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Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
THE_Dave said:
Yes, if you invested all your points in fighting it would give you an edge in combat but doing more damage isn't all you need in a fight.
What do I need in a fight then? Specific skills of the party members? Tactics? Speaking of which, is there anything tactical about combat?

You asked about dialogue related skills, I can't go into specific details but I will say that there are some skills that will strictly be dialogue related.
I take it that some=several. Are they synergetic or mutually-exclusive (bluff-intimidate)?

The character will start with set stats but where the character goes from there is up to player.
Why did you decide to do set stats? What are the advantages of that in your opinion?

You wont be able to talk yourself out of all situations but you could avoid conflict here and there.
Why not?

Magic, stealth, fighting, diplomacy, and religion are just a few areas you can lead your character in.
Does religion mean "cleric" or something else?
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
Role-Player said:
Vault Dweller said:
THE_Dave said:
You wont be able to talk yourself out of all situations but you could avoid conflict here and there.
Why not?

Why would we be able to do it? What would be the advantage?
What do you mean "what would be the advantages"? Of what? Of giving people another option to develop their characters as they see fit? You know, role-playing and stuff. Feeling stupid today?
 

Taoreich

Liturgist
Joined
Jun 16, 2003
Messages
146
Location
Hotlanta
Vault Dweller wrote:
THE_Dave wrote:
You wont be able to talk yourself out of all situations but you could avoid conflict here and there.

Why not?

Yes, it angered me that I could not talk my way out of a bugbear fight in ToEE. One should be able to use diplomacy in all situations.
 

Diogo Ribeiro

Erudite
Joined
Jun 23, 2003
Messages
5,706
Location
Lisboa, Portugal
Vault Dweller said:
What do you mean "what would be the advantages"? Of what? Of giving people another option to develop their characters as they see fit? You know, role-playing and stuff.

Again i ask, what are the advantages of being able to avoid combat in *every* situation presented to the player? Care to point some reasons as to why this a good idea, or why it should be available for every combat situation, or even why avoiding combat everywhere is the same as "role-playing and stuff"? If i can avoid combat in some situations, i'll be glad, as it does more than most CRPGs these days; i don't need a would-be pacifist path. That i can't avoid combat in some situations is good in some measure, as it means the gameworld - and more importantly, its NPCs - have minds of their own.

Feeling stupid today?

Not particularly, but i'm talking to someone who apparently is being so just for the hell of it. Take a hint?
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
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Messages
28,044
Role-Player said:
Again i ask, what are the advantages of being able to avoid combat in *every* situation presented to the player?
Why should my characters resolve anything only through combat? What are the advantages of that? But anyway, to answer your question, I personally like to play diplomatic characters. I see no reason to be forced to invest in some required skills, just like I don't want to be forced to invest in magic if I'm playing a straight fighter (Gothic 1). If a game is focused on combat like D2, that's understandable. If a game features some dimplomatic, magic, thieving skills, I expect to be able to play a game as a specialized character if I choose to. I had much more fun talking in Fallout, PST, and Arcanum, then fighting especially in the latter two. If you feel the need to kill everything, that's your business, I'm surprised that you asked that question since this site always praised diplomatic skills in games, and that you seem to imply that this is a bad idea.

or even why avoiding combat everywhere is the same as "role-playing and stuff"?
Role-playing is about being able to choose, among other things. If one of the choices is taken away, the game looses some of its role-playng qualities, at least for me. There is not much role-playing in killing stuff.

That i can't avoid combat in some situations is good in some measure, as it means the gameworld - and more importantly, its NPCs - have minds of their own.
Bullshit. Tell me what ending you like more FO1 or FO2 and why.

Feeling stupid today?

Not particularly, but i'm talking to someone who apparently is being so just for the hell of it. Take a hint?
That's supposed to be witty or funny or what?
 

THE_Dave

Novice
Joined
Apr 8, 2004
Messages
11
Vault Dweller said:
What do I need in a fight then? Specific skills of the party members? Tactics? Speaking of which, is there anything tactical about combat?
It depends on the battle really; it is good to have a balanced party so you can face any situation. Say you have a magic-heavy party and you fight a stone golem...your screwed because magic doesn't affect them. Say you have a bunch of heavy fighters and you face a winged beast that never lands, most of your fighter's skills would be useless.

I take it that some=several. Are they synergetic or mutually-exclusive (bluff-intimidate)?

You will be able to receive synergy bonuses on some of them.

Why did you decide to do set stats? What are the advantages of that in your opinion?

Everyone starts with the same person and builds from there. We like the idea of having a recognizable main character that you can mold into whatever you want.


Because that's the way our world works. People kill because they are greedy, crazy, because they like it, for no reason at all, etc. These people can't be convinced otherwise. This doesn't apply in all situations though, as I said before, you will have the opportunity to talk your way out of a lot of things.


Does religion mean "cleric" or something else?
Cleric and Paladin
 

Diogo Ribeiro

Erudite
Joined
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Messages
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Location
Lisboa, Portugal
Well, where to start....

Vault Dweller said:
Why should my characters resolve anything only through combat? What are the advantages of that?

It wasn't a question of solving everything only trough combat, it was a point of why should diplomatic solutions be included in every single situation (which was what you questioned, after all). Hmm, there i go again, pointing the obvious. Damn.

But anyway, to answer your question, I personally like to play diplomatic characters.

Noted.

I see no reason to be forced to invest in some required skills, just like I don't want to be forced to invest in magic if I'm playing a straight fighter (Gothic 1). If a game is focused on combat like D2, that's understandable. If a game features some dimplomatic, magic, thieving skills, I expect to be able to play a game as a specialized character if I choose to. I had much more fun talking in Fallout, PST, and Arcanum, then fighting especially in the latter two.

Yet those games - with the exception of planning in Fallout - included situations where you had no control over them, where NPCs had their own agenda and would not be dissuated, often resulting in combat. To me that shows the gameworld is well made, by creating NPCs with their own agenda which will not be put aside simply because i have a way with words. That diplomatic solutions exist is a good thing; that i can dissuade everyone from their ideas - often backed by a strong will - is ludicrous at best.

If you feel the need to kill everything, that's your business, I'm surprised that you asked that question since this site always praised diplomatic skills in games, and that you seem to imply that this is a bad idea.

Drop the hyperbole, and get a grip on reality. Take the time to re-read what i wrote. It's almost vexing the way you misunderstood what i said and blew it out of proportion.

That's supposed to be witty or funny or what?

Take your pick.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
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Messages
28,044
Role-Player said:
It wasn't a question of solving everything only trough combat, it was a point of why should diplomatic solutions be included in every single situation (which was what you questioned, after all). Hmm, there i go again, pointing the obvious. Damn.
No, there you go again being stupid. I rephrased your original questions and threw it back at you. After that, I replied to your question. Once again, if there is one way that works in every situation, why do you question why there should be another way that works in every situation?

That diplomatic solutions exist is a good thing; that i can dissuade everyone from their ideas - often backed by a strong will - is ludicrous at best.
Really? So, the idea that you can single handedly save the word and sometimes the known universe by killing armies and cities is not ludicrous to you? Ookay... You're digging yourself deeper and deeper, do you realize that?

That's supposed to be witty or funny or what?

Take your pick.
I pick stupid, as before.
 

Diogo Ribeiro

Erudite
Joined
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Messages
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Location
Lisboa, Portugal
Vault Dweller said:
No, there you go again being stupid. I rephrased your original questions and threw it back at you. After that, I replied to your question. Once again, if there is one way that works in every situation, why do you question why there should be another way that works in every situation?

You keep missing the point, i see. Can't say i'm surprised.

Really? So, the idea that you can single handedly save the word and sometimes the known universe by killing armies and cities is not ludicrous to you?

That a game places the player as the focus of a story or gameworld, often in a way that might be considered ludicrous, has no connection to how an NPC is designed. Unless you can show me a rule stating that, because a game genre usually depends on suspension of credibility to promote its initial premise, that all subsequent elements must also not have any credibility at all.

Also, i'm still waiting for an answer. Why should all NPCs, in situations possibly involving carrying out their agendas, disregard their motivations, simply because i have high charisma values? If that happens, then the design behind the NPCs falls to the ground. They are simulating personalities, and personalities are liable to be strong, or weak, or anything in between. Just because the PC is charismatic does not mean a ruling overfiend that's killed millions to conquer a planet will sit down and have a chat with him, much less give up on his plans of planet conquering. Under certain circumstances it makes perfect sense certain NPCs cannot be bribed, or dissuated from their motivations. Like the PC, they have an ulterior motivation which should not be relished, no matter what.

Ookay... You're digging yourself deeper and deeper, do you realize that?

I wasn't the one that made a gapping fallacy back there by assuming one aspect of a game genre would also have to be existant in every element it included.

I pick stupid, as before.

Some sort of affinity, i guess.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
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Messages
28,044
Thanks for answering my questions, Dave, btw.

THE_Dave said:
It depends on the battle really; it is good to have a balanced party so you can face any situation. Say you have a magic-heavy party and you fight a stone golem...your screwed because magic doesn't affect them. Say you have a bunch of heavy fighters and you face a winged beast that never lands, most of your fighter's skills would be useless.
It looks like having a balanced party is a "must have". Am I wrong?

Does religion mean "cleric" or something else?
Cleric and Paladin
You said before that you wouldn't have classes and that the system is skill-based. How do clerics and paladins fit in then? Are they represented by skills that anyone can develop/buy? How does that work in a skill-based system? What would be the difference between a mage and a cleric, game mechanics-wise?
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
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Messages
28,044
Role-Player said:
You keep missing the point, i see. Can't say i'm surprised.
Then please forgive me my stupidity and tell me yet again what your point was. I'd really like to have a clear definition since you have a habit of changing it on the fly.

Also, i'm still waiting for an answer. Why should all NPCs, in situations possibly involving carrying out their agendas, disregard their motivations, simply because i have high charisma values?
Have you ever seen a professional salesman? Not one of those poor fucks who can't do anything else, but a true pro for whom sales is a calling? I used to work with sales people, and most of them can't sell if their life would depend on it, but sometimes you see a person who can trully talk, and that is a true talent. Hopefully that answers your question.

Just because the PC is charismatic does not mean a ruling overfiend that's killed millions to conquer a planet will sit down and have a chat with him, much less give up on his plans of planet conquering.
That is an example of a bad design. It was handled much better in Fallout, if you recall

I wasn't the one that made a gapping fallacy back there by assuming one aspect of a game genre would also have to be existant in every element it included.
Yes, I do believe that there should be several distinctive options to handle every situation, including a diplomatic approach. I do think that if there is one way that works everywhere, there should be another one or two that work everywhere as well. Where's fallacy in that?
 

THE_Dave

Novice
Joined
Apr 8, 2004
Messages
11
It looks like having a balanced party is a "must have". Am I wrong?

It's not a "must have" for all situations. A good idea, yes, a must have, no.

You said before that you wouldn't have classes and that the system is skill-based. How do clerics and paladins fit in then? Are they represented by skills that anyone can develop/buy? How does that work in a skill-based system? What would be the difference between a mage and a cleric, game mechanics-wise?

Yes, the system is skill based instead of class based. I say cleric and paladin simply because people know what those are. It's easier to say their class name than discribing their skill set.

The difference between a cleric and a mage is a cleric gets his power from the god that he serves where a mage gets his power from magic forces.[/quote]
 

Otaku_Hanzo

Erudite
Joined
Oct 19, 2003
Messages
3,463
Location
The state of insanity.
THE_Dave said:
The difference between a cleric and a mage is a cleric gets his power from the god that he serves where a mage gets his power from magic forces.

Well, the differences run deeper than that as well, but that pretty much spells it out. The Paladin is the same way, getting his powers from whatever higher being he serves in the name of. Most clerics of a good nature will tend to have mostly an arsenal of beneficial spells, whereas a mage of good nature will probably have more offensive spells in his arsenal.

Anyways, don't know why I posted that. Guess I just wanted to say something. :P
 

Diogo Ribeiro

Erudite
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Jun 23, 2003
Messages
5,706
Location
Lisboa, Portugal
Vault Dweller said:
Then please forgive me my stupidity and tell me yet again what your point was.

It's forgiven.

The point is still the same as in the previous posts - there should be some ways to solve possible confrontations without violence, but this isn't necessary to exist in all situations possibly involving combat, because gamewise, there are things which likely can only be solved in one way, or are beyond are possibilities. Violence is a common, almost universal means to an end. Its also the easiest one to do, hence its abundance in these kinds of situations. People that can use their words to convince the other side are very few and in between, and diplomacy doesn't work most of the time, be it because of the inability of the spokesperson or because of the unwillingness of the one being talked to.

I'd really like to have a clear definition since you have a habit of changing it on the fly.

Desperately grasping for straws or unfounded ad hominems, are we? And so soon! Sorry, but asinine comments such as these have no reason to be used here. Try to stay on topic and keep those laughable comments to yourself.

Have you ever seen a professional salesman? Not one of those poor fucks who can't do anything else, but a true pro for whom sales is a calling? I used to work with sales people, and most of them can't sell if their life would depend on it, but sometimes you see a person who can trully talk, and that is a true talent. Hopefully that answers your question.

No, not really. The only thing it shows is that you've seen someone use their skills expertly; not that everyone would listen to that person, or change their minds because of it. I can easilly give my example and point out i've yet to see a saleman/woman get their way with me, despite their overal charismatic ways.

That is an example of a bad design. It was handled much better in Fallout, if you recall

I presume you mean Fallout 2, because in the first game, i could convince the Master he was wrong, despite he had enough information and was intelligent enough to have seen the problem in his plan. Not so much with Frank Horrigan, or the President. That some people did not like it, its understandable; that it was bad design is very arguable. NPCs should be first and foremost their own personalities, and any influence i may have over them should be kept in check.

Yes, I do believe that there should be several distinctive options to handle every situation, including a diplomatic approach. I do think that if there is one way that works everywhere, there should be another one or two that work everywhere as well.

Certain elements in a game are beyond the player's control and should remain that way, and it'd be very idealistic and narrow-minded to believe that a way to do everything i want should be included in a game, in every situation i see fit. Violence is unavoidable in some measure; to think otherwise, or to think everyone will listen to the voice of reason, is being naive.

Where's fallacy in that?

It's in the part of the post you didn't answer.
 

Elwro

Arcane
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Dec 29, 2002
Messages
11,760
Location
Krakow, Poland
Divinity: Original Sin Wasteland 2
Taoreich said:
Yes, it angered me that I could not talk my way out of a bugbear fight in ToEE. One should be able to use diplomacy in all situations.
Most bugbears don't attack you if you wear appropriate robes, and many fights are skippable just because the beasties are in unimportant rooms. In ToEE I fight bugbears when I want to and don't find them a nuisance.
Of course, the game behaves differently on each computer, so maybe you have no luck and it won't work for you like that.
 

Taoreich

Liturgist
Joined
Jun 16, 2003
Messages
146
Location
Hotlanta
This is a mutual sarcasm check before I launch into a soliloquy to define the subtext in my post.

Me=sarcastic
Elwro=sarcastic(?)
 

Human Shield

Augur
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Messages
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Location
VA, USA
Vault is talking about game design. Most RPGs are balanced for a straight fighter, they can get through the whole game by dropping all their skills points in fighting. If you want to play a non-warrior you are still stuck with battles you have to fight, meaning all those skill points in non-combat skills can't help you get past this part.

It is bad design to begin with to script up battles. If you take player control away and say that this group hates you because of what you did before the game started that reduces role-playing. If you have to travel down a dangerous road, why can't you hire mercs to start hunting the road and travel down the next day.

Why give the player a villain that must be killed to continue the game? The real world doesn't stop in its tracks when one guy tries to fight you, just be good at running away and the game should still be able to be completed.

And while a talker won't storm a castle and fighter shouldn't be able to complete the "negiotate for hostage" mission. Sometimes violence doesn't solve problems but it always solves 90% of things in RPGs.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
Role-Player said:
The point is still the same as in the previous posts - there should be some ways to solve possible confrontations without violence, but this isn't necessary to exist in all situations possibly involving combat, because gamewise, there are things which likely can only be solved in one way, or are beyond are possibilities. Violence is a common, almost universal means to an end. Its also the easiest one to do, hence its abundance in these kinds of situations. People that can use their words to convince the other side are very few and in between, and diplomacy doesn't work most of the time, be it because of the inability of the spokesperson or because of the unwillingness of the one being talked to.
So that's the point that I missed? Since when disagreeing is missing a point, especially since the so called point is a collection of some things that you believe should be in games. So, basically you think that a feature should be implemented a certain way, and you try to mock people who disagree with you instead of arguing. Frankly, that's pathetic.

Anyway, to address your position on violence, it's not a universal mean to an end. As much could be achieved by plotting, scheming, and manipulating which is basically a definition of diplomacy. There's been a number of crises in the past that were handled via diplomacy not because some joker was very charismatic but because parties were convinced that the other way is more beneficial. The Cuban Missile Crisis is one of the many examples. Gandhi said "Nonviolence is the greatest force at the disposal of mankind."

Desperately grasping for straws or unfounded ad hominems, are we? And so soon! Sorry, but asinine comments such as these have no reason to be used here. Try to stay on topic and keep those laughable comments to yourself.
Are you hallucinating? Stop taking whatever it is you are on.

No, not really. The only thing it shows is that you've seen someone use their skills expertly; not that everyone would listen to that person, or change their minds because of it.
By the same logic, what makes you think that your expert fighting skills are enough to kill everything you encounter? Nothing. You make assumptions that you are that good, what stops you from making the same assumptions about diplomacy? The fact that you think it's unrealistic? You'd be contradicting the first assumption then.

I presume you mean Fallout 2, because in the first game, i could convince the Master he was wrong, despite he had enough information and was intelligent enough to have seen the problem in his plan.
Again, you're assuming and using double-standards. The fact that some noob who lived his whole life in a locked vault was able to survive outside and stop the whole army of mutants doesn't bother you. The fact that you showed the Master some research done by other people and that stopped him does. Think about it.

Not so much with Frank Horrigan, or the President. That some people did not like it, its understandable; that it was bad design is very arguable.
Arguable? Forcing people to do things the only way is always a bad design.

NPCs should be first and foremost their own personalities, and any influence i may have over them should be kept in check.
Why? Because you think so? Having personalities has nothing to do with listening and agreeing with somebody. If you have a good point why shouldn't NPCs listen to you?

Certain elements in a game are beyond the player's control and should remain that way, and it'd be very idealistic and narrow-minded to believe that a way to do everything i want should be included in a game, in every situation i see fit. Violence is unavoidable in some measure; to think otherwise, or to think everyone will listen to the voice of reason, is being naive.
It's not about listening to the voice of reason, it's about anything else that could be described as diplomacy, see above. When you have time look up some onfo on Charles Talleyrand, the most famous diplomat in history. His constant plotting and scheming was one of the reasons of Napoleon's fall, who, btw, literally commanded armies.

Where's fallacy in that?
It's in the part of the post you didn't answer.
You may disagree with the answer I gave, but that doesn't mean that there was no answer. Regardless, I was more specific in this post, so I repeat "where is fallacy in thinking that a diplomatic path should be available as well?"
 

Dhruin

Liturgist
Joined
Aug 15, 2003
Messages
758
Brief interlude and you guys can go back to it: it doesn't seem realistic to me to have a diplomatic route every time. Surely there are people and situations that can't be talked around, just as there probably should be situations that can't be fought through.
 

Diogo Ribeiro

Erudite
Joined
Jun 23, 2003
Messages
5,706
Location
Lisboa, Portugal
Vault Dweller said:
So that's the point that I missed? Since when disagreeing is missing a point, especially since the so called point is a collection of some things that you believe should be in games.

It's missing a point in the sense it wasn't a mere divergence of opinion, it was about you not understanding what i was talking about.

So, basically you think that a feature should be implemented a certain way, and you try to mock people who disagree with you instead of arguing. Frankly, that's pathetic.

I think you need a reality check there, that description fits you much better than it fits me. You are the one that blatantly mocks people for thinking differently from you and for having different takes on how a feature should be implemented, and in this particular thread, a simple look at who mocked who for having diverging opinions is easy to see. It's a pity you find necessary to act like a hypocrite on situations like this.

Anyway, to address your position on violence, it's not a universal mean to an end. As much could be achieved by plotting, scheming, and manipulating which is basically a definition of diplomacy. There's been a number of crises in the past that were handled via diplomacy not because some joker was very charismatic but because parties were convinced that the other way is more beneficial. The Cuban Missile Crisis is one of the many examples. Gandhi said "Nonviolence is the greatest force at the disposal of mankind."

You're using positive examples to reinforce your argument, but while that's a clever tactic, it's unfortunately one-sided; successful examples of diplomacy use and success don't instantly prove it's bound to work all the time. I can point out that diplomacy was ineffective when it came in dealing with Adolf Hitler's extermination of the Jewish people, and that it also doesn't work with religious extremist terrorist groups; yet, mere examples of its success or failure are not practical to the matter.

But i digreess. Even if your statement above was relevant, it still missed the point that violence is a means to an end which is used much more often than negotiation; and that more people are likely to engage in violent acts than in peaceful ones. Back into a videogame concept, for a diplomatic solution to prove successful, it involves several things, some of which the PC might not have control over. First and foremost it depends of who you're addressing - in this case, an NPC. And if the NPC does not accept any kind of negotiation, than its naive to think that my PC should be able to pull it off regardless. Which isn't to say i agree with situations where this can happen.

Then again, this wasn't my complain; my complain was against your idea that a diplomatic solution should exist at every turn.

Are you hallucinating? Stop taking whatever it is you are on.

Your recurrent use of attacks on someone's character, when they are unfounded and irrelevant, then conveniently backpeddling out of the statement, is what needs to stop, frankly.

By the same logic, what makes you think that your expert fighting skills are enough to kill everything you encounter? Nothing. You make assumptions that you are that good, what stops you from making the same assumptions about diplomacy? The fact that you think it's unrealistic? You'd be contradicting the first assumption then.

Speaking of assumptions, that's a nifty collection there.

What i've been saying is that in a gameworld, my diplomatic skills are liable to fail, no matter how good or bad the PC is in them, in certain situations. The same with combat skills, never said otherwise. The point is, however, that NPCs will always be much more eager to use violence instead of letting themselves be convinced. And most NPCs, under these cirsumstances, are likely to be better at using their sword instead of their diplomacy. Obviously, diverse choices when it comes to handling things are better than having a single one. The same in combat situations. But why should i be able to convince NPCs everytime i might be heading towards a combat situation? What makes you think your PC would be able to sit down, have a chat and drink some tea with a fervent religious fanatic who is adamant about his ideals and goals, has nothing to lose and doesn't care for material gains? Thats what makes the difference. Its not that my diplomatic skills on a whole would be useless, its that certain situations are unsolvable in diplomatic terms. Not only that, why should i expect that my choice of skills will automatically have to give me full chances of success in the gameworld? Why should i expect that taking a certain skill will give me as much success as taking some other? Each skill has its own place in the gameworld, and i don't see bad design in it. It only means that what i choose might not be the optimal solution to survive and move on in the world, but might be useful in its own way. I shouldn't expect all character skills to be equally useful, or to give the same options, or to provide the same level of success between themselves.

Again, you're assuming and using double-standards. The fact that some noob who lived his whole life in a locked vault was able to survive outside and stop the whole army of mutants doesn't bother you. The fact that you showed the Master some research done by other people and that stopped him does. Think about it.

I shouldn't even be bothering answering this again, because i already did in the previous post, but anyway...

I have thought about it, and this was your fallacy. You are under the assumption that, since a certain game genre sports an often ludicrous handling of its concept and premise - in this case, that a lone hero can overcome impossible odds, or can do, storywise, deeds of herculean proportions - then all following elements of the game must also be ludicrous, or that they must be exempt of a certain logic behind them. That's very bad reasoning there. Have you thought about it?

Arguable? Forcing people to do things the only way is always a bad design.

And you're a reference in game design?

Why? Because you think so? Having personalities has nothing to do with listening and agreeing with somebody. If you have a good point why shouldn't NPCs listen to you?

You're being exceptionally dense and hyperbolic today. NPCs with better simulations of personalities obviously have a relation to their own levels of agreement with the PC, among other things. Would you consider an NPC to be easilly manipulated to possess a good personality? Or would you instead consider that an NPC, which has strong foundations to back up his (unwavering) reasoning, is a worse personality? Note that, if you're creating a character, then what you decide the character to be in the gameworld has to be logical. If you create a bloodthirsty psycopath, then he has to be a bloodthirsty psycopath, and his personality has to be fleshed out accordingly. In this case, it's quite naive to think you could use reasoning with such a character. On the other hand, if you create a streetwise thug, then he's going to have to be a streetwise thug. Partial to violence, but not a stranger to a little bribe on the side, or to some theft.

You may disagree with the answer I gave, but that doesn't mean that there was no answer. Regardless, I was more specific in this post, so I repeat "where is fallacy in thinking that a diplomatic path should be available as well?"

The fallacy wasn't in that, chum, read above.

And i'd suggest you pay more attention with what you write - i never posed a problem to there being a diplomatic path in the game, as your last sentence suggests. Merely, i questioned the validity of your question as to why there wasn't a diplomatic option at every turn.


Dhruin said:
Brief interlude and you guys can go back to it: it doesn't seem realistic to me to have a diplomatic route every time. Surely there are people and situations that can't be talked around, just as there probably should be situations that can't be fought through.

Thankfully, someone else in here is using common sense.
 

Psilon

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Dhruin said:
Brief interlude and you guys can go back to it: it doesn't seem realistic to me to have a diplomatic route every time. Surely there are people and situations that can't be talked around, just as there probably should be situations that can't be fought through.

I don't know about Vault Dweller, but I don't see diplomatic solutions as nothing but non-combat rhetoric. I think that intimidation, bribery, pleading for one's life, bribery, ideological arguments, bribery, disguise, and outright deception are all valid options for getting past a situation. A ludicrously high speech skill with some way of making money (mercantile or thief skills) should get you through almost any situation. These villains are all evil, right? Shouldn't they be in it for themselves?

Even if the guards at the gate are incorruptible (or at least require a bribe with more commas than your bank account is likely to amass), what about stealing some uniforms from the tailor (or paying him to create a fake one for you) and going in that way? Sure, it may take some thief skills to get the disguise in the first place, but once you're in it's all about a convincing bluff.
 

Diogo Ribeiro

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Psilon said:
I don't know about Vault Dweller, but I don't see diplomatic solutions as nothing but non-combat rhetoric. I think that intimidation, bribery, pleading for one's life, bribery, ideological arguments, bribery, disguise, and outright deception are all valid options for getting past a situation. A ludicrously high speech skill with some way of making money (mercantile or thief skills) should get you through almost any situation. These villains are all evil, right? Shouldn't they be in it for themselves?

Any of those options is viable, and is also a good option to include. However, being concerned primarily with my own advancement opens up several possibilities. Being open to bribes is one; but being determined to struggle for something that might benefit me is also possible. If you believe that you have a chance of toppling a power structure, and taking control of it - in the process, gaining much power and wealth - and if you have the right plan and the right resources to pull it off, and are determined to do it, would you let some random guy called the Chosen One bribe you out of it, or talk you out of it? I honestly doubt that. Thats my point with NPCs: while no doubt some might fall prey to suggestion, bribery, diplomacy, bluffing, etc., it makes sense that some do not.

Even if the guards at the gate are incorruptible (or at least require a bribe with more commas than your bank account is likely to amass), what about stealing some uniforms from the tailor (or paying him to create a fake one for you) and going in that way? Sure, it may take some thief skills to get the disguise in the first place, but once you're in it's all about a convincing bluff.

For these kind of situations, something like this makes sense. However, some situations are likely to not allow this kind of subterfuge. Which isn't to say they are bad when they surface, far from it.
 

Saint_Proverbius

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Dhruin said:
Brief interlude and you guys can go back to it: it doesn't seem realistic to me to have a diplomatic route every time. Surely there are people and situations that can't be talked around, just as there probably should be situations that can't be fought through.

Some men, you just can't reach. That's true. However, there are other ways of diplomatically dealing with situations like that. Imagine having a talk with that person's superior or a family member or some person that can reach them. If there's nothing in the scenario that fits the above, you can always do the enemy of an enemy thing because there's no such thing as an aggressive bad ass that hasn't pissed someone off.
 

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