Uhh, When you were a beta tester did you notice by any chance that ranged combat was fucked up? Sorry, could not resistSkorpios said:I was a beta-tester on Arcanum for example
Somehow I knew you would beI'm tempted to say that my actions ARE just words on a discussion board,
It's actually quite simple. I think that the spell list does not reflect overall strength of the game and that somebody fucked up. I honestly don't care who fucked up and it's not my place to question Eric about it. He heard my opinion and opinions of the other members, it's his business to act on it or ignore it. Like I said before, I respect Eric for coming here and posting his opinion in the middle of a negative thread. He can read, so there is no reason to repeat in a direct response what's been written before. That's where I stand.Where are the strength of your convictions, Vault Dweller? You had a game designer in the palm of your hand and yet you didn't ask him 'who fucked up'?? Suddenly the magic listing isn't a big deal any more? It can wait until the sequel? What happened to the urgency of your earlier criticisms??Vault Dweller said:But it is a part of a gameplay. So far the spell list is the most boring feature of the game as it offers no mystery, no discovery, and no sense of wonder when you cast a spell. Somebody fucked up, and there is no reason to pretend it's no big deal.....
.....We like it too, although it would not have hurt to have more originality in the magic department, but I'm sure we can save the really cool magic for Lionheart 2: The Mother of All Sequels
And here we go again...My gripe is with the quest icons as they show which line leads to a quest and which line leads to some background info. Personally I enjoy to strike a conversation with a NPC and find a quest when you least expect. It's like a reward of a kind. The icon system, in my understanding, takes it away as it shows right away where each line leads to. Yes, I will still ask all the other questions, but the element of surprise would be gone. Here is another analogy. Before you start a game, a brief plot overview is displayed showing you who's who and behind what. You are still going to play a game but it won't be the same, now would it?Let me get this straight: the dialogue icons are purely designed for "extremely slow people...who think reading is boring". If that is true, how do they impact on you at all? You obviously don't need them, so again, how do they affect you? Does the existence of a wheelchair ramp make it impossible for you to walk into a building?
Pretty much. Look around. You disagree? Hmm, Australia must be a very different place then.so following your logic the majority of all people are morons
I am not trying to be offensive, I simply state what I think. So tell me why do you think Reflexive introduced the icons? Do you really believe that it was done to help those who are having a hard time to comprehend a written word? No, it was done to help fans of action oriented gameplay mindlessly click on icon-corresponding dialogue lines to "get to the point" likely without reading anything but quests descriptions. I would call such a person a moron. That's my opinion and I'm sticking with it."Someone fucked up", "Reflexive is trying to attract...morons", "People who think reading is boring = morons".
Carefully thought out? Maybe, if you are deliberately trying to be offensive, but I think you'll agree the presentation is far from positive
Ok, they can't read, but you CAN, I wrote "people who think that reading is boring", not people who can't or unable to read.A significant portion of the population are illiterate or suffer from learning disabilities, they don't enjoy reading much - do they automatically qualify as morons under your categorisation scheme?
Noooooo! I was so close to winning!!!!! Common, Astro, he did not mention the Nazis, he mentioned the Mein Kampf and some vague political groups. It does not count. It feels like cheatingAstromarine said:Skorp, I agree with you that the moron indicators aren't life or death, but you lose the argument on a Godwin's law ruling
He's a witch! Burn him!chrisbeddoes said:Finally is that board RPG Codex becoming too elitist ?
Some may argue that all things are pointless, and it's people who assign the points and then fight to death over them.chrisbeddoes said:Well this thread has no point .
For isn't entertainment a point in itself too?It did not have a point from the start but it was entertaining anyway.
You have a gift, brother Chris, for stating the obviousFinally is that board RPG Codex becoming too elitist ?
My main concern is that they spoil conversations by giving away quests.I mean yes we all find the icons a big insult to our intelligence .
Vault Dweller said:My main concern is that they spoil conversations by giving away quests.
It's knowledge. Knowledged gained from what, use of a skill? No, not in this case. Use of your own mind? No. You're being told it leads to something. 9 times out of 10, most players are after the quest when talking to an NPC. It's rare (unless you're playing that way) to want to kill someone, and if I don't want to kill someone, I know what option to avoid.Skorpios said:Vault Dweller said:As before, I'm asking you to answer a single very simple question. Do you think that a person, who is mentally able to play Lionheart and progress through the game, would be able to figure out what each question leads to without any mental efforts and a degree in English Literature? Yes or No?
Haven't all of you already defeated your own arguments? If the 'proper' player is intelligent enough to deduce what a given dialogue option will do, haven't they already 'spoiled' themselves? What difference does the presence of an icon make?
Cabal said:*Sigh* I've explained this before, but the combat icon indicates a hostile tone. It doesn't always lead to combat. It is there to help players understand what they're about to say and how they're going to say it. While most of the time it's fairly obvious that you're being threatening or insulting, other times it's not. Some NPCs react positively to hostile remarks, but the bulk of them will usually react in kind.
... because they're not marked with icons.Skorpios said:As for the unmarked options they do look interesting enough to follow on their own and how do you KNOW Vault Dweller that they lead to dead ends?
No, not quests, remember, no quest icon.Skorpios said:Why waste two dialogue threads on dead ends when the quest thread is clearly marked - wouldn't it mean there IS content on those two extra threads, perhaps leading to whole new quests and information?
Being informed of the skill that will be used with an option I don't mind so much. Especially the times when you *think* a skill should be used and it's actually another skill they're testing. But being told where a quest is, what I should say if I want to make someone hostile etc... takes the exploration out of dialogue.Skorpios said:But in Lionheart they have expanded what a 'barter related situation' is from the Fallout Games. No longer restricted solely to the barter screen, it is now checked against in dialogue when you perhaps try something like negotiate more reward money, or convince an NPC to give you a quest item instead of some other reward. If you try something and fail, at least you know that building up your barter skill is what is required next time, just the same as when you try and pick a lock you KNOW that you are using your lockpick skill.
Imagine being told at the start of Fallout that the water chip was in Necropolis. How much does that ruin the exploration in the game? With your own argument, surely knowing where the water chip is, is going to help me roleplay my character better, right?Skorpios said:But of the rest how do ANY of them seriously impact on your enjoyment of the game? Aren't you over-reacting to a very minor interface issue? My 'only good point' according to you is that good writing makes dialogues - my complementary point is that icons like these don't automatically make BAD dialogues so what are you complaining about?
As opposed to discovering them for yourself through your own dialogue exploration? How is that fun, exactly? To me, the option ruins one of the fun aspects of dialogue. When I talk to someone, I don't know what's going to happen. If I knew what was going to happen, I wouldn't choose half the options I choose. Yes, it gets me what I want quickly, but it takes the fun out of the process.Skorpios said:So how do the icons make that fact suddenly evil? Don't the icons HELP you roleplay? Do you want your character to act more aggressively? The choice is yours. Aren't quests IMPORTANT in CRPGs, so the interface alerts you to them.
MORON INDICATORS!! For the people who just don't realise that saying "You have to be destroyed witch!" is an aggressive thing to say.Astromarine said:AFAIK, the icons don't tell you what the reaction to the words is going to be, it tells you what *you* are trying to accomplish. A combat icon does NOT mean that you will be attacked for saying it, it simply means you are saying something aggressive. A quest icon does NOT mean you will get a quest for saying a line, it means that line is being said because of a quest you're *already in*.
Astromarine said:How the hell did you people get to the conclusion that the buttons meant what is coming *after*???
Cabal said:We also flag responses that will lead to quest discussions i.e. "Tell me about your strange dilmena" with quest icons.
(**I usually find I'm accepting a quest when I say "Yes, I will accept your quest.")Cabal said:The quest icon is there to inform you that by taking this route, you will be accepting a quest**. It's a way of informing you that your quest log is about to update.
Yup, moron indicators.Cabal said:it's the truth - we included it to reach beyond the hard core audience.
Vault Dweller said:No, it was done to help fans of action oriented gameplay mindlessly click on icon-corresponding dialogue lines to "get to the point" likely without reading anything but quests descriptions.
DarkUnderlord said:(**I usually find I'm accepting a quest when I say "Yes, I will accept your quest.")
DarkUnderlord said:Changes things doesn't it? So let's say I'm after quests. I talk to her and lo and behold, there's a quest icon next to that line. A line that normally, I wouldn't say for fear of what might happen. I can now say that line knowing full well that I'll get a quest. It takes the fun out of discovering these things for yourself
Skorpios said:Yes, and in Arcanum your Journal Icon lights up as well! Is that another moron indicator? I'll be sure to pass your criticism on to Tim Cain. All sorts of games use various interface icons, sound effects and other devices to inform players of 'important' events such as quests in RPGs. Lionheart's icons seem to be a logical step - away from hardcore RPG doctrine perhaps - but not totally unforgivable surely?
:shock:The quest icon is there to inform you that by taking this route, you will be accepting a quest. It's a way of informing you that your quest log is about to update
Of course, they are quest spoilers, what did you think they were for? DarkUnderlord had a great example:Astromarine said:OK, non-toggleable + quest spoilers are MAJOR fuckups. That changes things quite a lot.
'nuff saidDarkUnderlord said:Let's say that instead of the sword icon next to the "If you are a witch, then you must be destroyed" line, there was a quest icon, because, when you threaten to kill her, she quickly offers you a quest so that she can live... Changes things doesn't it?
Finding, discovering, and stumbling upon quests is an important part of playing a RPG, at least for me. Taking it to the extreme, would you like to start a complex game like Arcanum for example and have all the quests appear in your journal?Skorpios said:If you are more aware of quests than without the icons, are you saying you DON'T play RPGs for the quests and adventures they lead your character on, and the rewards they bestow?
In my arrogance, I don't consider attracting people who would play Lionheart like Diablo2 broadening Lionheart's appeal. It's like attracting people to chess to play it like bowling: line up figures and roll a ball.Plus, Vault Dweller, you said several times that the icons DON'T broaden Lionheart's appeal, yet in the above quote you seem to indicate that the icons accommodate people who want dialogues to "get to the point" with the minimum of reading.
Before the icons they would have been forced to read and may be start appreciating the beauty of the genre, but now? I don't think so. Read what that moron wrote again "is it possible to make a menu option you can tick like "simple conversations" and it cuts out all the crap you dont need to know? that would be much easier for some of us". If you think that he's one of a kind, you are mistaken. Optimism is a good thing, being blinded by wishful thinking is not.Is it such a horrendous thing that 'fans of action' come to Lionheart and perhaps start reading a little more than the question descriptions?
Let me quote again: "cut out all the crap you dont need to know".Perhaps discovering the challenges awaiting them in the use of skills such as Speech, Sneak or Barter? Learning that the Way of the Sword (or the Rocket-Propelled Grenade) isn't the only way to play games?
I want, I really do. But dumbing the game down isn't a solution. It can only ensure negative press and reaction, and help bury the game.Don't you WANT Reflexive to sell lots of copies of Lionheart so they are given a bigger budget, for an even better sequel?
Little effect? Different decisions? It completely changes the way you'd play the game, and it takes away all decisions because nobody would turn down a quest that could have been missed otherwise.Especially a feature that has such little effect on the overall quality of the game! So you make different decisions based on Lionheart's system.
It would be simplier, that's true, but there is difference between simple and dumb.If they hadn't implemented Saint's Speech skill, and stuck with Schmooze and Outwit, wouldn't you be playing differently again?
I like the dialogue system and all the soft skills affecting it, but quest-wise there would be surprises and secrets left if the icons are there.Lionheart still looks to have a robust, interesting dialogue system with plenty of surprises and secrets to explore - you admit yourself that you like the look of it.
I honestly don't know NOW. The point that I'm trying to make is that it IS a big deal for many of us. May be you don't care, that's fine, but we do, and the damn icons stand to ruin the game for us just because we care so much about discovering quests on our own and making uninfluenced choices in dialogues.What you have to come to terms with is whether Lionheart is a good enough game to play as it stands NOW. Yes or no?
The icons are for morons, you agreed with me that a person who is mentally able to play the game, would be able to figure out dialogue lines without help.If no, no need to call the rest of us morons if we decide to go on to play the game and have some fun.
A lot of work? It's a simple tag. And nobody's demanding to sabotage this so-called feature, we simple ask for an option to turn it off and we explained why. Do you find it unreasonable?Also no need to demand that Reflexive sabotage a feature they have obviously put a lot of work into.
Improve the functionality? It merely indicates that you are using a skill, it improves nothing and it does not affect functionality in any way.For we've already seen that these icons are MORE than just moron indicators - they also improve the functionality of several non-combat skills.
You know, you really suck at making analogies. You can not compare a skill that allows you to do something AND that you can skip if you don't like what it does to a passive indicator that spoil gameplay for you regardless whether you like it or not.It's a bit like me demanding they remove the Speech skill because..
And what would be your point?DarkUnderlord, your argument is on shaky ground if you are basing your whole criticism of Lionheart's dialogue system and how it works on one single screenshot. I'm sure I could dig up a screenshot showing a less than stellar dialogue from PS:T, Fallout, Baldur's Gate etc, etc.
Once again, there is a difference between an indicator that let you know that something happened and an indicator that tells you what will happen.Yes, and in Arcanum your Journal Icon lights up as well! Is that another moron indicator?
lol, way to go, Chrischrisbeddoes said:This thread is being sponsored by Bayer TM makers of aspirin TM
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