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carnifex

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Posts posted by carnifex


  1. In that perspective,.. wiping someone to death is probably not the best method to keep having a sub to play with.

    Punishments in d/s must be as well safe, sane and consensual. But they may very well be be unpleasant and/or painful.

    But which punishment are unpleasant enough for a player in a computer game? Character death, means revert to a save game - is totally okay, sane and safe. And whipping animation with some ouch-sounds... Seriously?

    The relationship isn't between the player and the follower, it's between the player character and the follower, and it's advertised as consensual - which is hardly the case if it can result in death. I think this is nowadays called the ludo-narrative dissonance, i.e. what happens in game terms doesn't match what happens in story terms.

    I think trying to punish the player for certain behavior is counterproductive, seeing how the player remains in full control regardless of what you do (unless you manage to lock the players' computer if they don't cooperate, but at this point this isn't a game anymore). I'd rather things made sense in game than tried to coerce me through meta measures, as this is more likely to take me out of the experience and stop enjoying myself than it is to cooperate. Death in particular is annoying both in that it creates an unwanted pause in the gameplay and that it disrupts the narrative and draws attention to the fact that it's all fake. Annoying players and interfering with their enjoyment isn't exactly a good way to motivate.

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  2.  

    I'll take Dark Messiah of Might and Magic over Dark Souls and Mount and Blade combined when it comes to melee combat, and this game doesn't give you much more in the way of basic attack options than Skyrim does - it just makes them more satisfying through better balancing, more responsive controls and better, more believable enemy reactions, then kicks it up a notch by giving you fun powers to wreak havoc on the battlefield and allowing you to murder motherfuckers creatively through scenery use. It's tight, it's tense, it's immensely satisfying when you pull off something cool without it being anal like Dark Souls or QTE without prompts like M&B.

     

    Dishonored, another game by the same studio, also has great melee combat despite simplifying the controls even further, and again it achieves it by tight controls, believable enemy behavior, and powers that let you take control of the battlefield if used properly, adding extremely satisfying contextual moves you can pull off without breaking a stride. And again, level design plays an important role in how it plays out, both by forcing you to choose your battlefields carefully and using scenery elements to your advantage.

     

    There's more to creating depth in combat than adding more basic options, is what I'm saying. Also, I really like how Arkane handles things in their games and hope Bethesda asks them for some pointers in making the next TES game, just like they claim they've asked id Software for tips on making gunplay better in Fallout 4. Which brings me to...

     

    There's so much more to good gunplay than just "press to shoot". Recoil plays a pivotal role both for balancing weapons and making them feel more powerful and satisfying. Weapon balancing is equal parts science and art, where ideally no weapon ever feels useless but some of them are clearly superior for certain situations, and each weapon should have different risk/reward ratio - just like in Dark Souls you don't want to be swinging a greatsword in a narrow corridor, in an FPS you don't want a rocket launcher when melee enemies try to swarm you in tight space. Movement needs to be carefully planned, whether it's "never stop moving" of oldschool FPS like Doom and Quake or the tactical approach of modern military shooters where finding a proper firing position can be as important as having good hand-eye coordination. Then, maps have to be designed properly both to facilitate your chosen movement style and let you take advantage of all your arsenal - arguably, modern military FPS do it quite a bit worse than classic shooters, where finding pickups and powerups was also of critical importance, making map design more important for the overall quality of gameplay. Ooh, I forgot to mention locational damage... but I hope you get my point anyway ;)

     

    There are single mechanics that become a game's selling point, but they never work in a vacuum, and a great game needs more than one good subsystem to make combat work. TES games don't have horrible combat because they're limited to simple attack/defense options, they're horrible because these simple options get unleashed on boring damage sponge enemies that don't react in a satisfactory way, because the controls are sloppy and the visuals of combat are unappealing.

     

     

    You misunderstood me, I'm afraid. I wasn't talking about the gameplay as a whole, but about the very basic and fundamental foundation on which a game works. Dark Messiah is a somewhat bad example, because the shallow gameplay attack - block - kick is masked by environmental hazards you can use to your advantage and good level design. I'm not saying that these things are not important, I'm just saying that I didn't talk about these things. Getting the combat of Dark Messiah into Skyrim would require an extensive overhaul of the world and level design and it still wouldn't add that much to the game. Sure, it would be fun kicking enemies into wall spikes and chasms, but only for the first few hours or so. Dark Messiah worked because it had a very specific level design catered to this specific game, something that's hard to do in an open world setting. But again, that wasn't what I was talking about.

     

    And saying that the gameplay of Mount&Blade is essentially QTE is stretching the definition of QTE so thin that it can be applied to every single game that was ever made because you have to press buttons sometimes.

     

     

     

    There's so much more to good gunplay than just "press to shoot". Recoil plays a pivotal role both for balancing weapons and making them feel more powerful and satisfying. Weapon balancing is equal parts science and art, where ideally no weapon ever feels useless but some of them are clearly superior for certain situations, and each weapon should have different risk/reward ratio - just like in Dark Souls you don't want to be swinging a greatsword in a narrow corridor, in an FPS you don't want a rocket launcher when melee enemies try to swarm you in tight space. Movement needs to be carefully planned, whether it's "never stop moving" of oldschool FPS like Doom and Quake or the tactical approach of modern military shooters where finding a proper firing position can be as important as having good hand-eye coordination. Then, maps have to be designed properly both to facilitate your chosen movement style and let you take advantage of all your arsenal - arguably, modern military FPS do it quite a bit worse than classic shooters, where finding pickups and powerups was also of critical importance, making map design more important for the overall quality of gameplay. Ooh, I forgot to mention locational damage... but I hope you get my point anyway ;)

     

    There are single mechanics that become a game's selling point, but they never work in a vacuum, and a great game needs more than one good subsystem to make combat work. TES games don't have horrible combat because they're limited to simple attack/defense options, they're horrible because these simple options get unleashed on boring damage sponge enemies that don't react in a satisfactory way, because the controls are sloppy and the visuals of combat are unappealing.

     

    Again, I was talking about the very core of the gameplay. There are more things you can and should do in a shooter, but those are things that are added on top of the core, meaning they can be fixed by tweaking numbers rather than fixing the underlying system of the game. The amount of recoil a gun has can be modified, as well as the bullet spread, rate of fire and damage. But you can't fix the inability to make meaningful decision by tweaking some numbers and that's why Skyrim and Oblivion are doomed to have a shitty gameplay, no matter how many gameplay overhaul mods you might install.

     

    Melee combat is all about making important decisions in a splitsecond. Have a video about what's possible with a sword and you'll understand why at least directional attacks are so important to make a good game with melee weapon combat: [spoiler]https://www.youtube.com/watch?v=2bdMfaymGlk

     

    You don't need to think about stuff like that when you do a shooter because the underlying mechanic - press button to pull the trigger - is all you need as a foundation. It's not all you need to make a good game, but depending on the depth pf the underlying mechanics, you're severly limited on what you can add to the game and what you can't. I don't know if you ever played RUNE, but that game had an enemy that would only stay dead if you cut off the head. Problem was you did have no control over the direction of your attacks, meaning you had to rely on luck to get the attack that killed the enemy to be a slash roughly at the height of the head. That's a prime example of trying to add some depth to the game without the core mechanic being able to give the player the control and options to deal with it.

    Where I disagree with you is, I think you're taking a very reductive view of what constitutes a "core mechanic", and this leads you to a very simplified and ultimately unhelpful view of what creates a deep, engaging gameplay. 

     

    Consider the recently popular "Arkham style" of melee combat, used in such games as the Arkham series, Shadow of Mordor, Mad Max and many other. What you'd call a "core system" is the same across all of them - one button for attack, the other for timed counterattack. Considered at this level, all these games are the same, yet some are praised for this combat system while others are considered subpar imitations. Why? Well, one thing is definitely responsiveness, a basic quality of implementation if you will - in Arkham or Shadow of Mordor, the character responds to controls instantly, and the animation transitions are butter smooth, giving combat a satisfying feel. Another thing is the number of permutations the system introduces along the way, from Arkham's enemies that have to be dealt with with a particular contextually activated "special move" to different enemy weaknesses and resistances in Shadow of Mordor. Ultimately, even camera work is pivotal in whether this system works great or bad, and dismissing all these factors as "non-core" will not lead us to any helpful conclusions on how to make a good fighting game.

     

    For a non-combat example, Mirror's Edge has arguably the best, deepest and most satisfying movement-based gameplay I've seen in a game, yet it's basic control scheme is identical to that of any FPS out there. If you'd like to analize what makes it great, saying the core mechanic is "press button to jump" is so unhelpful it's basically a non-statement.

     

    The issue with Rune is actually a perfect example of what I'm talking about. You see this issue and take from it that directional attacks are important for adding depth to the gameplay, but there'd be no need for directional attacks in Rune had there not been this element of locational damage introduced, and the issue would have been equally resolved by removing the decapitation requirement. Gameplay has to be analized hollistically, breaking it down into arbitrarily defined elements makes you miss the forest for the trees. Good combat mechanics, whether melee or shooting, are a careful balance of many elements, from the responsiveness of controls to quality of animation to enemy AI to weapon balancing and many more, and there's more than one way to achieve great user experience in the end.

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  3. I much rather take a stat driven system in a rpg than the active action approach.

    Stat-driven systems work great in tactical RPGs like Infinity Engine games or classic Fallout titles, not so much in first/third person games like Bethesda makes. Morrowind had one of the shittiest combats ever in an RPG because the stat-driven underlying system was creating a dissonance between your actions and their effects.

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  4.  

    Well, Fo3 was oblivion with guns :).

     

    No, not really. I'd say that Oblivion and Skyrim are rather shooters with swords, bows and sorcery and that's why the gameplay is so bad. You can't use run-of-the-mill shooter mechanics in a game like Oblivion or Skyrim. It's not only Bethesda that fucks up these kind of games, though. The only games that have good melee combat that I know are Dark Souls and Mount&Blade. Dark Souls circumvents the issue that most games with melee have by adding fixed movesets and combos to the game, which works most of the time but sometimes it doesn't. Depending on which weapon you use, fighting in narrow hallways becomes an issue because you can't freely control your weapon. If the moveset says a thrust attack happens only with the third attack while the first two attacks are broad horizonal sweeps you're fucked unless you use another weapon that has a moveset that accomodates narrow spaces.

     

    Mount and Blade on the other hand lets you freely chose which attack you want to perform, the result being a somewhat clunky combat with telegraphed and simple looking attacks which are needed because you clearly need to see from what direction the attack is coming to block accordingly. Fancy and varied moves would make it look better, but then you couldn't block as reliably.

     

    Oblivion and Skyrim however didn't take into account that you need to do something with your weapon other than attack - heavy attack - block to give some depth to the game. Fallout 3 had working gameplay, Oblivion didn't. Unless you consider gameplay that reminds me of a generic MMORPG without auto attacks, manual aiming and without skills to use during combat working as intended, of course. It speaks volumes that ESO has a lot more depth to the combat than Skyrim has.

    I'll take Dark Messiah of Might and Magic over Dark Souls and Mount and Blade combined when it comes to melee combat, and this game doesn't give you much more in the way of basic attack options than Skyrim does - it just makes them more satisfying through better balancing, more responsive controls and better, more believable enemy reactions, then kicks it up a notch by giving you fun powers to wreak havoc on the battlefield and allowing you to murder motherfuckers creatively through scenery use. It's tight, it's tense, it's immensely satisfying when you pull off something cool without it being anal like Dark Souls or QTE without prompts like M&B.

     

    Dishonored, another game by the same studio, also has great melee combat despite simplifying the controls even further, and again it achieves it by tight controls, believable enemy behavior, and powers that let you take control of the battlefield if used properly, adding extremely satisfying contextual moves you can pull off without breaking a stride. And again, level design plays an important role in how it plays out, both by forcing you to choose your battlefields carefully and using scenery elements to your advantage.

     

    There's more to creating depth in combat than adding more basic options, is what I'm saying. Also, I really like how Arkane handles things in their games and hope Bethesda asks them for some pointers in making the next TES game, just like they claim they've asked id Software for tips on making gunplay better in Fallout 4. Which brings me to...

     

     

     

    A shooter is something that's very easy to do, at least as far as the fundamental gameplay mechanics are concerned. Pressing a button emulates your character pulling the trigger, there's no depth you need to add to that.

    There's so much more to good gunplay than just "press to shoot". Recoil plays a pivotal role both for balancing weapons and making them feel more powerful and satisfying. Weapon balancing is equal parts science and art, where ideally no weapon ever feels useless but some of them are clearly superior for certain situations, and each weapon should have different risk/reward ratio - just like in Dark Souls you don't want to be swinging a greatsword in a narrow corridor, in an FPS you don't want a rocket launcher when melee enemies try to swarm you in tight space. Movement needs to be carefully planned, whether it's "never stop moving" of oldschool FPS like Doom and Quake or the tactical approach of modern military shooters where finding a proper firing position can be as important as having good hand-eye coordination. Then, maps have to be designed properly both to facilitate your chosen movement style and let you take advantage of all your arsenal - arguably, modern military FPS do it quite a bit worse than classic shooters, where finding pickups and powerups was also of critical importance, making map design more important for the overall quality of gameplay. Ooh, I forgot to mention locational damage... but I hope you get my point anyway ;)

     

    There are single mechanics that become a game's selling point, but they never work in a vacuum, and a great game needs more than one good subsystem to make combat work. TES games don't have horrible combat because they're limited to simple attack/defense options, they're horrible because these simple options get unleashed on boring damage sponge enemies that don't react in a satisfactory way, because the controls are sloppy and the visuals of combat are unappealing.

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  5. Nowadays I think Oblivion is the best. Morrowind had great vision but the gameplay was horribly clunky at times. Skyrim is the prettiest but also the most shallow, both gameplay- and story-wise. Oblivion has made critical improvements to the game's systems without removing all depth like Skyrim did, has some of the most memorable quests in all modern TES titles, and is still pretty enough to play without bad graphics taking you out of the experience.


     


    That said, I've played Skyrim much more than either Morrowind or Oblivion, mostly thanks to mods (also because I'm a sucker for all things Norse).


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  6. I have nothing constructive to add, but I really have to say this: whomever came up with calling futa succubi "omnibus" must have been an utter moron, and seeing it in use gives me cancer.

    That would be from a game called Corruption of Champions if I am not mistaken. -shrug-

    Sorry to hear about your cancer.

    It's stupid because a)omnibus is already a word with a completely unrelated meaning, and b)the common root of succubus and incubus is "cubus", from the Latin word "cubare" meaning "to lie (in bed)", not "bus".

    Seriously, words have meanings!

    /linguistic rant

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  7. I've played unmodded Skyrim quite a lot - did the main story, the civil war, the Companions and the Dark Brotherhood all on a completely mod free setup right after the game came out, and I've had a great time. So yes, the game is definitely playable and fun if you ask me. The combat isn't that great, but it's not my main concern in a TES game. The stories, well, I certainly see a lot of room for improvement in this department, but when I first played they managed to keep me hooked no problem (with the sad exception of civil war, which was really weak IMHO).

    Mods can enhance your expedience greatly or destroy it utterly, depending on whether you find the right ones for you (and whether they work as advertised). I'd have long forgotten about Skyrim had it not been for the mods, but at the same time I'm not as enthusiastic about the game now as I used to be before modding the game, because nowadays I'm planning m my experience carefully enough by applying mods that a degree of surprise and spontaneity is missing. So there's that.

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  8. Tried the mod yesterday night, so far I'm pretty impressed. I had to reload the game for the introductory quest's dialog to show up, but other than that, I've yet to find a problem that doesn't stem from the overall shittiness of my Skyrim installation (I get ridiculous script lag that I can't seem to get rid of despite running a pretty tame mod list, but I've had it before this mod was even out so it's definitely not its fault). The soft dependencies all work fine and really add to the fun - as an aside, nooblet did a splendid job with the branding device of doom and it's quite a shame that more mods aren't using it for stuff. The additions to the story are great, the transition from normal Whiterun to slavers paradise is much better now that it's slower and more gradual. Overall, a very good mod that really improves upon its predecessor.

    That said, a couple nitpicks:

    -It would be great if the devices put on you were following some kind of theme, or maybe that's just me. (Not a fan of mismatched colors and styles when it comes to DD.)

    -What definitely would be great is the temporary removal of the devices for the branding scene - I got fitted with restrictive collar and it kinda interfered with the branding scene.

    -The transition into and from the branding scene could be improved with some pop up messages about getting dragged into / out of the dungeon, and the scene itself would greatly benefit from the presence of a slaver character taunting you during the torture - maybe even some dialog where you can either beg for mercy (to no avail, of course ;) ) or keep insulting your captors? Basically, something to make it more connected to the rest of the ordeal.

    That's about all I've got for the moment (it was pretty late and I didn't get that far). Once again, great mod and all my nitpicks are to be treated as... well, as nitpicks :)

    Thank you for your hard work. I'll definitely play through all you've got and post more suggestions along the way, to be perused at your leisure.

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  9. I used to live looking forward to the next improvements to ME... =/ Is this mod going anywhere? Just wondering

    The new version is in open beta test, but it's only in German. Seeing how many new and complex features it's supposed to have, and how many equally complex old features need to be rebuilt from the ground up, I'd advise patience.

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  10. - Maybe you should create a city for the mod, and not use Slaverun anymore...

    That would be cool, one of the things that put me off in the original was seeing ol' Baalgruf act totally out of character (he's probably the greatest bro in the whole vanilla Skyrim, to see him turn Whiterun into a messed up slavers den is completely immersion breaking for me, and I don't count myself among the hardcore roleplayers).

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  11. In Ravenous there's a spit roast animation that goes all the way through, I believe. Might not be what you're looking for, though.

    The animation is actually from zaz, it's just that ravenous is one of the very few mods that use it for anything (and pretty sure the only one that actually uses it on the player).

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