Lady_Error
█▓▒░ ░▒▓█
- Joined
- Oct 14, 2012
- Messages
- 1,879,250
So it's having your own prison that gets the Codex excited?
Being able to keep prisoners could make playing evil really fun, I think. Torture, please!So it's having your own prison that gets the Codex excited?
Isn't it more of a leap to assume there is something when there is no evidence? That is an argument from ignorance.
Isn't it more of a leap to assume there is something when there is no evidence? That is an argument from ignorance.
The argument from ignorance has less to do with "there is something when there is no evidence". I'm assuming you meant, "it hasn't been proven/disproven, so it's false/true", which also adequately describes everyone's argument against your assertion that it's a waste of resources.
However, It's no more of a argument from ignorance to say, "Since we have no evidence that the stronghold is diverting resources, it's not a gimmicky waste" than to say, "Since we have no evidence saying it's not diverting resources, it's a gimmicky waste." It's the same type of argument. Both are arguments from ignorance because we don't know how the other aspects are impacted - if at all.
Based on this logic, the whole world in PE, half of the classes, the skill system is just a tacked on gimmick, because we don't know enough about them. And if we have no info, it must be shallow. Now THIS is ignorant argument.Because no such info was given. Obviously, they wouldn't want to floud us in spoilers. But, isn't it more of a leap to assume there is something when there is no evidence? That is an argument from ignorance. I'll concede that the prisoners might be interesting, but it still shouldn't need the whole building and managing a SH thing.Why do you assume there will be no lore associated with the stronghold? It might be an ancient castle full of mysteries just waiting for the player to discover.
How do you know there will be no story realted elements in the SH? Prisoners are an excellent mechanic to introduce story related gameplay to the stronghold.
So it's having your own prison that gets the Codexexcitederect?
I did not assume anything. I contested your assumptions. The goal was to suggest that we don't know and untill we do, there is no way to accurately assess the importance of the SH in the game world.Because no such info was given. Obviously, they wouldn't want to floud us in spoilers. But, isn't it more of a leap to assume there is something when there is no evidence? That is an argument from ignorance. I'll concede that the prisoners might be interesting, but it still shouldn't need the whole building and managing a SH thing.
Not true. Some activities that were mentioned and that originate in the SH are related to managing resources (you will use everywhere) and characters. Some events may start outside of the SH and finish in it, e.g. recruiting/hiring. Missions we will send unused companions on will take place outside the SH; we don't know whether they'll affect the world beyound the SH or not. There are also the prisoners that may or may not be usefull outside the SH.I don't mean side quest as in a single log entry. Rather the whole proccess used to calculate your SH's state, events, available quests etc. All the possible quests, that were hinted at, start from and surround one object of a class of objects, that of Managing The Stronghold.
I didn't say that.Yes, there are games about managing a Stronghold. This still doesn't change this game to a SH manager.
Why do you assume it isn't? Do you know how much time and resources were spent on those systems and the SH? And btw, a SH is a great place to realise C&C (the scope of which doesn't necessarily have to be limited to the SH).But managing a SH in an RPG should be secondary to character progression( skills, spells etc), realizing the world, characters, C&C( and with Obsidian's history with bugs, on bug fixing).
The potential to have our very own guantanamo bay is pretty sweet.
So you don't have anything... Good to know."Tell me how it is possible this place where there are multiple quests could be one of the biggest hubs. And please, no quests that are related to it at all."
if you believe the devs are unable to reach thematic integration of their games' features, I don't know why you've singled out this one. The Stronghold is no different than any other piece of game content that Obsidian dangled out in front of the playerbase in order to attract backers, wether they can integrate this quest hub into the greater narrative is a matter no different than wether they can build a good game.
the stronghold, unless I'm mistaken, can't really be considered a core feature to a party-based dungeon-hack/cRPG.
By core features I mean features that, if badly implemented or outright left out of the game, render the game shallow, and the stronghold, unless I'm mistaken, can't really be considered a core feature to a party-based dungeon-hack/cRPG.
I find this gloat weird because I bet 90% of the codex assumed this as soon as they started watching the pitch video.Project Eternity's going to make Dragon Age Inquisition look like shit. Not that it needs any additional help.
Nb4 you have some half hearted apartment in the cities that no one ever uses.
The potential to have our very own guantanamo bay is pretty sweet.
Yes. Tim should play some Inquisitor too. Some nice torture chamber would be sweet. And I am sure the guys can write a good executioner.
There's no natural position of priority for races, difficulty settings, classes, regions and etcetera or even the stronghold within a game's scope.
For one, race was often a lesser decision in the IE games.
Wether or not the Stronghold is well implemented into the game's scope is a valid concern, however its very early to bring it up.
There's precious little we know about the game's story for that. But here's my apologist take on why the stronghold will be soooooo guuuuud. Thus I really doubt that it will be a gimmick.
The stronghold is an area with quests. Areas and quests aren't "features", they're game content.