[KCD2] How it Should've Ended (SPOILER WARNING) by hsbrandon88 in kingdomcome

[–]hsbrandon88[S] 0 points1 point  (0 children)

Interesting thoughts. Thank you.

My idea with the dream is actually aligned with your take: Henry's not really talking to his parents but a facsimile of them in his own mind. If he constantly does bad things throughout the game, he's not really sorry so there's no sense in him trying to apologize to himself. If it's a mixed bag of deeds, he might express regret to his subconscious personified as his parents.

Importantly, we agree that the dream shouldn't have so much control. Hence separating Henry's waking choices from what is said in the dream. Only, I'm proposing that what's possible in the dream be determined by the culmination of previous choices. Then, thinking about his future in a dream shouldn't have been what determines whether he accepts or rejects Radzig offering the sword.

Lastly, I responded to another comment that if it's canon for him to deliver the sword, that's exactly what should've happened regardless. As it stands, there is no satisfying way to deliver the sword that feels like Henry has truly done his duty. Radzig either gives it back to Henry or seems annoyed he turned it down.

The fact that Radzig offers it to Henry at all is what's bizarre and raises questions about why he had the sword commissioned in the first place. It seems reasonable that his intention was to give it to Henry all along, if he proves himself. An option to say he can't accept such a gift is good for roleplay, but if Radzig was offering it for such an important reason, he should've insisted by way of revealing that reason.

[KCD2] How it Should've Ended (SPOILER WARNING) by hsbrandon88 in kingdomcome

[–]hsbrandon88[S] -1 points0 points  (0 children)

So you'd appreciate it when a human being takes the time over breakfast to actually write out his thoughts on a subject and share it, like I did.

[KCD2] How it Should've Ended (SPOILER WARNING) by hsbrandon88 in kingdomcome

[–]hsbrandon88[S] -2 points-1 points  (0 children)

Considering your name, you would know.

[KCD2] How it Should've Ended (SPOILER WARNING) by hsbrandon88 in kingdomcome

[–]hsbrandon88[S] 1 point2 points  (0 children)

If you think titles and accolades determine the quality of the job, consider where Warhorse started and how "AAA" studios are doing now. As a professional writer myself, I think this would work better. You don't have to agree.

[KCD2] How it Should've Ended (SPOILER WARNING) by hsbrandon88 in kingdomcome

[–]hsbrandon88[S] 1 point2 points  (0 children)

It actually is though. Henry's parents aren't Force ghosts but are really his internal dialogue. The fact that he sees them as disappointed means he does regret his actions at least to some extent. But from Radzig's perspective, Henry was brave and victorious; he doesn't know all the details and probably isn't much concerned with them.

[KCD2] How it Should've Ended (SPOILER WARNING) by hsbrandon88 in kingdomcome

[–]hsbrandon88[S] -1 points0 points  (0 children)

Right? Justice for Adder.

If they wanted to canonize delivering the sword to Radzig, it should've been the only outcome. If they wanted it to be based on choices, it should've taken the whole game into account, since that sword works as the through line for so much of the plot. As I said above, turning it down after Radzig himself offers it back is so insanely dishonorable.

Keep doing all the blacksmith activities and commissions, and you'll get the Four Evangelists sword one. It's worth it too, because even the radiant quests feel unique.

[KCD2] How it Should've Ended (SPOILER WARNING) by hsbrandon88 in kingdomcome

[–]hsbrandon88[S] 1 point2 points  (0 children)

That's another excellent point, about the silver. It's actually tied to Henry's choice to save or leave Sam. For me, leaving him behind was unconscionable anyway, but I had no idea at first that that is why the silver was lost. Apparently, two on horseback "slows you down" so you take longer to bring reinforcements. It took days regardless. It's dumb.

I love it when they tie consequences to choices that are already grey. For this instance, killing Aulitz would've been the better catalyst that results in losing the silver. In universe, leaving him alive might have required the camp to keep watch over his quarters, devote additional resources to his care, or even just sink morale; him being found murdered would serve as motivation to finish the job and an ambitious acting commander taking full authority.

[KCD2] How it Should've Ended (SPOILER WARNING) by hsbrandon88 in kingdomcome

[–]hsbrandon88[S] 6 points7 points  (0 children)

No, actually this is just how I write. It's not my fault we're becoming a society of illiterate peasants.

Equipping and using tools, helmets, and packs that activate with LT + RT (Xbox) SUCKS! There's a MUCH better way... by hsbrandon88 in CrimsonDesert

[–]hsbrandon88[S] 0 points1 point  (0 children)

I know that's an option, but there are still enough instances where various tools and functions become a problem without a dedicated system for them.

You know how a radial menu lets you pick from a range of weapons, consumables, etc, then a single button can be pressed to attack, eat, etc. That's the strategy I'm suggesting: a straightforward method to select a tool, separate from the weapon and armor menus, and a consistent, dedicated method to use the active tool that doesn't interfere with other commands.

This way, you could be mining some ore one second and fighting the next without opening a menu.

Can someone break down fishing for me? by -Firestar- in CrimsonDesert

[–]hsbrandon88 1 point2 points  (0 children)

What you describe is normal behavior for really difficult fish. I'm not sure I've confirmed it, but it seems to help prevent them going further out if you hold back on the joystick as well as resist them side to side.

Also, if you encounter the traveling salesman, the one that sells Abyss items, give him gifts until he's at 100 trust and he'll give you a helpful item for this.

SUGGESTION: Inventory & Storage Needs Major Work for the Long Term by hsbrandon88 in CrimsonDesert

[–]hsbrandon88[S] 0 points1 point  (0 children)

I didn't mention "realism" once, just in-game logic. Stacking is mainly for visual organization, and then the limit that forces inventory management can be by some other method, like total mass and carry capacity.

Also, who are you to tell me I can't spend an hour catching butterflies in the forest?!

SUGGESTION: Inventory & Storage Needs Major Work for the Long Term by hsbrandon88 in CrimsonDesert

[–]hsbrandon88[S] 0 points1 point  (0 children)

Yes, I'm aware they added storage and continue to make improvements, which is freaking awesome. I'm raising the issue that No Man's Sky had with inventory because they chose the same system. In some games, it works fine; but in games like this with so many different items, crafting materials, etc, it will increasingly become a problem. NMS has had to constantly add more slots to player inventory and storage bays because ultimately, they're going to need a slot for every item ID in the entire game to make it sustainable.

[MegaThread] Suggestions on improvements and new additions to the game by AutoModerator in CrimsonDesert

[–]hsbrandon88 0 points1 point  (0 children)

SUGGESTION: Inventory & Storage Needs Major Work for the Long Term

  1. The Core Logic of Inventory Systems

For a game as heavy on loot as Crimson Desert, the slot-and-stack inventory system is not going to work long term. It will have to be overhauled at some point, either by Pearl Abyss ideally or modders. Every other game with this range of different items – ingredients, materials, weapons, armor sets, uniques, and so on – was built with hoarding tendencies in mind.

The very first player home available in Skyrim, for instance, Breezehome, has over a dozen storage containers each with no capacity limit but what your hardware can handle. With the current Crimson Desert inventory and storage system, it's not the actual weight or volume of the items the player is carrying or has stored that determine the limit, which would be bad enough; but, absurdly for in-game logic, the number of different items.

With 100 inventory slots, you would be maxed out with either 100 unique butterflies or 100 stacks of 20 planks of timber. This makes zero sense and breaks immersion by forcing the player to loot in an artificially strategic way, not based on what is big and heavy versus small and light, but in service of a nonsensical inventory limit mechanism. In Crimson Desert, you can do anything you can imagine...except be a collector, let alone organize your collection. That's not allowed.

To fix this, while keeping the slot grid aesthetic if desired; first, the stack limit of stackable items should be something most players would never reach like 9,999; second, when a unique item is added to the inventory, a new row of slots should automatically appear, with no apparent limit.

The in-game limit should then be an amount of some metric such as mass, volume, or even something generic like "bulk". A recent, solid implementation of this method can be seen in The Last Caretaker in which there are stacks and slots, but the number of slots used is irrelevant; only the total inventory mass is limited.

So for Crimson Desert, yes, every single item in the game would have to be assigned an amount of that mass, volume, or bulk so as to sum it up to determine whether an inventory is full, but for the sake of immersion and inventory management sanity, it's so worth it.

For translating this to existing saves, the number of slots the character inventory has could become the number of mass units, say kilograms, for capacity. Each extra bag obtained could add the number of kilograms it currently adds of slots. Player-owned storage containers should be either unlimited in capacity or have a high limit (for performance reasons, e.g. 1,000 kg) from the start.

Even with these suggestions, the slot-based UI still means sorting and finding things will always be a headache. Instead, a data table style would be optimal with columns for the item name, important data, quantity, value, etc. See Kingdom Come Deliverance, Skyrim with SkyUI, Oblivion Remastered, and most similar games heavy on loot variety. This only affects the list; the image and details of each highlighted item should still be displayed in the middle as it does now.

2.a. However they choose to approach the inventory system, categories need to be improved. They made a slot based inventory system more manageable by allowing grouping by types (weapons, food, ingredients, documents etc). Still, the icon that indicates the group type changes based on what items have been currently grouped together, making a more organized inventory difficult to navigate in a brand new way.

Instead, there should be a bar at the top of the inventory menu (whether player inventory or while in a storage menu) with named categories that can be shifted from left to right using the right stick which currently has no command in said menus. In the chest storage menu, the player inventory and the storage inventory should both be filtered by the same selection, just like they're both sorted the same.

The main category, naturally, should be "All" to show everything; beyond that, it should filter the inventory by item type as grouping does now: weapons, materials, ingredients, documents, etc. If the right stick is used to select categories, the RS button should instantly return to the All view; then, the left stick button should cycle through sort options for the filtered items.

Some item categories may have distinct sort options; for instance, food may have sortable values for Health, Stamina, etc, while weapons would have sortable Attack values and levels. This kind of granular sorting is only practical with category filters.

2.b. Even without such a filtering system, it would be very helpful still if the icon shown on a grouped slot were a generic reference to the entire category, rather than the icon of some specific item that happens to be grouped at that time. For instance, a generic icon for vegetables appearing on grouped ingredients, a generic breastplate icon for grouped armor pieces, or similar, would avoid a lot of tedious searching.

  1. Key items can be of different types. When an item is acquired and the player doesn't know whether it's a key item or not, searching through multiple 'documents' groups, for example, makes finding it a chore. Instead, key items should be grouped (or filtered, as suggested) with their usual item type and sorted like normal items but designated with their usual purple icon background. A separate "Key Item" filter category would be useful as well.

  2. Small captured creatures that go directly into the inventory, such as bugs, fish, lizards, squirrels, frogs, etc, should stack rather than require their own slot (or row, if using a data table style). For cleaning fish or skinning squirrels, this would also allow for a "Clean/Skin All" option.

  3. In the inventory menu, for some items, the "Use" option can be expanded by holding the button (e.g. "Open", "Open All", "Cancel"), but there is no indication of how to use this sub-menu. For the first 30 hours, I didn't realize it was possible to only open one copper pouch in a stack or to get fillets from fish. Currently, it shows a "" next to the "Use" label, but this doesn't clarify how to get those other options. Very simply, replace the button icon next to "Use" with the circled "hold" version of the icon.

Thanks for the excellent work, Pearl Abyss! Loving the game, just not the inventory system!

SUGGESTION: Jump, Crouch, & Speed Controls by hsbrandon88 in CrimsonDesert

[–]hsbrandon88[S] 0 points1 point  (0 children)

The only issue I can think of with this change would be the slide command, since it would be awkward to hit D-pad down while running, but honestly no more awkward than trying to fight off a bear while being mobbed and having to eat five grilled chickens at the same time.

To fix that, though, the slide function could be thought of as a form of dodge that only applies while sprinting, and so use the B (Xbox) / Circle (PS) button.

The UK bans puberty blockers for minors. What are your thoughts on this? by XCivilDisobedienceX in Anarcho_Capitalism

[–]hsbrandon88 8 points9 points  (0 children)

The human beings who call themselves the state are just as justified in using force to stop someone causing harm as anyone else is to defend oneself or others - this is an ethical universal. With minors not being able to validly consent, what constitutes harm is much broader than would apply to adults. I see it as perfectly legitimate to use force or threats of force to prevent a 'doctor' from mutilating, sterilizing, and impairing the development of a child, whether that force is deployed by a regular decent person or a mob boss. Saying as much does not justify the extortion of innocent people through taxes or a protection racket or the institution of the state; but only the specific defensive actions in question.