Kaelik wrote:No, I first of all said that you could have a skill for that, and it would be fine, you could even incorporate it into diplomacy as one of the aspects that needs to be covered, but that any such system needs to not be an arbitrary mind control device that dictates what NPCs will and won't do.
No you didn't. Stop lying. You said:
Kaelik wrote:What we don't need is another fucking way to make friends and influence people.
And yes, there are perfectly valid reasons to want to have a subsystem for making friends and influencing people. Your core complaint about Diplomavy genuinely is that you're butthurt about there being a skill that changes the attitudes of NPCs and whose roll determines whether the giants are friendly or hostile. And that complaint has
no basis being in a discussion about failed design pertaining to a skill that modifies the NPC Attitude roll.
It would be like coming out and saying "I don't think we should have XXX" in a discussion of "Anatomy of Failed Design: XXX", where XXX is
absolutely anything at all. This thread is fucking stupid, and you are fucking stupid for having made it. Because if you categorically reject the thing that is being designed as something that should exist, you can't very well come up with constructive ideas on how it should have been made. In fact, I'm not even going to fucking bother responding to this thread anymore, because it is built on a literally unsalvageable foundation of failure. I'll go make another one where people can talk about the actual problems and potential solutions instead of getting into a pointless dick waving contest with someone who doesn't think the design element is worth working on.
Congratulations: you thread crapped your own thread in the first post. Good job.
-Username17