understanding what the hell happened in combat, or why. why is our ranger so damned ineffectual? we honest cannot tell from game feedback. we got a bear companion that we may direct to occupy targets, but his/her portrait seems to have disappeared, so we has no idea what status effects he/she is suffering and if there is special abilities he/she could activate. why did we almost party wipe in our first encounter with beetles, but we roll-stomped each successive encounter? combat log is somewhat brief and so we can't genuine review to seeming figure out what went right or wrong, and am not quite sure how to complete decipher combat logs regardless as numbers don't always match our expectations. we should probable make note o' this elsewhere, but while party members gots icons on portraits to describe status effects, there is no such indicators for enemies. we put some kinda debuff on a beetle and wouldn't you know it, the beetle had the temerity to move. so, which beetle gots the debuff? gotta look at stats to figure it out... at least am thinking we can figure it out that way. as this is a squad-based tactical combat game with rpg elements meant to evoke ie game nostalgia, we is far more concerned with rpg elements and combat mechanics than we is with immobile trees and music. we ain't had any iwd-level music awe moments, but we ain't particular distracted by the music quality (or lack thereof if that is the argument) neither. advice to developers: back burner music and petrified tree concerns and instead focus efforts on legion o' bugs and the lack o' combat feedback/transparency. HA! Good Fun!
-
am agreeing that the lack o' feedback to be explaining what is happening in combat makes combat that much more difficult to comprehend. am genuine surprised at the lack o' useful information via the character record page... should be far more dynamic. having to puzzle out combat through trial and error, particularly when facing so many bugs, is making combat even more difficult understand than it otherwise would be. nevertheless, we do believe that the extreme steep learning curve sans a tutorial stage is greatly exacerbating the problem. the more we play, the more we get a feel for combat... feels less chaotic as we begin to understand what is going on. is not that the combat itself is bad or frenetic, but we agree that density/depth and lack o' useful explanations is making it seem frenetic. as for the writing, we simple hasn't genuine seen particularly compelling writing as yet, though we do frequent seen it listed as a positive from beta feedback. strikes us as a bit forced or based on past games rather than the current one. HA! Good Fun! At the moment the more i play, the less i want to play it again. that is complete fair. having to puzzle through combat without useful feedback is bad design. having all experience awarded through quests, but quest logs evaporating makes playing beyond a certain vague point largely... pointless. disappearing gear, inability to identify friends from foes or friends form friends, the annoying knockdown sound effect, etc. takes a serious diehard to voluntarily keep playing given the current state o' the game. am betting we restart with different characters 'till we exhaust all non-companion represented, but that is 'cause we is an idiot. sane people would give up and wait til obsidian fixed some o' the more glaring issues. HA! Good Fun!
-
am agreeing that the lack o' feedback to be explaining what is happening in combat makes combat that much more difficult to comprehend. am genuine surprised at the lack o' useful information via the character record page... should be far more dynamic. having to puzzle out combat through trial and error, particularly when facing so many bugs, is making combat even more difficult understand than it otherwise would be. nevertheless, we do believe that the extreme steep learning curve sans a tutorial stage is greatly exacerbating the problem. the more we play, the more we get a feel for combat... feels less chaotic as we begin to understand what is going on. is not that the combat itself is bad or frenetic, but we agree that density/depth and lack o' useful explanations is making it seem frenetic. as for the writing, we simple hasn't genuine seen particularly compelling writing as yet, though we do frequent seen it listed as a positive from beta feedback. strikes us as a bit forced or based on past games rather than the current one. HA! Good Fun!
-
the water looks nice. spellcaster offer genuine different gameplay experiences. in fact, each class has been offering enough unique abilities to be interesting, although the rogue and warrior/fighter strike us as a bit vanilla. no cassowary for rangers, but we can name a bear, State O' Maine. HA! Good Fun!
-
we got many criticisms of the game, but am thinking many o' the combat complaints is attributable to one factor: inexperience. we hear frenetic. we hear auto-attack bug, we hear pathfinding. *shrug* Gromnir micromanages, so pathfinding has been a minor nuisance (had priest run complete wrong direction drawing a second group o spiders to us were fun), and the auto-attack doesn't seem much o' an issue 'cause even when we get that bug, we inch through maps and invariably am prepared for combats. that being said, we gotta observe that there is no tutorial for this game, and we is being dumped into mid-levels. ultimately we believe that starting at level 5 is a good idea, but it makes the learning curve considerably steeper than it otherwise would be. at first level we would have a handful o' abilities per character and we would no doubt have some hand-holding combats which would introduce us to combat mechanics. we would learn first level abilities and would get a dozen combats with those abilities before reaching the next level... but there is no intro combats with this beta. obsidian is taking a bunch o' folks who don't know how to swim in PoE water, and throwing 'em in the deep end... or at least the deepening end. we sill say that we would like the character sheet to be more dynamic. we change weapons and armour and gear and numbers on character sheet appear to remain static. how does Gromnir know if a stilleto is a good or bad weapon for a cipher if we cannot see some kinda character sheet change? am also not getting much o' the applause for the writing. am s'posing some appreciation is based on expectations. obsidian does good writing, so we must be getting good writing? am not able to identify a particular memorable character or dialogue thus far... at least not a good one. sid were a mess. all the history were tedious exposition that wonder if we were 'posed to have read volume one and two before getting sid's talky. most dialogues has been pretty standard crpg fare with some silly humor (josh must be chewing on aluminum foil to see such included) and skill/ability checks that don't always seems to work as deigned... or maybe the do work as designed and we just don't understand the rules. most unfortunate bug so far is disappearing quests. the only xp we get is from guest and task completion, so quest disappearance is a game killer. nevertheless, am suspecting that most complains 'bout combat is actual misguided. yeah, inability to identify friend from foe or character 1 for character is annoying and inexcusable. and some bugs make combats more difficult than necessary, but we suspect that the biggest problem with combat is simply that it is relative complex, not particular intuitive, and we were dropped in game midway without any chance to learn basics. that being said, we still believe starting at level 5 is a good idea, but we can see how it would be discouraging for some players. HA! Good Fun! ps having to play our cipher sans armour is also annoying. every time we reload a game, his armour disappears... not that we can honestly tell you how much good armour is doing for our cipher anyway given lack o' a dynamic character record display
-
*sigh* same. zero quests, notes, etc. HA! Good Fun!
-
Okie dokie. This is a beta, so if Gromnir sounds critical it is with full awareness that we don’t have a finished product. Even so… Game is difficult to play at this point, at least for us. Meredith(sp?) fight were our first combat and she got stuck in an endless and seeming infinite repeating sneak attack loop that slowed game down to a molasses-like drip. In that same battle we noticed that our priest and wizard party members were disarmed, which made it impossible for the wizard to cast spells. Our warrior comp had been knocked prone at some point during the battle and he were unable to move afterwards (a reload solved the immobility issue, but only after combat ended.) Using mouse button to zoom in and out were kinda disappointing as we were not able to get zoomed in particular close or pull back particular far. Lack o’ zoom were an issue in part ‘cause distinguishing friends and foes and different enemies were not particular easy—allow us to give different party members different colored indicator circles would help a bit to identify party members. Oh, and at some point during the Meredith battle, zoom stopped working. Reloading and/or entering a new area fixed zoom as we were limited to increasing and decreasing the fog-of-war with zoom after the Meredith encounter. Oh, and cursor over our characters did not accurate reveal our stamina/health— those numbers were seeming fixed at max/full. Again, keep in mind these were problems during our first combat. We started a new game ‘cause as stated already, our mage were completed useless w/o a grimoire. Our second attempt at fighting Meredith did not result in the sneak attack slow down or missing gear from priest and wizard. Huzzah. Character 1 were a human cipher. Character 2 were a dwarf cipher. Is perhaps not a problem, but the knockdown sound effect is a bit excessive. Am knowing josh is a fan o’ Dune, but the thumper-like sound effect for knockdown were threatening to attract giant sandworms to our computer. Fear us, for we is the kwisatz haderach! No? So we make our way back to the inn after the fight. More weirdness. There is a “container” near base of the stairs leading to the second floor. Is looking like a generic loot pile and it contains a fine sword. Is also three weapons that we cannot interact with on the floor in front o’ the bar—axe, mace and sword? Odd. Had a hard time not clicking through sid exposition. Does his “story” make better sense if we had played full game up to this point? Keep in mind that we didn’t pay much attention to many o’ the lore updates as we wanted to experience such stuff in the game, but we were not following sid particular well… he simple weren’t engaging. We noticed that we were able to access a dialogue with the nobleman at the inn that required a lore o’ 4 and a intellect o’ 14. Our character didn’t have a lore o’ 4. Is skill checks party based or main character focused? If is main character only that generates skill/ability checks, then perhaps it were a bug we encountered. Used world map to travel south to a map with bugs and wolves. After a fight with wood and stone bugs, our cipher’s armour had disappeared leaving us rather naked. Am thinking the evaporating armour were the fine brigadine we had looted following our second Meredith battle. We fought some wolves and sure enough our warrior comp once again got stuck after being knocked prone. We discovered golden celery, quite by accident. The vegetation were not being revealed via the tab feature but rather became illuminated by us accidental brushing with our cursor. Is vegetation discovered through pixel hunting? If so, why? Game is rough. Got random thoughts. - Lack o’ traits were something ‘bout which we were forewarned, but am admitting disappointment in absence o’ any chooseable so far. -The spell icons look nice and is reminiscent o’ ps:t style, but am admitting that am not certain we gotta grasp on spell casting. We seem to be able to generate focus via ranged weapons. Is that the way is ‘posed to work? We read somewhere that focus were only generated through melee, but it don’t seem to work thus. Am having more than a little difficulty predicting focus building. - Is no way to speed-up mouse speed? -we opted for auto-pause when attacked, but that resulted in a pause every single time we were attacked. A First attack auto-pause would likely be sufficient. -boob armour does not aid in distinguishing characters. We mentioned above, but different colored indicator circles for each party member would not complete alleviate the seeming perpetual Charlie fox combat situation, but it could help. -foliage and water look nice. *shrug* -am still not certain how secondary stats is generated or how to be figuring out combat mechanics. Dual wielding doesn’t change the displayed accuracy modifier on our character sheet, so am not certain what penalties and bonuses we incur by dual wielding or by equipping different weapons. Am sure we can puzzle out by looking close at combat feedback, but that ain’t the only way to puzzle out combat numbers, is it? -the various casters we has played during our extreme brief session were varied and intriguing. Am admitting that without traditional healing, am not quite certain how to be using our priest effective at this point. As we don’t genuine understand all the factors that go into generating fatigue (or loss o’ stamina, or… whatever) am not quite certain how to use priest buffs. We will come up with more positives later, but as we said, our first few hours o’ play were very rough. HA! Good Fun!
-
am not ashamed to admit that we hate women. oh, is not as if we hate all women... or even many women. that being said, we hate more than one woman. discounting the largely impersonal hate (if such is possible) of historical female personages such as myra hindley or ilse koch, we has also developed a personal and real hate o' a handful o' women. virtual all the women we can say we genuine loathe is/was the parents o' kids we dealt with while working at juvenile hall. any woman that would abuse (particularly sexual abuse) their own child such that as an existentialist we began to believe in objective evil, well then such a woman is deserving o' our unapologetic hate. so, in the sense that we can honest say we hat more than one woman, am guessing that technically we hate women-- less than ten though. as for women in general, we has no greater or lesser animosity for the female gender than for the male. we do find drunken men more obnoxious at sporting events, and women is more annoying when they passive/aggressive let us know that they Really don't wanna watch the movie that is currently on tv, but such annoyances don't rise to the level o' hate. HA! Good Fun!
-
The Iraq war was a disgrace, but sometimes we forget just how much
Gromnir replied to Humodour's topic in Way Off-Topic
http://www.cnn.com/2014/08/18/world/meast/iraq-mosul-dam/index.html?hpt=hp_t2 if true, is incredibly good news. am amazed at just how little press the mosul dam(n) situation has received given that we are talking o' potential biblical scope harm resulting from simple negligence in maintaining the facility, much less intentional destruction. HA! Good Fun! -
absolutely hilarious. we can show examples o' excessive police violence from numerous european nations, particularly eastern european. Am not sure comparing U.S. to ex-soviet block countries is a particularly good comparison, I'd certainly hope it wouldn't be a standard most Americans aspire for. naughty. in same paragraph we also noted we could pull examples o' police violence from australia and japan. am thinking it were kinda obvious that we were observing that one may find examples o' police violence anywhere. you also ignore where we mention in the same post where we observe that if we had been a victim o' police excess in russia, china or north korea, we would be happy to simple get out of the country following such an incident. am thinking we made kinda obvious that the point were that places such as russia is far worse than US. "Nah, I just pointed out a particular document to Orogun. I actually doubt the style I did it in matters in the slightest." is not really irony when is predictable. you now wanna claim coincidence in spite o' your sarcastic "I'm sure that's a coincidence," comment? HI-larious. serious. keep going with this. is much entertaining. HA! Good Fun!
-
am not sure what significance the 80s represent. tensions 'tween various minority groups and the police were probable less in the 80s than in the 50s and 60s... is arguable 'bout the 70s or 90s. honestly, compared to civil rights era, this all seems kinda strange. looking at general approval and confidence levels o' cops you will see that the numbers is extreme high... am thinking hurl posted a link earlier. http://forums.obsidian.net/topic/66695-police-arrest-attack-reporters-order-reporters-not-to-cover-protest-in-united-states/?p=1479289 'course our map o' st. louis is representative o' part o' the problem in talking 'bout confidence in cops. different counties and states and municipalities mean that when Gromnir speaks o' cops, a person in LA or Chicago is likely to have much different experiences. in our own locale, there is considerable difference 'tween roseville, folsom, carmichael, elk grove, and sac city cops (among others), and we is just as likely to be dealing with sac county sheriff or the chp. say "cops" can refer to any one o' those relative autonomous departments. our personal anecdotal experience 'bout cop confidence would be that last few years has seen a decrease in cop confidence with a general trending decrease since the 90s, but am suspecting that much o' that is due to economic misfortunes. disparity 'tween the haves and have nots has always been massive in the US, but recent times has been rough, particular for the have nots. anger at government is kinda vague and unspecific. cops is the most common street-level government official people will come into contact with. ... am hesitant to mention this 'cause it makes us sound old and outta touch, but there is elements in american culture that is promoting unfortunate ideas. apparently, being "disrespected" is the greatest insult one may give to another human being. responding with violence to perceived disrespect is acceptable and even glorified. there were significant gang warfare in chicago in the 70s, but Gromnir lived south side in the 80s and 90s when serious weapons began appearing. at that time there were lack o' confidence that police or fire department would show up to an emergency, but the perceived danger from cops were relative slight. statistics show that actual danger from cops nowadays is even less than it were when we were a teen, but the perception is complete different. also, there is subjects we cannot talk about. being labeled as a racist or bigot prevents open discussion o' many topics, and so perceptions fester and become malignant. crime is higher amongst various minority groups. interracial crime is significantly higher between and betwixt certain groups. certain types o' crime is much more prevalent amongst certain racial groups... but not necessarily racial as we think. there is reasons for these problems and those problems might be fixable, but even on an anonymous message board, we is reticent to bring up some issues, 'cause it forever labels us as for or against some perceived unspeakable evil. how the hell can you fix problems you can't even talk about? so we get what we got now in the US where violent crime and police violence has decreased in recent years, but perception is complete different. HA! Good Fun!