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Posts
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Joined
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Yes, I'm sure demented ranting on the developer forums are an excellent way of getting the publisher company to see how deserving the EU is of the financial investment being made. If you don't care enough to aim venom at the right people, welp.
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Whereas if you lose money from simply distributing the product, then you face an even bigger issue.
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CO is a pretty good argument against voice acting and cutscenes. There is nothing far more irritating than being locked in place some god-awful voice actors bounce shakey dialogue back and forth between each other. LOTRO was just about tolerable due to the lack of voice acting, but it really broke up gameflow during multiple playthroughs.
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Quote:No, my point is that people are dragging in a completely different argument to the one that was originally being discussed. If you change the circumstances, well duh it's going to be different. Arguing that forcing someone into becoming a suicide bomber isn't heroic =/= arguing someone can't have a choice.The point is it doesn't have to be forced, and you don't seem to be willing to accept that.
As I said, try understanding the context before ribbiting on.
edit - Leaving the thread now, at any rate. It's like arguing with Silverspar all over. -
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The original statement that Uppity_McSquirrel took issue with. Jesus. Apparently it's asking the impossible that people actually understand what the hell it is I'm discussing. Someone finding a lack of heroism in forcing a short-fused bomb on someone is a far cry from twisting that into "OH MY GOD I'M ROLEPLAYING IT DIFFERENTLY".
Also, rofl at people that disable the reputation system then troll it. -
Quote:For all your herfing and derfing, I do realise you're trivialising them in an utterly moronic way by equating their struggle with that of a fictional computer game character. The original point was that blowing up an ally, within a comic book, without giving them a choice is hardly a heroic action.Most of the men I referenced in the battles did not volunteer for military service. They were drafted. Refusing the draft was a federal crime. Those men had no choice. I take that back their choices were . . .
1. Volunteer and pick which branch of the service you served in.
2. Wait for the draft and get stuck where they needed bodies
3. Refuse and get arrested/become a wanted fugitive.
But, Iunno. In before the parallels to Churchill or something. Maybe we can throw in a post on how the lack of influence at lower levels is on par with Haiti survivors. Something classy, like. -
Quote:Problem is there's a huge difference in being deployed in an active combat situation when you've signed up the military, and being forced to handle high explosives that explode within three seconds of them being fused to your hand.The point I was making was that the fact that someone was put into a situation they didn't volunteer for doesn't detract from any acts of heroism they might perform.
But, I dunno. All those dead and traumatised soldiers are worthy of being compared to super hero video game characters, I guess. -
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Quote:Uh, you don't have the faintest clue what he's actually talking about when it comes to handing someone a short-fused explosive, do you.I see. So using your logic the soldiers that died on the beaches of Normandy, Guadalcanal, Iwo Jima, Pork Chop Hill, Midway, Hamburger Hill, and hundreds of other battles weren't heroic sacrifices because the soldiers that fought them were forced to fight them because they were drafted into military service.
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"Bad design shortcuts" was creating a grand total of 6 zones (Mercy, Oaks, Cap, Sharkhead, Nerva, St. Martial, +1 if you count I7) and cramming those full of important stuff, making the gameworld as a whole feel incredibly small. Why make two zones 2/3s of the size when you could cram everything into one? Except then players always see the same places. How many people actually LIKE spending time in Sharkhead Island?
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How many people enjoy running through six different zones to drop off a package, come back to the first contact then be told to go through another five zones to clear out a warehouse before, finally, heading back again to maybe get the contact's congratulations. Possibly.
Variety is nice, but variety that has you taking thirty bloody minutes for a twelve second task is just irritating.
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"Bad design shortcuts" was keeping everyone contained within the same zone for 10 levels a stretch where City of Heroes mixes things up a bit.
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See above.
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"Bad design shortcuts" was adding in twice the story arcs but each a third of the length and each throwing out interesting information only as an afterthought (Oh, before I forget, the Rikti are humans. You learn something new every day!). Good storytelling and good stories replaced by short arcs just so there are more of them, no single one-off missions in addition to that, no hunt missions for those who like them...
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Matter of taste. I, personally, prefer the likes of Oh Wretched Man, Clockwork Villainy, etc, rather than being told to go defeat some Council for...um...some reason! Again. After I deliver this seven packages, obv. -
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I was "brave" once on DeviantArt. I found out that apparently Kim Possible is a lesbian and is in love with Shego.
There are some things you can't unsee...
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Oh come on. It's in the sub-text people! THE SUB-TEXT! -
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I take winner, please. Either side. I'm flexible.
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A little less conversation, a little more action, please.
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Are you flirting there, dear Sam? -
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Far as vigilantes go, they're free to "bring villains to justice" any way they choose. Kill, maim, arrest or sprinkle with flower petals - whatever keeps the vigilante alive and the villain off the streets..
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I demand a flower petal powerset. Now.