LOCKEZ'S PROFILE
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
The Unofficial Squaresoft MUD is a free online game based on the worlds and combat systems of your favorite Squaresoft games. UOSSMUD includes job trees from FFT and FF5, advanced classes from multiple other Square games, and worlds based extremely accurately upon Chrono Trigger, Secret of Mana, and Final Fantasies 5, 6, and 7. Travel through the original worlds and experience events that mirror those of the original games in an online, multiplayer format.
If a large, highly customized MUD, now over 10 years old and still being expanded, with a job system and worlds based on some of the most popular console RPGs seems interesting to you, feel free to log on and check it out. Visit uossmud.sandwich.net for information about logging on.
If a large, highly customized MUD, now over 10 years old and still being expanded, with a job system and worlds based on some of the most popular console RPGs seems interesting to you, feel free to log on and check it out. Visit uossmud.sandwich.net for information about logging on.
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[MAFIA] The Resistance: Avalon Mafia - GAME ON
Is there any reason not to jump on the mission acceptance bandwagon? I haven't seen anyone suggest a reason why the choice of who to send on a mission tonight matters, unless I missed it.
[MAFIA] The Resistance: Avalon Mafia - GAME ON
author=Yellow MagicBecause every time a mission fails, you know one of the three people who was in it was scum. If Mordred isn't in the game, then that's the main point of the missions, from town's perspective. If Mordred is in the game, then the missions obviously also help with narrowing down who is and isn't Mordred.
Might be missing something, but if its only the Minions of Mordred who can decide mission successes and failures, what's preventing them from failing missions every time?
Seems like a good mechanic that is balanced to be useful regardless of whether Mordred is in the game or not.
[MAFIA] The Resistance: Avalon Mafia - GAME ON
I haven't read more than the last three pages yet, but the idea that anyone sees the list of roles that essentially says "there may or may not be a Mordred role in the game, it is a secret" and immediately assumes before night 1 that there is or isn't such a role is really stupid. Like, stupid enough to actually be almost unbelievable. My only question is whether they're trying to trick town into thinking something that's not true, or trick scum into responding and revealing something.
Mapping Is You: Personal Style Philosophy
What are you thinking about right now?
I'm thinking that Liberty is a fool for thinking that the RMN logo is a tesseract instead of a crystal.
Her foolish argument seems to be threefold:
1) The six sides are all equal, which is true of tesseracts, and not usually true of RPG crystals
2) The logo's filename is tess.png
3) She thinks that a tesseract looks like that from a specific angle and showed me this pic, claiming that the three lines that aren't in the RMN logo aren't visible in our logo because they would be "in the back":
Refutation:
1) The RMN logo was originally more elongated, and kentona squashed it when he redesigned the site in 2011
2) Kentona renamed the logo to that after WIP had already left RMN, but nobody cares what Kentona thinks it is because WIP created the logo
3) No you idiot, if a tesseract has opaque sides, then the visible part in "front" with that projection would look exactly like a cube. These are all the possible ways to draw a tesseract in 3D with opaque sides instead of just a wireframe:
In summary, I am right and you are wrong, and why would the logo even be a tesseract, that's stupid, crystals are an iconic RPG trope, and tesseracts have nothing to do with RPGs and also are literally impossible to depict.

Her foolish argument seems to be threefold:
1) The six sides are all equal, which is true of tesseracts, and not usually true of RPG crystals
2) The logo's filename is tess.png
3) She thinks that a tesseract looks like that from a specific angle and showed me this pic, claiming that the three lines that aren't in the RMN logo aren't visible in our logo because they would be "in the back":

Refutation:
1) The RMN logo was originally more elongated, and kentona squashed it when he redesigned the site in 2011
2) Kentona renamed the logo to that after WIP had already left RMN, but nobody cares what Kentona thinks it is because WIP created the logo
3) No you idiot, if a tesseract has opaque sides, then the visible part in "front" with that projection would look exactly like a cube. These are all the possible ways to draw a tesseract in 3D with opaque sides instead of just a wireframe:
In summary, I am right and you are wrong, and why would the logo even be a tesseract, that's stupid, crystals are an iconic RPG trope, and tesseracts have nothing to do with RPGs and also are literally impossible to depict.

Awful haikus
Awful haikus
Awful haikus
A Deep Dive into Paper Mario's Design Philosophy
Well, the lock-and-key design is an intentionally ultra-simple type of gameplay, where all of the player's skills lack any kind of depth. None of them interact with each other. None of them have drawbacks. No turn affects anything that happens on future turns in any way that isn't 100% predictable, and even the predictable things your abilities change are limited to either preventing enemies from acting for one turn, or simply running out of MP. The game has no buffs or debuffs, no abilities which do multiple things. Tanking is nonexistent and healing involves no actual choices, both because you only have one character who can take damage. The total number of skills in the game is incredibly tiny, leaving a very tiny number of meaningful choices in any combat situation - in fact, the player almost never has more than one option of what they can do.
That last part is the worst problem, really. At no point almost anywhere in almost any battle in the Paper Mario series does the player think, "OK, I have these five or six different attacks, and each of them has a different upside and a different downside. I also have a number of buff spells or control spells which can influence the state of the battlefield. Which do I want to do, based on what I know about this enemy?" In Paper Mario, there's no reason to ever think about what to do because there's always exactly one answer. If your HP is below half then you heal, otherwise you attack the enemy's weakness. That's every turn in the game.
Plenty of other games have damage elements, which are essentially the same thing as the lock-and-key design, except that the skills in good games do more than just elemental damage. They have depth. If you rename the different damage types from hammer/jump/flying to fire/ice/lightning then maybe the problems become more obvious. The only attacks Mario can do in the entire game are essentially Fire 1, Ice 1, Bolt 1, and then once every few battles he gets a non-elemental limit break. The fact that elemental weakness and elemental immunity can do more than just change the amount of damage Mario hits for doesn't really change anything meaningful about how the player plays, since you're still always just going to perform whichever of those three attacks the enemy is weak to. Sometimes they change weakness mid-battle (and explicitly tell you so), and so you use a different one instead that round. That's it.
The areas are way better than most other games though, I'll definitely say that. It's really just the combat I hate. The solutions to interactive parts of the environments are often obvious, but often is not the same as always, and being interactive at all is better than 90% of RPGs. The only types of interaction in your typical RPG's areas are dodging enemies, finding invisible passageways, and one dungeon that has a hellish teleporter maze.
That last part is the worst problem, really. At no point almost anywhere in almost any battle in the Paper Mario series does the player think, "OK, I have these five or six different attacks, and each of them has a different upside and a different downside. I also have a number of buff spells or control spells which can influence the state of the battlefield. Which do I want to do, based on what I know about this enemy?" In Paper Mario, there's no reason to ever think about what to do because there's always exactly one answer. If your HP is below half then you heal, otherwise you attack the enemy's weakness. That's every turn in the game.
Plenty of other games have damage elements, which are essentially the same thing as the lock-and-key design, except that the skills in good games do more than just elemental damage. They have depth. If you rename the different damage types from hammer/jump/flying to fire/ice/lightning then maybe the problems become more obvious. The only attacks Mario can do in the entire game are essentially Fire 1, Ice 1, Bolt 1, and then once every few battles he gets a non-elemental limit break. The fact that elemental weakness and elemental immunity can do more than just change the amount of damage Mario hits for doesn't really change anything meaningful about how the player plays, since you're still always just going to perform whichever of those three attacks the enemy is weak to. Sometimes they change weakness mid-battle (and explicitly tell you so), and so you use a different one instead that round. That's it.
The areas are way better than most other games though, I'll definitely say that. It's really just the combat I hate. The solutions to interactive parts of the environments are often obvious, but often is not the same as always, and being interactive at all is better than 90% of RPGs. The only types of interaction in your typical RPG's areas are dodging enemies, finding invisible passageways, and one dungeon that has a hellish teleporter maze.
Hali's Review Thread (Request Your Game!)
I'm also on record as saying that almost every video game I've ever played sucks, including FF6 which is actually my favorite game of all time. So don't take the fact that I think something has multiple serious points of critical failure as any kind of attack or serious disparagement. I just think that about everything because I like to focus on what could be improved about games. To me, that's what fuels game design energy. It's like building rage points to spend on a big attack, except the attack is bothering to actually work on improving games or making better ones.













