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  #21  
Old 12-03-2011, 12:16 PM
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Scryer Scryer is offline
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Thanks again for the reply Medierra, I’ll just have to wait and see how it plays out in the testing phase.

If I understand your explanation correctly you’ll have controls set in place so that players are not unable to progress in the later part of the end-game. (Barring some really bad decision making of course…)

Talking about customization it makes me wonder if you guys would be able to add new systems after the game has launched (and inevitably becomes popular)?
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  #22  
Old 12-03-2011, 12:39 PM
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Originally Posted by Scryer View Post
If I understand your explanation correctly you’ll have controls set in place so that players are not unable to progress in the later part of the end-game. (Barring some really bad decision making of course…)
You'll be able to respect attribute points if I'm not mistaken, so even really bad decision making wouldn't halt players to complete the game.
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  #23  
Old 12-05-2011, 03:28 AM
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Originally Posted by medierra View Post
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I think this really comes into play after you have played through the game a few hundred times and found awesome gear and you are able to plan your build around the best equips...kinda like TQ.

edit...why doesnt the strike code work?
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"When you play GD it will feel like being punched in the face by a drunk grizzly bear. Thats how awesome it is.

... wait is that awesome? ok, how about - its like you're drunk and a grizzly bear is punching you but... no wait... its like you're drunk, you punch a grizzly bear in the face but the bear is also drunk, so it just explodes into gibs."
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  #24  
Old 04-12-2012, 09:52 AM
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Originally Posted by alucidzombie View Post
Strength, Dexterity and Intelligence are much too casual-friendly! Physique, Cunning and Spirit are a step in the right direction... but i propose Sinew, Adroitness and Perspicacity! Words i didn't know before looking them up two minutes ago that are much more player-hostile.
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