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The Dingoes Ate My Baby! in General
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Member # 869
Profile Homepage #82
quote:
Originally written by Lady Davida:

While we're on this topic, is Thuryl pronounced THUR-ill, or THUR-isle, or THUR-eel, or thur-EEL, or what?
THOO-r'l. Th as in thin, oo as in moon. The second syllable doesn't really have much of a vowel in it; just roll your tongue steadily back as you shift from R to L.

I pronounce "Kelandon" approximately the way Kel apparently does, but more lazily. "K'-LAN-d'n". (The apostrophes are undifferentiated vowel sounds.)

As for "Djur", I pronounce it like the first syllable of "Germany". I think "Boeh" is pronounced a little like a mix of "bear" and "bay".

[ Sunday, February 27, 2005 18:39: Message edited by: Thuryl ]

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My BoE Page
Bandwagons are fun!
Roots
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Posts: 9973 | Registered: Saturday, March 30 2002 08:00
The Dingoes Ate My Baby! in General
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Member # 869
Profile Homepage #67
I've always pronounced Zxquez the way Zxquez pronounces Zxquez, but then, I've had practice with unpronounceable names.

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My BoE Page
Bandwagons are fun!
Roots
Hunted!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
How Does One Become A Hero? in Blades of Avernum
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Member # 869
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My level-250 god party consists entirely of Lords, so it seems that's one of the highest ranks.

I just tried putting the premade party through the HLPM up to level 100, WITHOUT training any of their stats. When I did this, Ssschah turned out as a Hero. (Aldous was a Lord, Cordelia was a High Priest and Mycroft was a Wizard.) If I trained him exclusively in dexterity, bows, thrown missiles and sharpshooter, Ssschah remained a hero.

It seems that Hero is a catchall for high-level characters who don't meet the criteria for any other class. As far as I can tell, the only reasonable way to make one is with a pure non-melee, non-spellcasting archer character.

EDIT: Further experiments with levelling up Ssschah without raising his stats:

Level 1 = Novice
Level 5 = Wandered (sic)
Level 10 = Mercenary
Level 15 = Rogue
Level 20 = Explorer
Level 25 = Protector
Level 30 = Defender
Level 35 = Champion
Level 40 = Hero

So to be a hero, it seems that a character must reach level 40 without attaining certain critical values in Melee Weapons, Pole Weapons, Mage Spells or Priest Spells. It's worth noting that these critical values are very low -- even the other premade characters' level-1 stats are enough to set them on the other three class paths.

If I get the time and nobody else does it first, I might also do a few experiments on how the other three class paths relate to each other.

[ Saturday, February 26, 2005 17:03: 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
Missing Sounds Petition in Blades of Avernum Editor
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Member # 869
Profile Homepage #18
Apparently, it's already possible for BoA to use scenario-specific custom sounds, but it's an undocumented and unsupported feature.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Missing Sounds Petition in Blades of Avernum
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Member # 869
Profile Homepage #18
Apparently, it's already possible for BoA to use scenario-specific custom sounds, but it's an undocumented and unsupported feature.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Article - Party vs. Designer in Blades of Avernum
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Member # 869
Profile Homepage #25
quote:
Basically, your scenario consisted of 3 dungeons. One forked to the other two. Or didn't fork, because you had to do west/south before north. The question in my mind vis a vis this this article, then, is: would it really have hurt to allow the player to go either south or north once they got to the guardpost?
I hope I'm not stepping out of line by saying this, but in the original beta, this was indeed possible (well, the player still had to go south first, but not as far). Unfortunately, going north without knowing about the sidequest would cause the player to miss a good third of the scenario, and (as a result of not learning Ancient Bahssikavan) cause them to miss a lot of the plot after that as well. The beta-testers suggested to Kel that he ought to make sure the party is at least aware of what's to the south before deciding whether or not to finish the quest there.

quote:
perhaps a scout who went south/west (sneaking through magical routes like ithik and phaedra did up north) tells the players there's a demon threat to the south/west... so if they clear the north side first you can say "well, you could go on to the slith city, but there's demons coming up behind you unless you finish them off".
Interesting idea. I'll leave it to Kel to decide how well it would have worked.

[ Saturday, February 26, 2005 14:26: 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
Bahssikava released! in Blades of Avernum
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Member # 869
Profile Homepage #56
As for the imps, it sounds like you inadvertently killed them -- you're not meant to be able to leave the mine to the west, that cave just a little behind where you're blocked is where you free the imps. Don't worry, the imps aren't all that useful to have on your side anyway, and they lengthen each round annoyingly by casting a bunch of spells.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Missing Sounds Petition in Blades of Avernum Editor
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Member # 869
Profile Homepage #11
I'm in, assuming there's no good reason why the sounds can't be used in BoA.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Missing Sounds Petition in Blades of Avernum
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Member # 869
Profile Homepage #11
I'm in, assuming there's no good reason why the sounds can't be used in BoA.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Article - Party vs. Designer in Blades of Avernum
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Member # 869
Profile Homepage #21
Well, as I've said, you're free not to play scenarios if you're pretty sure you won't enjoy them. Just keep in mind that designers generally don't make major structural decisions in their scenarios for frivolous reasons. Plot may not be of supreme importance to players, but 99% of the time it's the main thing motivating designers to finish their work. If the plot requires restricting the player's control or using certain features of the game in unusual ways, so be it.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Article - Party vs. Designer in Blades of Avernum
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Member # 869
Profile Homepage #19
quote:
I just think that I am not alone in wanting the interactive part to remain a standby of RPG/scenario design. The most important player interaction that occurs is in character/party creation, not in deciding whether to taste the chef's cookies or kick his ass(though these choices are a bonus as well)!
Ah, I think here's our main point of disagreement. Basically, most of us do have our own parties that we're used to, and we keep those around and use them most of the time. But for that very reason, it's nice to see the occasional scenario that requires the use of a completely different party that fits in specifically with that scenario, but that we wouldn't normally choose to use. Furthermore, when the designer knows what party the player is using, he can tailor the scenario's challenges to the party in a much more precise way.

quote:
Besides that, it is not about BoA players used to feeling like they are in (complete) control adn being angry that we/they are not. It is about (C)RPG veterans, like myself, used to having some interaction with our CRPGs...being able to create our OWN characters according to OUR tastes adn taking them on wonderful adventures designed by others.
And in the majority of scenarios, you can do just that. It's just that some of us sometimes think it's nice to have a party that's more than just an anonymous extension of the player's will.

quote:
But as much as I liked EM I was turned off a bit that so much work went into the technical aspects(cutscenes) which did little for me, while the 'meat' of the scenario consisted of a single mini-dungeon and a couple other fights(don't want to be too spoily here).
Most of us have limited free time. If a fight isn't new and different from what we've seen before, many of us would rather see it left out for the sake of keeping the scenario moving.

Basically, designers are favoured most when they keep to the maxim "if it isn't up to the standard of your best work, either fix it or leave it out entirely". And before you ask, yes, I agree that could probably be applied to cutscenes just as readily as to fights.

[ Saturday, February 26, 2005 00:56: 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
bahssikava - windows version in Blades of Avernum
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Member # 869
Profile Homepage #3
There are three puzzle rooms in Machinery -- the south room, the east room and the northeast room. If you need help with all of them, say so. :P

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Article - Party vs. Designer in Blades of Avernum
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Member # 869
Profile Homepage #17
quote:
Agreed. I think you are misreading me here. I have no problem with such background details as "Your merry band decided to take a break from adventuring. A small vacation in the province of Suchandsuch when something strange happens..." or whatever. What turns ME off, and this is purely a matter of personal taste, is stuff along the lines of "This scenario is not only designed for singletons but SPECIFICALLY for the singleton I have crerated and included in the zip file as a saved game." or Cut scenes that feeature my party in a 10 minute discussion with some Nietzche-clone in which they are trying to convince him that radical skepticism(bordering on solopsism) is the ONLY rational way to view life or somesuch nonsense.
I understand what you're saying; I'm just making the point that in practice the amount of control given to the player in the party's actions, both past and future, falls along a continuum, and the best point on that continuum will differ depending on the scenario (and, for that matter, on the player.) It's often a very good thing to give the player choices, but choice shouldn't come at the expense of having a coherent plot.

I'll skip over the next couple of paragraphs, because I don't really have any major points of disagreement with them.

quote:
quote:
BoE players have well and truly been there and done that dozens of times before.
Yes...WE have and it never gets old :D (unlike linear, being led by the nose through someone's creative vision type scenarios).
If you're talking about TM's work here, do keep in mind that the first advice most players will give you regarding a TM scenario is to ignore the plot. :P

He's popular as a designer mainly because he has a knack for presenting interesting tactical challenges. It seems to me that the main difference between his scenarios and the kind of is that TM's scenarios present a mostly linear series of self-contained tactical challenges, whereas you seem to prefer to be able to view the scenario as a whole as a single, all-encompassing tactical challenge.

quote:
quote:
The basic engine is so well-understood that most experienced players know exactly what the optimal strategies are for every kind of combat (to the point where some players habitually take level-1 parties into level-20 scenarios). BoA will be in the same situation before long.
While I agree with you about the weakness of the BoE engine in this regard(but fail to see how this refutes my points!?),
Well, my point was that "conventional" BoE combat (i.e. lots of monsters with few fancy tricks) rarely provides a challenge. Standards of "conventional" BoA combat and corresponding strategies are likewise beginning to form. And whatever you may think of TM's plots (and frankly, as far as I'm concerned, the less one thinks about them the better), it's innovators like TM who are able to look past those standards and provide new and interesting challenges.

quote:
I am not so sure that BoA will become old-hat as quickly. It seems that BoA is capable of about 20 times what BoE was capable of but maybe I am wrong(I have only really been glossing over the Avernumscript stuff).
BoA's certainly capable of a lot if designers continue to innovate, and there's no reason to suppose they won't.

But the thing is, the people in this community who innovate the most also tend to be the ones who have grand artistic visions to take us through. Fairly often, the two are inseparable; a particular combat works and makes sense because of the way the plot's progressed. (Besides, plot generally makes combat feel more unique and important; as one community member once said when betatesting my scenario, "I like to kill people with personalities".)

[ Saturday, February 26, 2005 00:26: 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
I Am The Lac Insect in General
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Member # 869
Profile Homepage #17
All of this foreignese is making me increasingly uncomfortable.

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My BoE Page
Bandwagons are fun!
Roots
Hunted!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Check Race? in Blades of Avernum Editor
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Member # 869
Profile Homepage #2
By the way, race checking is in fact used in Kelandon's scenario, Bahssikava.

[ Friday, February 25, 2005 20:18: 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
Check Race? in Blades of Avernum
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Member # 869
Profile Homepage #2
By the way, race checking is in fact used in Kelandon's scenario, Bahssikava.

[ Friday, February 25, 2005 20:18: 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
The Dingoes Ate My Baby! in General
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Member # 869
Profile Homepage #58
Yeah, I pronounce "Arancaytar" like "Aaron Carter", only with the car replaced with a cay as in "Cayman Islands".

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My BoE Page
Bandwagons are fun!
Roots
Hunted!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
desperate for GF3 in Geneforge Series
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Member # 869
Profile Homepage #20
They're released in the order in which they're finished. Since Jeff makes the games using a Mac, they're made for Mac first.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
desperate for GF3 in Geneforge Series
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Member # 869
Profile Homepage #20
They're released in the order in which they're finished. Since Jeff makes the games using a Mac, they're made for Mac first.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
desperate for GF3 in Geneforge 2
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Member # 869
Profile Homepage #20
They're released in the order in which they're finished. Since Jeff makes the games using a Mac, they're made for Mac first.

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My BoE Page
Bandwagons are fun!
Roots
Hunted!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Article - Party vs. Designer in Blades of Avernum
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Member # 869
Profile Homepage #11
quote:
I absolutely DETEST linearity, even though I recognise that it is, to a certain degree, unavoidable. I think that anytime a designer imposes severe restrictions on the party or tries to usurp the party(putting words into their mouths and motivations into their adventuring etc.) this is just plain egotism. Rather than writing a book where he is free and expected to create all the characters, the plot, the dialogue etc. and decide what devices are employed to tell his story, he tries to force his grand creative vision into what SHOULD be an interactive venture.
It's necessary for the designer to give the party some backstory, if only in order to get them into a situation where they'd be able to take part in the events of the scenario in the first place. This can be as simple as "You heard about someone hiring people for a mission and decided to go there and see what it was about", or as complicated as the party being the last survivors of an attack on a fort by enemy forces. Regardless of the details, the scenario has to begin somewhere, and the events occurring before the scenario begins have to be assumed in part by the designer. If you don't see your party as one that could get into the scenario's initial situation in the first place, you have the choice to not play the scenario.

quote:
Computer RPGs, moreso than P&P RPGs, are tactical simulators. The goal is to improve your character(s) by overcoming obstacles.
There's a problem with this that BoE players are very familiar with. After 200 different scenarios, ordinary BoE combat just isn't new or interesting any more. Either a designer has to do something very original and clever in combat (in which case he's at risk of being pilloried for it by new or occasional players who claim the designer is cheating), or he has to make the scenario interesting in ways other than through combat (in which case he's at risk of being pilloried by new or occasional players who only play for combat). In a few years we'll be in a similar situation with BoA scenarios.

quote:
Plot CAN be an incidental bonus to a scenario or CRPG, as can well developed NPCs and such but it is not integral to a good scenario no matter what the poetry-reading, new-age spirtualist-intellectuals will try and tell you.
I'd argue that no single element is integral to a good scenario. There have been a few highly-regarded BoE scenarios with little or no combat.

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These are GAMES. You take the "GAME" out of "Role Playing Game" and you are left with drama club or improvisational storytelling(which are NOT role playing GAMES).
Technically, they're called scenarios. :P

Interactivity and choice are generally good things, but they're not the only way to add interest to a scenario.

quote:
RPGs are, like it or not, primarily number-crunching, die-rolling, character-building(and character-challenging if you are a scenario designer) affairs. I, and I suspect just about everyone who plays CRPGs, enjoy the thrill of bypassing that "first level dungeon" of goblins and heading right for that orc Chieftain's cave(which I am not supposed to be able to do until AFTER defeating the goblins), figuring out a legal way to beat that dungeon and then reaping the rewards of my unorthodox decision.
BoE players have well and truly been there and done that dozens of times before. The basic engine is so well-understood that most experienced players know exactly what the optimal strategies are for every kind of combat (to the point where some players habitually take level-1 parties into level-20 scenarios). BoA will be in the same situation before long.

[ Friday, February 25, 2005 12:44: 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
Graphic Requests... in Blades of Avernum
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Member # 869
Profile Homepage #32
Aw, I think it's kinda cute that he still has things like "moral principles" in this day and age.

Eh, what the hell. This should be amusing. DreamGuy, what do you believe the purpose of laws should be? Since you make a distinction between laws and ethics, presumably you're not a pure social contract theorist.

[ Friday, February 25, 2005 01:45: 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
HOO in Blades of Avernum
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Member # 869
Profile Homepage #2
I think the whole point was that Alec actually likes the very early Exile graphics best of all.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Article - Karma, Dharma and Somesuch in Blades of Avernum
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Member # 869
Profile Homepage #8
Nope, BoE SDFs could have any value from 0 to 255 as well.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
I Am The Lac Insect in General
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Member # 869
Profile Homepage #5
I lac no longer. My computer's fixed, for now at least.

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My BoE Page
Bandwagons are fun!
Roots
Hunted!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00

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