~RAGING BONER~
Learned
- Joined
- May 1, 2009
- Messages
- 420
you shouldn't need more than a post-it note to write "everything is fuckable".So it's a single page then. Figures it would fit in a envelope.
you shouldn't need more than a post-it note to write "everything is fuckable".So it's a single page then. Figures it would fit in a envelope.
you shouldn't need more than a post-it note to write "everything is fuckable".So it's a single page then. Figures it would fit in a envelope.
People that cant handle success often are. And no, he shouldnt, he should let it be, follow its course.Gaider is such a condescending, self-righteous, bitter passive-aggressive tosser.
It also looks like he has a massive tumor on his neck. He should get that checked out.
More likeThe point is, you don't need so many answers with personality type dialogue system. There is nothing in the whole fucking world that can't be summed up in to either friendly/diplomatic, sarcastic/ironic/humorous or agressive/straightforward answer.
Fuck you.
Fuck you.
Fuck you.
Of all the inane shit I read here, this is what finally made me sign up. Thanks I guess.The point is, you don't need so many answers with personality type dialogue system. There is nothing in the whole fucking world that can't be summed up in to either friendly/diplomatic, sarcastic/ironic/humorous or agressive/straightforward answer.
Naah, now you're just paraphrasing the same shit all over again with some nonsense on top of it I've never said: "Your skill facing those situations is not fucking determined by how good or bad youve been, you TWAT". Being direct or agrresive doesn't make you bad or good you CUNT.Well, I simply don't agree with you. Human beings have more or less fixed temperament, expressions and reaction patters when dealing with others. The fact that you can control yourself when talking to your boss has nothing to do with it. It's more likely you're not entirely expressing yourself, but certainly not denying or even contradict yourself. Well, at least doing it convincigly unless you're fucking psycho, first class actor, spy or whatever- see below.
You said it yourself, just with a extreme example. you only have to know how to put on a mask, and how well you do it is determined by how much you do it.
You are not the same person when you are: trying to talk to the girl you like; the woman youve been living half your life with; your son; the man you hate; your boss; your best friend and a huge list of etcs.
You act differently according to the situation, and your skill facing that situation depends on your wisdom, the confidence you have in yourself, the experience you have with those types of situations, and how flexible you are. If you are completly transparent, which you fucking arent, unless you are a child, then you you either have not fully developed or have attained enlightment.
Your skill facing those situations is not fucking determined by how good or bad youve been, you TWAT.
How fucking naive/idiotic can you be to even argue this?
PS: in AP you are not playing james bond, not always, thats one of the templates tho.
Being consistent does not mean being predictable, there are as many personalities as people have been born into this world, people act differently under different circumstances based on said personality and experiences.
Dialogue wheel is useless for any complex dialogue where player and NPC interchange long sentences or complex topics. It can't handle most puzzles or text quests, interesting or just long-winded speeches. It suits bioware because they don't do those anymore.Now tell me how you do this in a dialogue wheel, with or without a personality system:
It's the Codex. How many of us don't live in a madhouse?I simply don't believe your experience with people unless you live in a madhouse...
Why are you still bitching about good or bad?! Being direct or bad-ass doesn't make you good/bad guy. John McClane is good guy yet If he tried to act like sweet white knight, he would be awkward as fuck. What is nonsensical about that?Well, I simply don't agree with you. Human beings have more or less fixed temperament, expressions and reaction patters when dealing with others. The fact that you can control yourself when talking to your boss has nothing to do with it. It's more likely you're not entirely expressing yourself, but certainly not denying or even contradict yourself. Well, at least doing it convincigly unless you're fucking psycho, first class actor, spy or whatever- see below.
You said it yourself, just with a extreme example. you only have to know how to put on a mask, and how well you do it is determined by how much you do it.
You are not the same person when you are: trying to talk to the girl you like; the woman youve been living half your life with; your son; the man you hate; your boss; your best friend and a huge list of etcs.
You act differently according to the situation, and your skill facing that situation depends on your wisdom, the confidence you have in yourself, the experience you have with those types of situations, and how flexible you are. If you are completly transparent, which you fucking arent, unless you are a child, then you you either have not fully developed or have attained enlightment.
Your skill facing those situations is not fucking determined by how good or bad youve been, you TWAT.
How fucking naive/idiotic can you be to even argue this?
PS: in AP you are not playing james bond, not always, thats one of the templates tho.
Being consistent does not mean being predictable, there are as many personalities as people have been born into this world, people act differently under different circumstances based on said personality and experiences.
I think a better argument would be that roleplaying is player's privilege, it's the player who should choose how consistent his character is and what he says, for that he must have all the options for him all the time. Being kind doesn't mean you can't pass a "suave" check. DA2 system is bullshit, really. It tries to shackle roleplaying in obscure dialogue skills, e.g only nice character being able to roll with diplomacy. It's crap.
Awwww, thats so nice of you to say. You're fucking welcome! Also, your entire post is Straw man. The idea about attitude has nothing to do with dialogue wheel, paraphrasing, minimalistic conversations etc. The reasons behind those is that Bioware wants voice-over, movie feel and shit like that. All I'm saying is that every fucking reaction in the world can be formalize as riendly/diplomatic, sarcastic/ironic/humorous or agressive/straightforward answer. I don't give shit if you display your answers as dialogue wheel or christmas tree and I don't give a shit If you write answers as long sentences or key words. Can we talk about that idea?Of all the inane shit I read here, this is what finally made me sign up. Thanks I guess.The point is, you don't need so many answers with personality type dialogue system. There is nothing in the whole fucking world that can't be summed up in to either friendly/diplomatic, sarcastic/ironic/humorous or agressive/straightforward answer.
Now tell me how you do this in a dialogue wheel, with or without a personality system:
Those are pretty much just D&D alignments.Now tell me how you do this in a dialogue wheel, with or without a personality system:
More HP/missing/damage reduction is required for battles to be tactical, otherwise it's a blitz.Longer fights with smaller numbers of opponents.... more hp bloat confirmed.
Those are pretty much just D&D alignments.Now tell me how you do this in a dialogue wheel, with or without a personality system:
No all you are saying is that your attitude in past conversations with other people have influence on your success or failure in your current conversation depending if you take the same aproach you did before, but on an entirely different conversation about a entirely different subject. Which is insane.Why are you still bitching about good or bad?! Being direct or bad-ass doesn't make you good/bad guy. John McClane is good guy yet If he tried to act like sweet white knight, he would be awkward as fuck. What is nonsensical about that?
All I'm saying is that every fucking reaction in the world can be formalize as riendly/diplomatic, sarcastic/ironic/humorous or agressive/straightforward answer.
Awwww, thats so nice of you to say. You're fucking welcome! Also, your entire post is Straw man. The idea about attitude has nothing to do with dialogue wheel, paraphrasing, minimalistic conversations etc. The reasons behind those is that Bioware wants voice-over, movie feel and shit like that. All I'm saying is that every fucking reaction in the world can be formalize as riendly/diplomatic, sarcastic/ironic/humorous or agressive/straightforward answer. I don't give shit if you display your answers as dialogue wheel or christmas tree and I don't give a shit If you write answers as long sentences or key words. Can we talk about that idea?Of all the inane shit I read here, this is what finally made me sign up. Thanks I guess.The point is, you don't need so many answers with personality type dialogue system. There is nothing in the whole fucking world that can't be summed up in to either friendly/diplomatic, sarcastic/ironic/humorous or agressive/straightforward answer.
Now tell me how you do this in a dialogue wheel, with or without a personality system:
No all you are saying is that your attitude in past conversations with other people have influence on your success or failure in your current conversation depending if you take the same aproach you did before, but on an entirely different conversation about a entirely different subject. Which is insane.
You are also saying that only a psychopath or an actor would try different aproachs on one or several conversations because its not "consistent".
Also separating friendly from agressive as if youve never callled a friend a cunt when they did something stupid, or in another context diplomatic from humorous to diplomatic again when theres people trying to break the ice on a bussiness meeting or during a speech everywhere.
You are putting the whole range of human emotions in 8 different aproachs divided into 3 groups aislated from eachother.
And you have the nerve to defend it with somewhat decent argumentation that cannot resist any kind of analisys, which makes me think that either you are an educated retard, a literate dumbfuck or just a troll.
First, i'm gonna write down how DA2 aproach this (to be fair) - viz: http://dragonage.wikia.com/wiki/Dialogue_wheel: 1. category: diplomatic/helpful 2. category: humorous/charming 3. category: aggresive/direct. Then, there are special cases: a) yes/no b) Choice c) Flirt d) lie e) investigate (but a-d could be all called "choice" I guess). As has been stated before (two pages back I think), we have to distinguish emotional reaction/attitude in running conversation and choice itself.What about seductive? Or is that considered to be in the friendly/diplomatic category How about a deliberately mysterious answer? Again friendly/diplomatic? Or how would you categorize an ambivalent/indecisive answer? Egging someone on/discouraging someone? How about simply lying about something? I'd be hard-pressed to consider that friendly/diplomatic or aggressive/straightforward and it's certainly not always humoristic either.
Aggressive/straightforward...this is one of the worst things about Mass Effect. I just wanted Shepard to say something and he starts throwing people around.
What if you want the honest asshole option? As in you tell it like it is even if it makes everyone feel like shit. That is not equal to throwing a temper tantrum. Or if you want to threaten coldly instead of yell/point with a gun?
Or do you mean that you could have several options from the same category but that they would all still fit in your categories? If so, what is the use of your categories anyway?
I hope you don't mean a system where the dialogue options would really be just "friendly/diplomatic", "sarcastic/ironic/humorous" or "agressive/straightforward" because that would be an abomination of a system.
As I understood it, eremita is basically saying that, for example, a fundamentally shy person can never pull of suave ladykiller. This may or may not be true (though with training such a person should be able to do it) but the truth is that the options I pick in dialogue are ones that I may not have meant the way the program would then understand them or I could have just thought of them as lies/acting and now the program acts as though it has unraveled the secrets of my personality. This is in my opinion would be the most serious annoyance that would result from such a system.
I don't think eremita meant that you would be forced to be inside the same category of dialogue for the whole conversation or to be forced to react the same way to the same people every time. Rather he is saying that if being aggressive to your friend is just not in your personality, you would be unable to choose/be unable to succeed with the aggressive option when dealing with your friend. This "personality" is what would be decided by your early game dialogue, I guess.
Why, thank you, kind sir!PS2: shit, i forgot the namecalling, you sir, are a fucking idiot.
Why cant you be shy and a lady killer at the same time i ask.?[While I am no advocate of eremita's ideas I think you have misunderstood some parts of what he said.
As I understood it, eremita is basically saying that, for example, a fundamentally shy person can never pull of suave ladykiller. This may or may not be true (though with training such a person should be able to do it) but the truth is that the options I pick in dialogue are ones that I may not have meant the way the program would then understand them or I could have just thought of them as lies/acting and now the program acts as though it has unraveled the secrets of my personality. This is in my opinion would be the most serious annoyance that would result from such a system.
I don't think eremita meant that you would be forced to be inside the same category of dialogue for the whole conversation or to be forced to react the same way to the same people every time. Rather he is saying that if being aggressive to your friend is just not in your personality, you would be unable to choose/be unable to succeed with the aggressive option when dealing with your friend. This "personality" is what would be decided by your early game dialogue, I guess.
Yes.Durante
You are the modder who made the DSfix right?
If we divorce the concept of having different character personality traits (and choices influencing and influenced by these traits) from the restrictions imposed by the dialogue wheel, then wouldn't it make sense to have every possible answer be equally influenced by and offer an equal amount of "flavour" (diplomatic/sarcastic/aggressive) choice? I don't really see the point of distinction between what you call "choice" choices and "category" choices, or the need for them.First, i'm gonna write down how DA2 aproach this (to be fair) - viz: http://dragonage.wikia.com/wiki/Dialogue_wheel: 1. category: diplomatic/helpful 2. category: humorous/charming 3. category: aggresive/direct. Then, there are special cases: a) yes/no b) Choice c) Flirt d) lie e) investigate (but a-d could be all called "choice" I guess). As has been stated before (two pages back I think), we have to distinguish emotional reaction/attitude in running conversation and choice itself. [lengthy explanation]