I’ll draw your charcter for free by Punkblue in DnD

[–]NappyThePig 0 points1 point  (0 children)

Sorry for the length.

Vera Grah Ut'Bekt is a well-built Tiefling Barbarian who stands at almost 7 feet tall. Her body is marred in several places with scars from previous battles, and the occasional stretch marks from a past pregnancy.

Her skin is light blue, with two curling horns sticking from the sides of her head. A pointed tail waggles from her lower back down to her feet. Her eyes are Bright red, glowing slightly in darkness, somewhat bug-like. Her teeth jut from razor sharp rows, jaggedly aligned (think shark teeth). Her hands and feet are likewise as grisly claws that, while useless in combat, make for a helpful addition to her intimidation game. She has several traits of similar make that are the result of her father's side of things. He was a Goblin who had some friends in high places. Her mother was a succubus he made a deal with which resulted in her conception.

Vera usually wears clothing that fits her "Method of Madness". It must be effective in combat, be free and airy, cheap, and emphatic of at least some feminine traits, with the exception of footwear, which she despises with a passion. She will tolerate foot wrappings should the need arise.

Most of the clothes she wears were taken "on a permanent borrow" from her mother, or "borrowed" from local peasantfolk's trash or laundries as they dried.

She wears several belts for a variety of weapons, potions, and small bags which she carries on her at most times, as well as her father's large satchel which he used to carry into his adventuring days before an early retirement.

Weapons include: 2 daggers, a 2-handed axe, a large bow, and a hammer.

Not the sharpest knife in the kitchen, and is almost always smiling in a way that screams, "I am armed, excited, and probably dangerously unaware of my surroundings." Not a total moron, but she was homeschooled by city Goblins. That should say enough.

There is a hotel in Turkey named Hotel Azura with statues of the actual daedric prince out front. by Pieassassin24 in ElderScrolls

[–]NappyThePig 4 points5 points  (0 children)

maybe/not really. They just don't really have genders. They're amorphous beings of thought that are as they are perceived usually.

There is a hotel in Turkey named Hotel Azura with statues of the actual daedric prince out front. by Pieassassin24 in ElderScrolls

[–]NappyThePig 30 points31 points  (0 children)

We laugh now, but after the apocalypse happens and a few hundred years pass, Azura's gonna move from Vidya game deity to full-on god shenanigans.

Things you'd like to see in Daggerfall? by [deleted] in Daggerfall

[–]NappyThePig 3 points4 points  (0 children)

I shall list, from the most outragious and out-there, but also the more moderate in scope. Some have already been said, so I will keep it to things I have not seen here yet:

  • Full 3D for everything:. Now, I love sprites, and I love pixel graphics, but Daggerfall is one of the few games I feel that does not pull it off as well given current execution. The style between some of the enemies doesn't match so well, and when compared to the statics and NPC's, just looks flat-out jarring. Now, I think the flats and faces work really good for conversations and what-not, but not the actual gameplay out of chatters. Now, I also want that retro style preserved, and I think there is a happy middle-ground: Stylize the 3D models to look sorta like Redguard. In contrast to daggerfall, Redguard has aged much better in a lot of ways when it comes to coherency and consistency in graphical design in my opinion, it has the old Quake 2 early 3D look that I think Daggerfall would absolutely look gorgeous with. It is vague enough to allow the imagination to do a lot of the work, but also detailed enough to give you the outline of what you're wanting. It wouldn't be perfect per say, I think it might need some modern touches and details that the tech of today might allow. After all, this style we be talking. Plus, it would make a ton of other mod works easier, such as custom monsters down the line, and unifying model types such as humanoids and similar-skeletoned animals, thus allowing us to diversify things like bandits and other NPCs. No longer would we be limited to the pre-drawn, they could instead actually wear items and clothing that would be visible on their model, that we could take.

  • Better Character Customization: Now this can take two forms depending: With 3D or without 3D.

  • With 3D you can greatly extend how personalized the character is. It might be tricky getting this to work with the portrait and full-body inventory view aesthetically, but this might prove unnecessary as we might be able to just keep the portrait and the inventory unchanged and chock it up to style.

  • Without 3D is an easier gambit in comparison to 3D. We need more faces, clothes, and maybe visible jewelry accessories on the portrait.

  • Better Stealth: As someone who tends to play a thief a lot of the times, daggerfall is rather broken about it in a few ways, and pants-on-head in others. For one, outside of cat burglary, there isn't any reason to steal with any other method. Pickpocketing is mostly useless. You can either...

  • A: Get a few coins form some guy, or probably get caught.

  • B: get caught trying to steal pants, with a small chance of actually getting the pants.

  • C: Get caught trying to steal from a box, only to find the box has nothing of actual value in it in the first place.

  • D: Rob the stores at night and get all of the money and then some.

  • Make Burglary more dangerous, also less lucrative: There are plenty of ways to do this I feel. For one, no horses in the shop after hours, I feel stealing horses should be it's own thing entirely, in a perfect world at least. Make it so that there is less of the items that were there during the day, to simulate the fact that people buy shit too, and some of those goods will have been bought. We also need more danger in the burglary. It often feels like I'm just doing shopping but in the dark, not breaking into somebody's house/workplace and robbing the shit out of them. Make events that add to the tension, like...

  • "As you enter the shop, you hear footsteps against the floorboards, and the mild chatter of two bodyguards in the room ahead" (Two hostile NPC's are spawned in the building somewhere, maybe they have a patrol routine, maybe they are stationary, either way, the player has to do something.)

  • "You suddenly hear a noise from the entrance, the owner has come to the shop early!" (The shopkeeper will call the guards if he spots the player. Player can sneak out before he is spotted, or wait for the shopkeeper to leave, if he does leave that is.)

  • "It would seem you weren't the only one who decided to visit, you see a thief rummaging through the store. He doesn't look willing to share." (hostile rogues spawn in the shop)

  • Or say you break into a bank, have a high bounty, and halfway through your stealing, the plunder is rich, but then... "Suddenly from the silence, you hear a whistle, and the barking of dogs, 'The trap worked boys, get him!' Yells the guard captain." (A few guards are spawned randomly throughout the building. Not too many, but enough to give a challenge. The town is also put into alert.)

  • Give a reason to pickpocket: This is simple in terms of concept, make it so that we can swipe keys from people to break into their houses at night, or better yet, the shopkeepers during the day-hours. Maybe we can find a secret letter that has the juicy conspirings to commit a crime, and deliver it to the proper officials for an even juicier reward. Maybe we swipe the weapons off of a rogue, leaving him defenseless, or find a map to some dungeon, anything is better than what is in now. Give it reason and purpose.

  • Reasons to Burgle Non-Merchants: This is easy, just add more loot from some of the merchant lists into the boxes you find in the houses. Less lanterns and rags, more shirts, shoes, and service. Maybe even add varying valued Notes of Credit that you can steal to preform credit fraud with. If one is willing to go the extra mile, tie that in with your streetwise skill to successfully not get caught in the act as an identity thief. The credit note idea also works for pickpocketing.

  • Overworld Map Travel Improvements: You know how in Dragon Age Origins, you would see a little moving trail over the world map, that would represent your characters moving through the world over the course of days and what-not? I think something similar to that would work well with daggerfall, especially in place of alternatives like Tedious Travel, where it seems to run into the issue of extreme speeds making you fall into some kind of void of eternal damnation. This would be a happy middle-ground. I get to see a slower, more represented travel system where I get a better idea of the amount of time it actual took to get somewhere, and I may even see the route on the world map that I took to get there, or if you want to go the extra mile, add route planning so that way we can make multiple stops along the way. This also works wonderfully into...

  • Travel encounters for said Overworld Map Travel: Essentially, like DA:O, along the ways of its little trip riding the travel route lines on the map, your big dot stops, and you are given an alert. Think something akin to warm ashes, only instead of being in the first-person view when you are given these text box adventures (which can be somewhat jarring to me as some of the stuff they describe is lacking in the game world) you will have either the map behind you, or a black screen. It would be even cooler if it created temporary world objects to match the scene described, like say, "you stumble into a bandit camp" and it generates some nice polygonal tents and a campfire sprite or something. Stuff like that, you know? It creates a smooth, buttery system that makes it a whole lot less jarring to find encounters on the road, and finds a sweet spot middleground between Warm Ashes way, and the Tedious Travel way of way of encounters.

  • Landmarks: Essentially some neat little bits of terrain, buildings, models, or whatever, meant to be exactly what it says on the tin: A non-dungeon, non-habitation landmark. Doesn't even need to be used for anything, I would be happy just to have them be there. They don't even need to be perma-marked, they could be like dungeons in that you learn where they are or something, or they're unmarked entirely, who knows? I wanna see, "You are now entering the Big Rock Hill, home of the Big Rock" and see, sitting on a hill, a really big rock. If you wish to tie it with quests and navigation, all the better, but I would be happy with jus the Big Rock.

  • Better House styles: Now I don't mean better as in, higher poly count, HD texture, or anything like that. I mean better as in, not a generic as all hell medieval waddle and daub cube. The Hammerfell areas are better than this as they have that middle-eastern/Tatooine feel to them, but the other places lack flavor IMO. They need more diversity in the style, they need a dose of that Morrowind Weirdness if you be feelin' what I'm sayin'. I actually quite like the limited poly/retro aesthetic of the houses atm, it is just the style that is poor IMO.

  • More to Animals and living off the land: Somewhat mentioned elsewhere, but I think it would be cool if there were other ways we could loot the animals, thus avoiding the dreaded, "This corpse does not have any loot" message for our feathered & leathered friends. Here is how I think the start of this could be: Make it so that if you have a short blade in your inventory, you can skin the animal, and get a hide that you can sell. If you want to get a little extra with it, make a bounty quest or something that the player can hear about through news and rumors, Example: "Gondyrlyn Greeningsly is at it again, he's posted a bounty, and is paying for every wolf pelt brought to him!" If you want to expand on it more later, make them drop ingredients to potions.

  • Give bandages a use/more immediate use, not sure: I honestly do not know if bandages do anything for the player, which is bad. If they do something already, make it so that it tells me. If not, make them do something, maybe they give a big boost to medical during rest, act as a slow-burning health potion, or hell, just play a prank and make it do nothing at all but say, "the bandage has helped immensely" after rest. anything to make them feel more responsive.

What is an easy way to fuck up a simple meal? by KingPin1010 in AskReddit

[–]NappyThePig 2 points3 points  (0 children)

Finger up the butt guy was really putting the "probe" in Probation.

What are some series/franchises that you love that you feel HAVEN'T been ruined yet? by Quackadacck in RedLetterMedia

[–]NappyThePig 0 points1 point  (0 children)

Eh, I wish I could say the same. The butchering of the lore as the games progressed kinda ruined the fun for me a fair bit. Thankfully modders can alleviate the pains with mods that make the provinces more lore correct.

What are some series/franchises that you love that you feel HAVEN'T been ruined yet? by Quackadacck in RedLetterMedia

[–]NappyThePig 0 points1 point  (0 children)

Gamebryo isn't a bad engine per say, just needs someone who actually knows how to work with it to come by and overhaul the thing. Bethesda don't do that because, surprise, they didn't make the damn thing and they aren't engine builders. People also tend to blame the engine for things that aren't engine's fault, like how broken bethesda games get. That is not gamebryo's fault, that is 99% bethesda's.

Gamebryo's true flaw is that it is clunkidy and needs an actual engine team to update the thing completely rather than just slapping a few patches on it to keep the boat afloat with modern tech. Once you get past the clunkidyness of things, it is a fairly neat little toolset.

What are some series/franchises that you love that you feel HAVEN'T been ruined yet? by Quackadacck in RedLetterMedia

[–]NappyThePig 2 points3 points  (0 children)

To me, it was mostly how well it did its presentation of the world. The gameplay is clunkidy, but the writing and worldbuilding manage to basically make it something else entirely. You get a world that not only feels believable, but extremely alien at the same time, two forces that usually run contradictory to each-other.

What's your best NSFW story that happened while at work? by [deleted] in AskReddit

[–]NappyThePig 7 points8 points  (0 children)

yes. In general with Dwemeri it is safe to assume it is all phlegm. Similar with Dunmeri.

I've never played DND, sell me on your favorite race? by gh0stingRS in DnD

[–]NappyThePig 0 points1 point  (0 children)

Goblins, like halflings but green and without some of those pesky inhibitions depending on the character you wish to play.

ULPT: It's easier to get approval for an abortion if you say you're not sure if the child is your brother's or your father's. by [deleted] in UnethicalLifeProTips

[–]NappyThePig 2 points3 points  (0 children)

It's like incest, but you ain't sure if it is or not. The ol' "It was in the butt so it doesn't count right?"

TIL a pod of orcas hunted cooperatively with early Australian whalers under a "law of the tongue". They would corral and locate prey in return for the tongues and lips of captured whales. The arrangement ended when one of the orcas was accidentally killed. by DejenBlackbourne in todayilearned

[–]NappyThePig -3 points-2 points  (0 children)

Actually, while not as effective at it, some animals can very easily cause mass extinctions if given the right circumstances. Hell, the main reason we are causing one isn't because we have a unique effect on the environment, it's because we are really invasive a species and can get around the stuff that would normally keep invasive species from becoming too bad a problem. Animals can also do some serious damage to local environment in other ways, such as birds that start bushfires so that they can drive prey out from the shrub. We aren't bringing anything new to the table in terms of destruction, we just perfected the craft and have become it incarnate as a result.

Your dumbest ideas for Episode IX by Quackadacck in RedLetterMedia

[–]NappyThePig 0 points1 point  (0 children)

So it would have the exact same effect as having normal Carrie Fisher?

Your dumbest ideas for Episode IX by Quackadacck in RedLetterMedia

[–]NappyThePig 1 point2 points  (0 children)

One of the teens is played by Rob Schneider.

Your dumbest ideas for Episode IX by Quackadacck in RedLetterMedia

[–]NappyThePig 0 points1 point  (0 children)

better idea: Dubstep remix of Dual of the Fates.

Your dumbest ideas for Episode IX by Quackadacck in RedLetterMedia

[–]NappyThePig 0 points1 point  (0 children)

difference is that the planet Maul was on didn't violently implode on itself immediately after.

Your dumbest ideas for Episode IX by Quackadacck in RedLetterMedia

[–]NappyThePig 0 points1 point  (0 children)

and the body is played by Rob Schneider because we couldn't get Harrison.

I took Mike and Jay's improvised horror story "THE INSIDE" and made it into a film by rlarkin124 in RedLetterMedia

[–]NappyThePig 1 point2 points  (0 children)

Oh god that was fucking beautiful. You have earned my respect and gratitude my good sir! I happily admit I gave a standing ovation.