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mikeprichard

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Posts posted by mikeprichard

  1. OK, thanks for the input, folks. Seems like some questions remain. At least that paragraph on page 24 of the manual could probably stand to be rewritten, I think? In that example, the chest piece alone is somehow reducing 20 incoming total damage down to only 3 ("you will take 3 points of damage"), with no reference to separate calculations for a helm or shield being factored in. I doubt that's a priority for Jeff, however.

  2. If someone who understands the new Queen's Wish armor mechanics could please clearly explain the below three points, or send me to a forum post that already does so, I'd be obliged. Cheers!

    1) The manual notes on page 24: "For example, iron chainmail blocks 60% of damage. It can block up to 9 points of physical damage and 4 points of magical damage. If you take 20 points of physical damage, 60% of that is 12 points, so the armor will block 9 of that, you will take 3 points of damage." This is a bit confusing to me, as it seems in this example - where the piece is said to "block" 60% of the 20 points - it should actually reduce the 20 by 12 to 8, of which all 8 (given the 9 max remaining damage absorption capacity) should be nullified. Instead, the manual's example above suggests that in fact only 40% of the 20 incoming total is being blocked, leaving 12 points of the 20 to be further reduced by 9 to 3. I know I'm missing something blindingly obvious here, but I just don't get it.

    2) Does the percentage value (60% above) always refer to reducing both physical and magical damage, regardless of whether the equipment is an armor/robe, helm/cowl, or shield/orb? I understand the other values (9 and 4 for iron chainmail) separately refer to physical and magical damage respectively, but the percentage seems to be universal.


    3) Finally, how exactly do the corresponding percentage/flat damage reductions related to chest (armor/robe), head (helmet/cowl) and shield (shield/orb) defensive pieces interact with each other to produce the character's overall damage reduction?

  3. I just received my requested GOG game and hint book keys as a Kickstarter backer via email from Spiderweb, and as I also mentioned in my email reply, I wanted to thank Jeff & co. for being so quick in providing these keys to their loyal supporters. I'm really looking forward to starting my (DRM-free and GOG-approved) adventure in this new series!

  4. Wow, Ess-Eschas, 1,000 points for thorough research! Almost all of those categories of uses are actually captured in the Chicago Manual of Style table I linked earlier, but I can see how "ever-threaten" could possibly be seen as a (admittedly unusual and unique) creative extension of the more generally accepted compound adjective "ever-threatening", which itself however is of a type already covered by the above as well. "Over-prepare" may also equate, but only if changed to active verb form. "Ever-threaten" is therefore still quite odd and unprecedented, but as I also explained to Slarty over a later chat, it's naturally Jeff's option.

    My primary original concern was that what I assumed was clearly a "typo" (as it has no known equivalent usage elsewhere) at the very beginning of the game would be indicative of many more errors later in the text, but I can see you're not one to miss a detail, and if you've been contributing to the proofreading so far, I'm satisfied the polish of the writing will be up to its usual Spiderweb standard. Thanks again to all for indulging this little discussion!

  5. Thanks, Randomizer. I can only imagine there are tons of things to be worked out whenever a new engine is crafted, but I haven't noticed any obvious pathing problems in the initial let's play videos of the first hour or so, so was curious what this might be referring to. It does seem from reading the forums here that other aspects of the UI (different ways to open doors(?) depending on context, how to use crafting/building menus to delete/replace structures) may need some refinement in later QW1 versions and/or QW2, but that's probably to be expected as well.

  6. I guess this was inevitable. I'm still stubborn enough to refuse to give up Windows 7 for a Windows 10 "upgrade", but at least my Win 7 is 64-bit. I hope you can manage to move to a 64-bit system and enjoy more Spidweb goodness.

  7. 3 minutes ago, Par Compensation said:

     

    This is a false parallel, because there is no instance of anyone spelling "green" as "xynaljs".  If you could point to instances of people doing that, then I would absolutely acknowledge that it is a thing some English speakers are doing.

     

    The other reason this is a false parallel is that spelling is not quite as malleable as usage.  Spelling really does follow rules -- yes, even in English; and while there are exceptions, there are no words in English where the spelling is completely arbitrary and has no relationship either to English phonology or to the spelling of an origin word in another language.

     

    Usage has more flexibility, particularly in an analytic language like English.  Syntax and acceptable constructions shift all the time.

     

     

    Yes -- it's a lot easier to disprove something than it is to prove it.  You are demanding positive proof.  (Actually, you're demanding positive proof that an authority likes the construction, which is different from whether it's actually used in the language.  Dictionaries and grammar books never have access to the entire living language.)


    Nah, I'm just looking for one other instance of the construction "ever-threaten". I haven't seen it yet, but I really would be curious if such exists. If not, this was all I needed to know. FYI, there is a simple way to search the internet for hyphenated text: http://symbolhound.com/?q=ever-threaten. It shows 0 results.

  8. Ha, I could ask whether there's anything that says the spelling of "green" as "xynaljs" is strictly unacceptable. You're not going to find anything that says the latter isn't correct, but you're going to find dictionaries that show the former is. The obvious result is that "xynaljs" isn't considered correct by general English standards. So if there's nothing that says "ever-threaten" is correct by this same rule (my question which is also unanswered, and apparently unanswerable, unlike yours), I can't accept it as such. But I'm not really interested in an endless discussion of the limits of what is creatively acceptable, as those could of course be argued to any far-fetched extent. I think I'll manage to live with Jeff's "poetic" non-standard usage.

    By the way, there's nothing in those kajillion uses (actually 10 pages, not 5 - http://fliphtml5.com/vvyc/egai/basic/) in the CMOS supporting combining "ever" with a verb in this way either. It is a thrilling read, though!

    But now I'm curious as to whether "xynaljs" ever appears in the game... 'cuz there ain't nothin' to prove it's wrong. 😉

    Just to be clear: as I said above, this is obviously a nitpick. I'm just happy to hear a full proofreading pass has apparently already been done. The quality of Spidweb writing is always far above the usual video game standard, and I don't doubt that's the case here as well.

  9. No problem. Here's one of many reliable guides synthesizing the commonly agreed uses of hyphens from APA and Chicago style. The Jeff Vogel usage is not on the list. :) Of course, he's free to be creative with language standards, in which case I guess my soul just isn't poetic enough to appreciate it. I also suppose since his version can't be supported in the same way as the below, we'll just agree to poetically disagree.

    https://owl.purdue.edu/owl/general_writing/punctuation/hyphen_use.html

  10. 3 hours ago, Ess-Eschas said:

    Echoing what Slarty said above: no, this is not a typo – it is a style of writing. It might be uncommon, and it might not be what you are used to, but it is not strictly incorrect. If you're not convinced by this, I would encourage you to check out various official manuals of style and to look specifically at their rules for using hyphens. You might be surprised to find inconsistencies! I say this as one of the game's testers, incidentally, who carefully checked this very point during the testing cycle.


    I've never seen an example of a hyphen used in this way outside of a compound adjective construction (which is not the context here) in standard English - could you please share the specific basis you found for this outside Jeff's other work? I'm interested. Thanks!

  11. This is an OCD nitpick, but since there will be a version 1.01 anyway: I haven't played yet, but I immediately noticed a typo simply by watching the introduction on a Youtube playthrough: "ever-threaten to crush you" shouldn't have the hyphen (i.e. the correct text should be "ever threaten to crush you"). Given how quickly the first one appeared, I'm not sure how many more errors like this are found throughout the game, but hopefully another complete proofreading pass has been/will be done before 1.01. No biggie if not, though.

  12. Oh, great! I had written you an email just earlier today at the main spidweb address, but I guess I'll write there too. Thanks a lot for working this out.

    EDIT: Just saw you already responded to my email, so I'll wait for the keys. Again, appreciate this effort.

  13. Emailed Jeff about this a while ago (i.e. the possibility to get GOG keys as a Kickstarter backer, which despite the likely difficulties due to Jeff not having full control of the distribution policies, would obviously make a lot of sense - an early backer should ideally not be disadvantaged compared to later customers when it comes to distribution platform choice). Will see how things go. I won't be opening a Steam account ever, so I may eventually end up having to buy the game a second time just to get it on GOG and actually play it...

  14. I know people generally don't like change, but (only from reading, not yet playing) I'm feeling a bit mixed about some of the new directions this new trilogy seems to be taking. Not a big fan of resource micromanagement (both at the macro level, and at the level of individual inventory "slots"/apparent lack of the previous games' long-overdue "junk bag" feature), enemies not rewarding experience, the skill caps you'll hit at 75%-80% of the way through a completionist playthrough... but will see how it goes. Might end up loving it, or might give QW 2 and 3 a miss. Either way, there will be the Geneforge remakes.

  15. Ha, I just hope we're not seeing e.g "poison resistance" of "132%" (which was actually probably 60%) or something nuts like we used to see in Avernum 3... it is 2019, so I would think by now Jeff has figured out how to create accurate UI data!

    And oh yeah, thanks for all the work, as usual! Love seeing the Strategy Central go up 20 seconds after the game is released (though I expect 19 seconds with Queen's Wish 2... you can do it).

  16. 2 hours ago, Randomizer said:

    Back to additive effects or at least that's how they are shown on character pages.

     
    Good God, please tell me the displayed UI data for character stats (resistance percentages, modifiers, etc.) aren't incorrect compared to actual game mechanics like they were in the bad old UI pre-Avernum 5 days... please.

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