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Comments

  • I'm a damn twisted person
    Forzare - I just saw it myself. Wasn't bad, but not that great either. The trailers gave away too much of the Juggalo monster and let us learn the rules too early. That and the whole thing was heavily choreographed so you could see the twists coming fairly easily.



    Spoiler:
    like I figured out for example that the missing kids commuted the murders about as soon as it was revealed that they all went missing




    That said, the Juggalo monster was fairly smart for a horror movie monster. He knew how to game human curiosity for fun and profit. Total hipster though, using that ancient Super 8 set up.
  • Till shade is gone, till water is gone, into the Shadow with teeth bared, screaming defiance with the last breath, to spit in Sightblinder’s eye on the last Day.
    Yeah, I guessed the

    Spoiler:
    missing kids reveal
    way earlier than the end.



    The trailers definitely revealed way too much, but I try not to judge the movie based on that. That's a problem with a lot of movies.



    I never thought Juggalo, but I thought he looked a lot like one of the dudes from Slipknot.
  • edited 2012-10-14 21:06:39
    So yesterday I got Guild Wars 2.



    You have got to love a game that rewards you EXP for looking at the nice views and jumping onto the hard-to-reach ledges.



    Or for giving you different abilities and attacks for the different weapon types you equip.



    Or doing a quest that allows absolutely anyone to jump in and pitch in, which doesn't detract from the rewards you get doing said thing solo.
  • If you must eat a phoenix, boil it, do not roast it. This only encourages their mischievous habits.

    Even if that is completely nonsensical as an abstraction.

  • a little muffled

    I want to play GW2 but I don't want to pay $60 for it without having actually tried it.


    Seriously, why is there still no trial available.

  • Nova: what do you mean?
  • edited 2012-10-14 21:09:32
    If you must eat a phoenix, boil it, do not roast it. This only encourages their mischievous habits.

    ^^ Yeah, basically that.

  • If you must eat a phoenix, boil it, do not roast it. This only encourages their mischievous habits.

    Nova: what do you mean?



    As an abstraction, EXP means experience points.


    Generally, you gain EXP by fighting enemies- becoming more experienced at fighting, you could say. This doesn't always translate well, because you can go up like, fourty levels fighting slimes and then be an awesome bear murderer without ever fighting bears before, but it works well enough.


    Some games get weird about this, and give you EXP for things like opening chests and disarming traps, which is still weird, but I guess I can see how it works- you're getting more experienced at something.


    But rewarding you with experience points for looking at the scenery?


    As a game mechanic, it makes sense, because you get to reward people for exploring and actually looking at the world they've built.


    But as an abstraction, somehow, looking at pretty trees makes you better at killing things.

  • It makes perfect sense to me. Deepening your connection to the world you're fighting to protect makes your resolve all the more stronger.



    Another thing I like: currency subsets! Copper coins to silvers to gold. Which means that every item you can buy with real monies you can buy with in-game currency, just by putting more effort into it.
  • If you must eat a phoenix, boil it, do not roast it. This only encourages their mischievous habits.

    It makes perfect sense to me. Deepening your connection to the world you're fighting to protect makes your resolve all the more stronger.



    Yes, except that's not experience, which is the abstraction I am talking about.

  • You can change. You can.

    Well, if you were a sniper, looking at pretty landscapes sorta kinda maybe would help you kill peeps. 


    Although all things considered, I don't think experience is supposed to represent only the ability of killing peeps. 

  • Generally, experience just represents how good you are at being an RPG hero, not specifically how good you are at fighting.

  • edited 2012-10-14 21:27:33
    If you must eat a phoenix, boil it, do not roast it. This only encourages their mischievous habits.

    It all depends.


    There are games where it means more. However, in order for it to actually mean something, that must be reflected in the game mechanics- i.e. gaining more experience points must make you better at the tasks.


    For a sniper, looking at a landscape sorta helps. The same would go if you were a ranger, or a druid- people who are attuned to nature and such.


    But, again, you need to become better at it through gaining more experience points in order for this abstraction to work.


    ^ See... exactly what I just wrote, really.

  • edited 2012-10-14 23:47:25
    OOOooooOoOoOOoo, I'm a ghoOooOooOOOost!

    You know, as much as the TES games are all systemic disasters, I think character progression is something they do well. If you do a thing, you get better at that thing. Picking a lock doesn't make you better at fighting bears, and fighting bears doesn't make you better at picking locks.

  • If you must eat a phoenix, boil it, do not roast it. This only encourages their mischievous habits.

    Although picking locks does mean that you have more health to survive being mauled by bears, in Skyrim.

  • OOOooooOoOoOOoo, I'm a ghoOooOooOOOost!

    True.


    Though HP is kind of an absurd abstraction to begin with.

  • If you must eat a phoenix, boil it, do not roast it. This only encourages their mischievous habits.

    Yeah, it is.


    And despite that one flaw, outside of that, TES' system is great. Although it would probably be better if they reasonably allowed for you to max out most of your skills without resorting to grinding (lockpicking, I'm looking at you).

  • edited 2012-10-14 23:52:13
    OOOooooOoOoOOoo, I'm a ghoOooOooOOOost!

    Lockpicking always winds up really high for me just as part of normal play.


    Also, I should mention that people did complain about the progression system in Oblivion, but that wasn't a problem with PC progression so much as NPC progression.


  • Picking a lock doesn't make you better at fighting bears, and fighting bears doesn't make you better at picking locks.



    That's not really true.  Raising your skills eventually results in an increase in your character's level, which allows for increased attributes, which benefit any skill that is related to the attribute.  Theoretically, this should mean you get better at things that you do frequently, but it's still possible to, say, improve at archery just because you jumped around a lot.


    Also, I don't really see how it's an example of good character progression.  It's just unnecessarily tedious.  A standard leveling system usually works way better.

  • If you must eat a phoenix, boil it, do not roast it. This only encourages their mischievous habits.

    I usually end up with 80 lockpicking around the time I'm maxing Two-Handed after maxing out whatever armour I'm using and One-Handed.

  • OOOooooOoOoOOoo, I'm a ghoOooOooOOOost!

    Raising your skills eventually results in an increase in your character's level, which allows for increased attributes, which benefit any skill that is related to the attribute



    Yes, and the attributes you use a lot can increase more. So it's much like, say, lifting weights might make me able to swing a sword harder.



    Also, I don't really see how it's an example of good character progression.  It's just unnecessarily tedious.  A standard leveling system usually works way better.



    I'm not seeing how it's less tedious for skills to automatically increase as you use them than to have to assign skill points to the ones you use when you level.

  • Ummm, all scenery points I've seen require jumping around, and some are hidden somewhere or are reached through hidden ways. You're granted exp. for hiking and scouting, it's not unlike lockpicking.

  • If you must eat a phoenix, boil it, do not roast it. This only encourages their mischievous habits.

    Ummm, all scenery points I've seen require jumping around, and some are hidden somewhere or are reached through hidden ways. You're granted exp. for hiking and scouting, it's not unlike lockpicking.



    Well, they're different cases.


    In The Elder Scrolls, the more you pick locks, the better your character gets at picking locks, with lockpicking EXP or something, however you want to describe it.


    You don't get better at hiking in Guild Wars 2, though. Well, you might, but that's because the player's skill increases- the EXP you get for exploring doesn't make you any better at exploring.


    Of course, if I'm wrong I'll gladly retract my points and that'll be awesome.

  • If you must eat a phoenix, boil it, do not roast it. This only encourages their mischievous habits.

    CU, is it even okay to post in this thread


    because I have no idea what's going on there, what Ultima is about, or anything

  • OOOooooOoOoOOoo, I'm a ghoOooOooOOOost!

    Yeah, sure, go ahead.


    And if you don't know what Ultima is...you'll find out by reading it :D

  • There unfortunately isn't an exploring skill.



    I just like being able to just take a break from killing things and just run around, looking at things, and get rewarded for it.

  • I'm not seeing how it's less tedious for skills to automatically increase as you use them than to have to assign skill points to the ones you use when you level.



    Because if you want to improve a particular skill remotely quickly, you basically have to use it exclusively.  If you happen to be very bad at that skill, that means grinding for hours until the skill is at a level where it's even usable.  In a standard system, you could just play normally and then when you level up, you put the points in the skill you're bad at until you stop being bad at it.


    The other thing is that because gaining character levels means so little, and skill increases are so relatively frequent and you get so many of them and each one individually has such a small effect, you never really feel any sense that your character is actually getting stronger like you do when you have less-frequent level ups where lots of things improve at once.

  • If you must eat a phoenix, boil it, do not roast it. This only encourages their mischievous habits.

    It definitely is a good incentive.


    It's just that it doesn't make very much sense as an abstraction.


    Good mechanic for the game, though- encouraging people to explore instead of killing another twenty rats.

  • If you must eat a phoenix, boil it, do not roast it. This only encourages their mischievous habits.

    Anyway, to reply to DYRE:



    Because if you want to improve a particular skill remotely quickly, you basically have to use it exclusively.  If you happen to be very bad at that skill, that means grinding for hours until the skill is at a level where it's even usable.  In a standard system, you could just play normally and then when you level up, you put the points in the skill you're bad at until you stop being bad at it.



    I don't think that's a good thing. At least, not for the Elder Scrolls series.


    A large part of the success of the Elder Scrolls series has to do with the immersion in the game. A traditional leveling system is basically the exact opposite of immersive- it consistently encourages you to keep an eye on the EXP bar, and pops up with a stupid little screen that reminds you that everything is to do with stats.


    The Elder Scrolls is kinda bad with the fiddly details, but what it's attempting to do is a lot better than the traditional RPG level advancement system. It doesn't feel like you're outside of the game- if you wish to use one-handed swords, then you use them, and you become better at using them the more you do, as you learn how to use them more effectively.


    The execution of the system is flawed and annoying, but it's much better for the series than a traditional leveling system would ever be, and a lot of RPG's could do with something closer to this than the traditional system.

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