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Messages - Greenbane

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136
Power armor helmets are separate items from power armor. I HIGHLY doubt you found both in the same Military Surplus store, given that I wasn't even aware it could spawn there at all, despite playing for years, and the fact that helmets are inordinately rarer than suits on top of that.

If you need a more graphical representation of how you died, go look up the paradisers from one punch man and what happened to them.

Oh, I had virtually no head armour. I don't have any doubts about how I died. The mi-go was far too skilled and could reliable land hits on my exposed head. Either high melee skill targets the head more often, or simply the least armoured areas.

Funny thing is, my latest character is a cop from the police station scenario (Attack on Precint Z or something), and it just so happens she spawned in one such building quite close to were my power-armoured priest died. I've been able to kill the mi-go with a couple well-placed .45 shots, and salvage most of the holy man's equipment. Good times.

I later found an intact Beetle in some house's garage, and drove it to a ranch in the town's outskirts. Might make it my first base and storage area.

137
Was the power armor actually powered*? If not, it causes significant encumbrance if I recall. This would reduce your melee abilities to crap.

*I don't remember the exact requirements. Either an active UPS, or a Power Armor Interface bionic(along with bionic power), I think.

No, it wasn't powered, so it was essentially like a suit of plate armour. Bulky but still quite protective. Except against a far superior opponent (i.e. that damn mi-go).

Now, just lost my second Priest character. I was doing fairly okay for a few game hours, and had my first driving experience. Ran over a bunch of zombies before running into a diesel pump I was trying to park beside. The explosion wounded me and damaged my SWAT truck to some extent. I then drove off to another gas station since the original one's diesel pumps were both bust. But then this time I parked too far away. Zombies surrounded the truck, and I ran for it but a spitter zed landed a pool of acid right at my feet. Lost speed and got overwhelmed, my guy's chewed body eventually melting in acid.

I know I'm supposed to stay out of towns during daytime, but I need the food and a number of items to get going, and there's not much to do in the wilderness if you're a total n00b.

138
Damn. So I started a Priest character, got lucky enough to find intact basic power armor in a military surplus shop, and shortly afterwards I run into a mi-go (sort of mirelurk-like crabman). I engage it with my hatchet, and it persistently hits me in the head, completely ignoring the power armor. It killed me before long. Is this just a quirk of this creature species or do enemies simply ignore too-armoured body parts?

Well, I just read some and apparently the mi-go is just great at melee. Tough luck. Will have to be more careful next time.

139
Other Games / Re: Battlefield 1 or Titanfall 2?
« on: November 18, 2016, 04:58:26 pm »
Titanfall 2 really tries something new, compared to the usual BF/CoD reskins, and is one of the few MP-focused games which keeps me playing because it's actually fun and exciting, as opposed to Skinner-boxing me up a progression ladder to unlock this or that gubbin. There's a decent amount of maps, lots of game modes and the action is just superb, seamlessly shifting between combat on foot and aboard your titan. Progression is fairly fast as far as most useful things are concerned, too.

The singleplayer campaign is also quite decent. Certainly better than BF1's dissonant war is great/war is terrible short stories, and CoD Infinite Warfare strict, all booms, no substance rollercoaster. Or so I've read: unless you're relatively wealthy (or liberal with your wallet) and have a lot of time in your hands, it's hard to procure three AAA-priced games in a single month and play them all for a reasonable amount of time. I've only played Titanfall 2, for about 25 hours.

140
Other Games / Re: Tyranny: from Paradox, "Are we the baddies?" simulator
« on: November 17, 2016, 03:52:28 pm »
At the midpoint of the game, you talk with another NPC about how Kyros is probably making sure everything in the area stays fucky just to keep the two armies occupied (or wiped out) due to how after the conquest of the Tiers, there's nothing left to do.

In the end, any nonsense can be justified because Kyros is almighty and 95% of the world is theirs, so they can allow anything they want, and easily undo any remotely major screw-up with an Edict or, presumably, the massive armies he has elsewhere in the continent. The conquest of the Tiers ultimately seems like a minor affair, and in the grand scale of things, the Disfavored, the Scarlet Chorus and any other faction's antics are similarly unimportant.

141
Other Games / Re: Tyranny: from Paradox, "Are we the baddies?" simulator
« on: November 17, 2016, 01:23:45 pm »
It's not that the factions should be petty or squabbling, it's just that they seem to be doing that past the point that makes sense. Part of it is just that it feels a bit forced, the other part is that it's not really fleshed out enough in game. It's like when you have an 'evil for evils sake' character in a lot of RPGs - there's no reason why, they've just decided that they'll be 'EEEVVVILLL!!!'

Maybe it all gets fleshed out later, but it hasn't so far.

I'm only 10 hours in (just finished Act I), and got a similar impression. I'm mostly trying to remain pragmatic, and some faction stances just don't make much sense. On the one hand you have a childish sorcerer guy who's more interested in shenanigans and being a pain in the arse than doing his job, while the other, supposedly great general is mostly intent on killing everything. Neither attitude seems conducive to the conquest of a realm you'll obviously have to rule over afterwards. There's evil and there's stupid.

This would only make sense if Kyros were just terribly bored and sent two woefully incompatible armies on a mission just to laugh at their clashes. Or if the Overlord has taken a special interest in the Fatebinder for whatever reason, and the whole conquest of the Tiers is just an excuse to evaluate their potential.

142
Yeah, the term "martial arts" is usually associated to unarmed combat, but there's a number of them centered around weapons, like Iaido and Kendo, the Japanese fencing/swordsmanship disciplines, or Kyujutsu, Japanese archery. And it's true the European equivalents qualify as martial arts.

As MrWiggles said, even shooting could be considered a martial art, stretching the definition some. The thing is, shooting firearms requires much less technique and training compared to "truer" martial arts, which require years and years to achieve real competence.

Anyway, I last played this when it was just Cataclysm, like five years ago. I've been setting up my game, with the Chesthole soundpack and the Retro 20px tiles, and should be starting a serious playthrough (or attempt at such) once I get home from work.

143
Incredibly basic question due to incredible non-intuitiveness on the game's part: how do I navigate the Settings categories (General, Inteface, Graphics, etc.) on the main menu?

Bafflingly enough, Left and Right don't change category, but rather individual options.

144
Other Games / Re: Tyranny: from Paradox, "Are we the baddies?" simulator
« on: November 12, 2016, 04:31:55 pm »
Caved and bought it, figuring I had some disposable cash.

4 hours in, and so far it feels fairly average and quite like Pillars of Eternity.

The Conquest setup was nice, I suppose, but then the actual game is rather meh so far. Lots to read, and not nearly as much is interesting: I suppose some would find it immersive to be able to ask every minor NPC about their lives and what's their role in that place, but for me it's just meaningless fluff. It may not have binary good/bad decisions, but I wouldn't boast about it when you've merely replaced those with an equally binary "support blue/red faction", for the most part.

Been in a few battles, and again nothing remarkable in the mechanics: just like "shitty MMO combat", quoting a previous poster, only more convoluted so actually worse. Playing on Hard, that more or less forces me to give a damn about the million possible consumable items you can gather, and while some might find it engaging to find the ideal combination of fruits/vegetables/herbs/potions to distribute to each character according to their needs and class, I find that kind of "inventory management" as entertaining as coming up with a family-sized supermarket grocery list and calculating the costs with an abacus.

So I might dial back the difficulty to Normal so I don't have to go full grognard to get ahead. It's a shame, but I suppose I knew what I was getting into. I'll give it a few more hours, and if it still doesn't grip me, at least I got it for ~21 dollars on Nuuvem.

145
Other Games / Re: Tyranny: from Paradox, "Are we the baddies?" simulator
« on: November 12, 2016, 06:31:27 am »
Considering the modern variants are generally either shitty MMO combat like in Dragon Age 3, or Bethesda-esque Action game combat where the RPG elements barely matter, then I think the PoE combat system is ok.

Literally the only thing that nominally sets this combat system apart from shitty MMO combat is that you're controlling things from a strategy-like perspective instead of third person. Beyond that it's the same non-tactical bar brawl. And well, the system is more convoluted, bloated with stats, secondary stats, tertiary stats and a million skills out of which you only use a handful.

And you don't really need to go as far as Bethesda games, which are pretty much another subgenre. There's Wasteland 2 and the Shadowrun games, for instance. Their combat systems aren't perfect either, but they're CRPGs who have seen past the apparent need to clone D&D yet again to give an illusion of depth and meaningful complexity. They achieve the same effect through more streamlined mechanics.

Oh, I almost forget about Divinity Original Sin, which does something really interesting with combat and its whole elemental system.

Anyway, the sad thing is that I'm considering a purchase despite the fact I know there's an even or greater chance Tyranny won't impress me. The story seems nice, choice is nice and the whole thing seems fairly polished, but I can't shake the feeling it's little more than a book wrapped around an ancient game structure I've long since exhausted.


PS:

Played some more.

Then it ended.

Wat.

I only played like 8 hours.

...

Is this... is this really it?

Now this is alarming. An abrupt end after a relatively short amount of playtime? So far I had read the game was at least 20 hours long.

146
Other Games / Re: Tyranny: from Paradox, "Are we the baddies?" simulator
« on: November 11, 2016, 05:45:27 pm »
It's unfortunate that this game is so similar to Pillars of Eternity, another example of clinging to obsolete, cumbersome systems just for nostalgia's sake. Literally every genre has evolved in the past 16 years, and it makes little sense to stay primitive, reinventing not-D&D mechanics, just as convoluted, and insisting on an obscure, dull combat system.

I appreciate the twist of the story, and the effort they put into the lore. It's unfortunate to see all that potential wasted on an archaic, rusted golem of a game structure.

147
Other Games / Re: Civilization VI was just announced!
« on: October 20, 2016, 05:39:29 pm »
4. I discovered another continent on the same continent as my own. I don't understand. Apparently Africa and Siberia share the same landmass?

Continent names are randomly assigned to the randomly generated landmasses, and they can share one just like Europe and Asia do in the real world.

148
Other Games / Re: Civilization VI was just announced!
« on: October 17, 2016, 04:58:29 pm »
With release coming up on Friday (21st), preloading is now enabled on Steam and some key sellers such as Green Man Gaming.

149
Nono, mod managers are required where mod installation is complicated. Bethesda's games are an obvious case of this, with load orders n' shit. Kerbal Space Program's mod installation is as such:

1. Download the mod and open the archive. If the folder contained within is "GameData", move on to step 2a, otherwise move to step 2b.
2a. Merge the GameData folder with your KSP install's GameData folder.
2b. Move the folder in the archive to your KSP install's GameData folder.

The only thing you have to worry about on top is dependencies (which are in almost all cases taken care of by the original download) and incompatibilities (which are hideously rare). CKAN tries to take care of both, but the more dependencies, the more likely someone screwed up the metadata or has the wrong version.

Call me old-fashioned, but I use JSGME to manage my mods and keep the main installation largely intact.

It's probably somewhat more fiddly than CKAN, but it's a simple program without a layer of issues of its own.

150
It's an interactive fiction game, a Fallen London with a bit more framework. There's little boldness in relation to its browser-based cousin/spiritual predecessor.

In the end, that's debatable to some extent. What I really can't concede is the notion that the mechanics work in any but the most superficial way. Yes, the fuel and sanity mechanics contribute to the atmosphere, but it's one eventually dispelled once you realize you have to be extremely stupid to be lost at zee. That or random instadeath moments like running into Mt. Nomad without foreknowledge, or the RNG giving you the finger during a quest.

What other mechanics are there? Nothing of note. Combat is as uninteresting as it is pointless and avoidable, same with trading and in consequence bothering to upgrade your ship or equipment. Your boat is, after all, just a vessel to get you from story hub to story hub, with no other complexity. It initially provides the illusion of an open world, but sooner than later the game's encouraging you to treat it like Fallen London, and just do the stories, disregarding everything that could've made it something more.

I'll leave it there. Clearly this is a polarizing game, and different people expect different things from videogames. Different levels of interactivity, one might say. Some of us expect as much "game" as "video" in them, so to speak, while others are content laying back and letting the "game" take the backseat, if the "video" is interesting enough.

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