Silly Germans
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Ok. I will say it.
I hate character creation.
Yeah, fuck you.
What an ungodly thing to say.
Ok. I will say it.
I hate character creation.
Yeah, fuck you.
And if there's no option to lower the voice volume all the way down.Voice acting that cannot be turned off.
When a merchant's wares are scattered on the counter before him and the counter is too high and the objects are perilously close to the natural torso location that you want to click to interact with him. So 25% of the time you accidentally "steal" an apple off their counter which of course alerts the town guard, locks down the building, and dispatches a SEAL team to your position.Loot placement is often bad.
Why?Ok. I will say it.
I hate character creation.
Yeah, fuck you.
Why?Ok. I will say it.
I hate character creation.
Yeah, fuck you.
If it's at the beginning of a first playthrough, it's pretty hard to know what's important.
Ok. I will say it.
I hate character creation.
Yeah, fuck you.
I really hate when you know something is a setup, or a character is lying or deceiving you, but you have no other option than to play your character as if they're retarded and have no idea what's coming.
Things like "my daughter is dying, please bring medicine back fast" is just the writers not taking into account how the game plays. Though i'd rather have that than having a time limit (unless it is something like going to the doctor next door and i have a limit of three days or whatever - but at that point it becomes a question of why wont the parent go?). But preferably i'd rather have time be something abstract that doesn't get acknowledged in any specific terms (and really since most RPGs that have time treat it like that anyway, it gives me the impression that they mostly track time so that they can have pretty day-and-night visual effects rather than any gameplay reason, since you can wait/rest for the time you want anyway).
What you know isn't necessarily what your character knows. But yes, there always should be a chance to spot lies and bluff attempts (probably tied to an ability score or a skill). Otherwise it's bad design.I really hate when you know something is a setup, or a character is lying or deceiving you, but you have no other option than to play your character as if they're retarded and have no idea what's coming.
Kingmaker is decent in this regard. Usually you get several dialogue options, some of them (mostly alignment-specific) can be pretty elaborate.Let me fucking roleplay, don't give me that "1. I will return with the item 2. Tell me more about the item 3. I will return later" bullshit.
There's no contradiction with my post (if that was the one you were talking about).
There's a difference between stalling a quest and outright stating to the corresponding NPCs "I don't give a damn". It sucks playing an asshole or evil character if there are no consequences to it. Not every quest needs to have the player do asshole things: not doing things can be an asshole move by itself, with the consequences to prove it.
there's another thing I hate: typos. Especially in dialogues. Proofreading your text isn't optional, dammit!
Read the manual, and if necessary look up external information about 'trap' skills and so forth.Why?Ok. I will say it.
I hate character creation.
Yeah, fuck you.
If it's at the beginning of a first playthrough, it's pretty hard to know what's important.
What you know isn't necessarily what your character knows. But yes, there always should be a chance to spot lies and bluff attempts (probably tied to an ability score or a skill). Otherwise it's bad design.
- Companions who interrupt at random/inconvenient moments to tell you their life story. Especially in KotOR when you get pop-ups saying "so-and-so seems quiet, maybe you should talk to him".
- Companions who interrupt at random/inconvenient moments to tell you their life story. Especially in KotOR when you get pop-ups saying "so-and-so seems quiet, maybe you should talk to him".
Reminds me of my BG2 playthrough. Was almost at Firkraag's chamber when Jan suddenly decided it was of the upmost importance to share a tale (or five) about turnips.
Then again, it is Jan Jansen.
But theres a metagame at work here - character creation is a mini IQ test. You crack the code - you waltz. You don't study, you flushed $40 down the drain:If it's at the beginning of a first playthrough, it's pretty hard to know what's important.
Well - hold on. That quest you quoted was a little more than being in the right place at the right time. That dude was asking for your assistance since you wandered along and had the appropriate computer skill. That is, you had to have the Science skill to suggest the fix in conversation and actually start the quest.There's also the Brotherhood bunker unable to deal with a 'jumping' virus. There are 9 terminals. Gee whiz how do we solve this? Goddamn, can you just... get 3 dudes to cover 3 terminals each? Why do I gotta do it myself?
I don't think they have any weapons that aren't explosives (or it's implied they don't use them if they have any because hurr durr their lore is they love explosives!). Which might be even dumber, but the guy who gives you the quest something like that "we can't kill them because they explode when killed with OUR weapons, but you from the outside might be able to do something."I know that you can't use explosive and energy weapons in there because you risk an explosion - so ... that automatically makes the Boomers unable to deal with this problem? They can just hand a small group assault carbines and have them stand atop the platform shooting down till they're dead.
I think the check if for completing the quest without running around terminals? Because I didn't pass the check and did they quest anyway, and I'd assume everyone is BoS has enough computer knowledge to operate (not even hack) a terminal, so yeah, they could literally request a few more people for 10 minutes and the problem would be gone.Well - hold on. That quest you quoted was a little more than being in the right place at the right time. That dude was asking for your assistance since you wandered along and had the appropriate computer skill. That is, you had to have the Science skill to suggest the fix in conversation and actually start the quest.
You know the first thing I found upon entering the generator room? A dead boomer with an assault carbine.I don't think they have any weapons that aren't explosives (or it's implied they don't use them if they have any because hurr durr their lore is they love explosives!). Which might be even dumber, but the guy who gives you the quest something like that "we can't kill them because they explode when killed with OUR weapons, but you from the outside might be able to do something."I know that you can't use explosive and energy weapons in there because you risk an explosion - so ... that automatically makes the Boomers unable to deal with this problem? They can just hand a small group assault carbines and have them stand atop the platform shooting down till they're dead.