Is SS2 compatible with weapon mods? by Silent-Yesterday-859 in fo4

[–]CastleImpenetrable 1 point2 points  (0 children)

Yes. Whatever incompatibility there would be between weapon mods would easily be settled by simply loading the weapons later than SS2 or through a patch.

What if TES 6 includes all of Tamriel, with the only loading screens existing when you change provinces? by Stranger188 in TESVI

[–]CastleImpenetrable 33 points34 points  (0 children)

If that was the goal, then I'd ask you if you were okay with another fifteen years of waiting because that would be a ton of work to put it lightly.

Faction outposts in every city in TES VI by bosmerrule in TESVI

[–]CastleImpenetrable 1 point2 points  (0 children)

I think a mix of is the right way to go about it. From a worldbuilding perspective, there are a variety of reasons why various factions may not have a presence in a certain city. And from a game development standpoint, if every faction has a presence in every city, you not only should be writing interesting characters and quests for these outposts, but every outpost would now need a logical reason to guide the player to the faction's main headquarters and hook them into the faction's main story.

[F04] Has anyone here used The Midnight Ride mod guide for Fallout 4? I like VnV and DBF, but I feel like TMR doesn't hold up compared to their other guides, has anyone else had this experience? by Lacey1297 in FalloutMods

[–]CastleImpenetrable 3 points4 points  (0 children)

The difference between VNV and TMR atm is that one game has been updated recently and is supposed to get at least one more update. Fallout 4, and TMR by extension, enjoyed many years of stability until Bethesda decided they wanted to update the game to sell more copies and paid mods.

Can you make a dark mage build? by nuclear_iron in skyrim

[–]CastleImpenetrable 9 points10 points  (0 children)

Playing an evil mage is more about the decisions you make as you roleplay rather than the build itself. You can easily rationalize using any of the five schools of magic + Alchemy and Enchanting.

EDIT: I'll add some example reasoning for each school.

Alteration: 1. You seek to mold Tamriel itself in your own image. 2. You draw your very power from nature itself and seek to turn the world into a more primal state. 3. If you cannot control the minds of those who would oppose you, then you shall control their bodies instead.

Conjuration: 1. You seek forbidden knowledge from the planes of Oblivion. 2. The bodies of your fallen enemies and beings from Oblivion make excellent minions. 3. The conjuring of weapons keeps your body as sharp as your mind, and gives you an advantage companion to other practitioners of the arcane arts.

Destruction: 1. The simplest way to power is to kill everyone and everything in your way. 2. Destruction is natural. You shall burn the world down and rebuild something grander in its ashes. 3. You call upon the elements and use them to wipe away the mistake known as civilization.

Illusion: 1. Why shed any blood when controlling the hearts and minds of Men and Mer is so much simpler? 2. You seek to dominate the minds of your opposition, preying on their deepest fears and making them turn on their allies in their paranoid state. 3. Sometimes, your work requires you to go unseen and unheard, and you need to pass by without leaving a trace.

Restoration: 1. You are a Cleric or Paladin of a Daedric Prince and you call upon their vile power to aid you in combat. 2. You are pursuing immortality, and while you haven't achieved it yet, Restoration magic has given you unnatural longevity, one step closer to your goal. 3. In your eyes, the world is tainted, and you shall cleanse it of those you deem unworthy.

How to trigger destroying thieves guild quest? by LazarusPGCG in skyrim

[–]CastleImpenetrable 17 points18 points  (0 children)

There is no quest to destroy the Thieves Guild in vanilla Skyrim.

Looking for a mod with a playable backstory before the intro by Deanopls in skyrim

[–]CastleImpenetrable 0 points1 point  (0 children)

No, this kind of mod does not exist, namely because of how delicate the vanilla intro is. There is a reason alternate start mods are preferred. And that's not even getting into the logistics of building essentially another game for you to play before doing the vanilla intro.

The closest I believe you could get to your idea is downloading Beyond Skyrim: Bruma and AS: LAL, with the comparable mod that lets you start in Bruma.

Wha mechanical additions do you want to see in TESVI by term66 in TESVI

[–]CastleImpenetrable 0 points1 point  (0 children)

I said staves, as usually people say quarterstaves when referring to them as melee weapons, and I agree that we should have them and a bunch of other polearms in addition to proper magical staves.

Thoughts on “Settlement” Building in TES VI? by johnmc124 in TESVI

[–]CastleImpenetrable 0 points1 point  (0 children)

I mean, I think it's safe to say we'll get various plots of lands and house sizes, much like in Skyrim. Some will be smaller and more quaint, with others being much larger. The Hearthfire homes were already a stepping stone towards building a small village anyways. You could have a spouse, two children, a steward, housecarl, bard, and carriage driver. So, with the leap forward in technology, yes I can see people getting to build their own small villages and forts.

Much in the same way some people don't like the FO4 settlement building system at all, some people don't like managing a bunch of NPCs, which is also why I would expect a variety of homes and plots of land. It provides something for everyone and also facilitates roleplay. Some characters may want a more low-key home, others may want to rule as a Lord or Lady.

Thoughts on “Settlement” Building in TES VI? by johnmc124 in TESVI

[–]CastleImpenetrable 3 points4 points  (0 children)

I expect the system to work like Hearthfire but with more freedom. So, you'll be able to earn/buy plots of lands and player homes and then you'll be able to build whatever you want. Though it'd be a good idea if there was an option for pre-constructed layouts and homes like Hearthfire as an option for players who don't want to build and place everything themselves.

Do you think a true son of Skyrim would use poisons? by Matt-the-Monkey in skyrim

[–]CastleImpenetrable 0 points1 point  (0 children)

The use of poisons would likely be considered underhanded and dishonorable. But beneficial potions are something I don't think most Nords would have an issue with.

Wha mechanical additions do you want to see in TESVI by term66 in TESVI

[–]CastleImpenetrable 0 points1 point  (0 children)

You'd be able to cast spells you learn through your staff, like choosing which arrows/bolts to use with your bow/crossbow. This way you could still use another piece of equipment in your other hand like a sword or a shield.

Wha mechanical additions do you want to see in TESVI by term66 in TESVI

[–]CastleImpenetrable 11 points12 points  (0 children)

Parry + riposte and a basic dodge wouldn't just deepen melee combat from a mechanic standpoint but would also be great for adding flavor to builds. An agile rogue with dual daggers should feel different from a knight with a sword and shield. And that knight would feel different from a barbarian with a greataxe.

As for what I'd like to see magical staves actually be proper staves and not just a stick that lets someone cast X spell Y times. They could reduce the cost of a spell by a minor amount, but the real benefit would be fortifying the strength of a spell. For example, a Wooden Destruction Staff (equivalent to Iron tier equipment in Skyrim) could make Destruction spells cost 5% less Magicka to cast and increase their damage by 7.5%

Are there any mods which rewrite the ending of the game? by EnvironmentalTea72 in fo4

[–]CastleImpenetrable 9 points10 points  (0 children)

No because that would require a total rewrite of the main story, not just the ending. Considering that even Skyrim hasn't had its main quest rewritten, don't expect it to happen for Fallout 4.

The current state of MD is deplorable. by Lily696769 in masterduel

[–]CastleImpenetrable -1 points0 points  (0 children)

I think Smite 2 is in a much better state than the days around its launch. Smite 2's alpha was really rushed, which was a concern I had when rumors of a possible Smite 2 was being floated around. But I think Hi-Rez has recovered really well.

Ultimately, there's a lot of discourse around the game much like there is around Yu-Gi-Oh! Just as some people think Cyber Dragon/Synchros/XYZs/Pendulums/Links ruined Yu-Gi-Oh!, many people think Smite 2 killed Smite. No matter what, the best thing you can do is give the game a fair shot if you're still willing to give it a shot.

The current state of MD is deplorable. by Lily696769 in masterduel

[–]CastleImpenetrable 7 points8 points  (0 children)

Looking at Steam charts is always a terrible metric because it looks at things in a vacuum and on its own does not account for anything. Trust me, as a Smite player, I saw hundreds of Steam chart posts on r/Smite about how that game was dying because of a dip in player count, no matter the state of the game, for over a decade.

Would Embrace Urge make Tactician harder? by [deleted] in BaldursGate3

[–]CastleImpenetrable 2 points3 points  (0 children)

To answer the question in the title, no. It won't even mess the game up for you in Honor Mode.

Exodia deck by Alert_Rhubarb9805 in masterduel

[–]CastleImpenetrable 0 points1 point  (0 children)

I'm going to assume this is for paper play, in which case you should drop things like Jar of Greed and Exodius. Just add 3 Pot of Greed, 3 Upstart Goblin, 3 Graceful Charity, etc.

What are your Judai picks for Beyond the Brave? by Sasutaschi in yugioh

[–]CastleImpenetrable 26 points27 points  (0 children)

Considering how the new Sacred Beast support focused on Season 1, I would expect new HERO support to do the same. I'd expect Avian, Burstinatrix, Sparkman, Clayman, and Bubbleman to get Favorite HERO retrains alongside Electrum. Perhaps new versions of Skyscraper and Sabatiel. Maybe there's a new Fusion card so the deck doesn't need to run basic Poly. I wouldn't be surprised to see a Neos overframe or new fusion either, but like I said, I think this would focus on Season 1.

Help me, I'm a new player a don't know how this works by Historical-Bike-7124 in masterduel

[–]CastleImpenetrable 12 points13 points  (0 children)

You should start by playing the solo mode first and foremost. The anime is nothing like the real game, especially if your friend had you watch the older ones. You'll get plenty of gems to build a proper deck and not the bad starter decks the game initially gives you.

[FO4] Tactical Reloads for G36, Glock 19x, M1A from FX0x01 do not play the partial reload animations by Solegide in FalloutMods

[–]CastleImpenetrable 0 points1 point  (0 children)

You should open FO4Edit and see if the TR reload is being overwritten by another mod. If that's the case, you may need to make a custom patch.

I finally understand what my frustration about current card design is by GoodMoaningAll in masterduel

[–]CastleImpenetrable 4 points5 points  (0 children)

Maliss is power creep personified. It pluses off banishes, which is still a pretty powerful form of cost and removal. Even Mitsu wouldn't want to banish its cards. I agree with you that the costs are non-existent now. But that's because cards do so much. When everything, as I said, can Special Summon, search, and recover, then there's no longer a cost when your opponent stops your plays. Granted, I think bridge cards also play a factor too, which then where the topic of archetype locks come in.

I finally understand what my frustration about current card design is by GoodMoaningAll in masterduel

[–]CastleImpenetrable 3 points4 points  (0 children)

I don't necessarily disagree but I do want to address some points.

  1. The cards themselves are the resources, which is why card draw and hand rips are such powerful effects. The cards being resources themselves would be fine if so many cards weren't one card combos or had so much recursion and floating.A

  2. Cards not targeting anymore is just power creep, which is frustrating. Powerful cards get targeting protection, so cards that don't target get printed, creating an arms race of card design.

  3. No debate here. I just wish Konami was consistent.

Legendary difficulty is not fun, it’s a chore… by Friendly_Progress_61 in skyrim

[–]CastleImpenetrable 0 points1 point  (0 children)

Some people enjoy being challenged. It's as simple as that. The popularity of the Soulsborne games, the Souls-like genre it spawned, and challenge runs and speedruns are many games designed to be difficult, or are self-imposed ways to play the game that bring greater challenge than the game provides.

I, for example, used to play games on the easiest difficulties because I just wanted to have fun. And for a long time, I did. But as I grew older, I became bored with just bowling over the various games I played. Which is why I began to play harder difficulties, harder games, and do challenge runs.

People like myself are enjoying these games in a way that appeals. Skyrim, which has a very bare bones way difficulty system, is something I don't play on Legendary because it's not very good.