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Real Name SMA   
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Nickname Scottish Martial Arts
Email Concealed by request - Send Mail
ICQ None given.
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Homepage http://
Signed On Jun 16, 2002, 23:16
Total Comments 2716 (Senior)
User ID 13410
 
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News Comments > Fallout 1, 2, and Tactics Free in GOG.com Winter Sale
26. Re: Fallout 1, 2, and Tactics Free in GOG.com Winter Sale Dec 12, 2013, 13:16 Scottish Martial Arts
 
NegaDeath wrote on Dec 12, 2013, 12:37:
Managed to squeek in and nab these in between server belches. I know what I'm trying this weekend. Never played the DOS originals.

"Never played the originals? He's a witch! Burn him!"

Only the original was available in DOS, and even then just as an alternative to Win95.
 
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News Comments > War Thunder War Thunder Closed Beta
9. Re: War Thunder War Thunder Closed Beta Dec 5, 2013, 18:10 Scottish Martial Arts
 
Yosemite Sam wrote on Dec 5, 2013, 17:12:
InBlack wrote on Dec 5, 2013, 16:41:
Scottish Martial Arts wrote on Dec 5, 2013, 15:18:
I had thought about downloading this but then started reading Steam discussion threads and thought better of it. "US Fighters aren't as maneuverable!!!" Then don't fight so that turn rate and radius determine the outcome? Tactics and energy fighting, what? If the community thinks air combat is about pointing your nose at the enemy and squeezing the trigger... well it doesn't sound like a very interesting environment lol.

War Thunder is not your average action game. You need to use the fighters the way they were designed to be used. US fighters can turn fight, but against the more manouverable German or British birds they are at a disadvantage. Its Boom and Zoom for them if you want to win. They are more powerful, faster, and have a better climbing rate. If you dont like that style then simply use the more manouverable fighters, but dont diss the game for trying to bring variation and actual tactics into the mix. It only makes you look pathetic.

Ya actually it's your reading comprehension skills that are pathetic. I clearly understood that SMA knows about fighter tactics and was referring to the other people on War Thunder.


Seriously. It's starting to make sense why InBlack liked The Hobbit movie.

SMA, I wouldn't take the steam forums as a complete representation of the quality of players on War Thunder. Sure most will probably be like that, but I know from my time in the PS3 BoS and BoP community that there are a group of dedicated flight sim folks out there who do play. Not sure how War Thunder works but if it allows people to choose who they play with I think you'll be pleasantly surprised at the quality of players you can find out there.

Maybe I'll give it a download then. IL-2 is certainly getting long in the tooth at this point, but the community is still so active and strong, and still so full of very competent and tactically astute opponents, that I've been reluctant to try a game that seems so... gamey, particularly with Plane Tiers and leveling and unlocks and what not.

This comment was edited on Dec 5, 2013, 18:18.
 
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News Comments > War Thunder War Thunder Closed Beta
5. Re: War Thunder War Thunder Closed Beta Dec 5, 2013, 15:18 Scottish Martial Arts
 
I had thought about downloading this but then started reading Steam discussion threads and thought better of it. "US Fighters aren't as maneuverable!!!" Then don't fight so that turn rate and radius determine the outcome? Tactics and energy fighting, what? If the community thinks air combat is about pointing your nose at the enemy and squeezing the trigger... well it doesn't sound like a very interesting environment lol.  
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News Comments > LEGO: The Hobbit Announced
16. Re: LEGO: The Hobbit Announced Nov 26, 2013, 05:06 Scottish Martial Arts
 
InBlack wrote on Nov 26, 2013, 04:55:
My point was that I enjoyed the Hobbit more than LoTR. One of the reasons why is because LoTR was cutting too many corners with regards to the books. I never said the Hobbit was some kind of masterpiece, but it was more enjoyable to experience and watch. I dont see why this poses such a problem for you? Where was I dismisive? I merely presented an opinion. Like you did. Also literary taste? Wait what? Omg...Im really touching a nerve here, arent we talking about movies here??

Film, as a narrative medium, is generally regarded as a branch of literature. If that needs to be explained, then god fucking help you.

And yes, you were dismissive. You suggested that anyone that compares how an iconic scene is portrayed in a film to how they imagined it in a book is being foolish. Generally, fools are dismissed and not taken seriously. But even then, if you had read more carefully you would have noted that that was one of the few things I LIKED about the adaptation: when Gandalf visits Bilbo on his porch, it is EXACTLY how I imagined it as a child and I couldn't help but smile as a result. Likewise, you suggested that anyone that wanted to see action in a Tolkien film was missing the point. Someone who is "missing the point" is not a serious participant in a conversation; to say that is to dismiss what they had to say.

Frankly, I was only mildly irritated by said dismissal, but I did want to further explain my position on why The Hobbit wasn't a particularly good film. That your response to that is "don't blow a gasket, man" is what really set me off. If you want to dismiss someone out of hand and then mock them when they reargue their position, then that's called being passive-aggressive. It also generally tends to indicate a weakness in your own position, otherwise you'd actually be addressing the points of the argument.
 
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News Comments > LEGO: The Hobbit Announced
14. Re: LEGO: The Hobbit Announced Nov 26, 2013, 04:52 Scottish Martial Arts
 
InBlack wrote on Nov 26, 2013, 04:48:
Scottish Martial Arts wrote on Nov 26, 2013, 04:43:
InBlack wrote on Nov 26, 2013, 04:41:
Wow, you feel this strongly about a (hollywood) movie adaptaion?? Thats, erm sad. Holy shit, remind me not to ever argue with you about something important, you might fucking explode and I dont want to be responsible for that.

LOL, nice cop out.

Yeah you win. Your opinion is obviously much more valid than mine. Rolleyes

Because all opinions are created equal regardless of the arguments which support them, and if someone presents an argument that you don't have an immediate response to, then it's totally legitimate to say the person needs to chill out and not care so much... especially after you went out of your way to be dismissive of said person's opinion in your initial response. Please. Take your passive-aggressive bullshit elsewhere and develop some literary taste while you're at it.
 
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News Comments > LEGO: The Hobbit Announced
13. Re: LEGO: The Hobbit Announced Nov 26, 2013, 04:49 Scottish Martial Arts
 
InBlack wrote on Nov 26, 2013, 04:41:
Wow, you feel this strongly about a (hollywood) movie adaptaion?? Thats, erm sad. Holy shit, remind me not to ever argue with you about something important, you might fucking explode and I dont want to be responsible for that.

p.s.

How can you compare Tolkien to a master storyteller and yet accuse him of writing 'poorly written filler' in the same post??

Because that's not what I said? The poorly written filler which I mentioned is what has been added by Jackson and his team, i.e. the prologue, the Azzog the Destroyer subplot, the Radagast the Brown subplot, etc. Tolkien wisely left that stuff out or relegated it to background details because he wanted to create narrative momentum. When Bilbo doesn't even leave his fucking house until nearly an hour into the film, you don't exactly have much momentum going on, now do you?
 
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News Comments > LEGO: The Hobbit Announced
11. Re: LEGO: The Hobbit Announced Nov 26, 2013, 04:43 Scottish Martial Arts
 
InBlack wrote on Nov 26, 2013, 04:41:
Wow, you feel this strongly about a (hollywood) movie adaptaion?? Thats, erm sad. Holy shit, remind me not to ever argue with you about something important, you might fucking explode and I dont want to be responsible for that.

LOL, nice cop out.
 
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News Comments > LEGO: The Hobbit Announced
9. Re: LEGO: The Hobbit Announced Nov 26, 2013, 04:28 Scottish Martial Arts
 
So excising poorly written filler is cutting corners now? What exactly is gained from the mere 14 minute prologue (more than 10% of the runtime of a typical feature film, but like you said, who's counting?), hmm? What narrative purpose does it serve aside to explicitly tell the audience what they would learn by just showing them the story? Wouldn't we better feel Bilbo's surprise at a bunch of dwarves showing up at his doorstep IF WE DIDN'T KNOW EXACTLY WHO THEY WERE AND WHERE THEY WERE FROM? What does the new subplot involving the onehanded orc who was literally a footnote in the book do, aside from being a lame attempt to reintroduce the tension that is lost by destroying the plot's pacing with filler? Why does every last minute and unimportant detail have to be explained through dialog, and flashbacks, and 14 minute prologues, when all would be revealed in time if we could just get on with showing the damn story? And if Peter Jackson is so intent on making big, loud spectacle, then why would you try to defend the crappy quality of said spectacle, i.e. the 3D gimmick fight scenes, as being beside the point? To adapt a book to film necessitates changes so don't try to create a strawman in which I'm upset about the mere fact of change. I disliked The Hobbit adaption not because changes were made, but because the changes negatively impact the quality of the narrative. The book is a great example of economy of narrative -- so much is said with so little -- while the film is the exact opposite. It's as if Jackson genuinely believes that perfection is achieved when there is nothing more that could be added, regardless of whether the addition serves a narrative purpose or not.

Oh and the Battle of Five Armies, Bilbo's journey home, Gandalf's excursion to raid the Necromancer's stronghold, etc. were not relegated to the appendices of LOTR, although the meeting of the White Council were. Yet, Tolkien could still fit that into 300 pages because he was a craftsman, i.e. he could decided what was important and what was unimportant. The same can't be said for Jackson.

This comment was edited on Nov 26, 2013, 04:36.
 
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News Comments > LEGO: The Hobbit Announced
2. Re: LEGO: The Hobbit Announced Nov 25, 2013, 22:21 Scottish Martial Arts
 
Creston wrote on Nov 25, 2013, 21:35:
I thought Lego LotR was the best so far, so definitely interested in this, even if I haven't watched the movie(s) yet.

The first one was pretty bad. There were a handful of scenes which appeared on screen EXACTLY as I had imagined them while reading The Hobbit as an eight year old, but beyond that the movie just was not any good. Given that they're turning a brisk 300 page children's book into 3 3-hour movies, the filmmakers have had to rely on a LOT of padding. All of the padding is generally poorly written, but more importantly it destroys the pacing of the story. It is literally about 25 minutes into the film that Gandalf finally shows up on Bilbo's porch. Likewise, they seem to have wanted to include more action scenes in order to rouse the audience from the slumber induced by the glacial pacing, yet these scenes are shot so as to show off 3D effects as opposed to generate actual excitement. If you take the film Fellowship, there were really only three major action scenes (Weathertop, Moria, the Breaking of the Fellowship) but all of them were quite thrilling because you could see what was going, they were well choreographed, brutally violent in a way designed to illicit excitement, AND didn't look like a cartoon. In comparison, the action of The Hobbit, mostly invented for the screen, is all blatant CGI shots with a focus on 3D effects: maybe impressive if you're in elementary school, but very distracting and suspension of disbelief breaking if you are not. Disappointing film. I may go see the new one, but not if I'm buying the ticket, lol.
 
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News Comments > Torment: Tides of Numenera Combat Voting
68. Re: Torment: Tides of Numenera Combat Voting Nov 25, 2013, 14:59 Scottish Martial Arts
 
Krovven wrote on Nov 23, 2013, 05:32:
Basically all turn-based games I've found have to resort to AI cheating to increase the challenge because once a player knows how the rules work, they will beat the computer every time. You can see this in everything from Civ to XCom.

Encounter design, encounter design, encounter design. For some reason, CRPGs of the past 15 years or so have had utterly terrible encounter design. Combat in a system like AD&D is compelling ONLY with properly designed encounters. The truly baffling thing with modern cRPGs is that there are literally 15 year old DMs who can make encounters and dungeons which are light years ahead of what you see in a cRPG. It's almost as if modern designers have never actually played DND, or another similar system. Designing an orc cave in which every room is filled with 5-6 identical orcs is utterly crappy dungeon and encounter design, yet that has been the standard from BG1 on, at least with regard to non-boss/set-piece encounters. A well designed encounter however, of the sort you're average 15 year old comes up with or that existed in the Gold Box games, can be challenging and memorable, even when, as you say, you've figured out how the system work. Who has played Pool of Radiance yet doesn't remember the troll and ogre encounter in the Slums? Or the encounter with 40+ various kinds of Hobgoblins on Sokol Keep? In the latter, who WASN'T on the edge of their seat fighting a desperate battle that required pulling out all the stop just to have a CHANCE of survival and victory? What about the Kobold King Throne room? I hate to keep harping on the Gold Box games, but as far as turn-based CRPG combat goes, they really are the pinnacle, even 25 years later. If those encounters I just mentioned are all things you've never played, then you've really never experienced proper RPG combat, something of which the Infinity Engine games are a very pale comparison -- unsurprising given that the IE was initially going to be used for an RTS, NOT an RPG.
 
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News Comments > Torment: Tides of Numenera Combat Voting
53. Re: Torment: Tides of Numenera Combat Voting Nov 23, 2013, 00:52 Scottish Martial Arts
 
Creston wrote on Nov 22, 2013, 23:27:
Scottish Martial Arts wrote on Nov 22, 2013, 21:56:
mellis wrote on Nov 22, 2013, 21:45:
Pfft. At least Project Eternity remains pure and untainted.

By going with realtime with pause...?

Is it RTwP? I thought they had said from the get-go it would be turn-based?

Nope, Project Eternity was confirmed as real-time with pause fairly early on. IIRC, abilities will likewise be on cool downs, similar to what you see in an MMO.
 
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News Comments > Torment: Tides of Numenera Combat Voting
50. Re: Torment: Tides of Numenera Combat Voting Nov 22, 2013, 21:57 Scottish Martial Arts
 
Task wrote on Nov 22, 2013, 20:09:
And yeah it is entirely possible to do both, as it has been programmed efficiently in other games.

What other games? The track record of selectable real-time/turn-based combat modes is NOT good.
 
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News Comments > Torment: Tides of Numenera Combat Voting
49. Re: Torment: Tides of Numenera Combat Voting Nov 22, 2013, 21:56 Scottish Martial Arts
 
mellis wrote on Nov 22, 2013, 21:45:
Pfft. At least Project Eternity remains pure and untainted.

By going with realtime with pause...?
 
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News Comments > Torment: Tides of Numenera Combat Voting
41. Re: Torment: Tides of Numenera Combat Voting Nov 22, 2013, 18:32 Scottish Martial Arts
 
Krovven wrote on Nov 22, 2013, 18:04:
Real Time with Pause has worked just fine for some of the best RPG's in PC gaming. Baldurs Gate, Icewind Dale, Dragon's Age, and many more.

Great games -- well, except for Dragon Age -- to be sure, but the real-time with pause combat system held the IE games back significantly. The mage duels of BG2 were the only encounters where you caught a glimpse of tactical complexity. Imagine what BG2 would have been like with ToEE's combat engine.

And likewise, I draw issue with your second paragraph. You're correct that you can do all of those things, but does that actually enhance gameplay when you're dealing with combat systems that support only the most rudimentary AI? How does quickly fixing every mistake you make make for more compelling gameplay when the AI can't do the same? One of the chief complaints about the games you listed is that they were piss easy; the same can't be said about the Gold Box games.
 
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News Comments > Torment: Tides of Numenera Combat Voting
38. Re: Torment: Tides of Numenera Combat Voting Nov 22, 2013, 17:54 Scottish Martial Arts
 
PHJF wrote on Nov 22, 2013, 17:16:
...have to watch helplessly as a bad situation becomes near hopeless?

You say that like it's a good thing? Having an AI do something a) I couldn't have prepared for and b) while I'm entirely unable to react isn't what I consider fun. Every encounter in Enemy Unknown started with the enemy interrupting my turn (whose fucking turn is it?) and moving to cover.

You cut out the first part which is important: "to make the best decision possible or...". The tension that such situations build is that you never know for certain what the full consequences of your decisions are going to be, and that likewise you'll have a few seconds where you just have to live with those consequences. You don't have perfect knowledge of the battle, and as a result you can walk into an ambush with what you thought was a sound move. You watch as one guy get's killed and another seriously wounded, kicking yourself saying "why didn't I see that coming?" But then it's your turn again: you're in a bad spot but you can ask yourself, "what do I do to get out of this?" Then you come up with a plan and execute. Some of the plan works, some of it doesn't, the enemy has its say, and suddenly the situation is changed for the next turn, demanding that you make new decisions.

What's compelling about this kind of gameplay is that you analyze the situation, make a decision, than find out what the consequences of that decision are. You now find yourself in a new situation, which needs new analysis, which leads to new decisions, which leads to new consequences, which in turn leads to a new situation. It's a continual loop of analysis and decision making, made all the more rich by the copious tactical options which turn-based games provide, where you never know for certain how things are going to turn out, and thus it's always compelling to hit that end turn button, even if things are so tense you've got every digit crossed in the hope things go according to plan. To my mind that is damn compelling gameplay, almost like the difference between, for example, a horror movie which builds an atmosphere of dread and suspense, rather than just repeatedly showing you some gore.

As for the enemy interrupts to find cover in XCOM, I'm not sure anyone actually liked that or thought it added anything to the game.
 
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News Comments > Torment: Tides of Numenera Combat Voting
36. Re: Torment: Tides of Numenera Combat Voting Nov 22, 2013, 17:04 Scottish Martial Arts
 
dj LiTh wrote on Nov 22, 2013, 16:59:
I suppose neither of you played Xcom Apocalypse? That game did have many short comings but its combat system was pretty awesome. You could have your standard turn based system which was just the same as any other previous Xcom game (1&2) or you could play Real time /w pause. It gave you the best of both worlds. I remember it to this day for that feature alone, the rest of the game meh.

So yes, it can be done correctly and it can appease both camps if done right.

You might want to replay Apocalypse sometime. It was not as clean a split as you seem to be recalling -- it most certainly felt very different from the first two, even in turn-based mode. Likewise, Apocalypse was a pretty garbage game, and the combat system wasn't helping in that regard.
 
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News Comments > Torment: Tides of Numenera Combat Voting
34. Re: Torment: Tides of Numenera Combat Voting Nov 22, 2013, 16:53 Scottish Martial Arts
 
PHJF wrote on Nov 22, 2013, 16:25:
You guys are fuckin nuts. I've played through the Icewind Dales like a million times. Turn based just isn't remotely visceral enough for combat involving small unit counts. There's too much of a sense of detachment and there's no sense of urgency.

So was the new XCOM game insufficiently visceral for you? Did you find yourself detached from the outcomes, feeling no pressure to make the best decisions or else have to watch helplessly as a bad situation becomes near hopeless? A game can be visceral and immersive, or not, regardless of the combat system used; it comes down to how the game is designed, not which system is used. What can be said for certain however is that real-time systems MUST present the user with a limited tactical toolkit lest they run into paralysis by analysis with the action unfolding around them. Personally, I find those moments in a turn-based system in which you watch the enemy turn unfolding, only to uncover you've made a grievous error and are going to pay for it, to be VERY gripping. "Oh shit, how am I gonna get out of this one now? Well it's my turn again: time to figure something out."
 
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News Comments > Torment: Tides of Numenera Combat Voting
30. Re: Torment: Tides of Numenera Combat Voting Nov 22, 2013, 16:12 Scottish Martial Arts
 
Creston wrote on Nov 22, 2013, 13:46:
Combat was so inconsequential in Torment that I was fine with just turning it on and watching my guys wade through the enemies in 10 seconds. I mean, when you're playing a character who literally CANNOT DIE, the entire raison d^etre for combat kinda goes out the window anyway. (Something that Prey never understood, apparently.)


TNO couldn't die, but that didn't mean that death was setback free. PST's focus was definitely on its adventure game elements, but I guess I'm unconvinced that the best approach to a game with a non-combat focus is to make combat crappy, easy, and boring. If you really don't want to focus on combat, then why even include it?
 
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News Comments > Torment: Tides of Numenera Combat Voting
29. Re: Torment: Tides of Numenera Combat Voting Nov 22, 2013, 16:08 Scottish Martial Arts
 
dj LiTh wrote on Nov 22, 2013, 13:37:
They should honestly have both as an option to the player.

I'm guessing you never played Arcanum? Tandem real-time/turn-based combat systems have a TERRIBLE record. Someone else mentioned Fallout: Tactics yet that game's "continuous turn-based" mode was just about unplayable. Trying to create a combat system with two separate modes based on entirely separate design paradigms is a lot like creating an OS with two different modes based on entirely different UI approaches -- you get a schizophrenic mess where the competing requirements of one mode detract from the other, and vice-versa.
 
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News Comments > Torment: Tides of Numenera Combat Voting
18. Re: Torment: Tides of Numenera Combat Voting Nov 22, 2013, 13:19 Scottish Martial Arts
 
vrok wrote on Nov 22, 2013, 13:07:
RTwP is and always has been a complete disaster. TB is the only way to go for a proper party-based RPG.

QFT. You can still salvage a decent game out of RTwP, but the combat is invariably much weaker than it could have been. Couple that with cRPG encounter designers who never seem to have played an RPG -- "I know we'll make a cave, and this cave will be filled trolls, just trolls." -- and the result is games with the potential for rich combat but actually delivering something pretty weak. At this point we have a whole generation of gamers that doesn't know any better -- try convincing your average Dragon Age fan to install DosBox and play Pool of Radiance -- so it's awful hard to break through the background aversion to turn-based as "slow, boring, and not immersive."
 
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2716 Comments. 136 pages. Viewing page 8.
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