CptMace
Self-Ejected
Possibly mildly interesting
You sure know how to sell your blog.
How ruthless this forum can be for some to come up with such extremely careful titles.
Possibly mildly interesting
Yeah, "she" is treating the forum completely transactionally. She didn't post her thoughts on the codex like any member should, and she didn't post in the main PS:T thread because she wanted more hits/attention for her site. On a less prestigious site, I might assume the mods allowed it for the pursuit of tail. Here, I don't know what to think.
You brought up my "status" to insult and dismiss me. You attacked me to ignore and deflect from my content. They call it ad hominem or some shit.
My counter is non-existent? I was just analyzing your content. I may have been wrong, your methods may have been only to stroke your ego, but reading someone's motivations is always a murky task.
Infinitron only posts what he deems is newsworthy. This may be blunt, but an 18-year-late criticism of Planescape: Torment doesn't exactly fit the bill. And if you didn't want to bump the EE thread, then I assume you were offering such a critique.
Congratulations. Your 150,000 views this month are cause for celebration. Perhaps not on such a prestigious site as this, but I will drink for your success.
Storyfags are more interested in being led by the nose than they are in choices.
They want to be told how their character feels, which is what PS:T often does for TNO.
False spiritual successor Numenera aside, I can't even think of an RPG, off-hand, that would qualify as a storyfag RPG, other than PS:T. And its true spiritual successor Mask of the Betrayer reduced cascading text dramatically and emphasized reactivity instead.
Better ruleset, itemization and combat, too. Also, more meaningfully non-linear.
As such, I have replayed MotB much more often than PS:T.
Repeating what I said in write-up, PS:T doesn't balance dialogue with combat and other considerations. Fallout, Deus Ex and Jagged Alliance 2 did .
Just tried maximizing my XP gain in dialogue with Ravel as Mage TNO. Again, it's like pulling teeth. Why do people like this shit?
The game was meant to be played by powergaming the shit out of it? I don't buy it, my friend. MCA doesn't powergame. We know that he plays on easier difficulties. He is, as we would say, a storyfag. Torment is an extreme example of storyfagging over combat. Every part of it functions for the story with the combat as an aside. I say this because playthroughs are nonsensically hard without metagaming. I can barely complete the combat in PS:T without resorting to kiting or some other nonsense.
what can change the nature of AD&D?Kyl Von Kull: Let me try to distill why I am criticizing PS:T like I am:
PS:T is a AD&D game. AD&D is about combat. Therefore, PS:T should have decent combat (it doesn't have as much combat as BG and IWD, but it still has quite a bit, along with lots of interesting weapons and spells, and yet its combat mechanics and encounter design are utter shit).
PS:T is built on IE. When it came out, we already had BG and TotSC. It is therefore not unreasonable to expect decent combat. So yeah, PS:T is obviously heavily influenced by BG (same engine), but it is also heavily influenced by Fallout which did everything better than PS:T and had decent combat. Please don't try and tell me Fallout's combat was shit; tbqh, I write off anyone who says it doesn't have some merit: PS:T combat has no merit. At least FO combat is fun and quirky, with death anims and targeting. Plus, TB.
You don't know that BIS weren't trying to scratch that itch. Maybe they ran out of money/time in dev-cycle. PS:T wasn't designed from the outset to have shit combat. I can't cite where Avellone said that himself but no citations are forthcoming where he is on the record as saying the contrary. The manual also says nothing about it. A good no. of pages in manual are given over to combat-based stuff, not to dialogue. It talks about THAC0, AC etc. because THEY MATTER. Play the game. I can't post write-ups like I have if spells and mundane fighting don't matter. Regardless, can we take Avellone's word, past present or future? Or any dev? What does dev intent matter? The above two points override it for me and are enough to justify my criticism of PS:T's combat.
It's supposed to be AD&D. It's for fans coming off BG and FO. It doesn't match either as a game. Ergo, criticism.
Also, powergaming Ravel's dialogue? Maybe you don't remember how rewarding it is for a Mage TNO. When you start seeing 90k XP float up your screen, and companions saying they're leveling up, you're gonna hunt for similarly rewarding threads. You may come out with in excess of 1mil XP not to mention material rewards and perma-boosts. People WILL reload to find more. You can even get the game over screen by killing her too early (no warning of this).
It's shit design.
Ancient interview https://web.archive.org/web/20080801091607/http://www.bellaonline.com/articles/art39332.aspYou don't know that BIS weren't trying to scratch that itch. Maybe they ran out of money/time in dev-cycle. PS:T wasn't designed from the outset to have shit combat. I can't cite where Avellone said that himself but no citations are forthcoming where he is on the record as saying the contrary.
Lisa: If you were making Planescape: Torment right now, are there things you would do differently from the original release?
Chris: Probably start off with more combat - the beginning is very slow and exposition-heavy, and I don't think that helps get the player into the mystery of his character. This is something I tried to correct in the future opening levels of Black Isle games (notably IWD2, where you're in trouble the moment you step off the boat in Targos). Also, I would work more extensively in creating more dungeon and exploration areas, and do another pass on the combat mechanics in the game - the story and quest structure in the game ended up becoming the primary focus of design, and I think the game suffered as a whole when it came to combat.