GhanBuriGhan said:nevermind
Claw said:You talk about useage. But does that mean successful useage or any?
Oh and VD, I wasn't talking about graphics so much as the concept of generating wilderness when needed, which could be expanded upon in the future.
It does matter for practical and roleplaying purposes. You might want to do stuff besides fast-travelling from quest location to quest location, hunt, collect ingredients for potions, and stuff.
Of course I may be overestimating this feature like many players overestimate Radiant AI.
Besides, it was just about praising one feature, not pinning your verdict of the game on it. "Procedurally generated forest are great but don't make it a good game." ought to be fine. :wink:
Twinfalls said:Hey what - that sounds like Gabriel's Trumpet. You know what that means, kids!
-Yaay, Judgment Day!
MrSmileyFaceDude said:Major, within class specialization: 6.76 uses
Major, non-specialization: 9.02 uses
Minor, within class specialization: 11.27 uses
Minor, non-specialization: 15.03 uses
Damn Monk... bipolar much? First it's "relentless criticism", then sucking up , then in your good grace you tip off Twinfalls about how lucky she must "actually" be.ExMonk said:Actually, Twinfalls, it is a very good thing for you that God is NOT rushing to judgment, if the above was a poke at me or Christianity. :wink:
bryce777 said:Well, first off not to bash on him but mfsd is a typical programmer in that sometimes it's like trying to talk to rain man to get any coherent info out of the dude.
I agree. It's not politically correct to point out that the game is dumbed down, that the quests are primitive (MW), and that it doesn't look like the game has anything to offer other than shiny graphics and soothing celebrity voices. Instead we should celebrate the joy of having yet another video game being made!ExMonk said:I wonder if that's how MSFD feels with the constant barage of "Bethesda sucks! Oblivion sucks. Morrowind sucks. Dumbing down gameplay. Nothing but graphics. Piece of crap. Ugly Npc's. Moronic quests. Actions have no effect on the gameworld. Sell outs" over and over and over and over and over ad NAUSEUM. Relentless and redundant criticism does get to be a bit much, doesn't it, sweety?
I always stand by my comments, sweety.I was asking VD to praise one feature of Oblivion now. Now if he tells me that he still stands by the comment you quoted, so be it. Otherwise, the bitching must continue.
You are very amusing.If you dish out the bitching endlessly, be ready to take it endlessly.
I must admit that with only 4 combat skills, the perks idea sounds less interesting. It's kinda silly having the same perks for daggers and swords, however, something is always better than nothing.Twinfalls said:I didn't sift through anything. I remembered that newsbit immediately as I had also thought this was a promising development, and I also commented positively.
It's one of the very few, if not only, features of Oblivion announced which actually sounded like it was a step forward for role-playing, in that it added some complexity and consequences of choices. So it's stands out like a sore thumb amongst the PR.
Unfortunately, what we have since learned about 'investing in stores' is that it's very simplistic - it amounts to 'you can sell more lewt to them'...
Done. :wink:Hey, this sounds a lot better.
Perhaps VD ought to update the news page.
if you're able to increase your armorer skill to the master level, you can repair items beyond 100 percent, whereas at lower levels you may only be able to restore it to 50 percent and be restricted from repairing magical items.
thomase said:Clearly, they have given up on trying to create a simple and elegant system through a carefull analytic design process in favor of "tweaking" their current system via empirical methods.
Twinfalls said:Its funny that it was MSFD's correction to his initial information which yielded actual new and interesting stuff. It's sounding a lot better than MW all of a sudden. And while I agree that the perks idea suffers in the face of so few skills (and being skill-dependent rather than weapon-dependent - we've been through the "train with a dagger and get perks for a claymore" aspect), but its things like this:
if you're able to increase your armorer skill to the master level, you can repair items beyond 100 percent, whereas at lower levels you may only be able to restore it to 50 percent and be restricted from repairing magical items.
- on top of the new varying rates of skill increases, and this mysterious new 'specialisation' of your character, which have turned things around and made the game now seem much more promising.
It all begs the question - why can't they release this kind of info sooner, and more coherently?
Twinfalls said:'Scuse my poor memory/ignorance. How was this wacky specialisation modifier granted to particular skills in MW? Was it established at chargen?
@Thomase - there'll be multiple tiers of skills with variable rates of progress right from the outset, so how does this not provide a 'talent' aspect? Or is that system you proposed more natural? Feel free to explain it more simply, that stuff made my head spin.
AnalogKid said:Damn Monk... bipolar much? First it's "relentless criticism", then sucking up , then in your good grace you tip off Twinfalls about how lucky she must "actually" be.ExMonk said:Actually, Twinfalls, it is a very good thing for you that God is NOT rushing to judgment, if the above was a poke at me or Christianity. :wink:
And here you are with all the sucking and poking!![]()
Thank you. So are you. It is the sheer entertainment value of the codex that keeps me coming back for more. It is just too fun to be around anal retentive rpgers who are always waving their little fists at the gaming establishment.Vault Dweller said:You are very amusing.
RPG Codex - putting the 'anal' back in RPG.ExMonk said:Thank you. So are you. It is the sheer entertainment value of the codex that keeps me coming back for more. It is just too fun to be around anal retentive rpgers who are always waving their little fists at the gaming establishment.Vault Dweller said:You are very amusing.![]()
Isn't it interesting how my point was validated? Now that we have more accurate information, the skill progression doesn't look so bad does it? Perhaps it would have been wiser to not be so quick to judge? But what fun would that be? So much more fun to pounce upon any comment a dev makes and skewer them for it. As I said, it's what you do. Shoot first, ask questions later.
Steve Meister should be commended for his tireless devotion to doing damage control and clarifing misinformation and supplying information that is lacking. If his own company wasn't so abysmal at releasing asked for information accurately, he wouldn't have needed to comment on the skill progression.
Normally, you have been quite civil toward MSFD. I was a bit surprised at the skewering on the news page.
Have a nice day, sweety.