No, new bandits don't just rock up five minutes latter to the ruins you cleared out. Why would they do that? "Hey, let's go live where everyone else was just killed!"
No, what happens is that the bandits have their own respawn system! Albiet not as neat and efficient as a Hyperion respawn unit!
Bandit Masks
This is why bandits wear masks - so as to (attempt to) protect their brains. Because they have cybernetic oxygen cells and a flash hybernation system implanted in them to keep their brain alive in case of their body shutting down.
Regrowth Units, Midgets and You!
This is why you get so many midgets! Because they are regrowing their body, obviously you get alot of bandits in the early, formative stages of growing a new body!
Psycho Melee Guys
And this is also why you get psycho's who just use melee weapons - all the chemicals and hormones from growing a new body are swirling around in them, driving them fairly insane! Like a teenager...just multiplied by ten! They just can't get it together enough to obtain and look after a gun. Sadly this can be a vicious cycle, where since an individual can't complete their growing cycle, they are time and again 'killed', repeating the psychotic hormone cycle. Eventually these long bouts of madness engrave their way into the bandits synapses, creating
Psycho Grenade Guy
Utterly mad and full of growth drugs, these guys can be conned by other bandits into simply weilding a grenade and running at you. Bandits both fear falling into this tragic situation, yet also glibbly exploit those who do. It's said it's possible to return from being a grenade guy, but most examples seem to be from word of mouth.
Crazy Bandit Attitude
Overall the bandits are affected by the hormones, even once they have completed the growth of an adult body. This, in conjunction with a sense that they can't die, makes their methods somewhat eratic and insane. Some may even suffer from dementia, as even though one might assume one is fighting bandits who are in their early twenties, some of them are actually seventy or eighty years old!
Growth Systems aren't just for People!
This is why you find so many guns in bandit toilets - the components are actually being grown by special bacteria! They gather and fuse molecules of metals in various ground up scrap fed to them. The toilet actually makes an ideal growing spot, being moist and...fed a continual supply of nutrients! Oh, sorry, if you were grateful to hear that the toilets aren't actually used in their traditional sense anymore, sorry! Indeed, quite the opposite!
As to why Hyperion, as run by Handsome Jack, the Handsome Jack who wants to kill you - as to why THAT Hyperion will keep respawning you????
I got nuffin'.
Imagination only runs so far...
Philosophy in life. Philosophy in life spent gaming. Table top RPGs, mmorpgs, video games, and more.
Wednesday, February 6, 2013
Monday, February 4, 2013
Borderlands 2, Mini Review (and Rhymes Too...)
I think borderlands 2 is an improvement. For a start the single player mode actually offers some challenge in game play. Even though the split screen option is there on the PS3, it's a relief to know I can enjoy playing this solo.
There's a touch of darksouls there in that you start to learn the various positions of enemies in certain areas (but after awhile you'll be moving around following the story quests so much that that begins to reduce). Though this fades out latter as you don't cover the same ground as before. It seems a missed opportunity to have a puzzle like landscape you can learn, instead of zipping through new areas and just fumbling your way through instead of finding elegantly profitable paths through them. That'd be another thing that'd be interesting to pick up from dark souls - if you die, have it possible to pick up the money lost somehow. Have it sitting at some further point. Granted when you die the bad guys don't come back in borderlands 2 like they do in dark souls, so the mechanic can't be perfectly replicated without an even larger change being made.
Aesthetics wise, the returning of bandits bugs me - this sort of thing bugs me like clipping graphics bug alot of people. Why do the bandits just keep coming back? I'm gunna write a post about the respawning ecology of borderlands, simply to make my self less tooth grindy, in the next post.
There's a touch of darksouls there in that you start to learn the various positions of enemies in certain areas (but after awhile you'll be moving around following the story quests so much that that begins to reduce). Though this fades out latter as you don't cover the same ground as before. It seems a missed opportunity to have a puzzle like landscape you can learn, instead of zipping through new areas and just fumbling your way through instead of finding elegantly profitable paths through them. That'd be another thing that'd be interesting to pick up from dark souls - if you die, have it possible to pick up the money lost somehow. Have it sitting at some further point. Granted when you die the bad guys don't come back in borderlands 2 like they do in dark souls, so the mechanic can't be perfectly replicated without an even larger change being made.
Aesthetics wise, the returning of bandits bugs me - this sort of thing bugs me like clipping graphics bug alot of people. Why do the bandits just keep coming back? I'm gunna write a post about the respawning ecology of borderlands, simply to make my self less tooth grindy, in the next post.
Monday, January 28, 2013
5E - going for fast combat is admirable, but misses the issue?
I notice 5E is gunning for fast combat.
In itself though, this really isn't enough.
The issue really is the over arching design of play itself - if you have a session which is like starting at location A, then combat, then location B, then combat...combat becomes fairly pointless. You can only go from A to B then to C and so on. Generally GM's who use this sort of format start to choose really weak enemies, have the enemies use dumb tactics, and finally if the group is going to be killed, they simply fudge to preserve their A to B to C adventure notes. The party then fudge escapes, comes back and does the combat, so they can go onto B. Thus the combat is pointless - it's idle number crunching, since once of it's results (TPK) will be ignored, and apart from winning, the option of running away rarely works without fudging or simply generous readings of the rules/slip straight over to supposed drama based resolution (which is really just stating fiction that gets the PC's to escape that no one will balk at as too much of a dues ex).
Making fast combat just doesn't untie this knot in itself! It just reduces the time spent on rolling for a pointless activity. It's like saying to someone roll 15 or higher on a D20 - but if you roll lower, we'll just say you rolled higher. Why. Bother. Rolling? "But we've halved the time it takes to do it!"
The need a system where
A. Combat can be lost without a TPK happening and either without the GM having to fudge/simply narrate the escape, or just be upfront in the rules and say 'To stop a TPK, the GM can narrate most or all of the party escaping (preferably all)" and make it clear that fights really aren't to the death. You can roleplay the characters to think they are facing life and death, but as players lets stop pretending characters really can die. You think that, but when rather than one PC death looms and instead it's a TPK, the GM just folds and narrates your escape. So let's be honest about that. If one of you is likely to die, probably the whole party is about to TPK. Therefore the GM will narate an escape, therefore no ones going to die.
B. Give instructions for building stories where retreat actually makes a difference. Maybe because you were beaten back, the princess gets a curse put on her before you can rescue her. Heck, maybe she even just gets sacrificed? Make combat matter - be honest with yourself and don't really believe that you could die and that's what makes it matter. Your GM will fudge, so no, that doesn't matter.
Of course, in the end as you can tell from most WOTC modules, their own modules are A to B to C affairs.
So it's not going to change. It's going to shorten pointless combats and condition people to think it somehow matters to do these (since such a hullabaloo in the text is made about combat).
In itself though, this really isn't enough.
The issue really is the over arching design of play itself - if you have a session which is like starting at location A, then combat, then location B, then combat...combat becomes fairly pointless. You can only go from A to B then to C and so on. Generally GM's who use this sort of format start to choose really weak enemies, have the enemies use dumb tactics, and finally if the group is going to be killed, they simply fudge to preserve their A to B to C adventure notes. The party then fudge escapes, comes back and does the combat, so they can go onto B. Thus the combat is pointless - it's idle number crunching, since once of it's results (TPK) will be ignored, and apart from winning, the option of running away rarely works without fudging or simply generous readings of the rules/slip straight over to supposed drama based resolution (which is really just stating fiction that gets the PC's to escape that no one will balk at as too much of a dues ex).
Making fast combat just doesn't untie this knot in itself! It just reduces the time spent on rolling for a pointless activity. It's like saying to someone roll 15 or higher on a D20 - but if you roll lower, we'll just say you rolled higher. Why. Bother. Rolling? "But we've halved the time it takes to do it!"
The need a system where
A. Combat can be lost without a TPK happening and either without the GM having to fudge/simply narrate the escape, or just be upfront in the rules and say 'To stop a TPK, the GM can narrate most or all of the party escaping (preferably all)" and make it clear that fights really aren't to the death. You can roleplay the characters to think they are facing life and death, but as players lets stop pretending characters really can die. You think that, but when rather than one PC death looms and instead it's a TPK, the GM just folds and narrates your escape. So let's be honest about that. If one of you is likely to die, probably the whole party is about to TPK. Therefore the GM will narate an escape, therefore no ones going to die.
B. Give instructions for building stories where retreat actually makes a difference. Maybe because you were beaten back, the princess gets a curse put on her before you can rescue her. Heck, maybe she even just gets sacrificed? Make combat matter - be honest with yourself and don't really believe that you could die and that's what makes it matter. Your GM will fudge, so no, that doesn't matter.
Of course, in the end as you can tell from most WOTC modules, their own modules are A to B to C affairs.
So it's not going to change. It's going to shorten pointless combats and condition people to think it somehow matters to do these (since such a hullabaloo in the text is made about combat).
Saturday, January 26, 2013
Dark Souls - Wandering Around, Lost
Kinda just wandering around now - which is an inadvertant grind (though it's also a grind you can lose, if you screw up twice in a row).
Kinda fought some guy who was chopping a piece of meat, who left a kinda bag to wear on my head. Thinking it might be a disguise option, but...not going to experiment.
Did drop down a hidden hole in the wall behind him, shot a giant rat who could not reach me and merely flinched in facing it's arrow filled fate, then slid down a ramp as well to a place where I was freaked out because I had about 10k of souls and no way of getting back and so I'm creeping around, freaked! Oh wait, homeward bone (must buy some more of those!)! NM! Saw some weird rooms first, though, one with a grey mist door, so some kinda boss there.
Kinda fought some guy who was chopping a piece of meat, who left a kinda bag to wear on my head. Thinking it might be a disguise option, but...not going to experiment.
Did drop down a hidden hole in the wall behind him, shot a giant rat who could not reach me and merely flinched in facing it's arrow filled fate, then slid down a ramp as well to a place where I was freaked out because I had about 10k of souls and no way of getting back and so I'm creeping around, freaked! Oh wait, homeward bone (must buy some more of those!)! NM! Saw some weird rooms first, though, one with a grey mist door, so some kinda boss there.
Wednesday, January 23, 2013
Dark Souls : Capra Demon - not that big a deal?
Heard this guy was ultra tough? Did die to him three times, but on the fourth, after working up to just throw a firebomb as soon as I pass through the portal (just bash the button, you don't need to aim/lock on to anything), that kills one dog automatically. Then I do a bit of fencing with him, a few slashes and once I'm hurt, I ran up the stairs and across the arch of a door. A dog followed me but he stayed below. Managed to kill off the dog and switch to my estus flask and drink, then dived off and...missed him! Then ran up the stairs, dived off again with a downward stab attack and...he died to the first one? Heck, I had to down stab the Taurus demon more times than that?
Capra demon - unless I've hit him way latter than I should have - not a biggie.
Capra demon - unless I've hit him way latter than I should have - not a biggie.
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