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Messages - Ephemeriis

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211
Life Advice / Re: Windows 7 Setup fails - any advice? :(
« on: September 23, 2010, 01:58:32 pm »
Vista x64 to Win7 x64 should be a fairly painless upgrade.

I'd suggest there's something wrong with the installation media.  Either the disc itself might have an issue, or the drive it's in.  The only time I've run into those kind of issues on a Vista-->Win7 upgrade were with faulty media.

212
Forum Games and Roleplaying / Re: Warhammer 40k. Dark Heresy.
« on: September 20, 2010, 12:40:05 pm »
If they'll be playing Inquisitors, you'll really want to make things pretty black & white.  The heretics and mutants are the enemy.  There's no shades of grey.  Make them out to be evil incarnate.  Your players should be ready and willing to burn out the corruption wherever it may be.  Even if it turns out to be their best friend.

Just because it's an insanely dark setting, doesn't mean that your players cannot make a difference.  Sure, their actions will be inconsequential in the grand scheme of things...  You've got superpowers clashing over whole regions of the universe...  A few Inquisitors aren't going to change the course of the war...  But they can affect a city, or even a planet.

If you keep the scope relatively narrow - effectively giving your players tunnel-vision - you can actually make them feel pretty good about what they're doing.

And that can be a very effective way to emphasize the darkness of the setting as well...  Keep them focused on the task, keep them feeling good...  And then, at the end, once the campaign is over, pull off the blindfold and let them see just how little all their hard work has accomplished.

213
DF General Discussion / Re: Dwarven Philosophy.
« on: September 20, 2010, 08:08:49 am »
Dwarves have always struck me as odd creatures...

Pretty much anywhere they appear, they've got some common traits.  They like to live underground.  They mine.  They make things out of stone and metal.  They like booze.  They build absolutely ginormous structures underground.

What kind of mindset does all that imply?

It seems like they're almost innately greedy.  Like they really enjoy digging up piles of gold and silver and adamantium for no other reason than simply to have the gold and silver and adamantium.

They also seem kind of paranoid.  Or fearful.  Or insecure.  They're always digging into the ground, building gigantic fortresses that should be able to withstand just about anything.  You seldom see these fortresses under attack...  Yet they're frequently empty or abandoned.  Dwarves are often portrayed as a race in decline. 

Are the fortresses there for psychological reasons?  Are they trying to hold back entropy itself, rather than the goblin hordes?

Maybe they, as a race, are deeply aware of their mortality.  They know, at a fundamental level, that the entire species is going extinct.  Maybe the best they can manage is to drink away the hours and try to build monuments that will outlive their species.

214
DF General Discussion / Re: Anyone else get mocked by their wife over DF?
« on: September 17, 2010, 10:19:45 am »
This happens several times a day...

Wife:  What'cha doing?
Me:  Building a dwarf fortress.
Wife:  <snicker>

...I'm not sure what she find so amusing about the exchange.

215
General Discussion / Re: On Morality In Video Games
« on: September 17, 2010, 10:03:42 am »
I thought it was the morally correct thing to do?

Or are you telling me that every single war ever waged was immoral?

Are you telling me that every single war ever waged was moral? :P

In the minds of the folks going to war, at the time, yes.

We're always told it's the right thing to do.

Of course, people disagree...  Especially the folks who're on the other side of the warfare...  And sometimes it turns out that you weren't going to war for the reasons you thought you were...  Or maybe in retrospect things aren't as clearly right and wrong as they seemed at the time...  Or maybe there were alternatives that nobody was told about...

But you generally have a hard time convincing people to fight and die if they think it's a genuinely immoral thing to do.

216
DF General Discussion / Re: Dwarven Philosophy.
« on: September 17, 2010, 09:03:04 am »
I understand, but still. DF takes it to a whole new level. How many games are there in which you can make a fountain of blood built from the bones of random traders and elven skulls? I don't care about how violent it is, I am just the philosophical type of person.

Well, first of all, most games don't have the mechanics available to build fountains of any sort.

But it's a sandbox game.  There's absolutely no reason, beyond your own amusement, to build a fountain of blood out of bones and skulls.

Dwarf Fortress, in and of itself, doesn't have much of a philosophy.

217
General Discussion / Re: On Morality In Video Games
« on: September 17, 2010, 08:29:30 am »
Although if you revised it slightly to "Attack and kill anyone not in your immediate family/ tribe" it could create some weirdness.

Weirdness?

I thought that was how the world actually worked?
Yeah, but now it would actually be the morally correct thing to do.

I thought it was the morally correct thing to do?

Or are you telling me that every single war ever waged was immoral?

218
General Discussion / Re: On Morality In Video Games
« on: September 16, 2010, 03:06:01 pm »
Although if you revised it slightly to "Attack and kill anyone not in your immediate family/ tribe" it could create some weirdness.

Weirdness?

I thought that was how the world actually worked?

219
DF Suggestions / Re: My fortress has become boring.
« on: September 16, 2010, 09:12:52 am »
Sandbox games are fun but short lived.
Sandbox games do not provide external motivation.  You have to come up with goals yourself.  Which means they can live for as long as you like.

220
General Discussion / Re: On Morality In Video Games
« on: September 16, 2010, 09:06:38 am »
Generally speaking, "moral" choices in video games are a joke.  It's usually painfully obvious what is the "good" choice and what is the "evil" choice...  And they're generally both caricatures.

One of the things I enjoyed about Dragon Age is that it really muddied the waters.  It wasn't really clear which was the good choice and which was the evil choice...  Nor was it entirely clear whether it mattered if you were good or evil.  All that was really important was that you stop the Archdemon.

221
General Discussion / Re: Instant Google
« on: September 09, 2010, 01:55:54 pm »
The idea is that most people read faster than they type.  So it could predictively complete your search for you, and display meaningful results before you would even have finished typing everything out.

For me, personally, this isn't true.  I type faster than it is able to display results, which means it is constantly trying to refresh.  I don't know if I'm actually typing that fast, or if I've got a crappy network connection, or what.  The bottom line is that I'm finding it annoying.

Luckily, I use the customized iGoogle thing, which doesn't even have the new instant search thing available yet.  So I don't even have to bother with disabling it right now.

222
Other Games / Re: Worst Games You've Ever Played?
« on: August 16, 2010, 08:14:57 am »
At night it's FUCKING DARK, dark like I have not seen dark in a video game for a long time. It really adds to the atmosphere, and makes stuff that helps you see in the dark actually useful.
This is something I really miss these days...

Seems like there aren't a whole lot of games that are willing to make nighttime/darkness truly inconvenient.

I remember playing EverQuest...  And when the sun went down, you couldn't see anything.  Carrying a torch took up a slot.  Made elves (with infra/ultra-vision) downright advantageous.  Light spells, or items that had a light effect, were incredibly handy.  At night there was a genuine concern that you'd stumble into something you didn't want to be fighting.  And if you had set up camp, it was the elf or the guy with the best lighting equipment who wound up pulling...  While the rest of you huddled together and hoped you didn't lose sight of each-other.  Fun stuff.

STALKER did night very well...  But made it almost too easy to get your hands on night vision gear.  Which was, itself, somewhat limited...  But it was too easy to mitigate the darkness.  Either with night vision, or a flashlight, or simply finding a well-lighted area to hang out in until morning.

And every RPG I've played recently lights up the night so well that it might as well be daytime.

223
Other Games / Re: Warhammer 40k
« on: August 10, 2010, 02:23:45 pm »
I've wanted to get into 40k for years, ever since I saw folks playing it at a convention over a decade ago.

I picked up a Black Reach boxed set on eBay relatively cheap.  Painted up a bunch of them.  Wrapped my head around a very rough idea of how things work.

And then discovered that nobody around here plays.  And the nearest game shop that hosts games is across the lake...  Roughly 45 minutes away, plus a ferry ticket.  Bah!

224
Other Games / Re: Starcraft II
« on: August 04, 2010, 07:00:33 am »
This reveals the problem to be poor gameplay design, rather than a pathing problem. If the best tactic to counter a rush is to build supply depots or other buildings as a wall, then we need actual WALLS. Defenses should be able to stop these attacks at the gate. A single protoss warrior between two pylons should not be your rush-defense strategy, its absurd.

That's kind of what I was trying to say.

It's absurd to think that a marine (or protoss, or whatever) is going to act as some kind of immovable wall.  You should be able to push past individual troops.  It makes sense.  Yes, I understand the cop with a riot shield analogy above...  But you know what?  If you had a half-dozen zerglings trying to get through that narrow gap, they'd simply trample him.  He shouldn't be an immovable object.
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A wall wouldn't lower your unit capacity when destroyed and would be tougher.

Cool. I'd still rather use supply depots/pylons, because they're actually useful. Walls are only useful for about the first 10 minutes anyways. After that you might as well put your supply depots on perma-lower and send your 2 guard zealots off to die scouting, because the enemy's gonna just fly in anyways. Walls would be permanent, block your ground units, and be completely useless outside of the rush time. Seriously, there is no need for 'dedicated' wall units with no benefits except +100 hp.

Ultimately it comes down to gameplay mechanics.  Due to the way the game is built, rushes happen.  An early swarm of quick, cheap units can completely ruin your day.  So there needs to be a defense.  And, due to the way the game is built, that defense takes the form of half-assed walls to keep those rushes from doing too much damage.

The game could very easily have been made differently - either to eliminate the threat of rushes, or to provide a better defense.

Look at the old C&C games - you could build walls and gates.  The gates automatically lowered to let friendlies through.  They were crazy cheap, built very fast, went a long way towards mitigating the threat of a rush, and didn't hamper your own troops.  Sure, they were useless against flying units...  But they did their job and didn't hamper you, so it wasn't a bad thing to build them initially.

Blizzard could have added some kind of defensive walls to the game and made it work.  To suggest that is impossible is just silly.

Decisions were made along the way that resulted in the current design.  The design where you wind up using a couple individual units to form a wall.

In the context of the game - that works.  The mechanics work.  It is effective.

But it doesn't make sense.  Logically, a couple marines should not have the same effect as a cement wall.

225
Other Games / Re: Starcraft II
« on: August 03, 2010, 11:47:56 am »
Answer: Not retarded pathfinding and let those smaller units squeeze by you inconsiderate fatty longer-range units.
I don't understand why the fatty long range units wouldn't just move.

Step out of the way, let the troops go through, step back to where you were.  Makes perfect sense to me.

Yes, of course, this might very well put your long range guys a bad place...  But that's why you micromanage them.  If you're just trying to get some troops from one place to another you really shouldn't have to tell individual units to get out of the way.
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if wall-ins are compromised then just make it so units told to stay in place won't let anything push them around and squeeze through, or just allow it for allies only.
I fail to understand why a wall-in should even really be possible.

Ok, obviously, a normal human isn't going to shove a tank around...  But if we're talking about a pile of zerg pushing up against a pile of marines it isn't like the marines are fused to the bedrock or anything.  It makes sense to be able to shove people around a bit.

Sure, if you've got sufficient numbers, you should be able to substantially impede someone.  They aren't pushing against a single marine, but rather pushing through a group of 30 or 40.  And at those numbers you're going to cut down a lot of zerg before they get too far.

But why should a marine be treated like some immovable object?

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