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Suggest a Skill
I think a lot of people have been thinking, why does the game not have this skill, or it would be really cool if I could do this or that. This games is turn based, the characters are placed in a kind of grid.
You can suggest any skill you had ideas about. You can also suggest NONE COMBAT skills. Here is an example of a skill the "Senior Guard" class has: Skill Name: Guard Allows yo to guard another character, the ability allows you to block 3 squares from ranged attacks according to the following : ( X is the char beinng guarded O is the char guarding o is squares being guarded) oOo _X oO Xo There are two ways to guard, one way is the guard manages to block the projectile completely ( using a shield gives a bonus to this ), the second is he blocks it and takes damage. It is also possible to fail the guard completely which results in X being hit. You can also comment on this skill if you want. I will fill this thread with skills. Your skill idea can be very basic at first and we can work it out togheter. ( You can also suggest NONE COMBAT skills ) Thanks, GG |
I'd guess you already have healing health, regenerating magic points or however you call it in the game.
Other suggestions might include pickpocketing, create diversion, ambush, hide in the forest/night/cave/… , potion making More combat related: Shield bash, poisoning(losing health and/or abilities for a period of time/turns), bad/good luck (bad luck makes you lose your weapon, hurt yourself, or other things. good luck means you make a critical hit hurting the other more, make the other lose its weapon or break his shield…) I'll be back later maybe … |
Alchemy or some kind of create item skill. I love those in a RPG. Might be a pain in the behind to code, but you did say you're looking for suggestions :)
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Well as for skills in combat, I like positioning skills. Specially works if there's facing/orientation in the mix. Backstab if you're attacking from behind, Flank attacks from the sides.
There's also passive and active skills. Passive may be, you just fight better on sand, or grass. Active would be like, sprint for a longer move (losing stamina for example), or like the guard you mentioned. Other type of skills would apply if there is height involved. Like climbing/balance, you would be able to move to an elevated tile for bonuses. Then you would have skills to push/pull people, possibly moving them from their advantageous position. Obviously heals, but what about different type of heals. Heal over times (more health healed/less mana cost but heal happens over time), heal buffs (ignore first X points of damage), reactive heals (you get hit, you heal back an amount), health bonds (damage received is shared), etc. There are also reactive skills. Those that happen when something else happens. For example, ready actions when something enters a tile (specially good for archers/ambushers), dispels when a enemy starts casting, etc. And how about traps, invisible things that happen when the first creature walks over it (with the respective skill to detect traps). They can be damaging, weakening, snaring, holding, rooting, etc. I also like skills that make you better against certain types enemies: animals, undeads, flyers, etc. Someone mentioned pickpocket, funny that's one skill I never liked, simply because it's always too easy to exploit when you can save/load at any time. |
Good ides wolfing, and acctually you CANNOT save and load at anytime ( puh you did not get a hold of the design doc after all :D ) , hope it is not a game breaker for some. The game will always be "saved", and when you start you will begin where you left off. Making all C&C , skills attemp, etc etc final. Death will be handled in a very special way but you'll not have to restart from beginning as in ironmen mode.
Acttually there'll be a class kind of like Doctor, which have to use bandages, first aid, herbs etc, they cannot use magick, there'll also be some special chars who can use magic…. but magick is tough in this game, it is going to cost a lot of stamina to use it, and if your char is low on stamina, you could get in trouble…. Quote:
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The luck thing can be expanded to being a random factor in everything from conversations with people to all of a sudden notice someone trying to ambush you or getting lucky enough not to get hit even by by a much more advanced warrior.
It would be like a second check with a very low chance of success, which can maybe be very slightly changed. |
I'm pro for an alchemy kind of skill.
Creating potions is always a lot of fun for me. ;) (Had chemistry at school. ;) ) Dunno about its usefulness, but what about languages ? Depends, of course, inhowfar they are used. Ancient languages on inscriptions could be a way, then special languages of certain professions (mages, especially might have their own languages, or there might be special warfare terminology), and of course foreigners or simply dialects and other cultures. I think the dialects part would be funny. ;) The only problem would be to implement them. In Beyond Divinity, one could not read texts without knowing the language. The graphical representation was so that without the proper skill, the text sheek (book page) remained in some sort of letters/runes one simply couldn't read. The higher the skill value was, the more words were revealed. With special terminology this could mean : 0 - dunno what they're talking about ??? 1 - I vaguely recognise a few words … they sound faintly similar to other words I've heard before … 2 - I can pick up a few words (and sometimes even understand them !!!) 3 - I can put several words into their context 4 - I can understand complete sentences !!! YAY ! 5 - In begin to understand the whole speech … 6 - I understand the whole speech ! 7 - I not only understand the whole speech, but I can also put it into a global context ! 8 - I can not only understand the whole speech and put it into a whole context, but I can also contribute to it ! (Should perhaps be linked to intelligence.) This just as an idea. Other ideas : - negative values : could perhaps be the result from drinking too much ? Or severe illness ? - the "bad attributes" of TDE … I really liked them, and I never found any game that had a similar thing … (greed, angst, fear of the dead, curiosity etc. …) - of of course social skills ! TDE4 has (relatively new, because it was in optional rules for TDE3 already) a thing called "social status". There could be checks, of course. Like talking to upper class people. or when a person of lower status tries to impose [to be] someone of an higher status … The check would then show whether this "faking" of a higher social status is successful or not … - What I also love if the knowledge of flowers/plants (herbs) like in Drakensang ! :) So far now from my side … Edit : You obviously see that I'm heavily influenced by TDE … ;) |
Thanks Alrik, a lot of interesting suggestions there! Especially about language…. I'll have to think about that one!
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Well, since you didn't like my luck thing.
What about howling or terrorizing? A negative skill that some characters have. By using this skill enemies in nearby squares get pushed back one square or something similar. |
I am still thinking about the luck thing…… maybe in some way it could be there.
There is this kind of skill which will push enemies back, almost like howling :) Keep the suggestions cooming! |
Well, more expansion on the luck thing then.
It could be a randm factor like I said that affects everything. Examples: Attack: Roll 1% good luck factor => Attack hits in critical spot, do more damage. Roll 1% bad luck factor => Attack fails critically, you hit yourself for portion of damage and lose a turn Conversation: Roll 1% good luck factor => The person likes you and gives you a special tip or better prices Roll 1% bad luck factor => The person raises the prices and doesn't give you a piece of NON-vital information. Random encounters: Roll 1% good luck factor => Your troops fight better Roll 1% bad luck factor => your troops can't see as far, enemy troops fight better. . . . |
The problem with luck is that it's not really a skill. If it exists (and, since it's a fantasy world, let's say it does), it's more of a passive thing. Like either a stat or a passive ability. Just as someone is stronger, someone is luckier. That can be reflected as simply as a +1 to 'saving throws', or a +1 on all rolls affecting the character, but not something that you consciously 'activate'.
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Oh, yes I know.
Just thought it would add something to the game. |
I think maybe you mean it should have luck as an attribute and if it is high enough you'd meet with something extraordinary….. like the ufo with the super weapon in fallout… I loved that one instant classic…. though I can assure you there'll not be space ships in this game….. if it is not very high it could still have some small influence on everything you do.
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Kinda hate to recommend pilfering another indie developer's good idea, but Eschalon's use of the cartography skill was brilliant.
I'll put in another vote for alchemy, too. I like searching the countryside for ingredients. While the Wiz8 system was a little out-of-balance (too profitable), a potions-for-profit structure is a nice reward for players that develop the skill. |
haha, well basically Eschalon kind a used something which have been in several games before including wizardry :P It is harder to implement in a party based game though, because if one person has cartohrapgy why would anyone else want to get this skill???
For alchemy do people want an advanced system or is quite simple enough… like found ingredients XYZ find recipe XYZ and you can mix potion X, or each ingredient has some special property… and you can mix as you want to achieve the effect of each items property? |
I vote for find ingredients XYZ and experiment/find recipe to mix potion X.
A system that makes sense is always best, imo. Take Return to Krondor as an example. You could use up to 5 different ingredients to make a potion. One had to be 'essential salts'. Second was either aqua fortis or water (Aqua for was for strong potions and water just for normal or weak. Third was some kind of powder. This one was optional depending on what you were making. Fourth a tincture or elixir like bloodwine or Tincture of Vitriol. Again optional depending on what your making. Fifth was a metal one like gold or copper. I hate to say optional again, but it is :) Each ingrediant did something for the potion. Like gold was needed for spellcasting type potions. It's a little complicated, but well worth the effort, imo. Just if you do decide to go with an elabrate alchemy system, please don't make it so you can't use it till the third act. I hated I had to wait so long to start brewing my own potions. |
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Also, it is sufficient, if one person is a good diplomat, can open locked doors chests etc. So this is a normal situation for most skills. It is sufficient, if one in the group has it. There are, ofcourse, other skills, which are necessary for the whole group: Everybody needs good sneaking skills, if the whole group wantsto sneak. But why is it a problem that there are skills of both kinds? |
Yes I know what you mean bkrueger, like you have to be sure one guy has the cartography skill, one guy has the lockpick skill, one guy has the diplomat skill, etc etc. This is acctually realistic as in real person also complete each other. But what if two person has the same points in the skill? acctually I feel if two equally skilled people work togheter they would produce a better result than just one person who has this skill…. so I am thinking to combine the skills in some way ( to simulate the two skilled persons working togheter ).. how do you think about that ???
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Neat idea for some skills, but not for all. Crafting types, yes; diplomacy, no; cartography, yes; lockpick, no. If you're looking for realism, though, you'd probably have to have a pretty complex formula. Two heads building a suit of armor should see more gain than two heads building a necklace. Two apprentices working together shouldn't really gain much, and you'd like for a master craftsman to "outskill" the combination of a couple journeymen (if you're rating on a 1-10, you'd like a 10 to be better than a combination of a couple 6's). Maybe top score + (2nd best / 3) or some such?
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In D&D there's this thing called 'Aid Another'. Basically, the character with the highest skill makes the roll, and other characters with the skill make a roll to aid, if they succeed they add a bonus to the character's roll.
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This sounds cool.
I was wondering though about these skills. Just how deep is this game going to go? Will it have mundane skills like fishing or timbercraft like UnReal World? Or is it more combat and dialogue oriented in which you'd have intimidate, diplomacy, sense motive, etc. The problem with a lot of dialogue skills is that you need enough dialogue and enough text to make it worth it. Like in TOEE how sense motive and a few other skills weren't really used that much. I can imagine how difficult it is to keep the player's skills in mind when creating dialogue in these games. As far as combat goes, it would be nice to have a skill for each weapon, or at least each weapon type along with fighting styles. What I mean with styles is, maybe have a skill for "Offensive Fighting" in which your character is aggresive, scores more hits, but is more open to hits as well. Anyways, I wish you all luck on this. I'm sure it'll be cool no matter. |
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It is conversation and combat heavy, even if it has a bunch of other things too…….. Quote:
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Just a throw-in to that luck thing: If your world contains some Goddess Of Luck aka Lady Luck or so, praying to her could increase the possibility to have better outcomes or so … Although "luck" as such is a neutral thing … So it could be applied into negative values as well …
It's like … something I know from TDE. There is an "extraordinary success" of the use of talents/skills - AND there is the exact opposite ! The exact opposite - more than a mere "fail" - should have some drastic consequences then, too. But I feel that this would be rather liked by old-school RPGlers … |
On language: You can use a few custom-designed writing systems to represent languages in game. I've made three for my own project, with two more partially completed (I got bored). If a character has skill in that language, then they can translate it to the text box/log book/journal/whatever. I'm assuming, of course, that your going for full 3D etc… You could also just have overlaid text like in Might and Magic II-V, except that it changes from standard English writing to whatever if the appropriate skill isn't there.
Skills: There are some skills, IMO, that shouldn't be developed slowly. Cartography is pretty much useless in Eschalon; I used a spell which boosted it instead. The only issue was that the minimap would overwrite more advanced portions of a map afterwards with poorer detailed portions if you didn't keep it active constantly. Swimming, no one should be getting in the water without having sufficient swimming skill. So you either have it, or you don't. Don't, your taking drowning damage. This is basically what I'm doing; dividing skills into two sections. Those which advance in ability, like combat skills. And those which are presumed to be of sufficient skill to simply use, like Swimming. Basically, combining the older Might and Magic III-V skill system with Wiz8/ADOM etc… |
I disagree a tiny bit. Swimming can have levels for swimming, swimming faster, underwater swimming ….
Cartography: I can draw a map of my own ,but it would look like shit. If my character can draw maps he can be very detailed or not. |
Name a RPG where swimming is a skill, one that needs advancement, and is required for underwater areas.
I can't. I can think of some that you swim underwater, but it's automatically assumed the PC(s) can swim, some that have the skill as I suggested, but no underwater, and finally those that have an advanceable skill, still with no underwater and a distinct annoyance the rare times you actually need the skill when it fails irrespective of your skill level. The party is only as fast as the slowest swimmer, and given that at least some will be wearing armor/toting bags of junk, I'd doubt "fast swimming" is going to be an issue. Staying afloat is hard enough in a mail hauberk. I wouldn't even want the weight of a longsword on my hip, and they are not heavy (but expensive, there's no way I'd leap into water with an Albion…). As for maps, it's likely be ad-hoc, with the representation on screen being something entirely different from what the mapper is making. Irrespective, if he can't mark a tree, a river or body of water, or a path, then he has no business drawing the party's maps. Either the map is useless due to a lack of detail (and thus make no sense to have the skill at all since it's unusable), or the detail is good enough that you don't need any development (thus making no sense to develop the skill further). Alternately, there's a spell/item/NPC which makes the skill a moot point. In both cases, I feel it better to simply assume the character has enough skill to know what a tree is. Or a door. And draw some representation of it on a piece of papyrus. For swimming, they have the skill to keep afloat and even move in calm waters while loaded with 60-80lbs of weapons and armor. If they lack this skill, then they should be completely unwilling to get in the water. If dumped in, that can be handled the same was as with a advanceable skill; with checks for each tile/time period/whathaveyou. |
The past doesn't have to be the present. It's not because old RPGs did or did not do something that this can not be done.
Even if swimming is assumed in most rpgs to be normal, it doens't have to be that way. Also reality doesn't play much of a role in a world where magic is involved, so swimming with a 500 pound suit of armour doesn't even have to play a role. It's the designer's choice to design the game's reality and physics in the way they want to do it. Also, you could apply your thinking to a lot of things which would reduce a lot of stats to a single boolean. Lockpicking, pickpocketing…. Would you even try pickpocketing someone before knowing how to do it in real life ? Of course not, it doesn't make sense, but in many games it's a skill that can go from 0 to 100. What does pickpocketing of 5% mean ? No idea, but it's a game so it makes sense. Swimming at 10% means you'd be able to swim normal strokes with effort and if you stayed in water too long, you'd start getting a penalty. swimming at 40% means you can do crawl strokes and swim faster while a 100% swimming would mean you'd be able to do butterfly strokes to kill a vampire in the water. The armour has no effect on swimming wahtsoever. BUT if the designer wants to he can make it have an effect. Cartography is the same. Also, what you say about it is not true. How would you ever be able to draw a map if you don't start trying. Do you think you'd be able to draw one of Mercator's maps right now ? Probably not! But if you learn and keep practicing, then one day you might … You don't start off drawing maps like an expert and yes, you wouldn't miss a tree, but as a novice cartographer, you might not draw all the details you see or not be very accurate at doing so. The more you practice the more you improve and the better your maps will be. |
The problem with cartography is, of course, metagaming. Let's say you played the game, next playthrough you know (if maps are fixed) where things are, chests, secret entryways, etc. The solution would be to have either random maps, or fixed maps with random elements. If your cartography is high enough, then the area you uncover will show randomly generated chests, NPCs, etc. Obviously this will be hard to do with secret places like concealed doors and what not, unless you do it 'instance like' (I find nothing wrong with that but some people don't like it)
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I don't think people who replay games mind knowing where some of the stuff is. People like Wulf and Uriziel on this forum have played Gothic I a zillion times and know every single spot on the map. Knowing where things are does not necessarily mean a degradation in enjoyment of a game.
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It does mean a degradation of challenge. I quit playing Bard's Tale when I realized I was only glancing at my maps when I hit the spinners. Otherwise I ran mostly from memory. It's still the same game though.
It's one thing to include physics-busting elements such as magic. It's another to beat the suspension of disbelief over the head until it gets a severe concussion. 500lb armor = no. How will the player note that the characters are doing the dog paddle or a butterfly stroke? They won't. In fact, even in 3rd person games, you pretty much have 1 animation for swimming, one for treading water. Maybe two swimming, if they have a 'fast swim' as well as regular swimming. So where would the effect of the skill lie? In the case of a first person perspective, you will never even see the actual physical (ok, digital) characters in water. Top down or third person you will, but in both cases, a big budget team won't both with more than a couple animations at best. Indie team? Forget it. If I heard that would be included, then I'd mark the project off as vaporware. There's a difference between maps and art. I can easily map out anything I go to. Making art out of said map? Not hardly; my maps tell you where to go, nothing more. You're automatically assuming all maps must be artistic in saying that. When they don't (and rarely are). Most maps are crude, bare things with plain lines, text, and arcane symbols. Having a large collection of atlases from various wars, I know this to be a fact. They can even be difficult to read, due to the amount of information available (some have topographic information as well as troop deployment, movements, unit types, and place names). All in about 3 colors. Funny thing is, I can sit here and draw any one of them right now, and be within 90%. If I'd get some glasses, that'd improve. Either the map skill would be balanced so that you'd have all the information necessary at a bare minimum of skill; and thus never need to advance it more; or it would be worthless until very high levels of skill, and be superceded by online maps and hints (and wandering). Increasing the artistic quality of the automap would, IMO, cost a whole lot for little gain. It would require multiple redundant sets of artwork solely for each level of artistic mapping. As to pickpocketing and picking locks, those are measured. People have perception levels (or skills, if it's included) which the thief's personal level of skill can be checked against, and there are a myriad methods of constructing a lock (or breaking it). They do not make sense to have as a static skill (like in Might and Magic III). Then again, even M&M games had thievery advance with the character, unique among all the skills. I guess we'll just have to agree to disagree. I've made my case as well as I can (probably could have written a hell of a lot clearer and better, but I'm not Poe). You've made yours. |
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Otherwise you could also use a an invulnerability cheat as "metagaming". |
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But some skills do become useless. If you know how to play Fallout, most skills are useless. You go to that Brother of Steel, get some Power Armour and the game is a piece of cake. Most things can't hurt you anymore. If in Gothic you know where the Skeleton Bow is and you find it, you can one-hit kill most starting creatures and shoot again for some others without needing to spend tons of skill points. In GII, if you're smart enough , you can get that crazy sword from the cave and beat most of the game with it.
Roleplaying is for roleplaying, if your point is to remember every single exploit of a game and then not use any of the skills so be it. But it doesn't mean they're useless. There's a way some games are 'supposed' to be played. In GI, you enter the Old Camp, get led to either the sect camp or the new camp and choose which faction you would want to join. But you could go to the new camp first or the old mine first (for the bow). You can approach every thing in the way you describe. Why have quests then ? They're going to be mostly static, what's the point for them once you've played the game you'll know about them so there's no point in completing them again. What's the point in playing a game (if you want to go to the complete extreme…) ? All the games will have you run around, complete some quests which have nothing to do with anything whatsoever, get you some kind of currency where you can spend that currency on improving your character and then kill some big boss or save the world somehow ! |
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Do you mind telling me what you don't get, so I could explain.
In brief, what I thought you were saying is that skills like carotgraphy can easily be rendered useless with multiple playthroughs unless the designer makes randomly generated maps and so on. What I was saying that you can argue this for every skill in every game and thus it becomes a (mostly) moot point. |
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Cartography is on no way, shape, or form on par in usage with any combat skill, magic skill, or thieving skill. It is a utility skill; and a passive one at that. Many games do away with it entirely (Wiz8 for example, Bard's Tale 3, Might and Magic VI/VII, Baldur's Gate…). THAT tells you it's importance. I find it on par with language skills. It's either useless, or it's not. There is no middle ground where it's 'sorta' useful. It either gives you complete enough information, or it doesn't. Not many skills are like that. In fact, other than language skills (which are very, very, very rarely used at all in computer games), I can't think of one less used. Push come to shove, I can easily hand draw the maps. Wouldn't be the first time, as the sheafs of old graph paper with hundreds of maps sitting in my file cabinet can attest. That Power Armor, that sword, are examples of either bad design choices, or choices made specifically to give players a VERY easy way to victory. Which is, IMO, a bad design choice (compromising the entire design just for those who cannot, in any case, complete anything more difficult than Pong). Whats more, that sword should have been made worthless by virtue of the absence of skill with the sword. The Ultimate Sword of Destruction is still a sword, and from experience, one does not just swing a sword like a bat! Real swordsmen will quickly eviscerate you. If the game is non-linear, then it should be built to handle things such as the player going to places the designer thought should come much later. If it is imperative that the player not go there, find a way to prevent it. Have the town under lock down, and needing a password to enter, or have them need to be certified Crusaders. Write around that instance, not ignore it and hope it doesn't happen (because it will). If not, then it's bad design. You can note my statement on character death to see what I mean; the story should be written to adjust for eventualities such as a key character dying to a level 1 trap, or instead of going to Ankh-Morpork they went to Skara Brae. Quests cannot be argued in this manner with any sense of logic or sanity; quests are simply objectives within the game. Some may not have anything to do with the main plot, some may. Without objectives, it's a sandbox with people running around butchering anything that moves with no real motivation, and it becomes Halo instead of an RPG. You're confusing tertiary skills with primary; and somehow managed to blow the entire thing out of proportion. |
It's not really. I have played a very few amount of games where I was using combat skills as secondary and/or tertiary skills. Like you say it's the designer's choice.
He could make the language skill into one of the most important skills in his/her game if (s)he wanted to. For example: The language skill could open up a completely new quest path that would not even involve any combat. Of course most designers do not do that, but it is possible. You are talking about games of the past and it's very simple to fall in line with what happened before. Diablos came and then five thousand clones. Dune, AoE, five thousand clones…. However, you don't have to do that. You can change it. You're saying: - It has never been this way, look at my maps, look at these older games, look at this and that. Conclusion : It can not be good to have it any other way. I'm saying: - It has never been this way. Look some people tried doing different things. They might not always work, but they could if people tried to do them well. Conclusion: Why not try it out? Basically, to go back to the cartography example. Cartography skill could make you make maps and the more you explore, and if you explore tons of places and your cartography skill is high enough to make really good maps then it could open a quest line where you would start out selling mediocre maps to travellers and move on to a quest where you would have to explore a certain place and map it out for some king in the game which would bring you into better favour towards that king and open up a new quest line which would not have been available to you without that skill. However, I do AGREE with you (what a surprise ;) ) about the other exploits being kind of bad design. BUT, when making a 50 hour game for players, you're bound to miss out on some things. Especially if you're trying to make the game sandboxy, the whole point is for the player to be able to explore everywhere. In GI for example if you can get hands on a potion of speed you can get to Xardas' tower quite easily (how you'd beat the golem's I don't know), which you wouldn't be able to do in a game like Diablo II with the different acts separating each area. So, yes, cartography can be done away with, but it could be a very nice asset to a games designer if they actually do something good with it except for just drawing your own automap… (By the way, I was gong to leave it at we both disagree with each other, but you're the one that replied to me this time, so I hope you don't mind me replying again :) ) |
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