MrSmileyFaceDude said:Besides, I voted for the other guy.
Commie faggot.
MrSmileyFaceDude said:Besides, I voted for the other guy.
You could or you could just stop at eliminating some which I didn't have that big of a problem with. I guess that was our biggest disagreement.Vault Dweller said:Same logic. If you can eliminate some skills because you can decide what your character should be able to do, you can eliminate all of them.
Damn, it seems that i missed that one...Jesus Fucking Christ, don't you guys pay attention? Dialogue topics have been mentioned in several previews. Then there was that screen. What else do you really need to see?
Vault Dweller said:Jesus Fucking Christ, don't you guys pay attention? Dialogue topics have been mentioned in several previews. Then there was that screen. What else do you really need to see?
Rightwing nutjobSaint_Proverbius said:MrSmileyFaceDude said:Besides, I voted for the other guy.
Commie faggot.
Shouldn't they?hussar said:But then again it's not like anyone is really asking such questions (in previews at least).
That's the one. Its design doesn't really support an indepth dialogue system.NeutralMilkHotel said:Hmm, what screenshot? The one where the woman is speaking and the only thing visual are subtitles?
Topics don't go well with real dialogue trees, don't they? If you recall, MW had multiple responses like yes/no, pay fine/something else, etc. I don't think we should expect something much more complex than that.And in any case, if I'm not mistaken, MSDF or another dev said something along the lines of "dialogue will be a mixture of dialogue trees and topics" when topics were mentioned in a preview or interview.
Damn straight! Why not lead by example though?Vault Dweller said:Shouldn't they?hussar said:But then again it's not like anyone is really asking such questions (in previews at least).
Perhaps 'paging' wasn't the best word to use since this moves the discussion toPsilon said:Yeah, that's exactly what I want out of an "instant on" console--thrashing a hard drive as the homebrew virtual memory system gets overloaded.
And so the next best thing to adding content is to intelligently load it in when required.Psilon said:Besides, with the texture sizes, audio sampling rates, and polygon counts of today, 64MB doesn't buy you that much of a working set.
I don't follow the logic of what you're saying. You'll have a larger total set of actorsPsilon said:As a result, you're far more likely to see the same actors repeated in a level rather than throwing in, say, every enemy simultaneously.
I disagree and I'll explain why. Quadtrees and similar structures mean that youPsilon said:What the hell? There is no connection between quadtrees and paging.
You might as well say "current OpenGL implementations tend to use IEEE 754 single-precision real numbers, which means you could page stuff in as required from the HD."
I thought the phrase 'global variable' was being used to describe game flags, playerPsilon said:Oh, and there's no correlation between a variable's lexical scope and its size. Gotcha. In fact, I've seen a lot of programs where practically nothing was stored on the stack--everything was in heap-allocated memory accessible through global variables.
I know it's not that easy but is bitching about it the only alternative? What about writing few serious articles or editorials analyzing what you just mentioned. Or writing a true preview of the game mentioning the issues that a given company might be dodging. Stir things up a bit. Gain some exposure: Codex, RpgDot, maybe few other news websites would link up the articles. I'm not saying you'll change the world or something but it's a nice alternative to whining.Drakron said:Are you joking?
All interviews questions are pre-aproved, same goes to all anwers that are aproved by the PR department.
Interviewers dont ask hard questions because they need the "EXCLUSIVE INTERVIEW" to sell their magazine or have more hits on their page, if they dont play ball with the company PR department they get nothing.
Vault Dweller said:That's the one. Its design doesn't really support an indepth dialogue system.NeutralMilkHotel said:Hmm, what screenshot? The one where the woman is speaking and the only thing visual are subtitles?
Vault Dweller said:Topics don't go well with real dialogue trees, don't they? If you recall, MW had multiple responses like yes/no, pay fine/something else, etc. I don't think we should expect something much more complex than that.And in any case, if I'm not mistaken, MSDF or another dev said something along the lines of "dialogue will be a mixture of dialogue trees and topics" when topics were mentioned in a preview or interview.
Pretty much. Of course, you can try writing a letter to your congressman demanding a thorough investigation of Oblivion's features, but I think that would be still qualified as bitching.hussar said:I know it's not that easy but is bitching about it the only alternative?
It's comingWhat about writing few serious articles or editorials analyzing what you just mentioned.
There was no whining. I simply posted a collection of amusing quotes without complaining about anything.I'm not saying you'll change the world or something but it's a nice alternative to whining.
The space allocated for subtitles isn't big enough to support anything decent. As for the Bloodlines dialogues, while they were well written, they were simplistic and mostly linear. Also, needless to say, considering the nature of TES games, deep and interesting dialogues for more than a handful of NPCs are out of the questions. It's simply impossible, and people should neither expect them nor criticize Beth for the lack of them. It's not where the game can shine.NeutralMilkHotel said:What are you talking about? It only showed subtitles as it was talking, for all we know it could be like Bloodlines where you pick a tree response and the only thing showing while the NPC is talking is subtitles (or was it nothing? I haven't played in a while).
Hmm, doesn't ring a bell. Can anyone post a link?Role-Player (I think without even knowing that one of the devs said that) talked in-depth of how a system could work with dialogue trees as well as topics. It was a more recent thread, but I don't feel like tracking it down.
Out of curiosity, when you read "dialogue topics" what is the first thing that comes to your mind?mEtaLL1x said:Now, how is dialog option-box constructed? Does it have those vicious wiki-links?
Have you played MW?Or it's classic: npc's line and your options?
Unfortunately, yes.Have you played MW?
Sarvis said:hussar said:Here is an example. You have a decent dagger, you explore and find a great katana that's 10 times as good as your dagger. If your long blade skill is low, the blade is useless to you. If you can use both equally well, odds are you will pick the katana.
Not if you role-play.
You must usually roleplay an idiot. I mean a true retard.
Someone dumber than Pres. Bush. Any REALISTIC personality would want the advantage gained with the katana, especially in life or death situations like fighting.
NeutralMilkHotel said:Role-Player (I think without even knowing that one of the devs said that) talked in-depth of how a system could work with dialogue trees as well as topics. It was a more recent thread, but I don't feel like tracking it down.
Oh I do. When I see a heavier, slower Katana, I think to myself "I must have this bigger and slower item which may do more damage but since I'm not to strong anyway, I still need my dagger since it's much faster, and doesn't weigh as much letting me carry more loot/armor/whatever. But the katana is stronger!"Sarvis said:hussar said:Here is an example. You have a decent dagger, you explore and find a great katana that's 10 times as good as your dagger. If your long blade skill is low, the blade is useless to you. If you can use both equally well, odds are you will pick the katana.
Not if you role-play.
You must usually roleplay an idiot. I mean a true retard.
Xyber02 said:Oh I do. When I see a heavier, slower Katana, I think to myself "I must have this bigger and slower item which may do more damage but since I'm not to strong anyway, I still need my dagger since it's much faster, and doesn't weigh as much letting me carry more loot/armor/whatever. But the katana is stronger!"
Logically it still depends on your character. If you play a rogue/assasin/whatever character where strength isn't a strong suit, you'll want a faster, light dagger. Tis mere common sense.
MrSmileyFaceDude said:Meh, you guys'll argue against anything we say just to be argumentative. But you KNOW y'all will be buying the game day one