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Messages - Jusal

Pages: 1 ... 8 9 [10] 11 12 ... 23
136
DF Dwarf Mode Discussion / Re: Cause and effect
« on: January 19, 2008, 11:59:00 am »
If you want to be sure you could always put all the civilians in one big squad and  station them somewhere safe. It's a lot of work having to do that every time though.

137
Ouch. I can just imagine the story behind "The Unseen Rock".

All it needs is a good aim really...


138
DF Dwarf Mode Discussion / Re: 3d Room Applications
« on: August 11, 2007, 08:21:00 am »
...And then add the nobles' quarters there!

139
DF Dwarf Mode Discussion / Re: Require Help on Reclaiming Fortress
« on: August 06, 2007, 08:50:00 pm »
Puke seems to have solved the mystery of the disappearing artifacts (This is from another thread):

quote:
- reclaimed forts scatter your artifacts anywhere on the map, EVEN IF YOU HAVE NOT UNCOVERED THOSE FEATURES YET. I purposefully did not dig to the cave river, because i didnt want to lose anything. on reclaim, not only is my artifact missing, but there is a single green-highlight square deep in an unexcevated part of the mountain where my artifact must be sitting. and of course is washed away in the first seasonal flood, before i can reach it.

140
DF Dwarf Mode Discussion / Re: Require Help on Reclaiming Fortress
« on: August 05, 2007, 10:19:00 am »
You could try killing the beast in Adventure Mode and reclaim the fortress afterwards. You need a lot of luck though.

141
DF Announcements / Re: Dwarf Fortress 0.27.176.38a Released
« on: February 16, 2008, 12:51:00 pm »
Thank you, Toady!

What would we play without DF?


142
DF Announcements / Re: Dwarf Fortress 0.27.173.38a Released
« on: February 05, 2008, 02:29:00 pm »
Thankee. It's probably going to be another one of those nights when I notice how much the clock is just a little bit too late.

143
DF Announcements / Re: Dwarf Fortress 0.27.169.33c Released
« on: November 24, 2007, 07:27:00 am »
Ooh! Downloading.

144
Other Games / Re: Haze - A Persistent World for NWN2
« on: January 14, 2008, 07:18:00 am »
I think I have to make a few things clear to restore the peace:

Firstly, I regret making my post seem so hostile. As a long-time roleplayer I am used to a "Them And Us" setting between roleplayers and those who come to roleplaying servers without the intention to roleplay or to learn it. This is a constant, but relatively small problem in Neverwinter Nights due to it's age, a larger one in Neverwinter Nights 2 due to its popularity, and an extremely large one in World of Warcraft (hence the comparing). I didn't realize someone could think I meant the whole playerbase of Neverwinter Nights 2 with that comment, or worse, take it personally.

Secondly, my stubborness towards NWN 2 comes mostly from the poor multiplayer support (compared to the first NWN) it was shipped with. In its prequel you could simply choose to play it in multiplayer, click on a server of your will and join the game right away without any trouble (unless the server was really heavy on custom stuff). It's sequel is more centered around solo playing. In multiplay the players actually have (had?) to download the whole world the server was running before being able to play at all, which understandably significantly reduced the player amounts and made the multiplay more cumbersome.

Thirdly, I really think Neverwinter Nights was not made roleplay specifically in mind. I don't think it was very roleplay friendly when it was shipped. I have always rather had the picture that the playerbase requested and build the roleplay scene on it little by little. I had no intention to argue about this but wasn't really let the chance to back off.

Lastly, I would like to apologise to DR for taking part in thread hijack.


145
Other Games / Re: Haze - A Persistent World for NWN2
« on: January 14, 2008, 12:08:00 am »
Of course I know there are many good roleplaying modules for it. However we were arguing about Neverwinter Nights 1, not 2.

Besides they all are user made content, not something originally in the game. Only recently I learned that even Half-Life 2 has modifications for roleplaying, and I still don't think it was especially made for that purpose.

[ January 14, 2008: Message edited by: Jusal ]


146
Other Games / Re: Haze - A Persistent World for NWN2
« on: January 07, 2008, 06:39:00 am »
I'm happy with that. The argument starting taking a little too hostile turn for my liking.

147
Other Games / Re: Haze - A Persistent World for NWN2
« on: January 07, 2008, 03:50:00 am »
I was refering to sitting on a chair and does holding down shift not open an array of quickslots?

If these little annoyances are not immersion breaking then what does the game have  in its mechanics that makes superior for roleplaying purposes when compared to the rest?

And what are you getting confused at here? Are you trying to tell me that these custom mods were designed by the developers beforehand? We are talking about if the game was made roleplaying in mind, not if the players fixed it for that purpose.

[ January 07, 2008: Message edited by: Jusal ]


148
Other Games / Re: Haze - A Persistent World for NWN2
« on: January 06, 2008, 07:55:00 am »
NWN has some tools with which the players can create roleplaying content. It does not have the content itself.

It also has some game mechanics that are very hard to explain when roleplaying. For example the game's crafting skills require only gold (and sometimes experience points) to be used, which makes it a little difficult to explain where the materials popped up from or why your character suddenly lost some of their combat experience just because they mixed a potion. And of course, as I said before, the game does not allow your character to walk, or even sit down unless you are using player fixes for this. And then again there is this one thing about your character's ability to carry ten full sets of armor around in his pockets. These are common problems with the genre. I didn't expect NWN to fix them, but they certainly force the player to come up with strangest explanations should they want to roleplay.

And where did I compare NWN to WoW? I mentioned it in a completely different context, as someone I know, who has played both the games, had compared NWN 2's roleplaying difficulties to those troubling the players on WoW's roleplaying servers.

[ January 06, 2008: Message edited by: Jusal ]


149
Other Games / Re: Haze - A Persistent World for NWN2
« on: January 06, 2008, 07:37:00 am »
Well, I think the problem here is that we define roleplay differently. To me it means roleplaying or acting as a certain character. Making this kind of playing satisfactory is always largely dependant on the player(s), but if the game or gameworld itself makes it next to impossible there isn't much a player can do except for creating their own content to fix these problems. This is, as I see it, exactly what happened with NWN.

150
Other Games / Re: Haze - A Persistent World for NWN2
« on: January 05, 2008, 02:38:00 pm »
Hmm, true. The game was designed light roleplay in mind. In the sense of "Let's go and kill a dragon, dudes" and "Okay you take that longsword +2 and I'll keep the fullplate of fire resistance" but it isn't exactly that meaning of the word what I was thinking about here.

Of course I have experience with the multiplay and I know there are many good roleplaying servers out there. However, there are some things in the game that require a lot of patience and understanding from the players in order to roleplay in a satisfactory way.

As for the user created content: It was user created, NWN left an amount of holes for the players to fill for any deeper roleplay.

[ January 05, 2008: Message edited by: Jusal ]


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