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Alorael have finally get a Custom Title? in General
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Member # 869
Profile Homepage #110
Yes, but putting it that way doesn't produce the desired effect, namely, stopping them from bloody well pestering us every five minutes for a title.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
GF1 - Playing without cannisters in Geneforge Series
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Member # 869
Profile Homepage #1
Someone once tried to finish Geneforge 1 while gaining as little experience and using as few canisters as possible. He finished at experience level 5 without using any canisters. No difference in ending. I don't know what difficulty he was playing on, but I'm guessing he found it pretty damn hard whatever the difficulty was. :P

[ Wednesday, May 17, 2006 22:10: Message edited by: Thuryl ]

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Alorael have finally get a Custom Title? in General
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Member # 869
Profile Homepage #108
quote:
Originally written by Aussieavernum:

Since my last post seems to have been ignored by those who know the answer, I shall ask it again. How do I get a custom title? :confused:
An admin gives it to you. Asking for one is a good way to make sure the admins never like you enough to give you one.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Native Americans in General
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Member # 869
Profile Homepage #112
The counter to your argument, SoT, would be that if we experience a severe shortage of plumbers, the system has already failed, regardless of whether that shortage is later corrected by an increase in wages encouraging more people to become plumbers. It would be very much better to prevent labour shortages from happening in the first place.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
A lil dilemma... in Avernum 4
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Member # 869
Profile Homepage #8
Remember, when you're at Ornotha Ziggurat, watch out for quickfire: smoking ziggurats can be harmful to your health.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
"Blades of Geneforge" in Geneforge Series
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Member # 869
Profile Homepage #4
Forgeforge.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
What exactly are slith avatars? in The Avernum Trilogy
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Member # 869
Profile Homepage #27
Getting killed by demons also seems to result in a higher-than-usual chance of becoming undead: both Fort Remote and the Tower of Magi pick up a couple of ghosts after being destroyed.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Taskmaster system in General
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Member # 869
Profile Homepage #20
quote:
Originally written by The Ingebritsens' Car:

You're right that it's a matter of taste, but I didn't know that anyone actually enjoyed having to deal with that. In many of these situations, using the sub-optimal skill just seems absurd. If my archery skill is so low I can't hit things, wouldn't I be better served by shooting at trees for a while, rather than haphazardly firing at enemies in the middle of a heated battle -- something that is almost impossible to reconcile with any attempt at actual role-playing, and something that is likewise hard to justify if you just want to have fun roll-playing. What exactly is the allure?
*shrug*

I like games that sometimes force me to make difficult choices between good tactics and good strategy. I enjoy having to pay some kind of opportunity cost for every advantage my characters gain, and it doesn't bother me if the ingame mechanisms used to implement this are wildly unrealistic. I believe the phrase I used with Djur was "sexually aroused by elaborate character optimisation".

And yes, it has already been brought to my attention that I am basically not very good at realistically roleplaying a character in CRPGs. In my defence, it's my view that CRPGs are basically not very good for roleplaying anyway. :P

quote:
An interesting parallel situation crops up in the Exile trilogy and in other games where experience is divided based on who deals the death blow. Blessed melee fighters kill things faster than archers and in much greater quantity than spellcasters. So if you want all your characters to remain useful, and you also want a variety of characters, you have to go to ridiculous lengths to insure that the weaker fighters level up half as much as the stronger ones. This means dragging the battle out and generally exposing yourself to more attacks by the enemies.
Funny, I had the opposite problem; my mages always levelled up much faster than my fighters, at least at low levels.

The effect you note is even more pronounced in certain strategy RPGs which hand you a large number of premade characters to choose from. Occasionally, such a game will throw you a very low-level character in the middle of the game, who will almost invariably become a complete badass if kept alive and levelled up sufficiently. The tradeoff, of course, is that if you want to bring out the character's full potential, you're stuck with a character who's worse than useless (having to be constantly nursed to keep him alive, taking kills that could be taken by other characters) for the first few battles he's in.

This mechanic isn't fundamentally all that different from other situations which force you to make tradeoffs between short-term and long-term gain: do you use that healing potion now, or save it for the next battle when you might need it more, or sell it so you can afford a better weapon? It probably makes less sense in terms of game-world logic than the potion example, but making sense has never been the strong suit of RPG mechanics.

And with this post I've probably revealed myself as some sort of dangerous lunatic whose tastes are so widely divergent from those of the rest of the community that I ought to be ignored when possible and shouted down when not.

[ Wednesday, May 17, 2006 05:35: Message edited by: Thuryl ]

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Another year gone by... in General
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Member # 869
Profile Homepage #25
quote:
Thuryl, Aran and Alorael are three aspects of the postifying god.
quote:
That sounds intriguing. I wonder which aspect each of us represents?
Flamey, nerdy, and spammy, respectively.

[ Wednesday, May 17, 2006 01:43: Message edited by: Thuryl ]

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Taskmaster system in General
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Member # 869
Profile Homepage #16
quote:
Originally written by Mung until not Mungible:

Grinding is just poor design (or good design that irritates anti-grinders). I just don't see how use-based skills are more appealing to the optimizers or non-optimizers than Avernum's skills by allocation.
Learn-by-doing creates an additional tactical consideration: what skills to use now in order to build them up for later use. Players may therefore sometimes have to make a decision between using the currently optimal skill for the situation they're in or the skill they're trying to build up. Whether creating this additional tactical consideration is a good thing or not is a matter of taste.

quote:
—Alorael, who is also convinced that higher difficulty is usually better delivered by crippling characters and not improving monsters. It's usually a matter of developing such powerful party members that they shred everything but the most ludicrously overpowered enemies. Take away a few key pieces of equipment and some skill points, though, and you can make players keep sweating to keep up.
Well, from one perspective, if you're doing 100 damage per hit to things that have 500 HP, that's exactly the same as doing 10 damage per hit to things that have 50 HP. So as long as all of your abilities are improving at exactly the same rate as all of your opponents' stats, the game stays equally balanced throughout. Likewise, doubling monster HP has exactly the same effect as halving the damage PCs can do.

The trouble is that this trivial kind of balance only works well for very linear games, or games like FF8 which cheat by scaling monster stats on-the-fly based on the PCs' current stats (and if you do that too much, then you really may as well have no character advancement at all). Where neither of these conditions apply, you're quite right that making PCs scale in power to a lesser degree over the course of the game makes balancing easier. On the other hand, if a PC isn't much more powerful at the end of the game than at the start, that takes away a lot of the fun of character advancement.

The scaling of character advancement should be determined in large part by setting, theme and intended atmosphere; the protagonist in a high fantasy game should be able to mow down hordes of orcs effortlessly by the end of the game, while the protagonist in a Lovecraftian horror game shouldn't be able to single-handedly take on Cthulhu, well, ever.

[ Tuesday, May 16, 2006 23:18: Message edited by: Thuryl ]

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Taskmaster system in General
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Member # 869
Profile Homepage #13
quote:
Originally written by Mung until not Mungible:

—Alorael, who has noticed that he in fact vastly prefers games with no change in stats at all to games with a great deal of difficult, micromanagement-requiring change. To some extent it is the designer's responsibility to make the challenge balanced: not too hard and not too easy. As long as it's balanced (and sufficiently varied) and you can pick your play style at some point, is there a need for advancement?
I don't think any such balance exists, mainly because the ideal amount and type of challenge in a game is very much a matter of individual taste. Some players really love elaborate character optimisation, while others would rather just be given a set of already-statted-out characters to use and focus on using those characters in tactically interesting ways.

I'd argue that the problem of grinding to learn skills is mostly a separate issue from the manner in which skills are learned. Plenty of skill-point-based or class-and-level-based systems allow and encourage grinding as well.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Another year gone by... in General
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Member # 869
Profile Homepage #11
It appears I have comprehensively failed to leave. :(

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Native Americans in General
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Member # 869
Profile Homepage #105
quote:
Originally written by The_Other_Guy:

The real problem though is all the crap that the government is investing in, such as research to give mice partially human brains.
Just because you don't understand why that's a good idea doesn't mean it isn't.

How the hell do you expect scientists to research what goes on in the human brain without having access to human brain cells? It's not as if we can go around cutting up the brains of actual living humans to see how they tick, so we do the next best thing.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Dreams in General
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Member # 869
Profile Homepage #57
Dolphin: Well, the obvious message from your latest dream is that appearances can be deceptive, but beyond that... I dunno. If someone wants your blood, don't give it to them? :P

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Post Chat Snippets Completely Out Of Context in General
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Member # 869
Profile Homepage #32
See, Alo, now you've got me pondering the possibility of sex with KITT, and that's just not a good mental place to be in.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Terror damage (scream) in Geneforge Series
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Member # 869
Profile Homepage #1
It doesn't do damage. It just scares things.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Avernum 3 Golem Quest in The Avernum Trilogy
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Member # 869
Profile Homepage #11
By the way, if you do get hopelessly stuck, it's still possible to win the game without finishing the golem quest.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
a4 is the best game yet in Avernum 4
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Member # 869
Profile Homepage #66
I am not sure what sort of business wants its customers to go away and leave it alone.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Taskmaster system in General
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Member # 869
Profile Homepage #1
The system you propose is not enormously likely to be implemented in SW games; Jeff doesn't want to change his games in too drastic or fundamental a way for fear of alienating his market.

<plug type=shameless>Several members of the community think learn-by-doing is a neat idea, which is why we're implementing it as one of the default features in a currently-in-development RPG design engine called Pygmalion.</plug>

[ Tuesday, May 16, 2006 04:00: Message edited by: Thuryl ]

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
What exactly are slith avatars? in The Avernum Trilogy
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Member # 869
Profile Homepage #14
quote:
Originally written by Meeshka:

quote:
Seeing that there is no 'slith undead' slot
BTW, why? Anybody ever seen and undead except a human one? I don't consider Vahnatai spirits and all sort of demons to be the 'undead' by definition. Does methabolism have to do something to make it impossible to raise a nephilim (read non-human) from the dead?

Well, there are Vahnavoi, which just seem to be Vahnatai zombies, not spirits like the Crystal Souls are.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Post Chat Snippets Completely Out Of Context in General
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Member # 869
Profile Homepage #27
I'd recommend at least waiting for the engine to cool down first, unless you have a thing for second-degree burns.

[ Tuesday, May 16, 2006 03:13: Message edited by: Thuryl ]

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Shopkeepers in Blades of Exile
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Member # 869
Profile Homepage #10
quote:
Originally written by Karamea:

How would you make an NPC appear via specials? I can see you can "place monster" but that doesn't associate dialogue with it.
What you want is Place Town Encounter -- create a monster, then use the Edit Creature feature to associate it with an encounter group so that it's hidden until the corresponding encounter is called. Place Town Encounter is under One-Time Specials, but if you don't give it an SDF, you can call the same town encounter every time the party enters town.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Sentinel Pyrowyrms in Avernum 4
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Member # 869
Profile Homepage #5
The lich in Khoth's Ruins would have made a good fight if only it were a little more difficult.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Dock Ruins , and Boat -- Geneforge 1 in Geneforge Series
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Member # 869
Profile Homepage #6
By the way, if you haven't done so already, you might want to go back and make sure that nobody else can use the Geneforge now that you're done with it. The ending you get if you leave the Geneforge intact is interesting, but bad.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Shopkeepers in Blades of Exile
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Member # 869
Profile Homepage #8
Don't use events; they don't work reliably and don't do anything you can't do via SDFs.

IMHO, making appearing NPCs appear via special encounters is the best option wherever possible, as it's the least work for you and the least obtrusive to the player.

When you want to make an NPC die and stay dead, life flags work, but you have to call a Destroy Monster node to destroy the monster type of what you're trying to make dead, since a living creature whose life flag is set to "dead" won't disappear until the town is reset. If the life flag can be set outside of town, have a special called on town entry that checks the flag and calls the Destroy Monster node if it's set. (Obviously, this only works if the monster you're trying to kill is the only monster of its type in town.)

[ Tuesday, May 16, 2006 01:25: Message edited by: Thuryl ]

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00

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