lukaszek
the determinator
- Joined
- Jan 15, 2015
- Messages
- 13,164
for example I would see such humongous piece of machinery I would definitely comment on it
for example I would see such humongous piece of machinery I would definitely comment on it
De gustibus, of course, but I want to make clear that's not what I was saying. I think there are things CSG does well in terms of its writing, but setting up followers for philosophical color commentary is not, right now, one one those things.Ooooh, lets shit on CSG writing! Its bad too!I'm not particularly interested in hearing their views
Except many other people are convinced that different heroic feats are the no-brainer ones and the ones you picked are garbage. Welcome to the internet.Why are they called heroic feats and not traits?
Why traits offer no downside? Don't you feel that they are too strong right now? Especially gifted(that also got no requirements) and mastermind.
Perhaps give gifted requirement like 'at least 6 in each stat' - it would fit it and will no longer be free. Lower skill learning rate or xp bonus.
Make mastermind work for non combat skills only?
Never a fan of no brainer feats and those 2 are.
those people are wrong and probably pass time by throwing diceExcept many other people are convinced that different heroic feats are the no-brainer ones and the ones you picked are garbage. Welcome to the internet.Why are they called heroic feats and not traits?
Why traits offer no downside? Don't you feel that they are too strong right now? Especially gifted(that also got no requirements) and mastermind.
Perhaps give gifted requirement like 'at least 6 in each stat' - it would fit it and will no longer be free. Lower skill learning rate or xp bonus.
Make mastermind work for non combat skills only?
Never a fan of no brainer feats and those 2 are.
I have to disagree. I was drowning in money for the most part without even really trying to. Granted though, I did not use consumables much.The economy works brilliantly. You really have to plan what to buy, and a single expensive consumable can make an impossible fight winnable. Different parties benefit from different gear, so you'll always have to think strategically with your investments.
Having a blast but I remember we spoke back when the demo released regarding death animation and you said that you were looking to improve then, are they still on the plans? Or sadly due to budget and time constraints they were a casuality from the to do list?
It's skewed, yeah. Don't think they intend for you to have that much money at the end of Chapter One. Unless there's going to be money sinks in Chapter Two.I have to disagree. I was drowning in money for the most part without even really trying to. Granted though, I did not use consumables much.The economy works brilliantly. You really have to plan what to buy, and a single expensive consumable can make an impossible fight winnable. Different parties benefit from different gear, so you'll always have to think strategically with your investments.
Hydroponics is a very annoying area to navigate through due to constant fade-to-black faux loading screens. AoD did this too, but I assumed it had something to do with the outdated Torque engine. What's the deal here, why is this necessary?
I do have this bug when facing Braxton, happens every time as soon as combat begins:
examples and whyI think there are things CSG does well in terms of its writing
To rush arena early I had to gas nades my enemies and smoke but thanks to that I was decked in very nice gear.I have to disagree. I was drowning in money for the most part without even really trying to. Granted though, I did not use consumables much.The economy works brilliantly. You really have to plan what to buy, and a single expensive consumable can make an impossible fight winnable. Different parties benefit from different gear, so you'll always have to think strategically with your investments.
Having a blast but I remember we spoke back when the demo released regarding death animation and you said that you were looking to improve then, are they still on the plans? Or sadly due to budget and time constraints they were a casuality from the to do list?
We are working on that as we speak, will be added in the following updates.
its not outright shit, its just not good, some things are even below "ok", which is badsavescummer assessment that everything is shit
Not so sure about this criticism. Interspersing non-dialogue with dialogue serves to chunk the information.There is an ugly tendency to use descriptive language interspersed
The idea with the non-dialogue above is not actually to dazzle with a turn of phrase. To the contrary, the goal is actually for the non-dialogue be less dramatic than the dialogue, particularly in the first line. It's there to space out and segment the two pieces of information I want the reader to focus on, so that they don't run together. If the reader focuses too much on the non-dialogue, it's counterproductive."First, let me tell you this," the man says. "Then, I'll tell you something more."
He pauses, then raises a finger, using this filler to indicate a more substantive break. "I'll conclude with this: a last, less related point."
If you're playing 10 Cha guy cult leader could definitely be better, same goes for 10 STR melee guys, 10 for PER gunners or 10 CON. Not sure about Fast runner since it seems relatively useless at the moment when in all encounters (not counting arena) you have very small spaces and not much room to run. Anyway, I'm pretty sure that going for gifted won't be optimal in the full game considering we can have implants.those people are wrong and probably pass time by throwing dice
Found a workaround by accident. Pressing Q/E to circle through the chars made the floor spawn properly. Graciela igualmente chango.We have a fix coming soon, but send me the savegame and I'll fix it for you.
IMO, the single biggest problem with dialogue, in all media but most especially in video games, is when it isn't going anywhere. In video games, the worst of all is dialogue that isn't going anywhere and isn't actually a form of gameplay. When that's your dialogue, it needs to be really beautiful (and ideally well voiced), or it's just noise and tedium.Saying that NPCs must have exaggerated backgrounds to have unique perspective on topics is just stupid, the question is whether it would be interesting enough.
Do you think non-dialog texts in dialog boxes are a necessity?The idea with the non-dialogue above is not actually to dazzle with a turn of phrase. To the contrary, the goal is actually for the non-dialogue be less dramatic than the dialogue, particularly in the first line. It's there to space out and segment the two pieces of information I want the reader to focus on, so that they don't run together. If the reader focuses too much on the non-dialogue, it's counterproductive.
The non-dialogue in the second line is meant to goose the reader a little, so a little more "dazzle" there might be ok -- I want to get the reader to unfocus and then refocus. But even in the second line, a completely unremarkable phrasing would still serve the job, which is primarily to justify a paragraph break and a longer caesura before giving the last information.
That doesn't answer your criticism that CSG's non-dialogue is purple, but none of what you quote looks remotely purple to me. (That said, as I think I've written elsewhere, the pejorative "purple prose" is kind of like "moon logic"; one of those things where it just means "more of a certain quality than I like.")
Of course not a necessity. But they are valuable.Do you think non-dialog texts in dialog boxes are a necessity?
Hm. Not sure this is right, historically speaking. While RPGs that used paragraph-style text (like the Gold Box games) had non-dialogue, RPGs with dialogue trees like Ultima VII did not use no-dialogue.I always thought of them as something taken from prose when RPGs had a much smaller arsenal of artistic means, and that approach was never revised.
No, it's not a tone issue, it's a matter of how information is parsed and paced. IMO, if you don't use prose, you need to have much shorter lines. We're not accustomed to reading dialogue that goes for much longer than say 20 words without a non-dialogue interjection, so at some point our brains just give up. At least, mine does. That's the "parsing" side of it. The pacing side of it is just like:You can change phrases like "The shopkeeper laughs" by just starting the line with "Ha-ha" and also show the change of emotions with the tone of dialog lines.
The theme is actually pretty clear and established during the first seconds of the game.Theme
The same boring, absolutely uninteresting shit as in AOD - decayed society, power struggle,
mexican standoff between factions for a throne.
I got your point. It seems, we just value different things.Of course not a necessity. But they are valuable.Do you think non-dialog texts in dialog boxes are a necessity?
Hm. Not sure this is right, historically speaking. While RPGs that used paragraph-style text (like the Gold Box games) had non-dialogue, RPGs with dialogue trees like Ultima VII did not use no-dialogue.I always thought of them as something taken from prose when RPGs had a much smaller arsenal of artistic means, and that approach was never revised.
No, it's not a tone issue, it's a matter of how information is parsed and paced. IMO, if you don't use prose, you need to have much shorter lines. We're not accustomed to reading dialogue that goes for much longer than say 20 words without a non-dialogue interjection, so at some point our brains just give up. At least, mine does. That's the "parsing" side of it. The pacing side of it is just like:You can change phrases like "The shopkeeper laughs" by just starting the line with "Ha-ha" and also show the change of emotions with the tone of dialog lines.
(1) "You got me," the guard says, shifting nervously. "I was sleeping when I was supposed to be on duty."
(2) "You got me. I was sleeping when I was supposed to be on duty."
In #1 "the guard says, shifting nervously" is utterly unremarkable, even banal, prose. But I think #1 has a much better pace than #2. The dialogue is identical, but it's more expressive (at least to me). #2 reads very "flat" to me. If I couldn't have the non-dialogue interjection, I guess I might use an ellipsis after "got me," but it still wouldn't be as good.
Obviously, non-dialogue also just lets you do "tell" without "showing." The whole "show don't tell" line may or may no be true for writing literary fiction, but, like: "With one look, you know he's seen more than his share of fights, and left behind more than his share of corpses." Not good writing, sure. But even with Vince's amazing portraits, I'm not sure you can convey that information. Not to mention stuff like, "He points his gun at your left foot. 'As things go, you could lose worse. Shall we start there?'" How would you do that without text in the dialogue box? A very expensive custom animation that the player might not even notice?
This is a pretty bad example though. You (the player) don't actually "know" that character seen his share of fights. It's an assumption which is made FOR the player by the character he supposedly controls, not by the player himself based on the information which was presented to him. This is not just meaningless peace of prose, its actually a lie and a bad taste in crpg writing. Something like this can only be written by a person who doesnt think about what he actually says in his text.Obviously, non-dialogue also just lets you do "tell" without "showing." The whole "show don't tell" line may or may no be true for writing literary fiction, but, like: "With one look, you know he's seen more than his share of fights, and left behind more than his share of corpses." Not good writing, sure. But even with Vince's amazing portraits, I'm not sure you can convey that information.