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Messages - LeoLeonardoIII

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7546
Other Games / Re: Neverwinter Nights 2
« on: July 08, 2008, 11:29:58 am »
Well maybe not permadeath, but at least something.

Regardless, you'll typically just reload from a previous save if you die and suffer some penalty. Which suggests that the only failure is that which you accept, and so the game becomes an exercise in continual advancement. Unlike in real life or a pen and paper RPG, where sometimes a setback happens but you just have to move on, a computer game without permadeath means death has no effect at all.

It's like when you get a save point, then a long cutscene you can't skip, then a boss fight. The cutscene in that case is only a punishment for dying, and it's the only punishment.

I think a permadeath server would need to include a way to use Raise Dead still. Like if you died, you would leave a body that could be looted, and it could be buried by some other player for a piety benefit. If you get buried, your buried corpse leaves a tombstone that can be raised by a Cleric within a couple days realtime. The problem there is that once a player gets to level 9 Cleric, he can raise his own characters anytime he likes.

D&D 1E and 2E had a system where you could be raised only a number of times equal to your CON score. After that you couldn't be raised. And you had a chance of failing to raise, which meant regardless of your number of chances left you were perma dead. And there was a time limit for the lower-level version of the spell (I don't recall if Resurrection had a time limit) so you couldn't raise someone dead for a thousand years.

I think the WOW system of equipment degradation is funky. EVE is harsh but that's how it would work - you lose whatever equipment you had on you, your ship you were flying, and any knowledge gained since your last clonal "backup". The old Car Wars had clones and used the same system EVE used.

Ultima Online just made you a ghost if you died, and you had to be raised by someone with a spell or travel to a healer or resurrection ankh - usually far away in a town. By the time you return, your body and your loot has decayed or been stolen. But there's no penalty for being raised by a friend right there.
Or, if you wanted to be sent home, you would lose a bunch of stat and skill points as a resurrection penalty, and of course you'd have to get back to your corpse in time to pick up your stuff. But because the trip is one-way, you're more likely to get there in time.

One problem with NWN is that it's, like the FF style JRPGs, a story completion game rather than an RPG. You are not playing a role, you're just following along with a character who is already scripted out. In some places this is made painfully obvious:

Dialogue: "Do you want to come with me to the castle?"
(Yes) "OK, let's go!"
(No) "Oh you're making me sad, stop joking!" (Return to Dialogue and ask again)

So if your character dies, the story can't continue along without him because they didn't specifically write that into the story. Except, off the top of my head, Chrono Trigger, FF7, Planescape: Torment. Again, these games predicted a death and built in a way to deal with it. But only in the last case is it a general usage in all deaths - the other two have specifically scripted death scenes and if you lose a battle otherwise you just get the game over screen.

In a true RPG, representing a world and letting you play in it, having a character die is not a problem because you can jump in with someone else and keep playing. Maybe not the same story, but maybe you do actually pick up the same quest. Example:

You roll up a farmer. You do a little farming, marry a cute girl in town, but goblins attack and destroy a few houses. You decide to grab an axe and stalk them until you can pick them off when they're alone. You realize this is pretty fun, so you leave the farm to your brother and wander off in search of adventure. Besides, you're tired of the Harvest Moon activities :P

Your adventurer later dies. Oh well. But you can now choose to play someone he encountered along the way, and if you do the game generates a connection to the death of the adventurer. Let's say you choose to play the wife. You control her as your character, and receive a letter stating that a traveling priest had found the corpse and inquiries led them to the farm. You could go out adventuring with her using the magic sword your old adventurer carried (assuming the priest didn't loot the body), you could pick up the priest as a henchman, you could convince the priest to take you to his monastery where you can become a nun. Whatever.

Point is, if the game is robust enough, and is actually an RPG, death isn't the end of the game and needn't be avoided.

7547
General Discussion / Re: Faith in humanity...
« on: July 08, 2008, 11:06:22 am »
I have another method of anger management too, if you're curious. It involves a sofa, a computer, six bottles of Sun Peak Peach flavoured Boone's, a bottle of lotion, your mom, and the entire Dragonball Z anime collection.

Fixed.

7548
Forum Games and Roleplaying / Re: Corrupt a wish!
« on: July 08, 2008, 11:02:24 am »
(Because I sneak into your house at night to brush your hair and whisper to you in Chinese)

Granted. But the resulting drop in consumerism causes the world economy to collapse and gives rise to a new worldwide anarcho-communist commune. For the better or worse of it.

I wis

7549
Clothespins.

We need to put clothespins on the dwarves' noses so they can't smell the loot outside. Plus it prevents unhappy thoughts due to miasma!

7550
DF Gameplay Questions / Re: Portable Computer
« on: July 08, 2008, 10:33:00 am »
The answer is yes, you can either remap your keys or use the silly blue Function key, or use a USB keyboard. I've tried the second option on my laptop, and found that it screwed with me when I returned to playing DF on a desktop.

7551
DF Gameplay Questions / Re: Grates/Bars and Sunllight
« on: July 08, 2008, 10:26:00 am »
Here's what I've found.

Let's say I build aboveground. The tile is Outside Light. No matter what I do to it, I cannot make it Dark. However, putting a roof of any material over it will make it Inside. However, your dwarves will still not want to go there if you order them inside.

Let's say I build underground by digging out a space. It's Inside Dark. In the middle, from above, I channel out a single tile. That single tile is now Outside Light. The underground tiles around it are unaffected. If I floor over that tile from above, it becomes Inside again (though as above, Dwarves will avoid it if they can't go outside, as if it were still Outside).

Aboveground plants need light, but they can be grown Inside. So you can channel out an area aboveground, making a room below, then floor over it. The resulting underground room is Inside Light. And assuming it's sand or soil you can grow aboveground plants on it.

You can't grow underground plants on a Light tile even if it's underground.

Question: If I channel out ten Z-levels, rebuild them with floors, and muddy them, can I build farms on them? It would probably result in ten z-levels of Inside Light farm rooms. But could I even build the farms in the first place?
I know Dwarves obsessively clean muddy floors, so would they clean it up before it could be constructed?

7552
DF Gameplay Questions / Re: HELP! PURPLE!
« on: July 08, 2008, 10:12:52 am »
I always assumed it came from VGCats. First place I ever heard it, and he made T-shirts.

I thought this thread would be about nobles, too.

So will this roast disappear at some point? Because a way to make permanent rotting objects is just what I need.

7553
Other Games / Re: System Shock 2
« on: July 08, 2008, 10:08:02 am »
I tried playing SS1 but I couldn't get past the awkward controls. Ultima Underworld had similar controls, but it just looked SO COOL I guess I was willing to work harder to learn to use them right.

7554
Other Games / Re: Neverwinter Nights 2
« on: July 08, 2008, 10:06:49 am »
It's super effective!
Khelgar has fainted!
Choose a better game ... ?

The video game they make for D&D4E will probably be a perfect representation of the system.  :'(

7555
Forum Games and Roleplaying / Re: The Guess-the-historic-event game!
« on: July 08, 2008, 09:55:20 am »
good job bullion. although the historical event in question was symbolized by that little legend - snakes were symbolic of pagan worship, so when they talked about st patrick driving the snakes from ireland it was probably about his work destroying the native religious practices in ireland to make way for christianity.

7556
General Discussion / Re: Faith in humanity...
« on: July 08, 2008, 09:51:13 am »
"Then we'll fight in the shade"
"Um, but their arrows are burning"
"Then we'll fight by candlelight"
And then he grabbed the Spartan and began to dance with him.

As for the faith in humanity part, remember that you're looking at a small sample that is not representative of humanity. Just as you would be depressed if all you saw were the contents of a maximum security prison, of course you'll be depressed if all you consider is the contents of a forum. A more wretched hive of scum and villainy you'll never find.

7557
Forum Games and Roleplaying / Re: Corrupt a wish!
« on: July 08, 2008, 09:42:53 am »
I wish people didn't watch this link http://youtube.com/watch?v=Yu_moia-oVI.

These days I just google the video URL. It came up with all Rick all the time ... so I was able to identify the video as a rickroll without actually being rickrolled! Not a winner, try again.

Anyway.

Granted. Your motherboard isn't defective. Your system boots up. And you realize you're running Windows ME. *screechy horror music*
Then you wake up in a cold sweat. Streetlight filters into your dark bedroom  through your window blinds. Far off you hear a train.
You get up, wiping your brow and face, and moment later emerge backlit from the bathroom. As your toilet finishes flushing, you glance at your monitor with its flying toast screensaver. You approach.
With a trembling hand you reach for your mouse. You pause, a hair's breadth away, fighting against the fear gripping your heart. You wince, and bump the mouse.
It's Vista *SCREECH SCREECH SCREECH*
(And then it crashes again)

I wish more people used mass transit and carpooling, and worked closer to home.

7558
DF General Discussion / Re: Dwarven Hoover(Urist? Armok?) Dam.
« on: July 07, 2008, 01:29:46 pm »
It would probably ignore the dam completely, but what if you abandoned and embarked downstream from the dam? Meaning the play area doesn't even include the dam at all. I assume you'd just get an infinite river like you would if the dam didn't exist.

7559
General Discussion / Re: Roguelike worldgen...backwards.
« on: July 07, 2008, 01:15:23 pm »
I played a really irritating flash game called Chronotron. You have a robot that starts in a time machine, and you have to get through the level to pick up an object and then move back to the time machine.

You can go out, do things, and come back to the time machine, and then go back in time to when you started the level. Your controllable robot can then wander around the level at your leisure, but your "past self" goes through the motions that you already did.

You can keep doing this over and over, generating multiple robots all doing their own thing which you determined earlier by doing it yourself.

There isn't a paradox, so long as all the robots get back to the time machine at some point. But of course, built into the game are ways to create a paradox. For example, if one of the robots falls into a pit, you lose because you created a paradox.

The game is driven by the level design - most levels require the actions of multiple robots in concert to reach the MacGuffin. Often you have to walk out, stand on a button to open a gate, and time yourself to decide how long you should wait on it for when the future self comes along to get through the gate and pick up the item.

So this game says that nothing arbitrary happens to prevent paradoxes. It's okay to meet your past self and make out with you. But any timeline that involved a paradox wouldn't result in a continuation of the story in the next level. So if you want to get to the next level, you have to play through it without generating a paradox.

Something tells me Sowelu was onto something with re-running worldgen, but I think you'd re-run worldgen every time you traveled through time. Ideally you'd re-run worldgen every tick, to take into account your character killing his grandfather. I think it would be possible to do this with a large game world eventually, but right now you could definitely do it with a small community. You'd have to have excellent AI, of course:

Example: You live in a small farming town. You can travel through time. It's the year 1000 right now.
Your friend's mother is a midwife, his father is a librarian. His young life involved lots of study and not much getting out to play. He hasn't married yet. If you end the game, the ending shows your friend becoming an old man who never marries, and he die at a reasonable age.

You travel back in time to when your friend's father was born. You steal the infant, though you don't know who it really is, and throw it off a cliff. As soon as the theft occurs, the worldgen assumes the infant is gone forever. If you leave the infant on the ground, worldgen would determine the likelihood of an unattended infant being picked up by someone and who that would be, and whether the infant would be returned to the parents.

Based on random chance, you could end up with your friend's mother marrying an ironworker instead, and so he grows up to be strong but uneducated, marrying a woman early and having lots of kids. That might mean he never becomes your friend, if you never met.

The paradoxes come in when the event in the past changes the actor, or changes whether or not the actor would have done it. For example, if your friend were sick you might go back in time to plant curative herbs in the forest so his parents would pick them and he would never develop a serious sickness. But if he never got seriously sick, you would never have thought of going back in time to plant the seeds. Effectively, you would have to figure out what of all historical events you need to go back and do for no reason other than to make sure they get done.

Likewise, say you go back and convince your grandfather to marry someone other than your grandmother because you know he's your grandfather. Even if you still exist, because someone else did marry your grandmother, there would be no reason for you to go back in time and convince some random dude to marry some random woman. If you didn't do that, he would probably marry your grandmother instead. So hello paradox.

We could get around this by giving the character some mystical protection from the effects of time travel. Meaning even if you break the world, you still exist and remember everything that has happened from your perspective. If you kill your parents, you still exist even though nobody could have conceived or birthed you. But the effects on your character are important and interesting, so this should be used only as a last resort.

The fate-style conservation of timeline is an easy way out. After all, most large scale processes are beyond the scope of individuals to influence. Even assassinating a hated political leader might not stop international events from occuring, since that leader isn't operating in a vacuum. He's just taking advantage of existing politics, the sentiment of the people, economic forces, cultural movements, etc. Someone else will fill the void, though you might argue that you could kill off every one who stepped up to lead. It's likely that the military would step in and take control, and we're playing a time travel game not a Rambo simulator.

I think making the main characters relatively weak, so they can't just solve their problems by force, is just about required. That way, you can protect important people and places just by making it certain that the time traveler will be slain trying to destroy them.

Then again, why restrict him? If you're already setting up a complex world, why not make him the most powerful force in it? Omnipotent characters are generally very boring, so still I'd go with a weaker one. It seems more satisfying to think and finesse your way through something rather than just bash it good.

7560
General Discussion / Re: Your (least-)favourite word?
« on: July 07, 2008, 12:42:38 pm »
Petition to have the town's name changed to Boatmurdered, the Deadly Abbey of Burning

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