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Revolver

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About Revolver

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  1. This is pretty bad: http://www.paypalwarning.com/ Especially if they want to compete w/ paypal for credibility...
  2. Nice job Kitty... I'd just like to add that the Hindu RPG is tentatively titled Vaishvanara...
  3. Yeah, that definitely was one of the key features that made HotU so much better than the original. And the best camera control has to be holding the mouse scrollwheel button, and scrolling to pan. (Also implemented in Soldiers of Anarchy which had the best camera control I've seen). In Silent Storm, one of the things that really bugged me was that you couldnt drop the camera to ground level, probably having to do w/ not intersecting walls and interiors. Maybe a solution would be to toggle between having everything between the camera and the player "disappear", and be visible.
  4. Ok, I finally got the Silent Storm demo to work (at the lowest possible graphics setting) and have a couple observations. Yes, a lot of the features I suggested are in the game, but not completely- so I'll base it on my original post. And also, remember the topic is about RPGs rather than tactical games. Though this is the best squad based game I've played in a while. 1) I liked the camera control, but I didn't like how you couldn't pan down to ground level like in HotU and Soldiers of Anarchy. Also, I think that during the enemy turn the player needs even more to occupy their time than moving the camera around- like some sort of limited action pr being able to shout orders to teammates (if its a single character focused RPG.) 2) You could target body parts but not see the physical results of damage- not a big deal though, unless you want a really graphic game. 3) The destructable landscape was one of the best parts in the game. I'm not sure exactly if cover made a difference, but it seemed to work 4) As someone (Exitium?) mentioned, SS really needed a way to speed up the enemy moves 5) There was dialogue (though it wasnt great) during combat, but it would have been much more fun if we got Fallout-like descriptive text combat feedback- laced w/ a little dark humor. 6) it was a pretty good mix between simple and more advanced combat- though it maybe it should have defaulted on targetted shot instead of snap shot 7) combat initiation was handled excellently 8&9) These are things better left for RPGs so its understandable that SS didnt have them Overall, with a few added features and a few simplifications I think it'd be a great system to use with a pure RPG- either squad based or single character control. (more features would have to be added for single character control to make it more interesting though- eg giving vocal orders)
  5. Ugh, that was the worst economics explanation I've ever heard. The most basic idea in economics is that the lower demand the LOWER the cost and vice versa. If less people were willing to buy cars, then car dealerships would have to lower their prices in order to sell the same volume. You contradict yourself with your next line because you then correctly say that decreasing costs will result more buyers. However, volume by itself has no bearing on the pricing decision. The decision to raise and lower prices to maximize revenue has to do the price elasticity of the product. If the product is readily substitutable and becomes more price elastic (market is more sensitive to changes in price), then the producer should generally lower the price in order to maximize revenue. If the product becomes less price elastic, then the producer should then raise the price. Now if you gave evidence for why you might feel those markets (car dealerships, RIAA, and game publishers) are all highly price elastic, your arguments might have made sense.
  6. This is making me even more agitated for not being able to play Silent Storm. For someone who has the game, how plausible would it be for someone to license the engine and make a pure RP focused RPG out of it with some adjustements?
  7. Now that the dollar's in a free-fall, I wonder if we will be seeing better game prices outside of the US. (It's probably not what the European developers want to hear though...)
  8. Yup, I was just watching a Roger Moore bond movie the other day, and he was slapping around a scantily clad girl to get information out of her. They would never let Brosnan do anything close to that, unless the said girl was trying to kill him.
  9. Well, you can do it in realtime, like Volourn mentioned in another thread, when you have several feedback windows for different types of feedback. However, it would still probably go too fast especially with multiple combatants (or even attacks), and it is evident it's not worth the effort as no developer I know of has tried it for a pure real-time game. (of course there could be). And pausing to read the feedback sorta ruins the whole effect. I'd also like to say that, if you don't have those messages, you're relying solely on graphics for the effect, and the graphics better be pretty damn good.
  10. The movement was all I was talking about- and I meant before the shot. Of course I loved the combat feedback and taunts- all RPGs should have them... What? It's not practical in realtime? Thats just too bad
  11. Hey, I had a thing for her too! (But that wasn't why I thought it was the best one...) Brosnan wouldn't be bad if they wrote the damn character right. Bond's all soft now- and the new movies are like BMW Films, except with more advertising and ridiculous plots... About Dalton? I don't know... He always seemed a little sinister looking to be Bond. When I saw him in the Rocketeer, I didn't think, hey that's Bond! Of course I probably was too busy looking at Jennifer Connelly...
  12. Dammit, you took my game title idea! Anyway, I doubt BG3 would have had much to do with the first two. Or else it would have been kinda stupid.
  13. Hey Chris, have you or any of the other developers at Obsidian done a NWN module that we could perhaps download?
  14. Here's a couple more ideas- again, let me know if it's already in a game: When it's your turn in TB combat, have your character's weapon (lets say, gun) be aimed in the direction the targetting cursor is- so you see him pivoting and swinging the gun around. And when the cursor passes over an enemy, have them sorta try to duck ,wince, cover their face, or have a worried expression- which makes it all the more satisfying when you finally pull the trigger
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