Of course, only an idiot would show himself. So the guy doesn't take cover, but just calmly waits for death. How radiant!
quote]
mmm you're really radiant yourself ! Ever noticed that when you shoot at someone you have to get out of cover ? perhaps you never played paintball ?
oh yes, and for a vampire, waiting mean turn invisible and start looking for you. but I guess you missed that story
Balor said:
Pete? Pete? What the fuck with you? You speaking fucking generalistic PR noncense that has nothing to do with question asked! Pete? Oh, damn, take him away, he's hopeless..
LOL you need glasses. The exact answer is in the last 3 sentences at the end. He was just nice enought to go in depth about radiant AI as a bonus. In fact he gave a lot of extra info through the interview.
On top of that they answered a lot of our questions in the team diary on magic and on the beyond 3D interview. Otherwise it would have been way too long.
Just the magic thing is like 2-3 pages + screenshots
If you want to see Pete dodging questions, see the Neowind interview :D He dodged nearly half of those. He was a lot more open with Gaming Steve.
He said 'you can watch them grow'. It can be interpreted in MANY ways.
I even suspect it may be 'simply scripted' NPCs and evens, not 'Radiant' ones.
Anyway, the drivel he spouts in reply is simply nauseating. It sounds like he's from Mars or something.
lets clarify what non-scripted mean. it mean using C++, data structures and some AI algorithms, rather than being limited to a script language, golbal/local variable, and eating up your cpu all the time. that radient AI stuff start at least at 10x thye speed of scripts (not counting the level of details optimisation) and can use fancy algorithms for solving complex problems that can get another crazy speedup... logn
clear enought ? This isn't about making the npcs think like haal, take over your computer or buying rolling stones concert tickets with your credit card.
Next they'll be charging for patches, I bet. So, if you don't like your character being unable to complete a quest to do RAI bug - buy a patch. If you don't - don't buy it!
doubt that. Pete said the prices would be small and the content of reasonable size. Just think. Oblivion has 700 armor pices. with the new thing of pauldrons and gautlets being each a single item rather than left/right, this mean the equivalent of 100 full suits of armor. if they do (I doubt it) 100 suits of horse armors, it will definitively be worth it. especially since Pete said he wouldn't pay 5$ for it. and I don't think he meant he would pay 4$ or 3$. they're not crazy. they do want to sell them. not just to waste server space. they'll charge something peoples want to pay.
IMO I wouldn't complain on content, it got more models and textures than morrowind on every categrory. arhitecture, plants, armors, you name it.
My only big complaint about TES4 is perhaps the downgraded gameplay for some aspect (spears, thrown. mounted combat, levitation) that were in mw or promised. They had also talked about *medieval simulation* and *living another life* which pretty much hinted at crafting yet none of that made it into the game.
Levski 1912 said:
Nael said:
Levski 1912 said:
Planescape would wipe the floor with Oblivion. Come on, Persuation minigame? What the flaming fuck?
I don't see what the big deal is with the persuasion minigame, and there's no need to flame me in your response. I really am curious what your objection is (besides that the fact that Oblivion is not Planescape, no matter how much you'd like it to be)
My objection is that Oblivion is hugely superficial and mainstreamed, as evidenced by the addition of minigames to replace the deep and beautiful dialog system of a game such as Planescape (1 million words ingame!). Because of the focus on wiki-style dialog and the lack of meaningful dialog trees, Oblivion is inherently disadvantaged in the complex quest department. Without a dialog system similar to Planescape's, you simply can't create a complex and interesting quest that doesn't revolve around combat. The lack of visualization of your character's speech (because of the persuasion minigame) means there is a disconnect between you as a player and the game's NPCs, thus rendering any interaction shallow and one-dimensional. The minigame is just meaningless twitch action where there should be words. I'm not saying Planescape's system is flawless, but it's far deeper and emulates interaction far better than either the wiki system or minigame Oblivion has.
bah ! IMO all game fail in dialogue because they don't keep a context of the interaction. when was the last time a character said *thank you for saving me from the wolf* if it wasn't scripted in advance. they have a far way to go before it ever get close to a book or a movie or even better to acting or live role playing.
it always make me feel the same as when MMORPG player start talking about laudry or pizza... mmm what an immersion hey ?
in any case, yes the persuasion minigame is one big blunder. because it makes no sense. but neither did it make sense in morrowind to click or bribe or persuade. much better were Emma's companions. with their special likes and dislikes. I mean how does it goes in the real world, hey ? if you bring me my favorite cookies you sure get a mark on my list. If you hit me with a baseball bat, I don't think I'll forgive that one. If you make ammends, I may not kill you
In most RPG they solve that by making npcs cardboards you can't interact with. so they just say their stuff and nothing ever happen, you follow a straight line.
bryce777 said:
Actually, I am beyond incredulity, and am almost to the point I want to buy it just to see what utter shit it is.
I'm impressed. you can write. can you actually develop a game too ? I'd like to see that.
So the lockpicking/diplomacy systems are targetted towards people that want to rock at those skills with no in game commitment and uber minigame skills as a player. Man, it just keeps getting better with these fucktards.
autopick ??? then it work exactly as Morrowind.
If not mainstreaming, then what can explain this?
badly allocated ressources ? bad design ? I agree the persuasion minigame don't sounds to hot, and they didn't provide alternatives. a big design flaw. + if it's past midnight and you don't want to wakec peoples that are asleep and play with the sound off, you'll never be fast enought (at reading) so, yes, that part of the design is totally flawed.
dumb down ? not really. just dumb. it's the worst feature of the game.
I really get the feeling Bethesda is actively discouraging modders.
It started this summer when Mr Epic Howard stated there would be even -less- official mod support for OB then for MW.
I'm not sure about that. They added support for the audio stuff. I doubt they will fail in adding the imprter / exporters. I think there is one thing that piss them off thought. it's the attitude of some peoples that, after they release to us the files we need, go boast that Bethesda stuff is crap and their stuff is better. I mean, there is like a basic level of respect, and not biting the hand that feed you.
Not saying all moders did that. On the contrary, most peoples did their stuff and said nothing. Like Neuman had one of the best attitude, saying he did BB for the clothing (which is the truth, and that goes back to his witch oufit). But some, and not just modders, a lot of were just mod users in facts went like Bethesda suck , that new head/ body/whatever rock .... I think that attitude got to their nerve after a while. We should have done a better job at policing the community. So to speak.
Anyhow, pretty sure import/export will still be in. even think a dev said something about it recently.
Solik said:
Sabregirl said:
The 4th question question was asking if you could expand a skill, i.e. make some sort of scripted in action - i.e. crafting - and link it to an existing skill. So sounds like that answer is no.
Really? That's not how I read it. If you can use script to check the level of a skill, then you should be able to use that information in whatever new system you create.
Sabregirl got it right. No idea why Pete didn't get it. Should have asked MSFD. He plays / mod the game more. Probably know the most about modding. At least the magic question were answered right (in the team diary)
to Sabregirl: did you ever doubted me ? I pushed in nearly all modders questions. Thanks to Dalin for giving me control on the 4th interview, for a grand total of 115 questions. Well, I really walked a fine line, hope Pete don't hold a grudge. That was a lot of questions.
Despite the bad interpretation, the answer he gave is sufficient. in that we can do it indirectly: set up a counter variable for usage and do the level up of the skill manually. of course we cant create new skills but armorer can direct smithing and so on...
this would avoid having to have a complex global script to keep track of your skill or the player having to practice potion making when all they want to do is gather ingredients.
msfd hinted we had more control over some level up features when talking with Galsiah. We still have to see what it will be.
Yes - that's probably what the question meant, but it's not worded as clearly as it might be. Something like:
"Is it possible to define a new action which when carried out by the player will increase the percentage progress towards the next level of a skill?"
Or even just:
"Is the percentage progress of a skill accessible via script?"
Might have been better.
I really meant to say if an activator can be tagged to do an experience check on a skill and fire a script, much like the script effect, rather than running all the time.
in fact I could have written very detailled questions but the fans would have killed me.
pretty hard to ask questions like that when each part of the question depend how the previous part get answered. would need a face to face interview or something. with someone like msfd.
the biggest deffect of MW is how all those scripts would run way too much andslow down the cpu. Ald Daedroth was unplayable on a low end machine. ever tried one of those sounds mods on a low end machine ?
To me it seems like a non-answer, or a lack of understanding. Do we actually know who answered these questions? Were programmers let near them?
officially it was Pete, Todd and Gavin. Pretty sure Todd can answer as well as msfd but not 100% sure he's a programmer. Quite often team lead are ex-programmers. Julian Lefay was.
the big question is just if he answered the full question or not. but already it indicate objects don't need to have unique ids to be accessed.
to my knowledge there is no way to get an object reference (of an instance) other than selecting it in the game world. so I think he understood corectly.
I think the script system might have evolved a bit and serve much much as a glue than as a language this time arround. much more like an agent. in other words it would be leaner and stop executing all the time. MW scripting was awfull.
dongle said:
Sabregirl said:
Yeah that's 100% true. As a modder I'd rather HAVE constructive criticism than mindless praise. Praise is fun and all but it doesn't give me new ideas or help me improve
Once I posted a new model release thread. Only I forgot to upload the .zip to my site, only the html description. I got like a page or so of effusive praise for the model before someone piped up and said "um, links broken". That's when I realized all the praise I'd been getting all along wasn't necessarily heartfelt.
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