Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,044
Don't get so upset, Volly, it's never too late to learn to read and comprehend simultaneously.
Astromarine said:yeah, I think a word count would make much more sense if it counted the biggest "path" through the dialogue tree. Why would a publisher care that there is 1000 total words in an NPC if any given character will only see 200 of them? Only reason I can think of is localization costs, but those can't be that big
Retardedness, huh? You ran out of the existing words and start making up your own? Sounds cool. Anyway, I don't think that "wrong quote" means "quote out of context", but I'm probably just biased.Volourn said:Afterall: "True, I didn't think that particular quote supported VD's thoughts" shows that in clearity. All he said, is he understands what you got your other retardedness from. Understanding does not = agreeing.
No, no see. Since there are examples that prove my point, the quote is NOT taken out of context. Deal with it.ie. I understand why you are willing to twist what a BIOweenie says to "win which is your biasness against them; but I don't agree with taking what they say out of context. See?
You've got that right. It's not all and it's not over. You hear me, NOT OVAR!!! MWAHAHAHA!That is (not) all. :twisted:
Well, in that case, I apologize as well. My remark came off unnecessary rude.Petey_the_Skid said:My apologies on the Todd Howard quote, I do wear glasses...
Mankind is forever in your debt. I can picture a hall of fame where people can look at the names of the great ones and read about their contributions, like Prometheus who gave people fire, Becquerel who discovered radioactivity, and Volourn the troll who gave people R00flies, retardedness, spy alphabet for dummies ( thi sis ase kret mess age ), etcVolourn said:"start making up your own?"
Start? I've been doing it for years. Nothing wrong with it since, obviously, someone has to be responsible for creating words or else we wouldn't be able to write 'em.
So, the fact that one design principle can be successfully used in different games for different reasons (introduce DA history, explain why you hafta go to the BG Asylum, tell about KOTOR's Jedi, etc) have completely escaped you? How embarrassing for you."the quote is NOT taken out of context."
Yes, it is. Period. The quote in question was discussing imparting DA history in dialogue and youd ecide to bring up how BIO dialogue has no (but it does) multiple solutions. You are wrong AND you are out of context. Game over.
I called a dude who wears glasses a blind ...uh... person. Tell me there is something good left in you"I apologize"
Wuss.
Well, it's one of those meaningless full of shit phrases, that indicate that mankind is too cheap to pay, but can offer you a good deal on a commemorative plaque. :wink:Volourn said:"Mankind is forever in your debt.'
If this were true, I wouldn't be in debt myself...
Well, it's kinda hard to "btoh empart" (whatever the fuck that is) history and have actual variant outcomes:"So, the fact that one design principle can be successfully used in different games for different reasons"
Not once did he even hint that dialogue could have more uses than just emaprting world history. not once did he say that it could btoh empart history and have actual variant outcomes in the dialogue. Nice try.
Yeah, the 'net... Kids get exposed to everything so early these days. One wrong thing and it fucks them for life. Like NWN crappy modules...."Tell me there is something good left in you"
There was never any good in me, and any chance of there ever being any good in me was terminated by the 'net.
Avin said:sheeeeeeeeez, role player, you've said "caralho"!!!
Avin said:RP, check my location... I saw this movie on theater when it was launched... best brazilian movie ever.
btw: vocês falam "caralho" aà em portugal também ou é coisa brasileira mesmo?
I think one algorithm could check how fast the character can attack with the weapon and how accurate they are, and thus how much damage they'd do (on average) per time unit. That's how I did it in Diablo 2, usually by checking attack speed with a stopwatch because the speed enhancements affected the attack speed in a somewhat unpredictable fashion. But there's no reason for the game to not be able to keep track of the end result, because it does appear in the game itself. Every time a character attacks all the would-be numbers in that algorithm would be used.Saint_Proverbius said:Unless the weapons are incredibly dull in terms of complexity, there's no good way to tell which weapon is better for the player unless it's just plain obvious. If they follow the Diablo style weapons where a weapon can affect a number of the character's abilities, it's just damned hard for a generic algorhythm to say THIS IS THE BEST WEAPON.
While spreadsheeting can be a fun metagame, I don't see why a game like Dungeon Siege 2 wouldn't bend over backwards to facilitate things for the player. Not that I have ever played the first game, but I assume that the people who like Dungeon Siege would enjoy some help with valuing their loot.It's just better to have the player do a little spreadsheeting than to offer a simple number score on how great the item is.
I have yet to see a game where prices are properly balanced to the effectiveness of the weapon. It's easy to not buy horribly overpriced pieces of crap, but I still see them in a lot of games. Maybe if the weapons were "incredibly dull in terms of complexity" the price could show how good a weapon is, but once you start to introduce different weapon properties you'll end up with overpriced crap whenever you combine two properties that don't work well with each other.Besides, if you want one score that does that, it's usually the price of the item in most games, right?
RGE said:I'll agree that weapon properties that don't affect damage or speed might be difficult to put a number on, but perhaps those properties could be ignored, thereby letting the player decide how they should be valued.
I don't see how a little help is going to prevent or disallow the player from thinking and making their own decisions. In Diablo 2 I would have welcomed a stat which listed the average damage per time unit that my character would do with the weapon. The world is not black and white. Some help is usually better than no help, at least when the player gets all the stats and has to make the final decision. Hopefully they'll realize the limits of their evaluation and not have the arrows include properties which are impossible to properly evaluate. But the base properties could still be evaluated this way. Maybe put an extra symbol next to the arrow if a weapon has properties which can't be evaluated by the algorithm?Saint_Proverbius said:It's much better for the player to actually use his head for something other than a hat rack in that case.
RGE said:That's how I did it in Diablo 2, usually by checking attack speed with a stopwatch because the speed enhancements affected the attack speed in a somewhat unpredictable fashion.