titsup
Strong in the Force
Posts: 819
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Post by titsup on Dec 5, 2015 6:15:30 GMT
A throwback to when games were good, when there was no hand holding. Thank god RG and Port are here to bring that back. Back when your choices mattered and no one was there to tell you where to go and what to do. Return to a time when mystery existed in games and you were never quite sure how your decisions would change the path ahead! Oh, except could you please get rid of that iconic Ultima gypsy woman (formerly said Arabella here, but I guess that's just the name they gave the gypsy now or something)? That, or at the very least find a way for her to be completely valueless to the game. Please, make that entire opening scene, where I enter NB and answer a series of questions a complete waste of time. How about we let our answers define who we are, but then if we don't like it, we just, i dunno, change it or something. Now, I personally think one should have complete control over the character they make unless they cede that control on their own. However, it seems more and more these people don't actually want a successor to the Ultima series. They want something with the trappings of the Ultima games, something that is Ultima in the vaguest possible sense. Outside of Ultima Online, the most memorable part of Ultima for me was Arabella and being fucking furious she decided my path was the path of the Tinkerer in Ultima IX. The pleas in that thread to know if Arabella's questions will have some effect on the greater game's moral dilemmas boggles my mind. They have had an incredibly hard time creating a simple dialogue with the very first character you come into contact with in the world and people want to know if the answers they provide will somehow be carried over into your interactions with npcs through the rest of the game. You think coding this game is difficult? Try writing those dialogue trees, that tie back in to choices you made dozens of hours ago. I can't see the moral spectrum being anything other than a series of sliders you move up and down, because creating a game that reflects true moral dilemmas into a cohesive multiplayer story takes seriously skilled craftsmen. These guys can't make you walk up and down a ladder (as per R24 post mortem, ladders may be Ep 2 because they are hard, yes seriously)
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Post by Membrane_on_Vacation on Dec 5, 2015 6:57:14 GMT
Very good points Argyle. I don't see how the choices you make could have anything more than a superficial vanity effect in this game as a multiplayer game. I doubt that they can separate the SP Offline enough from it now to allow it to really come into being either.
Also let me stop you right there. Just who the frack is this Arabella? The only Arabella ever to show up in any Ultima was Captin Hawk's ship in Serpent Isle. Where is the wagon, and why does she have to have a name at all? Mystery is your friend here, especially when some crazy woman is asking you questions that is going to change who you are right before you get sucked through some form of subspace... Not very Ultima success-ish indeed.
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titsup
Strong in the Force
Posts: 819
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Post by titsup on Dec 5, 2015 7:26:09 GMT
My assumption was that her name has been Arabella, which I find to be a stupid name. I always knew her as the gypsy, but since everyone has referred to her as Arabella over there for a long time, I assumed I misremembered. Gypsy woman has a sense of mystery that Arabella (generic feminine fantasy name generator result) does not.
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Post by Membrane_on_Vacation on Dec 5, 2015 8:01:59 GMT
100%, and if they can't get the name, theme, or concept down of the first person you meet then story wise I think we could be in trouble. But then again you know, pre-alpha and all One thing I will say, it looks like you're floating on one of the floating moon fragments when you start with her? It doesn't feel terrible, at least it sort of reminds me of the ethereal void in a way. Even if it was on a different plane of existence.
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Post by dewderonomy on Dec 5, 2015 8:52:00 GMT
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Post by Membrane_on_Vacation on Dec 5, 2015 9:41:41 GMT
WHAT'S A DUDERONOMY!?
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Post by nemolives on Dec 5, 2015 12:14:43 GMT
Now, I personally think one should have complete control over the character they make unless they cede that control on their own. However, it seems more and more these people don't actually want a successor to the Ultima series. They want something with the trappings of the Ultima games, something that is Ultima in the vaguest possible sense. Outside of Ultima Online, the most memorable part of Ultima for me was Arabella and being fucking furious she decided my path was the path of the Tinkerer in Ultima IX. The pleas in that thread to know if Arabella's questions will have some effect on the greater game's moral dilemmas boggles my mind. They have had an incredibly hard time creating a simple dialogue with the very first character you come into contact with in the world and people want to know if the answers they provide will somehow be carried over into your interactions with npcs through the rest of the game. You think coding this game is difficult? Try writing those dialogue trees, that tie back in to choices you made dozens of hours ago. I can't see the moral spectrum being anything other than a series of sliders you move up and down, because creating a game that reflects true moral dilemmas into a cohesive multiplayer story takes seriously skilled craftsmen. These guys can't make you walk up and down a ladder (as per R24 post mortem, ladders may be Ep 2 because they are hard, yes seriously) Ahah, this is something I hit upon at the start of my ITWILLBEDONEONEDAY video. I basically agree with you, let's say, but I am sympathetic to why it's being critiqued now...
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Caliya
Strong in the Force
People fight to gain things they can't take with them in the end
Posts: 2,121
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Post by Caliya on Dec 5, 2015 13:56:05 GMT
I guess I have no problem with the gypsy and I like her name. But I've never been an Ultima fan (only UO). So maybe that explains it. Carry on.
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Post by Mordecai on Dec 5, 2015 16:28:53 GMT
Coding a system that can take into account morals has been a goal of more than one game, but nobody's ever succeeded afaik. That's not unlike trying to have an organic-feeling dialogue system where you just type whatever. The idea sounds great, but I've never seen a game pull it off.
I give props to Port for trying to do some genuinely ground-breaking things, but I fear that they may fall short of reinventing dialogue and properly gauging ethics.
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Post by Membrane_on_Vacation on Dec 5, 2015 16:38:28 GMT
Coding a system that can take into account morals has been a goal of more than one game, but nobody's ever succeeded afaik. That's not unlike trying to have an organic-feeling dialogue system where you just type whatever. The idea sounds great, but I've never seen a game pull it off. I give props to Port for trying to do some genuinely ground-breaking things, but I fear that they may fall short of reinventing dialogue and properly gauging ethics. Take away all that POT content and re-focus it on stuff like card combat, skills, other game systems like you've mentioned there. Things would be... a bit different. But not sure how much.
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Post by Membrane_on_Vacation on Dec 5, 2015 16:43:58 GMT
I guess I have no problem with the gypsy and I like her name. But I've never been an Ultima fan (only UO). So maybe that explains it. Carry on. Ultima VII is where it is at. But if you can't sit through that spritefest, give the Ultima 5 Lazarus project a try. You will need to, attain, the Dungeon Seige 1.x game prior to installing the U5L patch, but it played quite nice and has just about all of the orig contents in the game. Shadow of Light Dragon also did the dialogue, and she has been wishing to help SotA with dialogue but you know how that goes. Lum and enderandrew have that shit buttoned down for whatever reason. Sorry Shadow, don't mean to put words in your mouth, that is only my opinion. Music is beautiful also, very, very well done fan project. www.u5lazarus.com/
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titsup
Strong in the Force
Posts: 819
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Post by titsup on Dec 5, 2015 17:03:57 GMT
So, the pitch was, we are going to create a game that accomplishes three goals, a morality based non-linear story in a selective SPOff/SPOn/FriendO/multiplayer environment with an organic dialogue system akin to Siri, each individually never having been accomplished in a game before and we'll do that with 1 million dollars in a year and a half.
What kind of idiot invests money into this shi.... Oh.
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Caliya
Strong in the Force
People fight to gain things they can't take with them in the end
Posts: 2,121
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Post by Caliya on Dec 5, 2015 22:10:48 GMT
I have only gotten into the first 58 seconds of the video. It is nicely done, and the music is excellent. I have a minor grievance with the content from the game (not the video). This sort of consequences: See, there is a "middle path." It's not black and white. One should be able to share the gold, telling the truth and giving half the gold to your friend, because even if you had the killing blow, it took 2 to fight. Alone, one may not have won. Further, choosing to be truthful may make you feel guilty. Lying and being accommodating, to not hurt your friend's feeling, also may leave a sense of unfairness or bitterness. So in effect, it punishes truthfulness. And that is in keeping to my experience on the Shroud forums. I don't mean to make this into a big affair or that I'm right and anyone who disagrees with me is wrong. It's just the way it struck me when I read it.
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titsup
Strong in the Force
Posts: 819
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Post by titsup on Dec 5, 2015 22:55:06 GMT
The moral quandries provided in the Ultima games were superficial. From memory, I don't think there is anything I'd now find philosophically interesting in them. For the time, that was interesting, shallow though they may be, there were certainly deeper than most games tread.
People complain about dialogue options when there are 4 now. Asking a player to create a character from questions that don't have answers that even reflect that players own responses in a game that's centered on traditional role playing isn't smart.
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Post by dewderonomy on Dec 5, 2015 23:20:22 GMT
Coding a system that can take into account morals has been a goal of more than one game, but nobody's ever succeeded afaik. Games have gotten close, though. Single-player games often struggle with the main storyline and morality. Think of Mass Effect: amazing game, deep. I absolutely loved it (had a crush on Tali). But, you can only bounce between Paragon and Renegade - you can't actually be BAD. You're saving the universe, after all, and the entire storyline depends on doing that, even if you're an asshole about it. Check Ultima VI. Talking to different characters by typing in information. You can kill just about everybody. However, while you CAN be a merciless asshole murdering everyone on the planet (which I would do after saving my game, taking a galleon and pirating cities), the game itself cannot be completed without being "the good guy". Enter sandboxes. I've been playing a shit ton of Mount & Blade: Warband. I can be a major asshole, raid villages, build a war party and take over the world. It allows me that freedom, but that freedom exists in action, not in chatting to NPCs. So while there's a depth of freedom and consequences for taking on the world, pissing everyone off in the process, there's also a limitation in what that means for you as the player: NPCs will hate you, many will fear you, but other than everyone just fighting you and trying to stop you, there's no storyline or plot that's directly impacted by those decisions. Like those people who play GTA but never do the actual quests; can you have fun and do what you want? Sure, but you're never really beating the game. Things change dramatically when you throw that into the multi-player sphere. Since you can't have morality-based decisions without actual choices, that kills just about 99% of MMOs out there that send you from one exclamation mark to the next. Limits the pool to choose from heavily. It honestly comes down to just a few: Ultima Online, Mortal Online, Star Citizen, and that one sci-fi game that was basically Cops & Robbers in the far future (it allowed for perma death). UO and Mortal Online are cut from the same cloth; more specifically, MO is cut from UO circa 1999, so I won't go too far into that one. The idea of jumping into a sandbox and doing whatever it is you want to do. Obviously, they have the flagging system to determine things like criminality and murderer status, mechanics to punish you for committing crimes, and so on. Karma systems allow players to get an idea of the kind of things you do; Glorious Lord is likely not going to steal from you while a Scoundrel is probably a petty thief. Morality in an MMO has to be considered differently; you aren't talking to NPCs, necessarily, to push your game along. It's the players that feel that sense of morality. In UO, being a Lord/Lady meant that NPCs would sometimes bow to you as you walked by; being Dread meant you couldn't purchase things from them anymore. There wasn't much depth to karma and NPC interactions beyond that, though. Likewise, people on SotA were the types to see a name in red and immediately assume they were of immoral character, a griefer, and so on. Anyone who played UO more than a year in the non-Trammel servers knows that the blues are the ones you have to watch out for. Reds wear their actions on their heads, blues can be opportunists (like I was). Reds also did what they wanted to do, killed who needed to be killed, whatever the reason. That blue tamer jerk that talks shit in town and harasses people? Blind loot his ass and reskill him until he quits. To some, the red is a common thug; to others, he's a hero who gives the douchebag his due come uppance. Yet that wasn't accurate morality. A karma system that didn't have any effect other than a vague idea of what someone did with most of their time (and as a blue PK, I always maintained Renowned for the RP - 0 Karma, +3 Fame) plus a very limited flagging system that was easily abused meant that morality in UO was almost a farce. Star Citizen aims to include NPC interactions and a more realistic sense of infamy, but I think in line with how Warband works: more in action and response than in any kind of in-depth NPC storyline. But in a primarily multi-player game, I think that works, at least for the NPCs. The real problem comes in the same thing I always harp on about when it comes to gaming: consequences. There are none. In single-player games, the consequences are often more easily coded: you died, game over. You chose Faction Red over Team Blue? The rest of the game is you fighting Team Blue. The original Way of the Samurai was really fun in this regard, but it was also relatively short, encouraging you to play it over and over again to try the different ways it could play out. Morality, I would argue, gets into the realm of it being a matter of orthodoxy and consequences; on a PvP server, killing people randomly isn't the same as suddenly turning off Trammel protection on a Trammel-only server and inviting gank squads in. Likewise, playing a game like Chivalry: Medieval Warfare and dying repeatedly isn't the same as playing PlanetSide 2 and dying repeatedly, or playing UO and getting killed being the same as playing Guild Wars 2 and getting killed. The consequences for failure, as one example, aren't the same, so what you do differs. In Chivalry, for example, I like to go balls deep in the fight and swing away; in PlanetSide 2, I play more conservatively, because failure means respawning from further from the action or wasting potential nanites or simply lowering my overall K/D - something I don't get a hard-on over but something that is hardwired into my character over his career. So if the simple win/lose element of a game directly determines how I play that game, so too then consequences need to be considered for interactions that don't necessarily have a win-lose scenario, or rather redefine what win-loss means. Time spent less on generic quests and how to carefully place level 2 rabbits on this hill, then level 3 spikey turtles on that one over there with level 4 harpies near the coast further along the path means spending more time on an immersive world with mechanics to facilitate that experience. Something else, I read about Pantheon here from the creators of EverQuest. It reads like literally every single game that has come out since 2005. "Open world." "Challenging gameplay." "Realms vying for power (ie, factions/races)." Nothing new, and no surprise they didn't reach their Kickstarter goal. Sounds like there won't be any more choices there than in SotA. And while I agree with Drocis that in a (supposedly) open-ended realm where you can be whomever, like Lord British said, that it is strange I have to follow a Principle from the outset, isn't it ironic that he wants to embrace "dissent, curiosity and rejection"? How bizarre.
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Post by nemolives on Dec 6, 2015 2:20:26 GMT
The moral quandries provided in the Ultima games were superficial. From memory, I don't think there is anything I'd now find philosophically interesting in them. For the time, that was interesting, shallow though they may be, there were certainly deeper than most games tread. People complain about dialogue options when there are 4 now. Asking a player to create a character from questions that don't have answers that even reflect that players own responses in a game that's centered on traditional role playing isn't smart. The issue isn't so much the depth of the philosophies, rather in the early Ultimas having 8 gave you enough depth of combinations to reasonably narrow down which Virtue the player actually would feel most attracted too; and more importantly the Player will tend to agree because you've given them enough time and contrasting perspectives to tease out the logic themselves. However in Shroud you'll be chosen after 3 questions which is far too fast and unconvincing for the Player to roll with it. It also throws you into a character spec that has no relation to the virtues at all; my video will be up now, and Nemo gets turned into an Archer because he follows Love and... wait? What? It makes no sense, not even when related to the questions themselves, which are pinched direct from Ultima, so it's not surprising they don't fit Shroud.
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Post by Mordecai on Dec 6, 2015 16:59:04 GMT
See, there is a "middle path." It's not black and white. One should be able to share the gold, telling the truth and giving half the gold to your friend, because even if you had the killing blow, it took 2 to fight. Alone, one may not have won. Further, choosing to be truthful may make you feel guilty. Lying and being accommodating, to not hurt your friend's feeling, also may leave a sense of unfairness or bitterness. While I think this quote is genius, I got the impression from Ultima that the design was intended to force a choice of virtue (by leaving out the other), inherently preventing a compromising (and in this case significantly more logical) decision. While that's great and all, the black and white scenario you quoted leaves the virtuously-minded player effectively with two options (read all CAPS-LOCKS in the voice of Dr. Borous): 1) TRUTH: Disregard your equally penniless friend and his help that you received and instead claim all of the reward by virtue of the fact that you got the kill. (No sacrifice, sure but this decision comes off so unsavory because it also taps into voids of compassion, honor, humility, and love). 2) SACRIFICE: Allow your friend to take the full reward, despite not making the final blow. This isn't quite as unpalatable a choice, though there is an abandonment of truth and justice, since you both landed the killing blow and deserved part of the reward (or all of it under Old-Britannian law?). The obvious conclusion that most people put in this scenario would find is that, because 1) you're both equally poor, 2) he's your friend, 3) you're a virtuous sort, and 4) you both worked together to overcome a difficult task, you ought to claim having landed the felling blow and share half of the reward with your friend. This option couldn't be in Ultima, because it reconciles all of the virtues (and in doing so removes the moral depth of the choices), but such is the inherent flaw in trying to to define virtues by separating them, a flaw that all of the Ultimas (and FO, Mass Effect, and GTA) suffer from.
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Post by Membrane_on_Vacation on Dec 6, 2015 17:08:49 GMT
Arguably not done well, but I believe it was indeed a continuing theme to some degree. I actually think Richard Garriott wanted to take you through a journey of some sorts and wanted to show you that nothing is just that cut and dry black and white: You have Chaos, lets create Virtue to end the Chaos and have something to believe in. Great we have virtue, now, let us see how those same virtues can be twisted into their opposites. Done. Now lets see how we can show everyone that nothing is ever black and white. Crap, that black and white thing really caused an issue, how do we solve it? The Ultima games are old now I could be reading too much into the flow of each game and simplifying them with the statement above too much, but if that is how it was suppose to be then I think it was a unique journey and one I wish would have the technology of today's world behind it to enrich such a story. Exactly why I supported SotA. Exactly why I'm so damn disappointed in SotA!
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Caliya
Strong in the Force
People fight to gain things they can't take with them in the end
Posts: 2,121
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Post by Caliya on Dec 6, 2015 19:22:09 GMT
The weird thing is, being "truthful" that you got the killing blow does not feel virtuous. Lying to your friend does not either. So I'm having trouble digesting if either choice could be perceived as virtuous.
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Post by Membrane_on_Vacation on Dec 6, 2015 23:04:53 GMT
The weird thing is, being "truthful" that you got the killing blow does not feel virtuous. Lying to your friend does not either. So I'm having trouble digesting if either choice could be perceived as virtuous. It doesn't seem overly elaborate and sophisticated, but back then the gaming generation was pretty young. I was probably like 11 when I was answering my first virtue questions. Virtue as perceived by ones self or from others was a brand new concept for my 11yr old self too so it even thought me some new things. Maybe I was a bit slow...
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Caliya
Strong in the Force
People fight to gain things they can't take with them in the end
Posts: 2,121
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Post by Caliya on Dec 6, 2015 23:41:50 GMT
The weird thing is, being "truthful" that you got the killing blow does not feel virtuous. Lying to your friend does not either. So I'm having trouble digesting if either choice could be perceived as virtuous. It doesn't seem overly elaborate and sophisticated, but back then the gaming generation was pretty young. I was probably like 11 when I was answering my first virtue questions. Virtue as perceived by ones self or from others was a brand new concept for my 11yr old self too so it even thought me some new things. Maybe I was a bit slow... No, not slow. You're right, it was all new then. And the video you posted, that I watched entirely, did have intrigue and kept one's attention. Especially a younger person, and the age range that liked Tolkien. I'm just questioning it now, if they plan to use the same sort of choice. The gypsy in SotA is a bit frustrating because I don't like being given weapons and spells based on what I answer and it's all a mystery. A person knows what they want to be, regardless of virtues or not. I usually choose magic or archery, but it gave me a sword. It made no sense.
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Post by Membrane_on_Vacation on Dec 6, 2015 23:51:22 GMT
Yeah that entire thing right now must be a place holder... They are going to have to be a lot more creative in order to make that functional!
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Post by fossil on Dec 7, 2015 16:41:24 GMT
Great read, props!
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Post by Mordecai on Dec 8, 2015 17:02:13 GMT
The gypsy in SotA is a bit frustrating because I don't like being given weapons and spells based on what I answer and it's all a mystery. A person knows what they want to be, regardless of virtues or not. I usually choose magic or archery, but it gave me a sword. It made no sense. With regards to Arabella, this is the real issue at hand. It's one thing to have players choose between truth and sacrifice, but to have players become archers or warriors because they opted for love or truth seems arbitrary at best. I see the value in it, tying dialogue into the game and so, but it conflicts greatly with the open-MMO feel that the game has taken on, and it becomes hard to take seriously, especially when a player immediately begins re-training their skills upon entry into Novia.
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Post by Membrane_on_Vacation on Jan 4, 2016 2:50:32 GMT
The gypsy in SotA is a bit frustrating because I don't like being given weapons and spells based on what I answer and it's all a mystery. A person knows what they want to be, regardless of virtues or not. I usually choose magic or archery, but it gave me a sword. It made no sense. With regards to Arabella, this is the real issue at hand. It's one thing to have players choose between truth and sacrifice, but to have players become archers or warriors because they opted for love or truth seems arbitrary at best. I see the value in it, tying dialogue into the game and so, but it conflicts greatly with the open-MMO feel that the game has taken on, and it becomes hard to take seriously, especially when a player immediately begins re-training their skills upon entry into Novia. Yeah it doesn't really work any longer. This is a bark from the past and while nostalgic I am sure they could find a creative way to re-introduce the very same concept in a much more creative light!
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Post by Bubonic on Jan 8, 2016 21:01:51 GMT
The main issue with the gypsy I believe is the decision to affect skills based on your responses. In my opinion, the obvious and easy fix is to have the answers affect attributes instead. It would make sense lore wise, and would be faithful to the old Ultimas. I tried suggesting this to lum but his response was that he very strongly disagreed... The last thing they want is people to be thinking about attributes. To me, this makes no sense at all. RPGs have always been about stats and attributes, ultima included. And since people are already worried about skills, why or how is attributes any worse? I tried to reason with him and draw him into a discussion regarding these and other statements he made, but he fell silent. If anyone is interested, the full convo is on this page: www.shroudoftheavatar.com/forum/index.php?threads/dear-lum.41619/page-4#post-466784
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Post by Membrane_on_Vacation on Jan 9, 2016 3:23:07 GMT
To me, this makes no sense at all. RPGs have always been about stats and attributes, ultima included. And since people are already worried about skills, why or how is attributes any worse? Do you think this stems from the original SotA idea of not having "classes" ? I mean, we already have some pretty clear classes, so...
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Post by dewderonomy on Jan 9, 2016 3:44:33 GMT
The last thing they want is people to be thinking about attributes. The gypsy should have determined your starting passives.
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Post by Membrane_on_Vacation on Jan 9, 2016 4:19:03 GMT
The last thing they want is people to be thinking about attributes. The gypsy should have determined your starting passives. I wasn't paying attention, I should have, but she did determine some of mine. Both Glyphs and Passives in the Fire Magic tree. I guess oddly enough even the SotA NPC thought I wanted to burn the world down...
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Post by dewderonomy on Jan 9, 2016 4:36:02 GMT
I was more criticizing the ineptitude of the development team's inconsistency ("NO STATS/CLASSES" but "everyone take the same passives or die in a fire!") rather than being serious.
You know I don't actually contribute anything, man. Act like you know me, bruh.
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