What is steampunk without a lot of steam, and a little punk?
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What is steampunk without a lot of steam, and a little punk?
Go Iron or go home.
What is steampunk without a lot of steam, and a little punk?
“True. Now if only they didn’t look like hunchbacks, I’d roll one.”
They’re hunched over by choice. Hunching over makes you a smaller target, and a little harder to hit. Plus it makes it quicker to drop to all fours to run.
What is steampunk without a lot of steam, and a little punk?
It affects your skill tree very slightly. All Norn have a were-thing skill as an Elite skill. Not sure if it’s 10 or 30 points, but it nets you a transforming skill that turns you into a Norn/(Spirit Animal) form to let you wreck enemies.
What is steampunk without a lot of steam, and a little punk?
There’s a bit of a disconnect between Kella in game mechanics and Kella in RP.
Kella in RP is a witty, if shy, Charr Engineer that encompasses more of the utility side of engineering than the weapons manufactoring side. She’s got anxieties, and she’s a little off, and much more noble than the game mechanics side. She follows the rules as best she can.
In the personal story, I simply cannot help myself from picking the sarcastic and witty option, and thus, Kella has achieved the rank of Captivating, when she should be somewhere between Charming and Noble. But, there’s also the fact that much of what’s happened in her personal story didn’t happen to her in RP, so… Things change. Other things impacted her more, and some didn’t happen at all.
I love playing ’er.
What is steampunk without a lot of steam, and a little punk?
Having played through the Charr Iron Legion/Honorable Soldier storylines, and the Norn Defending the Mists storyline, I have a few things to weigh in on.
First: Thosekittencutscenes. They remind me of old JRPGs, where there was only enough room to fit two character portraits on the screen, so they had to be swapped out so you could see who was talking. And that’s not a good thing.
I don’t see the need to pull the player away from the action or controls at all for these situations. Why not just let the dialogue play out in game? The player’s character can still talk, and everyone else can have the conversations proper, without delays for a new talker to fade in. And with proper establishment of who’s in the conversation, even if they’re mostly quiet. Halfway through the first re-meeting of Destiny’s Edge I forgot exactly who was there. And that’s an important moment.
I can’t speak either way in regards to Trahearne, except that he seemed an alright character for a guardsman (which is what I think he is in the Sylvari story).
The other thing, now that I think of it, is the interconnectedness of the story-arcs. With the Charr, they’re kinda connected. But with everyone else, there’s almost no lead in. No establishment that there is even a problem. One moment you’re killing Vidkun’s Monster, the next you’re hunting down a Charr-car with some soldiers? There’s no indication that my Norn even knows any Charr even that well.
What is steampunk without a lot of steam, and a little punk?