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Why is everyone so happy about the new inventory system?


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#826
Piecake

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Archereon wrote...

"My main reason for playing an rpg is story and characters, or, worded otherwise, playing a role and experiencing their journey."

Pretty much any game within the past 10 years can fit that description. Fact is, practically any game with a storyline could be called an RPG. In fact, the fogginess of that definition is the reason for countless arguments on this forum and elsewhere.

And while I'm not entirely against ME2's inventory system, I'm rather against its REAL inventory system: the upgrades. While most people think of it as pointless, it actually makes a huge difference, on insanity, a fully upgraded character breezes through literally everything save certain bosses (such as the colossus, which has the annoying tendency to target stealthed players), while anyone else dies. A lot.


I dont think so.  Just because a game has characters and has a story, doesnt mean the game is story driven or character focused.  I honestly could care less about genre definitions/purity.  As long as it has great story/characters and fun gameplay, I will like it

I also didnt have an issue with the upgrades, and yes, I would take that upgrade system every time over how they implemented it in ME1.

Modifié par Piecake, 13 novembre 2010 - 12:24 .


#827
CoS Sarah Jinstar

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Upsettingshorts wrote...

Archereon wrote...
ME1's inventory wasn't that bad, it only needed a few tweaks to be managable...


Says you.  I thought it was absolutely god-awful, and ME2's "inventory" was a couple steps away from being excellent for its setting, namely a GUI that informed the player of the differences between firearm options before using them, and applying the Shepard casual/combat clothing and armor customization options to the crew.  

That's not to imply that my position is better than yours, just that neither's is particularly universal.


ME2 didn't have inventory really to begin with. And the various guns generally weren't all that different from each other. Using any of the preorder/DLC/Promotional armor went right out the window as well due to the forced helmet bs. Essentially while ME2 was an ok shooter for what they were trying to do with it, it was a pretty awful RPG.

#828
MerinTB

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the_one_54321 wrote...
The "inventory system" in ME2 worked. But it was also particularly boring.


This...
plus it fixed the bad inventory system of ME1.

But...
it went too far IMO.

#829
MerinTB

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Upsettingshorts wrote...

This is a general Star Wars lore point and as such completely off topic; but upon reflection the Jedi are some of the stupidest bunch of short-sighted, narrow-minded fools to be propped up as examples of what is right and good that I've ever seen in popular media.


OMG, Upsettingshorts...

I've never agreed with you more. :blush:

#830
addiction21

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MerinTB wrote...

Upsettingshorts wrote...

This is a general Star Wars lore point and as such completely off topic; but upon reflection the Jedi are some of the stupidest bunch of short-sighted, narrow-minded fools to be propped up as examples of what is right and good that I've ever seen in popular media.


OMG, Upsettingshorts...

I've never agreed with you more. :blush:


And on Friday November the 12th 2010 the world ended...

Modifié par addiction21, 13 novembre 2010 - 01:14 .


#831
CoS Sarah Jinstar

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addiction21 wrote...

MerinTB wrote...

Upsettingshorts wrote...

This is a general Star Wars lore point and as such completely off topic; but upon reflection the Jedi are some of the stupidest bunch of short-sighted, narrow-minded fools to be propped up as examples of what is right and good that I've ever seen in popular media.


OMG, Upsettingshorts...

I've never agreed with you more. :blush:


And on Friday November the 12th 2010 the world ended...


Hey now, even I've agreed with AngryPants on things here and there. He's not that bad a guy really. ;)

#832
Vaeliorin

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Sylvius the Mad wrote...

Vaeliorin wrote...
Essentially, I thought that the fact that the game just kind of shoved to the side the potentially serious repercussions of the character in KOTOR finding out that they were not, in fact, who they thought they were, and were actually someone who they could reasonably view as one of the vilest of the vile was just as serious a flaw as KOTOR2's revelation about past events in the character's life that you should have known about, but didn't.

That's a really interesting position.  It never occurred to me that someone might feel revolted by their past behaviour when they have no memory of it.  As I saw it, the PC isn't Revan.  He was Revan, but then the Jedi turned him into whoever the player decided he was during character creation.

Whereas, as far as I'm concerned, the PC both is and was Revan, and whoever the player decided he was is essentially just a lie.  He's still responsible for everything that Revan did, regardless of whether he remembers it or not.  As I see it, the self is not only mental, but also physical.  Everything that I (by I here I am speaking of my physical self) have done (whether I made a conscious decision to do it or not...and though it's rare, I have a few times acted without thinking at all, and been left wondering afterwards why I acted as I did) I'm responsible for, as far as I'm concerned.

I could see the revelation producing strong reactions about the nature of the Jedi action (perhaps joy at no longer being Revan, or righteous anger at the Jedi's willingness to destroy a self), but the reaction you describe doesn't, on its face, make a lot of sense to me.

I think both reactions are to be expected.  To me, the natural reaction would be anger at what the Jedi had done, and horror at what I (Revan) had done.  As such, the idea of my character not reacting to both would seem nonsensical.

That you find it obvious is a genuinely interesting position.

Of those I've seriously discussed KOTOR with in the past (which admittedly isn't a great number of people), it seemed to be the consensus position.  I find the fact that you think otherwise a much more interesting position.

To me, the reaction to finding out about the KotOR PC's past is whether he chooses the pro-Jedi or anti-Jedi side from that point on.  The game calls the two options light and dark, but I can see characters honeslty believing either side to be the morally righteous one.  My personal feeling is that the Jedi's action was deplorable, and the morally correct option after the revelation is to destroy them.

While I agree that the choice of pro-Jedi or anti-Jedi is definitely related to the PC's reaction to the revelation, I don't think that the reaction to the revelation is sufficient to place one on the pro-Jedi or anti-Jedi path.  My personal feeling is that the Jedi's action was deplorable, but regardless of what they did to me, it's more important to spare innocents the horror and suffering of a war and subsequent Sith rule than it is to get back at the Jedi for what was done to me.  Essentially, the action was unforgivable, but I understand the motivation behind it, and the well-being of the many is more important than getting revenge.

#833
AlanC9

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Piecake wrote...
I dont believe they are limited to their unique tree.  They'll have access to the other ones if you want to go in a different direction, theyll just have their 'unique' tree for people, like me, who like having having distinct character outfits and distinct skillsets that fit the personality of the character, etc.


According the podcast you are correct. The personal talent tree is in addition to talents from their class. Sort of like a specialization.

#834
Sylvius the Mad

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[quote]In Exile wrote...

My account is descriptive, not normative. I am not saying there ought to be some metaphysical divide. To the contrary - there ought not.[/quote]
I agree.  I hereby call for all cutscenes to conform to the immutable rules of the setting (whatever those happen to be).
[quote]But insofar as whether it exists right now, the answer has to be yes.[/quote]
If we accept that both the gameplay and the cutscenes represent the in-game reality accurately, I would agree.
[quote]This is a problem you need to address, since it exists.[/quote]
I think I just did.  I think your conclusion requires an unnecessary assumption.

Incidentally, you may have just solved (unsatisfactorily, but a solution nonetheless) my Mass Effect problem.
[quote]Except that we know how a the known set of injuries behave - we know that they entail no incapacitation or limitation of function. [/quote]
How is a reduction in maximum hit points, or dexterity, or defense not a "limitation of function"?
[quote]More importantly, we can investigate these rules as we can any law of nature. Insofar as you grant that science can discover laws of nature, i.e. that you are willing to grant a justified scientific epistemology in our world, then we can "know" things about the precise set of rules in DA:O.[/quote]
But you know I don't do that.  I'm a strong Popperian.

There's no truth in science.
[quote]But we can test all of this empirically. We do have an exhaustive list of injuries - 13 in total. We can test this empirically, by using AoE FF techniques to knock out our own party members, and see how they behave injured and when injuries cease to stack. After 13, no more injuries are possible independent of the number of knock-outs.

We know that these injuries do not interact, and do not cause any functional limitation. They do not impair speech or cause laboured speech, they do not impair movement speed and they do not require assistance from other characters to move.

These are all empirical facts. If you want to reject knowledge from empirical investigation as justified, then you've just jumped off the sceptical deep end.[/quote]
This is the position I've held all along.  You've mentioned it before.  I maintain that the only possible knowledge is conditional knowledge; you can only know the truth of things relative to the truth of other things.
[quote]Put another way: there is no categorical imperative to reject this possibility on logical grounds. But there is evidence consistent with the claim being false and not with the claim being true.[/quote]
And if I needed to reach a positive conclusion, that would matter.

But I don't.  One almost never needs to reach a positive conclusion.
[quote]Since meeting the sort of deductive stanard you ask is impossible for any empirical question, the standard is meaningless in evaluation whether or not a claim is in fact true, because the conclusion for all possible claims would be that they could be false. Since the model reaches the same conclusion for anything, it has no power to demarcate.[/quote]
It demarcates perfectly well between consistent and inconsistent sets of propositions.

If you want it to describe the world around you abd believe you're speaking the truth, first you'd need to defeat the brain-in-a-vat problem.  And clearly you haven't done that.
[quote]A useful standard, on the other hand, where we weight only the preponderance of evidence, tell us clearly that the injury mechanic can't account for this. [/quote]
What do you mean by useful?  For a system of reasoning, I would equate "useful" with "truth-preserving". Preserving truth is the entire purpose of reasoning.
[quote]It also ignores the possibility that deduction is not a justified form of inference. As I mentioned before, there is no non-deductive reason you can ever offer to justify deduction. Thus it is perfectly possible that any conclusion reached by valid deductive reasoning is false.[/quote]
That's not even news.  Of course a valid deductive argument can lead to a false conclusion.  But judging the argument based on the truth of its conclusion completely misses the point of deduction.

It's the validity itself that matters, not the truth.
[quote]Put another way, if we are going to enter into the sceptical loop of ''unless you have shown it to be impossible it can be possible,'' then your argument has is not justified since there is no justified form of reasoning by this standard. If you believe that holding a non-justified belief is irrational, your belief right now is irrational.[/quote]
I dispute that uncertainty is ever a belief.  And if that's not what you think I'm saying, then I think you're misinterpreting the word "possible" which would deem equivalent to "has not been shown to be impossible".  I'm not actualll making a claim about whether something can happen or can be true.  I'm making a claim about whether its justified to believe that something can't be true (and I'm saying it is not).

This is the right time for an excluded middle.
[quote] No, that is not the case at all. My reasoning is the opposite, in fact. I would argue that the characters must eat even if the rules do not say anything (or tell us the contrary) because the characters speak about eating as an aspect of their experience in terms analogous to ours.[/quote]
Do they?  I don't remember any specific references to eating in DAo - that's why I chose teh example.

Assuming there are no references to eating anywhere in DAO, what then is your opinion regarding the existence of eating in the game's setting?  Do you hold that there is no eating?
[quote]The final arbiter of the natural laws of the world and the experience of them in-game, to me, is the report of these rules by the characters themselves. [/quote]
The final arbiter to me is the documentation of those rules.

I see any divergence between the game's behaviour and the game's documentation is a design error.
[quote]No, Sylvius, I don't. I justify the exclusion of outcomes you never do. You want to allow for any possibility that has not been demonstrated to be false, but you have never taken this belief to its logical conclusion.[/quote]
I assure you, I have.

I possess no propositional knowledge.  And neither do you.
[quote]You have no justified form of reasoning open to you. If you believe that holding any non-justified belief as true is irrational, then your claim regarding possibility is contradictory.[/quote]
I addressed this above.  It's a problem only of definition.
[quote]You seem always hold my reasoning to your standard of evidence, but that is absurd; I don't believe the same sort of things are valid evidence as you do.[/quote]
Yes, I know.  You believe other things, unjustifiably, and those beliefs limit your gameplay.  I've explained this before.

I'm trying to help you.  I'm trying to show you that your beliefs are unjustified (and probably unjustifiable), thus freeing you from them.
[quote]But this begs the question. I am asking you what justifes combat rules as the rules of the setting. You cannot throw back the claim that they are testable rules of the setting, because it still presupposes that they are rules of the setting. You have to give me some reason to believe I should consider them meaningful in the first place.[/quote]
Documentation.  Some rules of the setting (primarily relating to combat and inventory) are laid out for you (the player) in the game's documentation.  This is the only knowledge you have about the setting's rules.
[quote]It may be that the evidence is purely anectodal outside of combat, and it may be (and is, I would argue) that testable evidence is superior. But that does not mean it is the case that the rules of combat apply outside of combat.[/quote]
True, but when trying to derive rules to describe the setting, I would prefer to do so in a scientific way.  To posit that there exists a second separate set of rules governing a second separate metaphysical state requires fairly extraordinary evidence - else you violate Occam's Razor.
[quote]Here is a better question: how can you justify the change in difficultly, since it is a recognizable and testable rule in combat? If you believe that the rules of combat are the laws of nature, difficutly switching indicates that the laws of nature change at the behest of (at least) the PC, if not the party as a whole.[/quote]
The change in difficult level happens outside the game.  This is equivalent to saving or reloading the game - these events are not noticeable to the characters within the setting, since they do not occur within the setting.

The PC never changes the diffuculty setting.  The player changes the diffuclty setting.
[quote]This is an empirically testable claim. It affects physical features of the world (like resistances). The player can alter it. The player can alter it mid-game and so physically alter the laws of nature.[/quote]
The player can choose to adjust the laws of nature.  How are these changes perceived by teh characters in the game, you ask?  Why not ask them.  You seem to think their testimony is valuable.

And I don't think they claim to notice the changes at all.  Perhaps that means the changes are imperceptible to them.  Perhaps that means the changes didn't actually occur within their universe, but instead changing the difficulty simply shifts the player's perception to an entirely different universe wherein exactly the same things are happening but under different rules.

And you shouldn't have needed my counter-examples to see that your assertion was unjustified.
[quote]Which says nothing about whether or not they govern anything that is not combat.[/quote]
Entirely true.

But I'm still forced to ask, why do you believe they don't?
[quote]You are not denying a metaphysical distinction by making this claim; if anything, you affirm it, by pointing out the only environment where the rules can be seen or tested is combat.[/quote]
"If anything".  That's a very important phrase.  Perhaps you should consider the possibility that the antecedent in a conditional can be false.

I agree with your conditional.  If anything, I affirm it.  But I don't affirm it, therefore not anything.  Modus tollens.
[quote]Only if we pressupose there is no distinction.[/quote]
No.  Only if we fail to presuppose that there is a distinction.  And of course we do, because there's no justification for such a presupposition.
[quote]But that is what is at issue. We need some accepted standard of evidence prior to even engaging in this sort of debate. And I have put forward my standard: in any environment, the only way to investigate the rules of the world is the behaviour of characters it in, as their behaviour is constrained by the rules of nature. We can rule in favour of an outcome if the preponderance of evidence weighs toward that decision as opposed to its logical opposite.

There is no reason to believe the rules of combat do not apply only to combat.[/quote]
Nor is there any reason to believe that the rules of combat do apply only to combat.

There's no reason to believe anything at all.  It's possible there cannot be.
[quote]Simply put, because any of them died during the battle. If they understood the rules of their world, they could power game.[/quote]
What evidence do we have that they don't?  Or that they necessarily would given the option?

At no point during DAO was I ever outnumbered to the extent that Duncan and Cailan were in that cutscene, so I don't have any evidence that such an encounter is surviveable.  I also don't know how long they fought before falling, so perhaps they exhausted their supply of healing potions.
[quote]We know from Awakening we can reorder statistics.[/quote]
I've not played Awakening (I still object to patch 1.03), so I didn't know that.  But that only tells us what is possible in Awakening, not Origins.  Why are you assuming they are governed by the same rules when you're unwilling to make that assumption with regard to combat and non-combat?

#835
Sylvius the Mad

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Vaeliorin wrote...

Whereas, as far as I'm concerned, the PC both is and was Revan, and whoever the player decided he was is essentially just a lie.  He's still responsible for everything that Revan did, regardless of whether he remembers it or not.  As I see it, the self is not only mental, but also physical.  Everything that I (by I here I am speaking of my physical self) have done (whether I made a conscious decision to do it or not...and though it's rare, I have a few times acted without thinking at all, and been left wondering afterwards why I acted as I did) I'm responsible for, as far as I'm concerned.

So in a D&D setting, if I cast Domination on you and made you do horrible things, you'd feel responsible for those things you did?

Weird.

I think both reactions are to be expected.  To me, the natural reaction would be anger at what the Jedi had done, and horror at what I (Revan) had done.  As such, the idea of my character not reacting to both would seem nonsensical.

Whereas, I already knew what revan had done.  The news was that I was Revan.  But since that news doesn't change my personality, really it's only good news on the personal front (I'm a really powerful Jedi).

While I agree that the choice of pro-Jedi or anti-Jedi is definitely related to the PC's reaction to the revelation, I don't think that the reaction to the revelation is sufficient to place one on the pro-Jedi or anti-Jedi path.  My personal feeling is that the Jedi's action was deplorable, but regardless of what they did to me, it's more important to spare innocents the horror and suffering of a war and subsequent Sith rule than it is to get back at the Jedi for what was done to me.  Essentially, the action was unforgivable, but I understand the motivation behind it, and the well-being of the many is more important than getting revenge.

I don't see it as revenge as much as protecting the rest of the galaxy from their heavy-handed paternalism.

And the "Sith Rule" you describe is your rule.  You could choose not to do that after the game ends.  The final cinematic of the PC leading the Sith fleet is to me a heroic parade of liberation more than a harbinger of suffering.

#836
MadLaughter

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Also against static companion inventory.

#837
AlanC9

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Sylvius the Mad wrote...

Vaeliorin wrote...

Whereas, as far as I'm concerned, the PC both is and was Revan, and whoever the player decided he was is essentially just a lie.  He's still responsible for everything that Revan did, regardless of whether he remembers it or not.  As I see it, the self is not only mental, but also physical.  Everything that I (by I here I am speaking of my physical self) have done (whether I made a conscious decision to do it or not...and though it's rare, I have a few times acted without thinking at all, and been left wondering afterwards why I acted as I did) I'm responsible for, as far as I'm concerned.

So in a D&D setting, if I cast Domination on you and made you do horrible things, you'd feel responsible for those things you did?

Weird.


It's not all that uncommon for people to hold themselves morally responsible for actions they didn't consciously intend, or even intended the opposite of. See, for instance, Oedipus Rex. 

And the "Sith Rule" you describe is your rule.  You could choose not to do that after the game ends.  The final cinematic of the PC leading the Sith fleet is to me a heroic parade of liberation more than a harbinger of suffering.


But to believe this, don't you have to ignore how the Dark Side works in the setting?

#838
Sylvius the Mad

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AlanC9 wrote...

It's not all that uncommon for people to hold themselves morally responsible for actions they didn't consciously intend, or even intended the opposite of. See, for instance, Oedipus Rex.

Some of those are the result of actions that were consciously chosen, but poorly thought out.  Guilt there makes some sense.

But if you made no decisions relevant to the events, I don't really see how someone could feel at all responsible.  If I couldn't have done otherwise, then there's no second-guessing to be done.  It didn't get to make a choice.  It's demonstrably not my fault.

Apparently some people think otherwise.

But to believe this, don't you have to ignore how the Dark Side works in the setting?

I don't see why.  Stopping the Jedi wouldn't necessarily be Dark Side behaviour, particularly if it's not motivated by anger or vengeance.

#839
Vaeliorin

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Sylvius the Mad wrote...

Vaeliorin wrote...
Whereas, as far as I'm concerned, the PC both is and was Revan, and whoever the player decided he was is essentially just a lie.  He's still responsible for everything that Revan did, regardless of whether he remembers it or not.  As I see it, the self is not only mental, but also physical.  Everything that I (by I here I am speaking of my physical self) have done (whether I made a conscious decision to do it or not...and though it's rare, I have a few times acted without thinking at all, and been left wondering afterwards why I acted as I did) I'm responsible for, as far as I'm concerned.

So in a D&D setting, if I cast Domination on you and made you do horrible things, you'd feel responsible for those things you did?

Weird.

No, because what I did was outside of my control (I would, however, feel guilty about having done the things you made me do...but that's more a personal idiosyncrasy than something I hold as a typical human characteristic.)  No one made Revan do those things, and I am Revan, therefore I, as Revan, chose to do those things, and they are my responsibility.

I think both reactions are to be expected.  To me, the natural reaction would be anger at what the Jedi had done, and horror at what I (Revan) had done.  As such, the idea of my character not reacting to both would seem nonsensical.

Whereas, I already knew what revan had done.  The news was that I was Revan.  But since that news doesn't change my personality, really it's only good news on the personal front (I'm a really powerful Jedi).

I also knew what Revan had done.  The horror isn't at what was done, it is instead at the fact that I am responsible for it.  That if it wasn't for me (Revan) none of this would have occurred.

While I agree that the choice of pro-Jedi or anti-Jedi is definitely related to the PC's reaction to the revelation, I don't think that the reaction to the revelation is sufficient to place one on the pro-Jedi or anti-Jedi path.  My personal feeling is that the Jedi's action was deplorable, but regardless of what they did to me, it's more important to spare innocents the horror and suffering of a war and subsequent Sith rule than it is to get back at the Jedi for what was done to me.  Essentially, the action was unforgivable, but I understand the motivation behind it, and the well-being of the many is more important than getting revenge.

I don't see it as revenge as much as protecting the rest of the galaxy from their heavy-handed paternalism.

I certainly accept that you can see it that way.  I just don't feel that it's okay to throw the people to the wolves (the Sith and their followers) in order to protect them from a small group that, by all accounts, doesn't have much effect on the general populace.

And the "Sith Rule" you describe is your rule.  You could choose not to do that after the game ends.  The final cinematic of the PC leading the Sith fleet is to me a heroic parade of liberation more than a harbinger of suffering.

Ah, but looking at the examples of Sith rule that we encounter in the game, it's fairly obvious that the people that make up the fleet you would eventually be taking over are not exactly concerned with the well-being of those under their rule (their was no objection to the destruction of Taris, for example.)  Unless you feel that it's reasonable to replace everyone currently in charge of the Sith fleet, there's far too high a likelihood that these people will abuse whatever power they are given.  Regardless, there's still all the people that would suffer from a war that I see no real justification for (as it's not like the Jedi Council was actually ruling the galaxy previously.)  That's not even taking into consideration that if you truly embrace the Sith ideals, you are essentially choosing to become a tyrant.  I haven't, admittedly, ever finished the game Dark Side, however, so I may be missing something.

#840
AlanC9

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Sylvius the Mad wrote...

I don't see why.  Stopping the Jedi wouldn't necessarily be Dark Side behaviour, particularly if it's not motivated by anger or vengeance.


I don't think the SW universe would let you operate that way. That universe does not run on rational principles.

And even if you did want to run a kinder, gentler Sith Empire, the Star Forge itself is Dark Side technology.

#841
tmp7704

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Sylvius the Mad wrote...

So in a D&D setting, if I cast Domination on you and made you do horrible things, you'd feel responsible for those things you did?

Weird.

They can feel responsible for not being strong enough to resist the domination attempt, and as such feel at least partially responsible for the results.

#842
In Exile

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Edit:

We should take this to PM, Sylvius. I think we derailed this thread enough.

Modifié par In Exile, 13 novembre 2010 - 03:10 .


#843
SilentK

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Yay to get it back on tread.

I actually believe that bioware will figure out some good way to make it possible to make a person feel a bit different from one play to the next. I never got stuck with a game as with DAO so I think that they will be able to pull it of. To be able to dress a person up or down as it fits with your story.

#844
Skilled Seeker

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CoS Sarah Jinstar wrote...

Upsettingshorts wrote...

Archereon wrote...
ME1's inventory wasn't that bad, it only needed a few tweaks to be managable...


Says you.  I thought it was absolutely god-awful, and ME2's "inventory" was a couple steps away from being excellent for its setting, namely a GUI that informed the player of the differences between firearm options before using them, and applying the Shepard casual/combat clothing and armor customization options to the crew.  

That's not to imply that my position is better than yours, just that neither's is particularly universal.


ME2 didn't have inventory really to begin with. And the various guns generally weren't all that different from each other. Using any of the preorder/DLC/Promotional armor went right out the window as well due to the forced helmet bs. Essentially while ME2 was an ok shooter for what they were trying to do with it, it was a pretty awful RPG.

Actually the guns in ME2 had real differences. Unlike the ones in ME1 that only had 4 guns with all the variants just being a change of stats.

#845
Ziggeh

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Admittedly you couldn't change companion gear (but as you were never in direct control, I'm not sure what difference that would make to the feel of the thing, beyond a vague sense of "rpg-ness", which I appreciate is a rock solid currency in some peoples eyes), but I'm really not seeing how selecting from a list is less valid or interesting that dragging something from one box to another.

Modifié par ziggehunderslash, 13 novembre 2010 - 04:46 .


#846
Sylvius the Mad

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AlanC9 wrote...

And even if you did want to run a kinder, gentler Sith Empire, the Star Forge itself is Dark Side technology.

Sure it is.

Do we need to keep the Star Forge?

#847
Urazz

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Skilled Seeker wrote...

CoS Sarah Jinstar wrote...

Upsettingshorts wrote...

Archereon wrote...
ME1's inventory wasn't that bad, it only needed a few tweaks to be managable...


Says you.  I thought it was absolutely god-awful, and ME2's "inventory" was a couple steps away from being excellent for its setting, namely a GUI that informed the player of the differences between firearm options before using them, and applying the Shepard casual/combat clothing and armor customization options to the crew.  

That's not to imply that my position is better than yours, just that neither's is particularly universal.


ME2 didn't have inventory really to begin with. And the various guns generally weren't all that different from each other. Using any of the preorder/DLC/Promotional armor went right out the window as well due to the forced helmet bs. Essentially while ME2 was an ok shooter for what they were trying to do with it, it was a pretty awful RPG.

Actually the guns in ME2 had real differences. Unlike the ones in ME1 that only had 4 guns with all the variants just being a change of stats.

Exactly, ME2 basically had more types of weapons than ME1 by a good amount and each behaved differently for the most part.  The upgrades basically removed the need to have various version of the same gun, just with different stats.

Now I wouldn't mind if they brought back weapon/armor mods but make those only have one version as well that can be improved by upgrades and you can only modify your weapons/armor at the armory stations.

#848
Beaner28

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Archereon wrote...

From what I've heard, we've been told  that companions will have, at best, a system with the depth of the Mass Effect 2 Shepard "inventory" system, meaning there's no (or very minimal) itemization (as outfit changes will be aestetic, with minor stat boosts given to us at best) for companions at least.

If, by good fortune (for my preferences), this doesn't translate to Hawke (I'm bracing myself for drastically mitigated looting, and perhaps even marginalized "Character Active Abilities" (for lack of a better word) in favor of player skill), it at least means that the idea of party based gameplay in Dragon Age is dead.  Since its been confirmed that companions have unique skillsets, its all but inevitable that companions will be vastly inferior to Hawke in combat, perhaps even to the point where Hawke falling in battle is an effectieve "GAME OVER!", with direct control of companions being nothing more than a gimmick.  It won't matter that we don't have a tank, since we have !THE HAWKE!...

In my opinion, this news regarding companions is of the worst kind, and, while its inevitable I'll be sent to a metaphorical hell by rapid/crusading Bioware apologists/loyalists (depending on which side of this argument you fall on), I believe I am not breaking any rules or laws by stating it.


Agree with everything you said. The BioWare apologists are too loyal to really talk about the shortcomings this game is more than likely to have. That leaves the realists here. We're the ones being labeled doomsayers and having our threads locked as part of a PR campaign by the moderators to silence anyone that obviously knows Dragon Age 2 is being half assed and rushed.

#849
Archereon

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Skilled Seeker wrote...

CoS Sarah Jinstar wrote...

Upsettingshorts wrote...

Archereon wrote...
ME1's inventory wasn't that bad, it only needed a few tweaks to be managable...


Says you.  I thought it was absolutely god-awful, and ME2's "inventory" was a couple steps away from being excellent for its setting, namely a GUI that informed the player of the differences between firearm options before using them, and applying the Shepard casual/combat clothing and armor customization options to the crew.  

That's not to imply that my position is better than yours, just that neither's is particularly universal.


ME2 didn't have inventory really to begin with. And the various guns generally weren't all that different from each other. Using any of the preorder/DLC/Promotional armor went right out the window as well due to the forced helmet bs. Essentially while ME2 was an ok shooter for what they were trying to do with it, it was a pretty awful RPG.

Actually the guns in ME2 had real differences. Unlike the ones in ME1 that only had 4 guns with all the variants just being a change of stats.


Problem was that it had less total guns than most FPSs...

#850
Urazz

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Beaner28 wrote...

Archereon wrote...

From what I've heard, we've been told  that companions will have, at best, a system with the depth of the Mass Effect 2 Shepard "inventory" system, meaning there's no (or very minimal) itemization (as outfit changes will be aestetic, with minor stat boosts given to us at best) for companions at least.

If, by good fortune (for my preferences), this doesn't translate to Hawke (I'm bracing myself for drastically mitigated looting, and perhaps even marginalized "Character Active Abilities" (for lack of a better word) in favor of player skill), it at least means that the idea of party based gameplay in Dragon Age is dead.  Since its been confirmed that companions have unique skillsets, its all but inevitable that companions will be vastly inferior to Hawke in combat, perhaps even to the point where Hawke falling in battle is an effectieve "GAME OVER!", with direct control of companions being nothing more than a gimmick.  It won't matter that we don't have a tank, since we have !THE HAWKE!...

In my opinion, this news regarding companions is of the worst kind, and, while its inevitable I'll be sent to a metaphorical hell by rapid/crusading Bioware apologists/loyalists (depending on which side of this argument you fall on), I believe I am not breaking any rules or laws by stating it.


Agree with everything you said. The BioWare apologists are too loyal to really talk about the shortcomings this game is more than likely to have. That leaves the realists here. We're the ones being labeled doomsayers and having our threads locked as part of a PR campaign by the moderators to silence anyone that obviously knows Dragon Age 2 is being half assed and rushed.

Umm....it's not as two sided as you make it out to be.  You 'realists' are the doomsayers and tend to repeat the same thing over and over again saying the game is going to suck.  You are the vocal minority who hopes to get Bioware to change things if you are loud enough and shout frequently enough.  A good example of this is from the ME2 forums.  With the amount of complaints there get you thinking that the game would suck but the sales say otherwise.

Then there are those the Bioware apologists/loyalists who thinks bioware can do no wrong and that the game is going to be perfect.  They are also in the minority.

And finally there are the average gamers who may have some concerns but like the overall look of the game and won't let them bother them too much or if it does, they make constructive posts about it and tend to accept the information Bioware provides and leave it at that until the game is released.  They are the silent majority and tend to generally like the path Bioware is going.  You can tell if they don't like something by the game's sales.

The reason why alot of people don't have issues with this inventory system for DA2 is because it looks like Bioware is going down the middle path with the inventory system.  It looks like alot of the junk inventory is going to be scrapped, there are fewer gifts, and while you can't change the armor/appearance of your party members, you can still customize their gear to extent.  It's basically taking the middle of the road type of deal by not going to the extreme of ME2's inventory system but not with a typical RPG inventory.

Archereon wrote...

Skilled Seeker wrote...

CoS Sarah Jinstar wrote...

Upsettingshorts wrote...

Archereon wrote...
ME1's inventory wasn't that bad, it only needed a few tweaks to be managable...


Says you.  I thought it was absolutely god-awful, and ME2's "inventory" was a couple steps away from being excellent for its setting, namely a GUI that informed the player of the differences between firearm options before using them, and applying the Shepard casual/combat clothing and armor customization options to the crew.  

That's not to imply that my position is better than yours, just that neither's is particularly universal.


ME2 didn't have inventory really to begin with. And the various guns generally weren't all that different from each other. Using any of the preorder/DLC/Promotional armor went right out the window as well due to the forced helmet bs. Essentially while ME2 was an ok shooter for what they were trying to do with it, it was a pretty awful RPG.

Actually the guns in ME2 had real differences. Unlike the ones in ME1 that only had 4 guns with all the variants just being a change of stats.


Problem was that it had less total guns than most FPSs...



If you are referring to classes of guns then yeah, ME2 only has 6 classes of guns.  Each gun in each class of weapon behaves differently from the other and thus ME2 has alot more guns than an most FPSs nowadays.

I think what you mean is that you can't carry as many weapons like you would in other FPSs and that is true if you look at old school FPSs.

Most modern FPSs tend to limit the number of guns you can carry nowadays.

Modifié par Urazz, 14 novembre 2010 - 02:31 .