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Stardock's last chance... Elemental: Fallen Enchantress released

MetalCraze

Arcane
Joined
Jul 3, 2007
Messages
21,104
Location
Urkanistan
I never played the original but here are my impressions thus far (several hours into the game)

- World seems too small even at large. Half of a map can take only like 15 towns. They are so close Stardock had to make units move 2 tiles at a time (unless on road - then you can fly from one town to another in one turn).
- Mana wells are way too rare. I managed to find 3 of them on almost half the map and none was the type of the magic I had. Must be because of the size again.
- Characters are too few. It seems like having 2-3 heroes for the most of the game is a norm. The problem is that this limits freedom in battles considerably as one of them, your char, is not a good fighter so you need 1 hero to cover him if you are taking him into the battle. And I don't just get this opinion based on chars I recruited - I've been fighting AIs for a while and they don't have many armies going around either.
- Research trees are too small and too linear. Remember how branching they were in GC2? Here you have 3 "trees" and each one allows you to research like 2 to 4 techs each tier. And you must research every tech most of the time to get to next tier since they are very interconnected which is kinda very RTS'y.
- There are good things too however. Character generator is great since it's quite stat rich and you can make your own kingdom too with pros and cons as an extension for your chars. Buying mounts and items is fun with items having good variety of effects.
- Economics and building. It doesn't feel fluid. I can't describe it well but I just don't feel it. It's like most of the buildings are + to something and it's kinda... boring? I dunno.

It also seems to me that there are no town sieges. Like towns are just another battle map. But I'm not sure about that yet. Although by now I captured almost a dozen of them.

Spell selection is also something I'm not sure about. But it seems poor. I got my char to Earth Mage and Fire Mage and there really isn't much variety but I hope it gets better.

Thus far Age of Wonders series seem like a better MoM clone.

Yes By IA i was refering to the clunky few lines of codes sending me generic armies of spearmen with leather armor after generic armies leather armor guys using spears , never using any magic or fantasy stuff. Of course autoresolve with my sovereign army result in a loss...so bland and so boring , the exact same armies and i have to do it in manual each time , no added strategy its just a filler . Also i learned that IA does not move units to finish quests, it just autoresolve them without sending any units at all.

And this too.
 
Joined
Jan 7, 2012
Messages
15,257
So i got the free version... then i start the turorial... and after killing some monster.. and with almost nothing about the game explained it cuts to a credits sequence with a button that says 'continue the adventure!'

Of course i would like to continue the fucking tutorial so i click it.... what happens you ask?

I get linked here: http://www.amazon.com/Elemental-Destinys-Embers-Bradley-Wardell/dp/0345517865

Thats what fucking happens

43 new from $0.01 55 used from $0.01

Apparently everyone else who has tried the adventure wants you to have theirs instead.
 

KoolNoodles

Arcane
Joined
Apr 28, 2012
Messages
3,545
For god's sake just played Age of Wonders(Shadow Magic), it still looks great and it plays great. Hell, I think it looks better. No reason to graphicwhore to this new shit or think that it's somehow better just because it managed to get released in this shitty gaming environment. You can download enough scenarios and maps for Shadow Magic to make you sick of the game. Add on to that the CEO of Stardock is a complete fucking douchebag. They should just rename the company Stardick tm.
 

DakaSha

Arcane
Joined
Dec 4, 2010
Messages
4,792
AI in that game doesnt even build outposts.. among other atrocious things
 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
I never played the original but here are my impressions thus far (several hours into the game)

- World seems too small even at large. Half of a map can take only like 15 towns. They are so close Stardock had to make units move 2 tiles at a time (unless on road - then you can fly from one town to another in one turn).
- Mana wells are way too rare. I managed to find 3 of them on almost half the map and none was the type of the magic I had. Must be because of the size again.
- Characters are too few. It seems like having 2-3 heroes for the most of the game is a norm. The problem is that this limits freedom in battles considerably as one of them, your char, is not a good fighter so you need 1 hero to cover him if you are taking him into the battle. And I don't just get this opinion based on chars I recruited - I've been fighting AIs for a while and they don't have many armies going around either.
- Research trees are too small and too linear. Remember how branching they were in GC2? Here you have 3 "trees" and each one allows you to research like 2 to 4 techs each tier. And you must research every tech most of the time to get to next tier since they are very interconnected which is kinda very RTS'y.
- There are good things too however. Character generator is great since it's quite stat rich and you can make your own kingdom too with pros and cons as an extension for your chars. Buying mounts and items is fun with items having good variety of effects.
- Economics and building. It doesn't feel fluid. I can't describe it well but I just don't feel it. It's like most of the buildings are + to something and it's kinda... boring? I dunno.

It also seems to me that there are no town sieges. Like towns are just another battle map. But I'm not sure about that yet. Although by now I captured almost a dozen of them.

Spell selection is also something I'm not sure about. But it seems poor. I got my char to Earth Mage and Fire Mage and there really isn't much variety but I hope it gets better.

Thus far Age of Wonders series seem like a better MoM clone.

Yes By IA i was refering to the clunky few lines of codes sending me generic armies of spearmen with leather armor after generic armies leather armor guys using spears , never using any magic or fantasy stuff. Of course autoresolve with my sovereign army result in a loss...so bland and so boring , the exact same armies and i have to do it in manual each time , no added strategy its just a filler . Also i learned that IA does not move units to finish quests, it just autoresolve them without sending any units at all.

And this too.

The fact that you didn't call it shit in the first three words of your post suggest to me it is somewhat redeemable.
 

drexciya

Augur
Joined
May 3, 2004
Messages
250
Location
Netherlands
I never played the original but here are my impressions thus far (several hours into the game)

- World seems too small even at large. Half of a map can take only like 15 towns. They are so close Stardock had to make units move 2 tiles at a time (unless on road - then you can fly from one town to another in one turn).
- Mana wells are way too rare. I managed to find 3 of them on almost half the map and none was the type of the magic I had. Must be because of the size again.
- Characters are too few. It seems like having 2-3 heroes for the most of the game is a norm. The problem is that this limits freedom in battles considerably as one of them, your char, is not a good fighter so you need 1 hero to cover him if you are taking him into the battle. And I don't just get this opinion based on chars I recruited - I've been fighting AIs for a while and they don't have many armies going around either.
- Research trees are too small and too linear. Remember how branching they were in GC2? Here you have 3 "trees" and each one allows you to research like 2 to 4 techs each tier. And you must research every tech most of the time to get to next tier since they are very interconnected which is kinda very RTS'y.
- There are good things too however. Character generator is great since it's quite stat rich and you can make your own kingdom too with pros and cons as an extension for your chars. Buying mounts and items is fun with items having good variety of effects.
- Economics and building. It doesn't feel fluid. I can't describe it well but I just don't feel it. It's like most of the buildings are + to something and it's kinda... boring? I dunno.
It also seems to me that there are no town sieges. Like towns are just another battle map. But I'm not sure about that yet. Although by now I captured almost a dozen of them.

Spell selection is also something I'm not sure about. But it seems poor. I got my char to Earth Mage and Fire Mage and there really isn't much variety but I hope it gets better.
Thus far Age of Wonders series seem like a better MoM clone.
World size is a problem I agree with. I would suggest to drop the number of "special" areas to get more land. Now starting points are also too close together, which leads to very early conflicts. This completely destroys any slow build options.

Mana wells are rare, that's true, but ... You can have spells which generate Mana if your towns have enough Essence. Also, the Pariden faction (which is very magic dependent) can add Essence to a City (Scrying Pool). On top of that you can increase the Mana output of your Altars using Shrines and further enhancements. Still, it's not easy if you get stuck with a poor location.

You can increase the frequency of heroes appearing on the map (there's a setting for that when starting the game). The higher level heroes, which require research and lots of money, are a bit of a waste, since they, by that time, don't add that much. I'd suggest toning that down somewhat, the only reason I go after Ereog's tech is to get Tireless March. It's a bit weird to see 5 or so paths for heroes but in a game having only a few heroes to even have the option to create a stack of different types.

The research tree is somewhat unbalanced. They opted for a Civ-style tree and not one where you really have to make (hard) choices. My playing style is to first put lots of effort into the Civilization techs to get things going and only then into the other techs. The Civilization techs give you a direct, clear benefit from the start. The pay-off for other techs is not so clear initially. But this also depends on your playing style.

I like the character generation, although I don't like the fact that they very much nerved magic. Picking one type of magic is 2 picks already, so at most you can only get 3 types of magic initially. You have to be lucky with additional heroes to get more types of magic. Of course, you can later find magic books (or choose Pariden or their equivalent) to get them, but that tech takes quite some time to get. If you're stuck with the wrong types of Mana sources, the strength of your spells will suffer, since most spells have multiplers based on the number of Mana sources you own (although you can increase the power of the nodes you have).

Items are interesting as well, sometimes items with a lower attack value have other redeeming qualities (ignore xx% defense is pretty powerful) which makes it hard to choose which one to use (damage versus hitting at all). I'd love to see an option to change equipment for your heroes during combat. The combat itself is also quite interesting especially if you add some magic to the mix. I'm not very keen on damaging spells; I prefer the booster or disabling spells. The Growth/Shrink spells are really neat and somewhat essential if you encounter tougher enemies.

Economics is a bit hit or miss. If you raise taxes, you get more unrest which leads to less output (politicians take note) which can be negated somewhat with buildings that decrease unrest. Also you can improve the resource gathering buildings (Iron Mine -> Smelter) to improve output of resources. What was somewhat lacking, to me, was why you would bother growing your cities beyond level 2 (I certainly didn't get any city close to level 4 so far). Your city has grains and depending on the buildings you get an total amount of food (grains x food/grain) which translates to a maximum population size and city level. But the rewards for growing your city seem to be a bit underwhelming (level 3 cities come to mind here).

In general I think the game is not that bad as some people are calling it here, but it needs some more work.
 

BrotherFrank

Nouveau Riche
Patron
Joined
Apr 19, 2012
Messages
1,804
Currently playing FE and enjoying it far more then I did WoM, it looks the same but mechanics are tighter and not as crazily unbalanced as before, some things complained about here by posters are no longer valid, such as:
-City Enchantments being OP:Can only place as many enchantments as there are essences, you cant just cast 5 enchantments on a city like before, most cities you found wont even have 1 essence without being able to build a later game building.
So enchantment spam unless your a magical or custom faction that has relevant traits for it isnt possible anymore.
-Factions being samey: they are more different now, at least when it comes to traits, it does change playstyle considerably. Ive had fun just making different custom factions with a strong theme, each specialized in 1 particular aspect of the game, how viable those factions/traits are is another question but yeh theres good CnC when it comes to making your faction+leader.
Agree that most factions are basically just different skinned humans though.

Otherwise to continue this non coherent rambling on the game and just throw out some things i liked and things i less like:
-I seem to be in the minority on this but i actually like the random levelup system where you pick from 5 traits. If youre a mage you have to be really unlucky not to get a levelup option for your chosen magical path so its not like your at the mercy of the RNG, most level ups you will get 2 or so abilities related to the class you pick and 3 random ones, makes levelling up non linear and recruited heroes do end up a bit different thanks to this. Agree the whole mage side feels lightweight compared to MoM, but reliance on shards is explained by in game lore so found this forgivable, if :/ at lack of spell research and a large variety of spells.
-Maps are small and starting locations of factions tend to be close. This is a negative worth repeating and wasnt a pleasant suprise to play a large map with 9 ais and find i already met 4 of them in the first 10 turns.
-Research is boring and is an area i felt WoM did better, its too linear by far and even took away art from WoM showing you how advanced your civ was in a particular domain (ex: warfare, 1st pic had your troops running away from a chicken, the 2nd pic had your troops rallying to chase it away) which just reinforces the feeling research is kinda half assed.
-City sprawling from WoM is gone (you could start with a city and by end of game have it cover a massive amount of space) which i have mixed feelings about as enjoyed having massive mega cities, the current system of leveling cities based on population with each new level unlocking a free bonus building and a new tier of stuff to build (usually, it dries up fast by lvl4 and stops at lvl5) which is safe enough i guess but would like to see modders add in a greater variety of buildings and more choices to individualize cities cos right now the main thing that differentiates one town from another would be the tile city is founded on+if close to river and woods (those open up new building paths). Ressources can be claimed by outposts so not really something you need to worry about when founding a city, which reminds me...
-Ressources being rarer and there being a random element in that you might and probably wont acquire all types of ressources in your borders (especially for shards). I like this. Tough if you invested tons in specific magic schools and dont get the shards you want, i liked being forced to barter and then send out an expeditionary force far beyond my borders to acquire horses or compensate for my lack of crystal, reacting to what you got randomly generated is a turn on for me and leads to CnC.
-Wildlands, though they make the small maps feel even smaller the thing is they prevent an area from being colonized by players until they deal with the threats/bosses in it so works to prevent mass pioneer rushing. I like the "epic" wildlands in particular as AI seems to avoid those completely and is usually a no mans land for everyone until you sent a late game elite army to clear it.
-Unit customisation is still as barebones as before even if they added stuff, i really wish was a greater visual variety for even the same equipment to avoid similar looking armies, which is especially prevalent early game. Late game offers more flexibility since its usually impractical to just give a unit the best gear and weapons and items you have cos either they will be overencumbered or end up being too expensive to produce, which leads to a bit of CnC, but not enough different gear overall considering how customisation of your units is meant to be a big draw. Hopefully mods will improve on that.

And that was some random thoughts on the game from me.
 

Jarpie

Arcane
Patron
Joined
Oct 30, 2009
Messages
6,708
Codex 2012 MCA
This might be a bit off topic but it is a mistery to me how fucking Microprose could have gone under...I mean they had Darklands (ruined by the rushed buggy release but patched later) Falcon 3.0, X-COM, Master of Magic AND goddam Master of Orion...I mean the had the best strategy game of all time and 2 of the best 4x games ever this side of Civilization and they srewd it up....
I bet 90% of the people that try 4x fantasy games just hope for a halfway decent Master of Magic clone....let alone an undated version

I remember reading from somewhere that Microprose was mismanaged hell who wasted a lot of money. Didn't they also have some very unsuccesful ventures into other genres than strategy and simulation?
 

Misconnected

Savant
Joined
Jan 18, 2012
Messages
587
I remember reading from somewhere that Microprose was mismanaged hell who wasted a lot of money. Didn't they also have some very unsuccesful ventures into other genres than strategy and simulation?

I don't really know what I'm talking about, but I'm of the impression mismanagement wasn't the problem. MicroProse was originally Sid Meier and some other bloke whose name I forget, and while they did make a couple of gambles that didn't really pay off, I'm not aware of anything they did that could be called mismanagement.

What killed MicroProse was that Sid M. & Other Guy sold it to a corporation, with the usual results. Fairly early on its life as a subsidiary, pretty much everyone originally part of MicroProse left for Psygnosis and Firaxis. Presumably because its corporate overlords made unrealistic demands of MicroProse. Really, it's always struck me as a very typical "independent creative company sells out and gets 50 kinds of mangled, has all its IP sold off, gets sued into the ground, gets killed and resurrected multiple times, occasionally in entirely new countries, and eventually doesn't pass its system shock test to come back from the grave."
 

Jarpie

Arcane
Patron
Joined
Oct 30, 2009
Messages
6,708
Codex 2012 MCA
I remember reading from somewhere that Microprose was mismanaged hell who wasted a lot of money. Didn't they also have some very unsuccesful ventures into other genres than strategy and simulation?

I don't really know what I'm talking about, but I'm of the impression mismanagement wasn't the problem. MicroProse was originally Sid Meier and some other bloke whose name I forget, and while they did make a couple of gambles that didn't really pay off, I'm not aware of anything they did that could be called mismanagement.

What killed MicroProse was that Sid M. & Other Guy sold it to a corporation, with the usual results. Fairly early on its life as a subsidiary, pretty much everyone originally part of MicroProse left for Psygnosis and Firaxis. Presumably because its corporate overlords made unrealistic demands of MicroProse. Really, it's always struck me as a very typical "independent creative company sells out and gets 50 kinds of mangled, has all its IP sold off, gets sued into the ground, gets killed and resurrected multiple times, occasionally in entirely new countries, and eventually doesn't pass its system shock test to come back from the grave."

Too bad I can't remember where I heard it but I do remember someone saying that Microprose was sold because they ran into financial problems and they had to sell it to the Spectrum Holobyte.

The other guy was "Wild Bill" Stealey, he was "face" of the company and basicly handled the sales of the games in expos etc and Sid Meier was the "tech guy" who handled the actual projects, or so at least articles in finnish Pelit-magazine said.
 

Misconnected

Savant
Joined
Jan 18, 2012
Messages
587
Right, Stealey. But the mismanagement thing... Like I said, I don't really know, but I don't think they sold MicroProse because of financial problems. I seem to remember the sale being about them wanting to expand the company faster than they could on their own, partially to branch out into the action & adventure games genres, which were kind of big at the time. If memory serves (but it might not be), there was financial trouble later, and lots of it. But at that point MicroProse was no longer its own master, it was basically just a name for various studios under Holobyte and later Hasbro (which ate both MicroProse and Spectrum Holobyte). What had been MicroProse had already become Psygnosis and Firaxis at that point, I believe.
 

Jarpie

Arcane
Patron
Joined
Oct 30, 2009
Messages
6,708
Codex 2012 MCA
Right, Stealey. But the mismanagement thing... Like I said, I don't really know, but I don't think they sold MicroProse because of financial problems. I seem to remember the sale being about them wanting to expand the company faster than they could on their own, partially to branch out into the action & adventure games genres, which were kind of big at the time. If memory serves (but it might not be), there was financial trouble later, and lots of it. But at that point MicroProse was no longer its own master, it was basically just a name for various studios under Holobyte and later Hasbro (which ate both MicroProse and Spectrum Holobyte). What had been MicroProse had already become Psygnosis and Firaxis at that point, I believe.

Ah, might be that then what I remember hearing about...I think Sandy Petersen talked about mismanagement in Matt Chat interview, would need to rewatch that part to check if he meant while he was in there (late 80s and early 90s) or after he had left.
 

Zboj Lamignat

Arcane
Joined
Feb 15, 2012
Messages
5,777
Ok, finally managed to try it, non removed 1.0 version. Played one game for few hours, blind playthrough so these are mostly initial impressions.

Strategy layer and general impressions:
1. I'm not too fussed about races being reskinned humans. It was that way in many 4x games and worked fine. Of course having bigger differences would be nice.
2. Fraction/sovereign creation options seem very cool at initial glance, tons of stuff there.
3. Game looks pretty great, especially the cloth map seamless zoom.
4. Everything you need from 4x fantasy game is here when you take a general view, of course it's details where it falls apart.
5. City development is a deja vu from CiV - you build stuff that takes many turns to complete and gives fascinating bonuses of +1 to something. It's partly offset by town levelling and choosing different paths/free upgrades which is cool.
6. The completely random placement of stuff is silly and can be extremely harmful for magic users. Also I have to say that I dislike the totally random champion type and placement as well. Please at least make the initial champion available for recruitment belong to the player's race. If I pick a nation of archer scouts I think it's pretty clear that I don't want to be running around with caster champions.
7. Lots of stuff on the map at first glance, but again - samey and uninspired. Heroes III showed that you can have tons of different places to visit, why have only resource locations/random item locations/quest givers?
8. The message/dialogue window that pops up with huge, ugly ass font and at times appalling writing and art looks completely out of place when compared with the rest of the game and more like it belongs to some shareware dating simulator made by a single basement dweller. Very amateurish stuff that breaks mah precious immersion.
9. I liked the champion/sovereign development system. The traits seem mostly useful but not too powerful and the selection was good. I was getting traits suitable to my playstyle on every level up so the rng doesn't seem to be too intrusive here.
Combat:
1. The encounters in this game seem to fall into two categories: you rape or get raped. It's very hard to find a battle where the odds are even but you win through smart use of available resources.
2. It's also way too rng-driven for my taste. Dodge is an ability that should be carefully incorporated into game mechanics, not given to every unit with dodge boosting skills/traits/items and spells left and right. Have fun watching your highest level champion getting his hp decimated to 1 because he missed some low level creature 3 times in a row.
3. Lots of silly imbalanced stuff here that I found after only playing a few turns, I'm really scared of what can you find when you spend more time playing and crack the mechanics for good:
- my champions started with attack rating of something like 8-9 and then by finding a few items I pimped them to about 12-13, then after completing one of the initial quests I received a free archer unit with an attack rating of... 33 that was basically one shooting everything
- it's easy to find tokens that let you summon a powerful creature that can quickly win even very tough fights on its own
- some low level wilding shaman had a spell that reduced the hp of all units in my army by about a half and his initiative allowed him to cast it right after my sovereign's first move... ok?
4. The grid based combat field reminds me of latest HoM&M games with most units crossing it extremely quickly (it's easy to encounter a low level creatures that are at your throats after their first move) so forget about manoeuvres, formations etc.
5. My sovereign died in one encounter but then when the view returned to strategy map she was still there? Probably a bug of some sort.
Magic:
1. City enchantments having no upkeep is silly as well as being able to cast them at will with no limits if you have the mana.
2. Unit enchantments and also combat buffs and debuffs seem to be ok, of course there's nothing ground breaking here. How do you dispell an enchantment from your unit though?
3. What's with offensive and summoning spells? I recruited heroes with various schools and saw 1 offensive spell (with a range of 1 to boot) and no summoning spells.
4. If you don't get lucky with shards magic that can be used in tactical combat is very passable when compared to brute force.

Overall: strategic part - ok, but mostly bland; tactical combat - broken and uninteresting.
 

Spectacle

Arcane
Patron
Joined
May 25, 2006
Messages
8,363
Good detailed post Zboj.

Just want to point out that city enchantments are limited by the essence rating of the city. Most cities will have 0 essence and so can't have any enchantments, very few cities will have more than 2-3 so you have to carefully choose which enchantments to use.
 

Zboj Lamignat

Arcane
Joined
Feb 15, 2012
Messages
5,777
Yep, by casting at will I meant that you can cast as many as you want instantly if you have the mana/spell/place to cast.
 

MetalCraze

Arcane
Joined
Jul 3, 2007
Messages
21,104
Location
Urkanistan
Also fireball spell is retarded. In fact the magic system is retarded in FE.
After a while it's all about skipping turns replenishing mana and then wiping out (or severely weakening) enemy force in 1 fireball.

Considering that if you are fast enough in grinding XP / development - you can easily 1-shot enemy sovereigns in combat midgame easily winning it. And AI doesn't seem to (ab)use powerful spells much.

Shadow Magic had problematic AI too but it was much much better balance-wise and the magic didn't feel as limited.

The amount of spells feels really really limited in FE.

It's like Civ5 of MoM clones
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,498
Also fireball spell is retarded. In fact the magic system is retarded in FE.
After a while it's all about skipping turns replenishing mana and then wiping out (or severely weakening) enemy force in 1 fireball.

Considering that if you are fast enough in grinding XP / development - you can easily 1-shot enemy sovereigns in combat midgame easily winning it. And AI doesn't seem to (ab)use powerful spells much.

Shadow Magic had problematic AI too but it was much much better balance-wise and the magic didn't feel as limited.

The amount of spells feels really really limited in FE.

It's like Civ5 of MoM clones

Civ5 as streamlined as it is is at least fun, this one doesnt succeed at that.
 

Multi-headed Cow

Guest
And now a message to the hateful, degenerate scum of the Internet:

Dear soul sucking trolls,

If you’ve publicly posted that you won’t buy stuff from my company because you don’t like me then I say to you: Thank you. The last thing I want are horrible stupid people benefiting from my work. I realize that things I post, email, tweet, facebook, etc. can occasionally be taken out of context and be spun to fit whatever agenda the person in the media needs it to fit that day to get their page views. But nothing forces you to buy the crap they’re posting. If you hate someone you don’t even know, you should probably seek counseling.

Making stuff and putting yourself out there can be very rewarding. I know hateful trolls out there froth at the mouth whenever there’s some individual trying to express themselves. I understand your problem. You’re weak. You’re cowardly. And rather than trying to improve yourselves or having the courage to take a chance and try putting yourself out there you lash out at those who do. You’re pathetic.

In the end, you’re irrelevant. Once the people who create content realize that you don’t matter, you lose whatever power you might have had. Your predictions of their demise, your hateful tweets, your promises to not support whatever it is they make ultimately amount to nothing because most people aren’t horrible, pathetic creatures like you are. Good people outnumber you 1000 to 1.

My advice to you is this: Quit hating people. Look at yourself. Do some soul searching. Become a better person. Don’t shit on stuff you don’t like but try to make things better. Don’t spend your energy trying to bring down someone you don’t even know who has done nothing to you. Make your own stuff. Share it with others. And if you can’t, then shut the hell up.
:kfc:
 

DakaSha

Arcane
Joined
Dec 4, 2010
Messages
4,792
And now a message to the hateful, degenerate scum of the Internet:

Dear soul sucking trolls,

If you’ve publicly posted that you won’t buy stuff from my company because you don’t like me then I say to you: Thank you. The last thing I want are horrible stupid people benefiting from my work. I realize that things I post, email, tweet, facebook, etc. can occasionally be taken out of context and be spun to fit whatever agenda the person in the media needs it to fit that day to get their page views. But nothing forces you to buy the crap they’re posting. If you hate someone you don’t even know, you should probably seek counseling.

Making stuff and putting yourself out there can be very rewarding. I know hateful trolls out there froth at the mouth whenever there’s some individual trying to express themselves. I understand your problem. You’re weak. You’re cowardly. And rather than trying to improve yourselves or having the courage to take a chance and try putting yourself out there you lash out at those who do. You’re pathetic.

In the end, you’re irrelevant. Once the people who create content realize that you don’t matter, you lose whatever power you might have had. Your predictions of their demise, your hateful tweets, your promises to not support whatever it is they make ultimately amount to nothing because most people aren’t horrible, pathetic creatures like you are. Good people outnumber you 1000 to 1.

My advice to you is this: Quit hating people. Look at yourself. Do some soul searching. Become a better person. Don’t shit on stuff you don’t like but try to make things better. Don’t spend your energy trying to bring down someone you don’t even know who has done nothing to you. Make your own stuff. Share it with others. And if you can’t, then shut the hell up.
:kfc:

Is this real? Because as much as i disliked him before, this alone is enough to keep me from ever buying anything he releases ever again. not that any of it is any good anyways i guess
 

DakaSha

Arcane
Joined
Dec 4, 2010
Messages
4,792
The apologists are 100x worse in any case
 

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