Delterius
Arcane
come to my land of brothels in every building slot and tell me that i dare youkingdom management was bad
come to my land of brothels in every building slot and tell me that i dare youkingdom management was bad
bg did it better because it was contextual so you never felt you wasted your time. somewhat true for nwn2
every game since has tried making involved systems of keeps, and everyone has failed. PoE and Pathfinder spectacularly so because those two required the most interaction with the system
would have liked if the crew of your ship mattered more and made them more interesting to find
The problem is that it becomes repetitive way too fast(not enough unique cards) and your choices don't have enough impact on the game itself.PF:KM especially is incredibly on point. Extreme ties to gameplay choices and character stats/builds, lots of chances to fail, but even more rewards to obtain.
bg did it better because it was contextual so you never felt you wasted your time. somewhat true for nwn2
every game since has tried making involved systems of keeps, and everyone has failed. PoE and Pathfinder spectacularly so because those two required the most interaction with the system
Looks like you just don't like strongholds.
PF:KM especially is incredibly on point. Extreme ties to gameplay choices and character stats/builds, lots of chances to fail, but even more rewards to obtain.
St. Agustine argued that God could not be corporeal and that he had to be exist outside of time and space. According to Aquinas, he is Being in the higher sense, not such or such a being but Being as such, and everything that "is" exists only by virtue of God being Existence in and of itself in it's absolute essence.
Interesting. It's a very intriguing concept and argument. I don't personally have belief in anything in particular anymore after leaving Mormonism so this is very interesting. What's even more interesting is that there was a Mormon scholar named James E. Talmage who was very taken with writings of ancient historians like Josephus and he really tried to understand Judaism (because Mormonism is sort of neo-Judaic in that they believe themselves to be the literal descendants of the house of Israel and are as such entitled to the blessings of the covenant God made with Abraham). So he wrote a lot about this subject of Being and gave this as the reason that God declared Himself "I AM" which you pointed out later in your comment.
God is the "I AM THAT I AM"
And you'll have to forgive my ignorance, but Talmage claimed that Jehovah and Yahweh both meant more or less the same thing as "I AM".
Here, I'll find the exact passage.
Jehovah is the Anglicized rendering of the Hebrew, Yahveh or Jahveh, signifying the Self-existent One, or The Eternal. This name is generally rendered in our English version of the Old Testament as Lord, printed in capitals. The Hebrew, Ehyeh, signifying I Am, is related in meaning and through derivation with the term Yahveh or Jehovah; and herein lies the significance of this name by which the Lord revealed Himself to Moses when the latter received the commission to go into Egypt and deliver the children of Israel from bondage...The central fact connoted by this name, I Am, or Jehovah, the two having essentially the same meaning, is that of existence or duration that shall have no end, and which, judged by all human standards of reckoning, could have had no beginning; the name is related to such other titles as Alpha and Omega, the first and the last, the beginning and the end.
Kingdom management is good because it ties back into the normal gameplay loop of exploring new areas, beating monsters, and acquiring loot/wealth. Time management in Kingmaker adds a lot to the game because it makes everything feel like a real campaign. And the way that looting and investing in your Kingdom forms a loop feels good as well. Are there some major areas of much needed improvement? Yes, as always. But as someone who was in the mood for just this sort of campaign I found the kingdom management to be a delight and the experience would have been much diminished by it's exclusion. And for everybody else there's a big 'make kingdom management not matter' button. As such I think it's a successful implementation.bg did it better because it was contextual so you never felt you wasted your time. somewhat true for nwn2
every game since has tried making involved systems of keeps, and everyone has failed. PoE and Pathfinder spectacularly so because those two required the most interaction with the system
Looks like you just don't like strongholds.
PF:KM especially is incredibly on point. Extreme ties to gameplay choices and character stats/builds, lots of chances to fail, but even more rewards to obtain.
so because something has consequences it's automatically good? the gameplay is superficial and has the depth of a kid's pool. your strawman doesn't change that fact and you fall back on it because you can't argue the merits of the system on its own
bg did it better because it was contextual so you never felt you wasted your time. somewhat true for nwn2
every game since has tried making involved systems of keeps, and everyone has failed. PoE and Pathfinder spectacularly so because those two required the most interaction with the system
Looks like you just don't like strongholds.
PF:KM especially is incredibly on point. Extreme ties to gameplay choices and character stats/builds, lots of chances to fail, but even more rewards to obtain.
so because something has consequences it's automatically good? the gameplay is superficial and has the depth of a kid's pool. your strawman doesn't change that fact and you fall back on it because you can't argue the merits of the system on its own
I have to add also a person who personally enjoys more maritime settings, especially renaissance & colonial ones. I find it hard to agree with people who just say "why didn't you just make it a land setting with no ships", especially when that's like 90% of RPGs already. Maritime settings are underrated, underutilized and underused.
Also nothing wrong with a text-based ship combat system, in fact I'd go as far to say "Sid meier's pirates" type of "action" ship combat is bad, period. However text combat system needs to be lean and it could have more actions on the deck especially when events like fire in the deck or water leak in the hold with a better interface.
It's really a mainly GUI issue.
Kingdom management is good because it ties back into the normal gameplay loop of exploring new areas, beating monsters, and acquiring loot/wealth. Time management in Kingmaker adds a lot to the game because it makes everything feel like a real campaign. And the way that looting and investing in your Kingdom forms a loop is feels good as well. Are there some major areas of much needed improvement? As someone who was in the mood for just this sort of campaign I found the kingdom management to be a delight and the experience would have been much diminished by it's exclusion.bg did it better because it was contextual so you never felt you wasted your time. somewhat true for nwn2
every game since has tried making involved systems of keeps, and everyone has failed. PoE and Pathfinder spectacularly so because those two required the most interaction with the system
Looks like you just don't like strongholds.
PF:KM especially is incredibly on point. Extreme ties to gameplay choices and character stats/builds, lots of chances to fail, but even more rewards to obtain.
so because something has consequences it's automatically good? the gameplay is superficial and has the depth of a kid's pool. your strawman doesn't change that fact and you fall back on it because you can't argue the merits of the system on its own
Put this on the big pile of "things the codex refuses to accept but are actually very true"I think the setting is a big reason why the game flopped compared to I with more traditional fantasy.
bg did it better because it was contextual so you never felt you wasted your time. somewhat true for nwn2
every game since has tried making involved systems of keeps, and everyone has failed. PoE and Pathfinder spectacularly so because those two required the most interaction with the system
Looks like you just don't like strongholds.
PF:KM especially is incredibly on point. Extreme ties to gameplay choices and character stats/builds, lots of chances to fail, but even more rewards to obtain.
so because something has consequences it's automatically good? the gameplay is superficial and has the depth of a kid's pool. your strawman doesn't change that fact and you fall back on it because you can't argue the merits of the system on its own
You aren't arguing that's it's shallow either, just blurting it out angrily.
Modern fantasy writers cannot create spirituality in their games because they don't even know what it is. That's why all of them are just marvel-tier pantheons because their perception of religion doesn't go beyond "wow mythology cool" with very little knowledge of it. They don't even get basics of pagan religion, where it is meant to be about duty and ritual, as well as collective community wisdom.
They are underused because people don't like them, I think the setting is a big reason why the game flopped compared to I with more traditional fantasy.
De Chardin for instance is essentially an atheist in the highest possible sense. He seems to have envisioned a progression that begun with "nothing", and that is working within the finite to eventually achieve the infinite, which to me is utter nonsense. How could nothing give rise to existence? How could the finite become the infinite? The relative become the absolute?
Likewise, i cannot imagine how anyone who truly understood what God is could arrive at the conclusion God was originally nothing but a finite man who eventually rose to ultimate existence by drawing from his own finite nature.
I can partially agree with that. Partially because it is still optimal to use buildings and rush high Divine/Diplomacy for Teleporting Circles and Aviaries respectively. But I agree because there's not nearly enough of that. I think the Kingdom Stat gains could stand a retool, where either most of the gains come from buildings rather than events or there are more early bottlenecks for you to achieve. Or perhaps include a mechanic where buildings are the means by which your advisors solve problems in each region, not just via the power of their offices.It doesn't help that the system is simply poorly structured: for example, the "optimal" strategy is nearly to avoid building structures entirely. But that kind of balancing wouldn't be as much of a problem is the entire system itself wasn't a boring afterthought.
Now this is just nonsense to me. I wanted to play an RPG where I build my own kingdom and that's exactly what I got. The act of managing said kingdom was a joy, in and of itself. If I didn't want to do those things I would have replayed Baldur's Gate 2.The actual gameplay - choosing projects and advisors - is horrifiyingly poorly implemented, overly simply and mindnumbingly boring.
Now this is just nonsense to me. I wanted to play an RPG where I build my own kingdom and that's exactly what I got. The act of managing said kingdom was a joy, in and of itself. If I didn't want to do those things I would have replayed Baldur's Gate 2.
yesjust the fact that it exists makes it good.
yesjust the fact that it exists makes it good.
"You know what would be good though? Chicken without shit in it."
"No! We must never cook chicken again!"