Profile for Student of Trinity
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Displayed name | Student of Trinity |
Member number | 3431 |
Title | Electric Sheep One |
Postcount | 3335 |
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Registered | Thursday, September 4 2003 07:00 |
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Avernum V in Avernum 4 | |
Electric Sheep One
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written Monday, May 8 2006 10:24
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There was a period — I'm afraid I forget just when — when Japanese Emperors routinely abdicated, as soon as their heirs were old enough to take over the many ceremonial duties. As evidently remains true today in many east Asian societies, unwritten rules of respect for seniority were more important than formal authority, and the ex-Emperor retained paramount dignity. The officially retired ex-Emperors therefore continued ruling the country, without the inconvenience of ceremonial duties, until death. I wouldn't say this really counts, though. -------------------- We're not doing cool. We're doing pretty. Posts: 3335 | Registered: Thursday, September 4 2003 07:00 |
The Abominable Photo Thread IV: A New Hope in General | |
Electric Sheep One
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written Sunday, May 7 2006 11:16
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In fact she lives close by. Right next door. She's coming down the hall. Don't open that door! NOOOO!!! [violins: Zeep zeep zeep zeep zeep!] -------------------- We're not doing cool. We're doing pretty. Posts: 3335 | Registered: Thursday, September 4 2003 07:00 |
GF II: Phariton's Hall in Geneforge Series | |
Electric Sheep One
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written Saturday, May 6 2006 23:33
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Yes, those doors open when the mines go off, and monsters emerge. I generally do this to get the extra experience points for the monsters (which is larger than you get for defusing the mines). I seem to remember some minor loot — potions, probably — in one of the rooms, but it was nothing worth worrying about. -------------------- We're not doing cool. We're doing pretty. Posts: 3335 | Registered: Thursday, September 4 2003 07:00 |
Church of the Nine-Headed Cave Cow in General | |
Electric Sheep One
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written Saturday, May 6 2006 12:46
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Bull. -------------------- We're not doing cool. We're doing pretty. Posts: 3335 | Registered: Thursday, September 4 2003 07:00 |
Question 3: Disease in General | |
Electric Sheep One
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written Friday, May 5 2006 07:17
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quote:As everyone here so loves to say, FYT. Actually, of course, JS's original was quite right: after the epidemics, European society changed dramatically, and the process was probably a pretty close societal analog to speciation. But just to be clear, this episode of accelerated social evolution was not some kind of successful countermeasure to epidemic. It was a partial and eventual consequence of the epidemic running its course in full force, and horribly killing a large fraction of the population. There's nothing like a devastating plague to turn a settled continent into a new frontier, with lots of job opportunities for everyone left. -------------------- We're not doing cool. We're doing pretty. Posts: 3335 | Registered: Thursday, September 4 2003 07:00 |
An Empirical Analysis on GF3 Diplomatic Agents in Geneforge Series | |
Electric Sheep One
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written Thursday, May 4 2006 13:49
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Hmmm. Yeah, I guess I can see how that might work. Maybe not on the fourth time through the game, but okay, it's probably asking a bit much for any approach to do that. -------------------- We're not doing cool. We're doing pretty. Posts: 3335 | Registered: Thursday, September 4 2003 07:00 |
An Empirical Analysis on GF3 Diplomatic Agents in Geneforge Series | |
Electric Sheep One
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written Thursday, May 4 2006 12:14
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This is a very interesting thread, but I'm afraid it may not generate a lot of replies. Everything you say sounds very reasonable. I've often wondered how a more purely diplomatic game would work out, but I've never really wanted to try it. I don't think it's so much that I can't bear to miss the thrill of making little red splotches on the tiles. It's more that it bothers me if I leave anything undone in a zone, and hostile creatures patrolling around is a big undone. Silly, really, and I could probably talk myself out of this attitude and enjoy the Diplomatic Agent. So maybe I should just ask, Was the Diplomatic Agent much fun? Did it bother you to know that after you had turned a zone green you would still have to sneak through it if you ever went back there, because it was still full of live enemies? I guess the other problem for me is that the diplomacy and mechanics aspects of the game seem a bit too crude for me to enjoy manipulating them. Getting through mines and machines just means raising one stat high enough. Likewise for unlocking the best dialog options; and choosing these when they are available is almost always straightforward. The extra 'good' dialog options are generally all well done, but you almost never have to think or role play much in order to recognize why they are good choices, or guess what they will do. At most you might have to have visited the right room and read the right book first, so that you can regurgitate the fact it presented. Plus, in the worst case, there are only a few dialog options, and since success or failure in diplomacy is evident immediately, you can just save-load until you get the conversation right. Combats can also be save-loaded, of course, but there are in principle more options to try, and the possibility always exists that you are simply not strong enough for that fight, and have to come back later. I can't really think of any examples in the games where you have to plan ahead how to gather information in order to 'win' a key conversation. Finally, it would be very hard for me to enjoy a diplomatic game if it was not my first, because once you know the plot, it's hard to be excited about ticking off the conversation gambits that you know are right. If the more elaborate scripting of G4 means that you have to find out and figure out a lot of things in order to trigger the better conversation options, then it would be less than thrilling to push my character through the steps of discovering a sequence of secrets that I as a player already knew. Having said all that, I can imagine that a really ingenious and intricate story could make the diplomatic game fun, even for second or subsequent playings. For this to work, there would have to be quite a lot of branching plot paths, and there would have to be conversation results whose implications took a while to become apparent (otherwise you just save-load through the options to get the obvious best one). On the other hand, it would be bad if it were too easy to get locked out of good outcomes by making dialog mistakes whose consequences were not apparent until too late. [ Thursday, May 04, 2006 12:24: Message edited by: Student of Trinity ] -------------------- We're not doing cool. We're doing pretty. Posts: 3335 | Registered: Thursday, September 4 2003 07:00 |
A Few More Advance Words On Geneforge 4 in Geneforge Series | |
Electric Sheep One
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written Thursday, May 4 2006 11:45
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I didn't really mean to shoot down the suggestion. The major weakness of Guardians is that they can get mobbed easily. Speed and a few crystals can usually save your bacon, if you were prepared enough to already have Speed on. But if combats against groups become more the norm, Guardians will need to have some consistent option. Maybe it will be enough for Guardians to keep a small number of creations -- mine never seem to manage this, but perhaps they'll just have to learn for G4. But since it would be silly to have Swarm Crystals scattered under every bush, perhaps some option other than crystals will need to be devised. -------------------- We're not doing cool. We're doing pretty. Posts: 3335 | Registered: Thursday, September 4 2003 07:00 |
A Few More Advance Words On Geneforge 4 in Geneforge Series | |
Electric Sheep One
Member # 3431
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written Wednesday, May 3 2006 14:10
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Spray and Swarm Crystals, and Madness Gems, are in effect options to attack many enemies more weakly. BTW, I've been replaying G1, and I just used the Geneforge. I've saved the Inner Crypt for last, so that have something to do with all this power besides burn the whole island down and take over the world. -------------------- We're not doing cool. We're doing pretty. Posts: 3335 | Registered: Thursday, September 4 2003 07:00 |
A Few More Advance Words On Geneforge 4 in Geneforge Series | |
Electric Sheep One
Member # 3431
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written Wednesday, May 3 2006 12:13
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Serviles shaping themselves: oh sheet. It was scarey when the Drakons were doing it, but now I'm used to that. And I've suspected for some time that the upper class Shapers have been doing it secretly for ages. But even those harmless, downtrodden Serviles? Say it ain't so! Except that once he says it I realize it must be. And it is also inevitable the serviles will shape themselves badly, but with extreme determination and (perhaps?) some rare inspiration. A very cool idea, especially because it may offer some interesting ethical paradoxes. If we're making requests in the hope that Jeff will read them, I also think it's time to use the Geneforge again. But what I really want is some explanation, however sketchy, of why some creations get cooked up in vats but others materialize out of thin air (like mine). It has been bugging me for three games, now, that I keep walking through all these fine, spooky shaper labs full of vats and summoning platforms and spawners, and yet I don't seem to need any such paraphernalia to make my own creations. So why all the labs and equipment? I've been imagining my own explanations, but I'd like to have an official one. Especially if it ended up playing some role in a plot. -------------------- We're not doing cool. We're doing pretty. Posts: 3335 | Registered: Thursday, September 4 2003 07:00 |
A Few More Advance Words On Geneforge 4 in Geneforge Series | |
Electric Sheep One
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written Wednesday, May 3 2006 10:24
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Actually, that's another thing. The Basic Buff Package of Essence Armor, Steelskin and Augmentation does seem to do far more for Agents than for Shapers or Guardians. Essence Armor and Steelskin should perhaps be toned down a bit, at least, and Augmentation should do better at giving you some extra fraction of your natural health, rather than just tacking a whole lot extra on top. Shapers and Guardians really wouldn't miss this, but it would grind down Agents some more. -------------------- We're not doing cool. We're doing pretty. Posts: 3335 | Registered: Thursday, September 4 2003 07:00 |
A Few More Advance Words On Geneforge 4 in Geneforge Series | |
Electric Sheep One
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written Wednesday, May 3 2006 03:38
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Agents do die if you just walk up to things, then try to stand and fight. You have to use all your AP, and you have to distribute your skill points right. So on lower difficulty settings, Agents are quite a bit harder to play, and Guardians are pretty easy. But on higher difficulty settings, all three classes have to use some cunning. With Agents, cunning is rewarded more heavily, so for them the game becomes too easy on the Torment setting. Guardians are quite tricky on Torment, because they end up doing more toe-to-toe slugging it out than the other classes do. On Normal or Easy, this just means that Guardians mop the floor with things, but on Torment it often means that they are the mops. -------------------- We're not doing cool. We're doing pretty. Posts: 3335 | Registered: Thursday, September 4 2003 07:00 |
A Few Advance Notes On Geneforge 4 in Geneforge Series | |
Electric Sheep One
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written Wednesday, May 3 2006 03:31
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Wouldn't that be a fantastic G4 Easter egg? An isolated farmyard area populated with talking, spell-casting Ornks, with appropriate names. Ornks have always looked more porcine than bovine to me. Plus it's the perfect place for the mandatory Create Ornk canister. -------------------- We're not doing cool. We're doing pretty. Posts: 3335 | Registered: Thursday, September 4 2003 07:00 |
Question 1: Energy in General | |
Electric Sheep One
Member # 3431
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written Tuesday, May 2 2006 20:53
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Here's some information whose source I can cite precisely: this guy I met at a party once, who sounded as though he knew what he was talking about, but who knows? What he said was that banks of enormous diesel engines are used to generate a lot of electricity in the US, because a big diesel can be turned on and off much more quickly than any other source, and can therefore cope with the sudden demand surges that come when everyone in the time zone takes a shower in the morning. If you Google the concept you do find companies wanting to sell you 2MW diesel generators, so maybe this isn't crazy. Response time wasn't something I had ever considered a factor in the energy problem, but in reality I guess it may well be. -------------------- We're not doing cool. We're doing pretty. Posts: 3335 | Registered: Thursday, September 4 2003 07:00 |
A Few More Advance Words On Geneforge 4 in Geneforge Series | |
Electric Sheep One
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written Tuesday, May 2 2006 15:34
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You know, maybe I'm just too good at rationalizing, but I never really thought of it that way. I figured a really fast gunslinger could do this kind of thing, popping around a corner at you time after time, and always being too fast for you to get a bead on. Maybe I've also been reading too much Dark Tower. But it's not so easy to just refrain from f-ing the monsters up, because retreating briefly only to ambush them again has to be a legitimate tactic. The only shady bit is how fast you do it. Do you insist on retreating at least three paces beyond the edge of sight, or give the monsters a slow three count before re-attacking? Or is it any less of an exploit to stay in combat mode but retreat farther after each shot, waiting for the monsters to run into my guns, knowing that they'll keep on doing that time after time until they die? Even if we always stay in combat mode until every hostile is dead, the problem remains that a fast Agent can almost always engage and disengage at will, and thus achieve the same effect of infinite attacks without retaliation, albeit at a greater cost in time and distance. Refraining from exploiting that ability would be too much like restoring game balance by just standing still for every fifth Reaper Turret, since it's not really an isolated trick, but just an application of the basic combat element of moving. Giving it up would be too arbitrary. High speed and strong ranged attacks make the Agent too easy to play, and I think this should be countered, rather than just eliminated, by adding some fast ranged monsters. -------------------- We're not doing cool. We're doing pretty. Posts: 3335 | Registered: Thursday, September 4 2003 07:00 |
Grob's Saw in Avernum 4 | |
Electric Sheep One
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written Tuesday, May 2 2006 15:00
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Just shows that Grob's not such an idiot after all. I'd have lost my saw too if I'd left it there. -------------------- We're not doing cool. We're doing pretty. Posts: 3335 | Registered: Thursday, September 4 2003 07:00 |
A Few More Advance Words On Geneforge 4 in Geneforge Series | |
Electric Sheep One
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written Tuesday, May 2 2006 12:20
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Since I'm here right now I'll answer Major: The thing with a properly built Agent is that all the examples are the same, because it's always her turn. She's on permanent Speed and she has huge Quick Action. So she steps just into range of an unsuspecting enemy of almost any size, and hits it for enormous damage with, say, Searer. It's still her turn because she had at least 12 AP, so she has at least 5 left now. If she's feeling brave or confident she could attack again and go for a quick kill, but if she's cautious she retreats a few steps to get out of sight of her enemy, then her player taps "f" twice very quickly. Before her victim has had time to move, she's got a fresh 12 AP. Loop until done. She can repeat this process as many times as it takes to kill the thing, because every turn she lands one attack on it, and it never gets any turns. The only way this doesn't work is if (a) she picks a fight with something that has higher Quick Action than she does, or (b) the battle takes place in a small space with no corners and no doors. Case (a) is rare if you're conscientious in pumping QA. It happened to me once, fighting Akhari Blaze. That was a tough fight, but by then my Agent had 18 AP, so she could hit him each round and still run far enough away that he couldn't get to her to hit back. Case (b) is rare because the game maps just aren't built that way. But I guess they could be: some doors close on you and take at least a turn to re-open, and some doors never re-close. So you could open a non-reclosing door at the end of a narrow hallway to reveal a closet in which lurks a hasted Rotdhizon; and meanwhile the door at the other end of the hallway has closed. Now you're in trouble. -------------------- We're not doing cool. We're doing pretty. Posts: 3335 | Registered: Thursday, September 4 2003 07:00 |
A Few More Advance Words On Geneforge 4 in Geneforge Series | |
Electric Sheep One
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written Tuesday, May 2 2006 11:59
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Staying in combat mode and relying on the fact that it's your turn is what I meant by "creeping death". The stealth attackers that aren't targetable until after they've shot you is a solution to this. If they don't actually do much damage, they're no big problem for Guardians or for Shapers using beefy creations as scouts. But they would be a pain for glass cannon Agents. Just having fast-moving, super-high-QA enemies with ranged attack would have a similar effect if they were aggressively hunting you, because they could hit you on their turn by closing from beyond visible range -- in other words, using "creeping death" on you for a change. And the high QA should let them defeat the "infinite moves" tactic of double-tapping "f" whenever your AP gets down to 1. I guess the moral of my story is that I think hummingbirds with peashooters could humble glass cannon Agents without having much effect on the other classes. And forcing the Agent to put even just a few more points into Endurance and Parry could render her mortal, because knocking a few points of Spellcraft and Battle Magic away from a godlike Agent can often make the difference between taking out all the enemies and letting one get through. -------------------- We're not doing cool. We're doing pretty. Posts: 3335 | Registered: Thursday, September 4 2003 07:00 |
A Few More Advance Words On Geneforge 4 in Geneforge Series | |
Electric Sheep One
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written Tuesday, May 2 2006 10:22
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I don't think that's necessarily so. I think the Agent's advantages are really just a few very effective tricks, which could be toned down without hurting anyone else. For instance, give the attack spells a higher base damage and lower increment with spell strength, so that the maxed-out Agent has less advantage over the modestly magical Shaper. Possibly even put a ceiling on total damage, which won't bother anyone but Agents. Give most major enemies infinite resistance to mental attacks, so that Dominate can still win over middle management layer, and in that way be a worthwhile tool in the box, but can't break the game by converting the big guys, no matter how much you pump your stats. Shapers and Guardians were never able to Dominate the big guys anyway, but Agents would lose a trick. Put in more de-buffing traps, areas, and enemies, so that Agents can't run through entire zones Hasted from one spell. Guardians have to renew their buffs more regularly anyway, so it won't hurt them so much. Have some of these effects only affect small-s shapers, so that a Shaper's creation army is immune. Another option is to create some otherwise mild enemies with effectively infinite Quick Action, so that the 'glass cannon' approach won't work with them. Or, to prevent the Agent's favorite 'creeping death' attack, some 'stealth' enemies that are untargetable until after they have attacked. Scatter these freely, but maybe include a Spore-Rod-like device that can reveal them, but is charged, so that Agents can survive but be humbled. I'm betting that one of Jeff's extra classes is going to be a stealth specialist, and that might include anti-stealth. -------------------- We're not doing cool. We're doing pretty. Posts: 3335 | Registered: Thursday, September 4 2003 07:00 |
Question 2: Imbalance of Wealth in General | |
Electric Sheep One
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written Monday, May 1 2006 09:49
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I edited my previous post to expand my elliptical response to Kelandon, and to add *i's remarks about corruption, which I think are important but which were concise enough that I overlooked them originally. -------------------- We're not doing cool. We're doing pretty. Posts: 3335 | Registered: Thursday, September 4 2003 07:00 |
A Word of Encouragement for the RW Cult in Richard White Games | |
Electric Sheep One
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written Monday, May 1 2006 04:57
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Glad to hear it. I was getting worried about him. More than usual, I mean. -------------------- We're not doing cool. We're doing pretty. Posts: 3335 | Registered: Thursday, September 4 2003 07:00 |
Question 2: Imbalance of Wealth in General | |
Electric Sheep One
Member # 3431
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written Monday, May 1 2006 04:46
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The summary as I see it of the substantial ideas in this thread, discounting whatever I am unable to understand as more than empty rhetoric. Thuryl: "Donate savings and become an aid worker or shut up." I share the scorn for earnestness that is no more actual use than apathy, but I'm baffled by the premise that my joining the millions of people already in Africa would help them so much. Jumpin' Salmon: "Better question is why net money flow is from poor to rich." Source for this premise? It sounds counter-intuitive for the reason JS immediately points out himself. I'm not sure what he's really getting at. At the least I think we need to ask what goods or services flowed in exchange for this money. Alec: "It's a zero sum game." And that's why we're all still living in caves and eating raw carrion. Alec has made several long, vehement posts, but I don't find him very clear on what the problem is, other than this theory that wealth causes poverty — which is apparently a hunch, since he has given no evidence or argument for it. And with so much at stake, I'd trust even the wavering Keynesianism of the World Bank before anyone's hunches. Khoth: "Relative wealth would be an acceptable price to pay for alleviating absolute poverty." I agree. If it would feed the hungry for Bill Gates to lose an arm, everyone would be all over him to go under the knife; so if instead he only had to get rich to help them, that would be at least as good. Of course it's far from obvious that wealth at Gates's level actually can do anything to help the poor. But neither is it obvious that it can't. Naive economics can kill, so if we're serious I think we need to try harder for rigor, and at least distinguish moral principles from theories of causation. Drew: "It's poverty, not disparity. Communism is particularly unstable against corruption and sloth. Ditto aid. We should empower third world women, and cut agriculture tariffs and subsidies." Sounds sensible to me. Some evidence for the effectiveness of the proposed measures would be good to have, though. I have the feeling I've seen a lot of it somewhere not too long ago, but I don't remember where. Maybe The Economist? Kelandon: "Fight poverty at home: reinstitutionalize the mentally ill; fix education; the US should take cues from Europe for improving its social safety net; recycle the unemployed more efficiently." Perhaps it is smarter to start small with the domestic problem, but the global problem is much harder: tackling global poverty is perhaps like job retraining for entire societies. On the whole I'm a bigger fan of the European social contract than of the US version, but European countries mostly have youth unemployment rates that would be considered screaming national catastrophes in the US. In support of a form of reinstitutionalization, I was impressed by a recent New Yorker article. Archmagus Micael: "Forgive South American debts because we just invaded and enslaved these countries in the first place. Here are some figures from 1972, from an unknown source." Poor debtor governments have borrowed money, at below-market rates, from international organizations whose policies are open to criticism but which were founded to help poor nations, and whose only coercive power is to refuse to lend more. (See the Wikipedia entries on the World Bank and the International Monetary Fund.) I think debt forgiveness is a good idea, but it's mostly just putting a good spin on fresh charity. And the forgiven will immediately borrow again. *i: "Corruption really sucks." Yeah. In Austria, for instance, the idea of bribing the police is a silly joke. In other countries, the idea of not bribing them is. And how the heck do you get a society to flip from one attitude to the other? Various people: "Population, over-population ... probably this is getting better now; fix poverty and it will go away; so it's a red herring." Then the discussion seemed to me to degenerate. I apologize if I have omitted any serious contributions. I try to be critically serious about critically serious questions like this one, but I am not an expert on either economics or development, and I may well have failed to appreciate the force of some people's statements. I do not apologize for my impatience with unsupported declarations. If people just want to rant, I'd rather they did so in an openly frivolous thread. [ Monday, May 01, 2006 09:48: Message edited by: Student of Trinity ] -------------------- We're not doing cool. We're doing pretty. Posts: 3335 | Registered: Thursday, September 4 2003 07:00 |
A Few More Advance Words On Geneforge 4 in Geneforge Series | |
Electric Sheep One
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written Saturday, April 29 2006 12:12
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Well, but it isn't. After you walk into that final exit zone, Jeff tells you what happens, and what he tells depends on factors far beyond your control, even if you are one mighty player by the end of the game. So we could learn that the Sholai eventually colonize the former battlefields of the Shaper War, and that would be a sort of poetic justice on the Shapers and all their works. -------------------- We're not doing cool. We're doing pretty. Posts: 3335 | Registered: Thursday, September 4 2003 07:00 |
A Few More Advance Words On Geneforge 4 in Geneforge Series | |
Electric Sheep One
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written Saturday, April 29 2006 09:52
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Hmm. I was kind of betting on a serious Sholai angle, but now that Jeff says it, I guess that would be kind of a cop-out. The great war needs to be fought out, without irrelevant distractions. It will be very interesting if the player really gets a chance to change the outcome of the whole shootin' match. I still think it would be cool to have the occasional Sholai onlooker, just to comment on the mayhem. And maybe walk in and take over afterwards. Trajkov's revenge would be a good sort of epilogue for the series, I feel. -------------------- We're not doing cool. We're doing pretty. Posts: 3335 | Registered: Thursday, September 4 2003 07:00 |
a4 is the best game yet in Avernum 4 | |
Electric Sheep One
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written Friday, April 28 2006 12:10
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A4 was my first substantial exposure to Avernum, and exploring it was cool. To a neophyte like me, the plot was intriguing. It built up slowly, with rumors and spooky crystal contacts and bizarre shades, different strands to unravel, and an ultimate villain who was some crystalline alien thing. And there were a lot of thoughtful touches along the way. As far as I can tell, the complaints from a couple of old timers amount to fanatical orneriness on their parts, and can't really be given any weight. The more widely voiced complaint, though, is that a lot of the good stuff in A4 is repeated from earlier games. From this point of view, A4 could be both the best Spiderweb game yet, and a disappointment to long-term customers, because its increment of improvement might be positive but smaller than expected. Kind of like a company's stock falling on news of a rise in profits. But it's not like Jeff's prices have been doubling every year in a bubble of irrational enthusiasm. The only reason people expect big breakthroughs is that in the past he has had a couple. He's the victim of his own success: do something cool and original, and people won't spend half as long praising it as they will complaining when you don't astonish them even more the next time. I don't think this is fair, and I don't think it's realistic. It's like expecting a batter to have a grand slam with every swing. Those opportunities just don't come up every time. In between them you see a solid base hit and you think, The man's on form, he's still got it, let's keep watching. -------------------- We're not doing cool. We're doing pretty. Posts: 3335 | Registered: Thursday, September 4 2003 07:00 |