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Everything posted by Gromnir
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am recognizing your bit 'bout hyperbole, but that would not change fact that you see balanced character generation wherein making bad choices is marginalized as being a goal worthy o' criticism, yes? nevertheless, we asked as it would seem more important to understand if that is how you meant for your comments to be received, rather than however Gromnir might choose to understand it, yes? or perhaps not. *shrug* as much as we likes to experiment with gimp characters (particularly with games we has played-to-death) a game wherein we gets equal juice per squeeze from character generation options would, to our mind, be offering a far greater range o' replayability. sure, you will still be able to make bad choices in individual encounters, but for all builds to be giving equivalent usefulness (as 'posed to equal power) is seeming to us like kinda the goal, and not something worthy o' ridicule. odd HA! Good Fun!
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"There is no God but Cain, and MCA is his prophet." fallout is a religion-- not just a game. heck, there is a Bible for fallout. am suspecting that calling it a bible is a bit o' tounge-in-cheek, but the true believers don't see it that way. http://www.duckandcover.cx/index.php?id=5 so, to answer your question, yes... and no. "and bad decision(s) are impossible to make." that is a criticism? "Although I've always referred to them as Fallout Fanatics because if you call them Cainists, then you're discounting the other dev's who created Fallout (imo)" cain is the sacred cow. folks at nma and codex will criticize chrisA, but cain blunders is either marginalized or rationalized into near non-existence. alternatively, mistakes of cain is frequent re-imagined as beautiful features, as may be seen from this thread. is actual kinda comical. HA! Good Fun!
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(Bolded for emphasis.) That actually is a very cool thing. On the other hand, balancing the game in a way that the cost of these skills would be directly proportional to the benefit they offer (whether through a discount to less-useful skills, or making all skills equally useful) sounds like the prudent thing to do. "having some known less efficacious skills does potential add to replayability. after our second or third run (and sometimes a first run in a d&d game) we likes to play a weak character. frequent we specific make a character we know will be difficult but fun to get through a game. the thing is, is not fun if we don't know that energy weapons is prohibitive weak for 2/3 of the game, but fantastic for the last third. we has purposeful played fallout characters with barter and outdoorsman and throwing as our tagged skills. were fun... but were fun 'cause we knew what we were in for when choosing weak skills. on the other hand, if we were a n00b to fallout and we built with weak traits and weak feats and weak skills, we would no doubt be extreme frustrated after a few hours. is asinine to purposeful design game with mysterious Fail features, but even the most carefully balanced game will have some such stuff if only 'cause increased complexity makes inevitable. so why makes the new guy pay by restarting the game? one respec strikes us as an adequate solution. give folks one respec chance to correct bad design or bugs or mistaken understanding of often poorly described mechanics. the opportunities for exploitation with a single respec is minimal compared to hours o' frustration you will save folks who are obvious new to the franchise... your potential future customers. other than some fuzzy notion that respec allows a vague number o' folks to "cheat" in a sp game, we can't see a serious drawback from a single respec opportunity. HA! Good Fun!
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what arguments? we mentioned them yet again in our previous post. are you being willful obtuse or is this some kinda game? am uncertain at this point? scroll up or not-- up to you. and yes, bugs should indeed be considered as actual issue being discussed, since you missed it, is the appropriateness o' respec. "It's an extreme case of course" then why make such an argument? is ridiculous and reveals the paucity o' your imagination and intellect. if is extreme, then ain't useful. bg is a bad example. am gonna agree with you. grats and thanks. and go ez on the straw man... again. is nothing in what we said that equates with press X for win. by the way, arguing from authority is quite valid. in fact, it is one o' the more significant arguments one may make in most situations. is not good logic, but when discussing best treatments for cancer or what is dangerous levels o' lead in water tables, experts and authorities is your best argument. serious. have you never made an argument? in some fields such as law, authorities is where you start. learn your copi before dismissing what you do not understand. as for examples... wth? scroll up. wacky stuff. is so tough to deal with codexians who is only familiar with preaching to choir and spouting irrelevant gibberish. HA! Good Fun!
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It's pretty close to literal. People who don't have a special connection to the Fade either literally can't see him or forget about him quickly. Not sure exactly how that's going to work with party banter... well, on the positive side, if the undead guy's dialogue is serious horrible, we should get an option to act as if we can't hear him. am understanding that old married couples sometimes displays a similar ability o' selective deafness. dialogue wheel option #3 for spook-poof should always be: *silence* you pretend as if you cannot see or hear Cole. problems solved. HA! Good Fun!
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and so you do another strawman to prove? we like replayability very much. and saying we made no arguments is kinda and odd tack to take, but if it has worked for you in the past, we s'pose you can keep tying to head into the wind. arguments for respec is: bugs make some abilities genuine useless til fixed, poor balance by developers renders player build weak or useless, the lead developer of poe has rejected the inane "replay-ability" argument in favor of greater balance, etc. *shrug* IF you somehow equate horrendous balance and poorly constructed rules mechanics with an increase in replayability, then you is expressing a myopic bit o' cainist dogma. play game again as a viable non-combat character is replayability. play game again to be seeing snarky, ruthless, or mercenary options is replayability. play game again as a different class or with a differing combat focus (e.g ranged as 'posed to melee) is replayability. play game again to be seeing differing bifurcations o' quest paths not taken in first play is replayability. if after having completed said game, the player wishes to REplay the game to explore different features or content, they is getting benefits of replayability. on the other hand, if player needs quit and restart game due to frustration 'caused by bugs or terrible balancing, that is Not replayability save in the minds o' the deluded fallout fans who insist that horrendous balance is a feature. you people is nuts. serious. HA! Good Fun!
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The reason he looks dead-ish is because he's some kind of Fade entity (probably) weirdly bound to the body of a dead mage. And he won't be romanceable in the slightest, because he basically has the mental outlook of a child and Gaider has explicitly said multiple times that a romance involving him would be foul and repellent. Just to dispel a little bit of the ridicule. given the numerous demands to romance your sibling in da2, am suspecting that the "outlook of a child" would not dissuade a significant % o' the bsn population from requesting that corpse-boy be romanceable. so, while you has managed to possibly dispel some o' the ridicule, we suspect that very shortly we is gonna be getting all new fodder worthy o' even greater contempt and derision... at least if history is telling us anything 'bout predicting bsn reactions regarding romance. HA! Good Fun!
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hey, why don't you take a shot at the strawman too? as for ocelot and gizmo, they is repeating each other and we is left repeating self... and so on. "That is an awful way to build a game world." as vol would say, "no." is the only rational way to build a game world. you is creating a system and a world. the implication that the system need make concessions to the world is so idiotic it boggles the mind. how can you possibly be so snobbish and make claims 'bout intelligence and taste when you says such ridiculous stuff. takes so very little imagination and forethought to make Anything possible in a fantastic setting that the developer creates from scratch, and fallout is fantasy far more than science as the science would make asimov, clarke, and even heinlein chuckle at the thought o' calling it sci-fi. there is no license considerations or canon. developers can do anything. and most obvious and important factor one must keep in mind when creating a game world is that it is a GAME world. this truth is so freaking axiomatic we shouldn't need point it out to you. "It's okay not to ever acquire an energy weapon in the game ~skill or no skill." ... you managed to say something even more amusing and sad than anything ocelot shared. curious. am imagining the ha-ha value o' playing a vancian wizard in a low-magic setting. 'course the player don't realize the setting is low magic until he starts exploring the game for the first time. low and behold, he manages to get through the entire game without discovering a single spell for his spellbook. see, now that is the kinda clever game design we need more of these days. *insert eye-roll here* what you and others at nma and codex has some convinced selves is a beautiful feature after a decade and a half o' proselytizing to the converted, is in actuality brobdingnagian blunder. the fact that you can't recognize that fact is amusing and little sad. HA! Good Fun!
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in the past couple decades, elmore leonard has become increasing popular. well, movies and tv shows made from his books has become popular. is not really that surprising as elmore leonard did the whedon shtick, but better. is not as if elmore leonard were unique either as others has done better than he did it. go back 400 years and we got shakespeare combining serious content with witty and clever dialogues and liberal doses o' humor. the whedon thing is not new, and is probable the most historic successful approach to entertainments. only newish spin is what leonard added with the overtly sexy characters. ... think 'bout the mostest popular character in george rr martin books. is tyrion. read shakespeare and most of us prefers mercutio and falstaff and even richard 'cause they get the best lines. if malcom reynolds were serious all the time, he would be gary cooper from high noon? ok, bad example. point is that trying to use the "whedon formula" is not a bad idea. our problem with recent bioware writing, if we has a problem, is that the biowarians is consciously avoiding "too." is an exact quote from gaider regarding da:o. he noted that da:o would be "dark, but not too dark." ... wth can that possibly mean, and how can it be good? bio gave bruce romance, but the romances is 'posed to makes people all warm and fuzzy while remaining incidental and tangential. don't want romances to be too. not too serious. not too funny. not too grim. not too candyland/disney. not too... anything. is not that bioware is unsuccessful combining new battlestar galactica (which were a frequent da:o cited inspiration) and george rr martin and whedon. is fact that bioware is trying to appeal to everybody by avoiding too. *shrug* or maybe there is nothing wrong and bioware has successful got their own crpg formula. dunno. we will wait a year before purchasing, but we will purchase eventually. HA! Good Fun!
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when tim burton were in jr. high wood shop, the teacher instructed him to make a birdhouse. instead, this is what young tim crafted. HA! Good Fun!
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actually no. there is no good game design reason for making any one skill have such diminished value compared to any other. you can tailor the game world however you wish to fit system, so rationalizing after the fact is asinine. the black isle folks imagined the fallout world into existence. it had no intrinsic properties before they crafted their post-apocalyptic setting. black isle coulda' made their world howsoever they wished and we do not doubt they coulda' made internal rational with more numerous energy weapons or more useful barter-- to think otherwise is to insult the developers as having a paucity o' creativity that conflicts with the reality o' their fallout achievements. to have energy weapons skill and not make viable is simple bad design. and no, is not at all like complaining about lack of lightsabres... though thanks for the seeming requisite strawman nonsense. if there were a lightsabre skill and there were only enough lightsabre energy cells, crystals, parts, etc. so that we could use the lightsabre in the last 1/3 o' the game, then it would be the same. and why is intro movie meaningful? 'cause it is the only reasonable clue to a new player regarding what to expect from the fallout world. duh. guess the obvious ain't obvious to the zealots. there is nothing the least bit stupid about tagging energy weapons early given what the new player knows about fallout... which is nothing. lord knows (not referencing cain as "lord" btw) that having energy weapons skill available at character generation would be prima facie evidence to a n00b player that choosing energy weapons would be a viable choice for a game that is set in a post-apocalyptic world that includes guys tramping around in power armour n' such. duh again. HA! Good Fun! ps http://thesaurus.com/browse/non-viable synonymous means? *shrug* just doing our part to help educate. btw, the qualitative difference 'tween useless and non-viable in a crpg with limited points to distribute to skills and abilities is even more difficult to rationalize. pps arguing with cainists is doomed. at codex they overwhelm with numbers, but even so, am wondering how long we can maintain interest in repeating self as the cainist does the same.
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ps to put hurlshot's tires and toilet into perspective, Gromnir took our bmw x5 into the shop this am. a couple years ago we finally traded in our old ford ranger pickup for a more fancy vehicle-- we miss our truck. Gromnir does have a second car, but it isn't for daily driving. anywho, the bmw were frequent not starting. we had hoped it were the battery that were the problem as that were the only cheap problem we could foresee. it were also the only thing on that computerized monstrosity that we could test and fix our self given the symptoms. we tested battery and that weren't it, so we dropped off The Beast at a local shop and waited for the bad news. bad alternator... and bad something else that sounded like a computer part rather than a car part. am kinda fuzzy on the problem 'cause our mind kinda went white-blank when we heard the amount we would be charged for repairs: $3,400. is not like we can't afford to fix the thing, but we is kinda a cheapskate at heart (save for when providing gratuities to food service persons) so we were nonplussed when we heard total monetary damage. $360 for a couple goodyear tires for an rv? we wish. HA! Good Fun!
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warhammer, 40k or otherwise, has always appealed to Gromnir. 40k is not science-fiction as asimov or arthur c. clarke might define it, but the campy excess o' the grimdark setting is fantastic... and embracing excess is only possible in fantasy settings, and in the minds of the insane. sidenote: we watched at youtube. am sometimes having difficulty discerning how the list o' similar videos is propagated. https://www.youtube.com/watch?v=fptGIgf4l3s got a dozen other warhammer videos, one link to barber's adagio for strings (specific recommended for us) and then the bike thing. HA! Good Fun!
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all he needs is the love of a good woman to save him, yes? p00p. we keep forgetting this is a bioware game. all he needs is the love of a good woman, man, demihuman, darkspawn, demon, dragon, amphibian, or any o' a host o' other progressively implausible monstrosities and curiosities, to be saving him. and still no word on pc tactical view... 'cause is a secret. HA! Good Fun!
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"Skills aren't balanced, that's the beauty of them," nope. that is bad game design. is no reason why points in outdoorsman and barter should be o' less value than lockpick or science. is bad design that church of cain has re-imagined, inexplicably, into a strength. is no way a first time player o' fallout should be expected to know that he is gimping his player for the sake o' your beauty. and you is seriously gonna quibble 'between useless and non-viable? ... that is rich. "This is how it should be, energy weapons are rare, expensive, and harder to find ammo for, if you want to have a combat orientated character in the early game, you're not going to rely on energy weapons." uh... why? is no freaking reason why the guy choosing energy weapons should be having an effectively useless weapon for first 2/3 of the game... then suddenly find he has arguably the best weapon skill. is nothing in the intro movie that tells us that energy weapons ain't viable (useless) for 2/3 of the game. let a guy find out through hours o' gameplay that energy weapons is a great endgame weapon but useless at start is not beautiful-- is idiotic. is nothing that would destroy the fallout world if energy weapons were more plentiful but relative weaker... save for in the minds o' the Followers o' Cain. one must not question canon. the absurd snobbishness o' the fallout faithful is matched only by their absurd obtuseness. a horribly imbalanced system is not a strength unless you is in vegas, and you are the house. HA! Good Fun!
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am loathing hot temps. we did roofing supply during summers in high school. got paid by the square meant half the guys were abusing greenies. stand on tar paper and slats of house with 12 (or worse) pitch as stacks o' 30lbs 'o concrete or ceramic tile is thrown at you by a toothless moron. go through a pair o' gloves every couple o' days no matter how much duct tape you use to reinforce. miserable job made worse when temps hit 100 degrees. we learned to hate the heat. going to arizona and new mexico during the summer for a vacation? is pretty much our definition of madness... along with ketchup on hot dogs. HA! Good Fun!
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respec just so you can optimise and create your idealised character while playing the game seems like bad design to me as well. I've seen this sort of stuff in pnp where a player realises they should have chosen X instead of Y. They're character is still playable but not as good as the Munchkin they could have created. Might as well follow a powergamers guide that will eventually hit the internet. It can also open up exploits and make the game easier. For instance, in Fallout, you only put so many points in STR because the Power Armour can get you up to 10. If you put more points in STR before you get that power armour, then the game can be easier up until that point than if you only put in a lower amount of STR. But the downside is you've now wasted points once you do get the Power Armour. If you respec, lower your STR, and get the Power Armour to get your 10 STR, you've now exploited the game. High STR at the start to make it easier and lowered it to an amount where the Power Armour gets you to 10 later in the game. is amusing that you use an example o' poor fallout balance to show how a respec can be exploited. am s'posing you don't realize the irony. IF abilities, skills and other character generation options is actual balanced well, then there wouldn't be a need or desire for respec. as we noted already, some exploits and fails is inevitable as complexity increases-- is axiomatic. nevertheless, is only 'cause developers create some inequity that we end up with opportunities for exploit. am suspecting that there were probable some kinda exploit for da:o made possible by respec. we never got into the theorycrafting o' da:o mechanics, so we cannot say that respec were free o' exploits. that being said, we found the respec potions' inclusion to be extreme beneficial in that game. the actual game mechanics o' da:o were hidden. abilities would give bonuses, but as we didn't understand how the internal numbers were being calculated, relative values of bonuses were likewise hidden. in addition, the community invariably discovered many bugs before bioware had a chance to fix such things. some abilities were not working properly and giving no benefits at all. am recalling one or two early archer builds were hampered by some serious bugs. before bio could fix, we were able to use respec to make an archer actual more useful than a party appendix. is funny that in an mmo, respec is considered essential, but in a sp it is considered exploitative by some. nevertheless, the only person a single-player can exploit in a sp game is the player himself, and the only way a player is able to exploit with respec is if the developer creates a poorly balanced situation. is all very odd. am getting that it "feels" like cheating to some purists even if they cannot properly explain their notions other than their ridiculous condemnations of "idiots and the lowest common denominator." HA! nevertheless, we can recognize how it might give a fuzzy feeling o' cheatymcbadness. some folks Will game the system with a single respec opportunity. that being said, due to bugs and the simple certainty o' errors arising in any complex system, more than a few players will be punished for making their character building choices. ... as 'tween the desire to prevent "cheating" in a sp game and providing a way to mitigate the anguish o' broken builds, am gonna suggest that choice should be easy for developers to be making. HA! Good Fun!
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ah, one of the parishioners at the church of cain is arrived. how amusing. we will note that more than one obsidian developer has made the observations we contributed in the post above... so we was hoping some fallout yutz would cry "sacrilege" at our blasphemies. try convincing josh that energy weapons is useful early and that skills is balanced 'nuff not to be punishing ordinary and intelligent gamers as well as "idiots and the lowest common denominator." josh, for one, don't think too highly o' fallout balance, and as you is a backer o' poe and this ain't codex, you ain't gonna be able to, "sigh, and, with a piece of scripture, tell them that God (cain) bids us do good for evil." pillars o' eternity is specific rejecting your viewpoint and is opting for making the catalog o' character generation options equal viable if not equal powerful. and you is a poe backer, so congrats and enjoy a game made for the LCD. heck, we didn't even bring up how poorly balanced is the gifted trait 'cause you can still have fun in fallout without it. see, we need not argue with the fallout zealots 'cause you has already lost. troika is dead and while cain is at obsidian, your idol were cast down by Moses some years ago... or perhaps it were that troika finally ran out of publishers after failing to finish games in a timely fashion and then public complaining about the guys providing the money. am gonna concede that we has seen the videos o' the ten minute speed runs o' fallout, so am guessing that getting energy weapons with enough regularity so as to be a viable main weapon is indeed possible "early" in the game, but only with the kinda bs pre-knowledge that kinda makes your suggestion as absurd as the quickie run of fallout. nevertheless, is curious that only from codexians and nma folks who has been preaching to the choir since before the turn o' the century that we is getting this nonsense. am thinking that is one o' the strengths o' cults. if you say something over and over again surrounded by other members o' the faithful, eventually you can make an absurdity into a Truth. you just gotta squint your eye up real tight and believe... or is that how you learn to fly... y'know, from peter pan? HA! Good Fun!
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Yeah... that's something Bethesda offers (to my complete and derisive irritation) ~at least on one side; but on the other side... There is the understanding that their flawed design almost requires it. I use the save to start a new game, because of the tedium caused by starting a new game via the menu. I find the invitation to revoke any and all commitments made of the PC, as a rather insulting thing to include in an RPG ~when done after the game has commenced. It seems cheap. It cheapens the experience IMO. The problem with min/maxing for the best/ or smoothest build is that the characters then seem to lack any character. Players who discover [online] to always take or avoid some aspect of the game [skills/equipment/story path] are robbed of the chance to naturally fail... though granted, most of them likely won't understand why anyone would want to fail. It's a shame that it can't be explained without a lecture, or to players that take the PC's failure personally ~as if it somehow reflected on them as players. I am not a fan of respec options for characters; not if they recant on prior established facts. Adding, or changing a development path is fine though. It's at least sensible that a "thief" or "paladin" might change careers (even swap careers ), but not that a thief ~suddenly never was one, or that a slow and/or clumsy paladin ~suddenly always had been adroit and agile from birth. to "naturally fail" 'cause o' bad game design is just plain stupid. sorry, but the purists who love how you can create a complete borked character in fallout is the most obtuse bunch o' rpg fans we has ever had the misfortune o' dealing with. being able to make a bad character by picking nifty sounding abilities, talents, skills, etc., is horrible game design. you didn't know that taking energy weapons were useless for the first 2/3 o' the game? but hey, at least you got outdoorsman and barter to fall back on, yes? well that just makes fallout kewl, right? nope, it makes it broken. spend 10 or more hours figuring out that some builds is horrible is Not a kewl feature, although the cainists keep trying to convince us o' such nonsense. d&d gots tome after tome o' books so that we is knowing before we ever play a d&d crpg what we should expect... although troika and other developers still managed to surprise us with some quirky rules implementations. reach weapons for everybody! nevertheless, d&d, were having a known rules system, so we never needed respec. for fallouts and wasteland we weren't so lucky. uncovering the hidden mechanics o' fallout as one o' the first players who weren't benefiting from years worth o' detailed walkthrough and character building guides, were an exercise in tedium and frustration. if a game were genuine balanced and all builds were being equivalent enjoyable (NOT equal powerful) then we would have Zero complaints. but guess what, the fallouts, arcanum, wasteland and a host o' other games is revealing that game developers is not so good at making games that reward players for being creative or adventurous in character building. bad builds is not a feature. is bad design. the thing is, poe is new and new is never perfect. no matter how much diligence and planning goes into design, as complexity is increased, so does potential for exploit and fail. pnp d&d editions has years worth o' playtesting and we still get all kinda wackiness when new editions is released. front-loaded rangers and harm for 3e? we suspect poe will be sporting a complex new rules system for which mechanics will be obscure. will be inevitable that fail will occur. respec is a way to mitigate the damage o' such inevitability. as for wasteland 2... have already many complaints 'bout how some skills were seeming useless in the beta and much adjustment were needed to balance abilities, and truth to tell, wasteland 2 is less complex than a fair number o' crpgs we would care to mention. nevertheless, we still see some folks trying to sell us on the notion that poor design = FEATURE. go figure. HA! Good Fun!
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dunno 'bout wasteland 2, but wasteland were very loosely story-driven. am knowing just how fanatical some fallout fans is and they not want to hear this, but wasteland and the fallouts had kinda thin main plot. in wasteland and the fallouts, story is your raison d'etre to play for the next hour or ten in only the most illusory fashion. am suspecting that playing the introductory areas o' a wasteland game a dozen or so times would be almost as fulfilling as playing the main game once in its entirety. heck, most o' our time spent in the fallout games were in starting areas as we created and abandoned MANY characters after maybe just less than 10 hours o' gameplay. HA! Good Fun! ps am hopeful there is some kinda respec option for poe. am suspecting that 1/3 o' our hours o' gameplay from fallouts and wasteland were replay starting areas til we got a character idealized... then repeat that each time we tried a new character build. allow for a single respec would SO improve situation for Gromnir and his gaming ocd. create a save at level X (past the intro) would maybe have been the single most useful improvement for us.
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that may be more difficult with this game. if any class can fulfill virtual any role, it will be much more difficult to make viable class-specific weapons that is genuine useful. *shrug* am preferring for uber-weapons to be rare, but we observe that have whelm, wave and blackrazor be the three legendary weapons is meaning that if you ain't a hammer, trident or sword wielder, you is kinda up p00p alley. am not certain why the legendary weapons, if they is rare, cannot be scripted so as to be appropriate to the main character. HA! Good Fun!
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it seemed to be sooper-groovy... for about 10 seconds. rare has we seen such quick and harsh revisionism regarding a major title. HA! Good Fun!
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y'know, when Gromnir watched the dance-off, we couldn't help but think o' the following: there is some profanity, so if moderators censor, we complete understand. nevertheless, am giving a warning... or two... or is it three? poor jt were falling into the same social trap as stu. jt, next time you stand up for yourself and say, "No. Hell no! No fing way. Before you get me up on that stage you guys either need to get me well and goodly drunk, or that girl with the mic needs to become a hell of a lot prettier ." in any event, congrats to jt. we applaud your verve. HA! Good Fun!
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Because showing the game in tactical view is not very good for seeing all the "awesome" graphics. That or it's **** and they want to let the player discover that for him self. am not certain what the reasoning is behind the I thought it looked better when it was last posted a couple of days ago! (Last page) Nobody commented on it when I posted it /foreveralone EDIT: nobody other than Gromnir am s'posing they do kinda show aspects o' tactical view played on a pc, but using console controls and interface... which don't really count as far as pc gamers is concerned. am recalling that da2 were somewhat similar. when we started getting gameplay video for da2 there were all kinda questions 'bout how da2 would look and play on a pc and biowarians would pretend as if they could not hear such concerns. it were kinda weird. why the biggie secret? why act as if nobody were asking about pc? in fact, it were almost as strange that virtual none o' the "journalists" who covered da2 during development felt compelled to ask 'bout pc-specific gameplay. bio released a demo for da2 and that were when we finally were getting answers 'bout pc gameplay... but what were with the three wise monkeys routine? why is same silence so noticeable regarding da:i? seems so... silly. 30 seconds o' pc gameplay showing differences in camera and tactical view compared to console. done. how tough is that? HA! Good Fun!
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Common pitfalls of CRPG games to avoid
Gromnir replied to TrashMan's topic in Pillars of Eternity: Stories (Spoiler Warning!)
this is a wonderful excuse for having games never-ever improve. 'cause, y'know, if there were a better way, the smarty and clever developers woulda' come up with a solution already, yes? HA! Good Fun!
