You're going to have to explain why that's called hentai logic when you just cited a definitively non-hentai source.
Nobody use this as an excuse to link to Starcraft hentai.
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Perhaps they mean 'fuck-you' logic. At that point when you tell the GM, 'fuck you' because you have to do something stupid that should be stupidly automatic at this point.
Also known as 'fuck me' logic. Where you realize you're fucked and can't finish the mission because you lost your own guy that can damage the unit that remains on the board that the mission says you have to kill - but it can't possibly beat the units you do have on the board, so it ran away/got lost/etc.
-Crissa
Also known as 'fuck me' logic. Where you realize you're fucked and can't finish the mission because you lost your own guy that can damage the unit that remains on the board that the mission says you have to kill - but it can't possibly beat the units you do have on the board, so it ran away/got lost/etc.
-Crissa
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This very thread is the second Google result for "Define "Hentai Logic"". Now I'd really like to see The Taken give his definition.
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hentai logic (hen tahy lŏj'ĭk)
noun, specific term
method of reasoning perverted by incorrect assumptions and/or literal interpretations of requirements, most common in hentai games from which the term is derived, which result in a player's behaviour resembling madness
ex. for the player controlled character's statement "I have searched everywhere for you." to be true, the player must direct the character to search everywhere, then a programing flag is used to note that the character has searched everywhere. then the player is required to search again for the place to make use of this flag
I like the way Crissa said it, though. Also, a search for "starcraft hentai" only returns Starcraft. ZERG RUSH!!! KKKKK!!!!1!
noun, specific term
method of reasoning perverted by incorrect assumptions and/or literal interpretations of requirements, most common in hentai games from which the term is derived, which result in a player's behaviour resembling madness
ex. for the player controlled character's statement "I have searched everywhere for you." to be true, the player must direct the character to search everywhere, then a programing flag is used to note that the character has searched everywhere. then the player is required to search again for the place to make use of this flag
I like the way Crissa said it, though. Also, a search for "starcraft hentai" only returns Starcraft. ZERG RUSH!!! KKKKK!!!!1!
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My current project: http://tgdmb.com/viewtopic.php?t=56456
My current project: http://tgdmb.com/viewtopic.php?t=56456
I was, in fact, referring to the literal situation Frank suggested, not a more general sort of computer-driven 'fulfill X objective'-type quest.
I get that in many computer games, that kind of thing is likely to happen. But, given that this thread is about a hypothetical RPG (which is presumably not a CRPG), how is that sort of condition relevant?
I get that in many computer games, that kind of thing is likely to happen. But, given that this thread is about a hypothetical RPG (which is presumably not a CRPG), how is that sort of condition relevant?
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This could help the making battles not omnicide angle too. If slaughtering everything is a genuinely poor trade then maybe the PCs can survive a loss.FrankTrollman wrote: I suspect that you could have a victory points versus battle duration comparison that would make it so that the victors would be willing to call the battle at some point. That's important, because spending an extra 18 turns to climb up the back end of a cliff face to face stab a lone kobold scout after the necrolord has been vanquished is anti-climactic.
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I've seen things like this in games with particularly ruthless and bloodthirsty players, what with not wanting to leave any survivors behind to seek vengeance and all that. The fact that D&D has a long-standing tradition of awarding XP based on the size of the body account you rack up as opposed to the completion of objectives only encourages players to embrace this mindset. Most DMs will simply declare the party victorious at this point, but this behavior can be problematic if they want the party to keep some survivors around for whatever reason. Implementing victory conditions and giving players clear incentives for working to fulfill these objectives instead of simply slaughtering all who block their path would be a welcome change of pace from most FRPGs.Endovior wrote:What, seriously? Has that actually ever happened before ever, or is that just an example you made up off the top of your head?FrankTrollman wrote:That's important, because spending an extra 18 turns to climb up the back end of a cliff face to face stab a lone kobold scout after the necrolord has been vanquished is anti-climactic.
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Last edited by Ganbare Gincun on Fri Apr 30, 2010 6:38 am, edited 1 time in total.
