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cealicu_ca

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Everything posted by cealicu_ca

  1. that argument is fine. "boob" armor would mean different models so yeah, more resources. but just to remove it due to presumed "sexist" reasons is ignorant and hypocritical. I find more people are concerned with practicality of the armor than possible sexism. if only that were the arguments, but try reading some on page 5 or 6...
  2. that argument is fine. "boob" armor would mean different models so yeah, more resources. but just to remove it due to presumed "sexist" reasons is ignorant and hypocritical.
  3. oh my god, what a surprise. every forum has something like this... now look, this might be a shocker to many but... men (most of them) like women. and yes, it's really true that men are "programmed" to respond in a more "sexual" manner to women presence. even more, women (most of them) are programmed to "advertise" some parts of their bodies, like breasts and buttocks in order to attract said men sexual response. plain and simple. yes, we have conventions and today we don't really act like orangutans. most of us (under-evolved) men. as wild as this may seem to some of you, men and women and different, and they should be. this doesn't mean that one is superior than the other, or that one should deserve more "respect" than the other. but seeing such hypocritical attitudes like "nononoooo, no boob armor please" because it would somehow disrespect women? even though historically there have been lots of cases when women armor HAD such elements, simply because, at least in the western world, women were not fighters, so usually the armor was pretty much decorative. take a tour through the Vienna History Museum. are you kiddin' me? totally agree on the bikini "armor", that is neither practical (it's more comfortable, albeit cumbersome, to wear a fully functional armor than a bikini one) nor "sexy". really, seeing some chastity underwear kind of destroys the "mood", doesn't it? all in all that IS plain sexist. but "boob armor"? can't believe people are complaining about that. P.S. probably the next thing will be to make all NPC gender-less, since it's a fantasy game after all... P.P.S. now if you're not going to go to the museum to see the awesome weapons and armor remember this. the women suits of armor had breast holders on the breastplate not only to signal that there was a woman inside that armor (which was rarely the case) but also because well, erm... even women need to breathe. restricting that with a tight breastplate pressing on the breasts would be painful and dangerous. also, trying to wear a breastplate way larger would have resulted in the woman not being able to stay upright properly (loss of equilibrium since the center of gravity would have been a lot higher). so yes, boob armor is realistic and it should be done - there!
  4. don't want to be mean, but whatever projectile that you throw at someone and throws him/her/it a few squares away should also, realistic and natural, throw you away too in pretty much the same manner (unless it's somekind of a grenade or something explosive like that). just saying...
  5. The point is this doesn't even make sense.If there's a bandit camp outside a town, and I go there at level 20, suddenly it's an camp full of assassins? Or a camp full of bandits who could singlehandedly go and slay dragons or kill the entire towns populace? Level scaling only works if there is a limit to how the scaling works. Blanket scaling from 1 to infinity gives you Oblivion style level scaling, and even encounter scaling wouldn't save this. The only benefit "level-scaling" has over "encounter-scaling" is that it lets the developer be lazy. This should be something no one wants. well, i didn't say i want it. i personally find it frustrating to battle the same monster only beefed up whenever i meet them, regardless of level. like switching from normal to nightmare mode in diablo (only without starting a new game, instead leveling up). BUT... i have yet to see the details of how they will implement it or what this system will be like. level scaling is just a bit too vague atm. or at least i hope it's not what you guys say seem to be sure it is
  6. In a game where tactical and interesting combat is meant to be a feature, you don't turn around and say "we don't have time to develop this properly".I can accept scaling difficulty to your party to some degree, but the system needs to be fully realised and not just a band-aid fix to let parties go wherever they want, whenever they want. It is this concern that a lot of people (rightfully so) share based on the context of the level scaling comment. You might have confidence that things will turn out 'for the best', but not everyone shares this sentimentality, nor should they. This is a place to discuss the game, and voice their concerns about the game. Hopefully these concerns will be addressed so that we better know how things will work. People are not going to donate their own money to a game when this is the response to their concerns. the point is that we really don't know how this will be implemented. as per my example we might get different models (with different abilities) monsters as they level up. so if at level 1 you'd get bandits, at level 10 you'd get rogues, at level 20 you'd get assassins or whatever. thing is that there needs to be more information, more details before we jump to conclusions.
  7. The difference is, that scaling individual monsters takes away any objective measure for how difficult that type of monster is, and how "tough" your party needs to become to be able to handle it easily. That is unfortunate for two reasons: Players who like to carefully micro-optimize their characters to the max (which is usually necessary when playing on high-difficulty / perma-death mode) are denied that empirical feedback. Players are denied the satisfaction of seeing how far they've come, in the form of meeting a type of monster which a few weeks of in-game time almost tore them apart, but now it doesn't even give them a scratch. So I totally agree with the OP: Replace monsters with different ones, or scale their numbers - don't scale their individual toughness. who said that monsters, when they level up, they stay the same? what if the monster leveling means different models with different abilities? (not that i'd know but just as an example) a lvl 1 skeleton is, well, a Skeleton a lvl 10 skeleton is a Skeleton Warrior a lvl 15 skeleton is a Necromancer a lvl 20 skeleton is an Arch Lich or whatever. i think there needs to be more info on this subject before we (you) start the flame tsunami...
  8. well, lazy design or not, remember guys this is a limited budget game. they can't really make all the **** we want them to, really. i have great confidence that this (along with wasteland 2 and two other projects i backed up) will turn out great an kick some publisher's balls in the process. ok, level scaling, so what? we don't even know how that will be implemented (for example you'd get one skeleton at level one, one necromanver at level 10 and one arch lich at level 20). who's to say? and most of all: they can't really do all the things we want them to. they need to focus on some aspects and others will most likely be standard. you guys really expect a miracle or what? there are tons of other stuff (that so far they said they'd be focusing on) that should make this a great experience, and overall make up for all this silly level scaling rage.
  9. I'd say that's because most of the people from central Europe that would be interested in this project don't need a translation either. or Eastern Europe...
  10. like many other have said, i think Europe is pretty well represented as it is. P.S. whenever you're trying to convey an idea to another culture you'd better learn about it before opening your mouth things like "recently freed" and "asian tastes" are not... smart.
  11. oh, you're onto something there :D Eternity: Episode 1 - The Publisher Menace An unnamed publisher is revealed. The Independent Studio Republic faces a new yet ancient enemy and his insidious plan, to take over the Kickstarter site and all it's successful projects from within by buying potentially successful projects and turning them into Crap-o-Games. Meanwhile an Independent Studios Republic defender, the wise Obsidian - an RPG Programmer Knight, finds a project that might might be the Chosen One - who's powers are the subject of an ancient prophecy - the Chosen One will bring (back) balance to the Fanbase. Eternity: Episode 2 - Attack of the Dumbofans Facing internal struggle and border disputes, as other Studios have begun to attack the virtual content, and with increasing pressure from the Bank Clans (whom are secretly (?!?) financing both the Independent Studios Republic and the (Evil) Publishers), the Independent Studios Republic decides to create an army of Fans. Unknown to them such an army was already created by the legendary Protonicarts and Gizzard knights, at the hand of the Publishers, in the name of the Independent Studios Republic, for reasons that yet remain obscure, years ago. This army is the dreaded army of Dumbofans, all being clones of the Mash-da-keyboard-dumb-da-game Fan. With the help of such an army the Independent Studios Republic crushes all opposition. Meanwhile the Chosen One is increasing in power but faces conflicting demands from the Fans. Eternity: Episode 3 - Revenge of the Publisher With the help of the Dumbofan army the Independent Studios Republic is able to land a decisive blow to the opposition thus practically ending the Dumbofan Wars. Faced with the death of his loved one, a vision foretold him, the Chosen One decides to join the secret Publisher Emperor, whom has promised infinite revenues and billions of units of fanpower in order to save his beloved - Eternita Repegeron, and thus betrays the Independent Studios Republic and the other knights. The Empire is proclaimed, by the Secret Publisher Emperor, with the following memorable speech: "...and the RPG Programmer Knights rebellion has been foiled. The remaining programmer knights will be hunted down and converted. The attempt on my cashflow has left me scarred and deformed but i assure you, my resolve has never been stronger. In order to ensure the security and continuing stability, the Independent Studios Republic have been reorganized into the First Crap'o'game Empire, for a safe and secure gaming community." Eternity: Episode 4 - A New Hope The fabled programmer knights are all but extinct. Their flame has been extinguished and the Crap'o'game Empire has never been stronger. But a minority of Fans still fight for freedom and have organized themselves into a Repegillion, a rebellious band of misfits that are trying to overthrow the Publisher Emperor from the safety of their garages. Meanwhile, and old RPG programmer knight finds a boy, Fluke Gamewalker, in a backwater garage and starts to teach him the ways of programming. After a psychedelic adventure, joined by the most unlikely companions (a virgin princess, a cute-face scoundrel, a furry speech impaired fur-ball, a smart-arse trash'o'can droid and a bling-made humanoid droid with the excessive speech perk, to make up for the speech impaired perk of the fur ball) they finally find the Death Cubicle, a majestic and invincible mega corporate giga central tera building with the power to create lots and lots of crap'o'games for lots and lots of Dumberofans (the more advanced Dumbofans are not enough to protect the Crap'o'game Empire so the Publisher emperor must accept Dumberofans into it's ranks). With the power of the Death Cubicle (that houses lots and lots of programmers) and the Dumberofans the Crap'o'game Empire is able to squash entire garages (or even upstart companies). The boy, actually an adolescent, with the typical thick glasses stereotypical zips all over his face (and sometimes not-so-stereotypical Playboy magazines under his bed) is able, helped by his companions, to destroy the Death Cubicle. The programmer knight is killed by Darth Gamder. Eternity: Episode 5 - The Publisher Strikes Back Darth Gamder is trying to squash the Repegellion. He finally catches up to them in old storehouse, they are hiding in the freezer. Meanwhile Fluke goes to Silicon Valley where he meets up with another old (and forgotten) programmer knight. The knight teaches him all about old school games and some programming, and Fluke is amazed but still can't write that many commands in the prompt line. His training consists of endless "cd.." and Basic. He sometimes plays Betrayal at Krondor. Darth Gamder manages to finally apprehend the virgin princess (and all the other non essential companions) and (kids, now's the time to close your eyes) tortures her and the other non essential companions. At least that was the original script. Fluke has a vision with his friends be made to lpay hours upon hours of Diablo 3 and feels compelled to save them. He rushes to help them, against all advice (it seems that the programmer knight found a way to transfer their consciousness into silicon-based machines and are now able to speak through speakers and dots on the CRT screens). Fluke meets Darth Gamder. Darth Gamder says he is his father, Fluke knows that the Chosen One is his father and his stack overflows. Critical error, Fluke looses his hand. The virgin princess saves him and manages to fdisk his MBR. The cute-face scoundrel is trapped on an 3.5 inch floppy disk. Eternity: Episode 6 - Return of the Independent Studio Fluke and his companions (they find yet another scoundrel, the scoundrel that betrayed them in the last episode but has since turned to the light side) manage to free the cute-face scoundrel and copy his information on a CD (and 3 more backup CD). His information is at first corrupted by the dreaded OneHalf virus but is able to unscramble the hexes and regains his vision, just in time to kill Grubba the SuperMarioShut and his minions. Fluke goes back to the dying knight in silicon valley. He finds him incoherent from the booze but he manages to learn that he is the only one (a lie actually, the virgin princess also has da'powa) who can destroy the Publisher Emperor and Dath Gamder. The last words of the knight are: "Fluke... remember your training. format c:" The Repegellion finds out about Death Cubicle 2.0 alpha, and is planning on not letting it go to beta. Fluke travels to a hippy town, with his companions, where he is captured by his father, Darth Gamder. The companions, along side with the indigenous population of south-park-like miniature furr-covered hippies manage to bring down the firewall of Death Cubicle 2.0. As a raging battle ensues between the forces of the Crap'o'game Empire and the Repegellion, another battle ends on the top floor of the Death Cubicle 2.0. The Publisher Emperor is finally slain by the now redeemed Darth Gamder, Fluke realizez that his storyline is crap compared to his father's but still is happy that he is given a central role. Darth Gamder cries. Fluke burns him. The Publisher Empire is no more. The Repegellion is victorious. The Chosen One brought balance to the fanbase. His kids (the looser Fluke and the virgin princess) are now aware of their gaming powers and they dance with the Odsidian Knight and all the slain rpg programmer knights 8 bit representation on an old monochrome CRT. The End.
  12. @Aedelric: and thank you it would be really odd if everyone were to agree on another note - maybe i've been a little vague about it. yes, i was talking about custom map notes, as some others have already mentioned it, you come across an interesting object or place that you cannot yet interact with and just place a marker on the map reminding you to come later to visit. of course this is closely tied to the mechanics of the quests, but i have a feeling it's not going to be like D3 for that matter, and we will have a degree of freedom. (na: feeling = hope ). thanks to all for the replies
  13. well, the title says it all could you guys please add some map note functionality, pretty please? ) personal preference, curious what others think about it.
  14. i truly love Anakin/Darth Vader and really i just loved episode 3 (top to down it's like ep. 5, ep. 3, ep. 4, ep. 2, ep. 6 and the worst of all being ep. 1). still, taking all the fluff out of those "worst" episodes it's really interesting to watch him develop. from a child filled with frustration, with a lot of potential, courage and love to a bitter disillusionment half man half machine to finally and ultimately being just human, not a hero nor a villain. his journey to the dark side is just... very well pictured. his intentions are to save the one he loves, he has the power (or thinks he has the power), he's not dumb (as in he realizes that he's impatient, he realizes the danger, he eventually realizes that he has been manipulated by both parties) but he decides to risk it all - for what he sees is the highest purpose of all, to save the one he loves. i don't know, but if i had to chose, i'd like to be like him (lol... in traffic, sometimes i'd really like to force choke some people or to just crush their cars into a soda can size toy - with them inside of course ). so you asked: there you go... Anakin / Vader so attach a story to the main anatagonist, attach a credible motivation. ok, he wants to destroy the world, he wants to enslave it or whatever - but really, attach a motivation. this also leads to the subjective nature of morality - is it moral to take a life in order to save another (even your own). well then, how about two lives, how about 1000 lives. maybe he thinks that in time he will amend for it, or that he genuinely thinks that what he is doing is good in the long run, and the sacrifices are justified. don't know how Obsidian will do but i would really like to see a villain that's more than just "insane guy bent on destroying the world". also, villains that appreciate and respect arts, or intelligence, or courage, or a good fight, villains that would much rather let some folks leave simply because they did stand up for their beliefs and kill some folks, without hesitation, because they were cowards and tried to make an alliance rather than just fight with gim, or even show mercy from time to time (maybe because of a hidden agenda or whatever) - well, attach some emotions to it and when the time comes for the PC to take him down it will be an even greater and enriching experience. make him complex, make him motivated by strong emotions or strong beliefs. so add Darth Vader
  15. D3 did this well, where you can toggle to have just the description text or the specific numbers behind the text. erm, it's not a poll ? on the d3 system - precisely. great for those who really want to make some calculation, great for those that don't take too much interest in it
  16. just for bumps you should add some "donno" option or something :D i'm pretty much neutral and i hope my "no" won't upset you, but really i couldn't press yes :D
  17. well, i actually voted no, since no matter if it's only co-op or competitive (god forbid that) it will require a lot more tweaking than just letting people play together (since you will be joined by companion, arguably less strong than you, in co-op) having two players with better chars (than just one player with companions) trying to complete some fight... erm, also, balancing NPCs to be able to down them in any combination... this seems a lot to me. really, stick with SP. make if a huge campaign (dreaming about it), make it open ended or whatever... there's just so many things you can throw for a real good SP experience. of course this is just my 2 cents, as i am sick and tired of "ground-breaking" mmos, or "incredible exciting" co-op RPGs. really. but hey, if you decide otherwise i will still back you up since i know that even if SP will suffer you will probably do at least a decent job with CMP. so... we'll have to wait and see.
  18. I really don't think that everyone should be invited to the beta-test. If Obsidian decides to - great, but otherwise... Really guys, beta-testing is not all milk and honey. Plus, you most likely won't get to play the chars in the final version (the same that you played on in the beta-test). Sure, some people would genuinely like to polish the game, but statistically speaking looking at the numbers of people who will receive beta-test invites, it's more than enough for a single player game. Just my opinion. movie related: DAMN! Finally someone who's appreciating A Canticle for Leibowitz!
  19. have you guys ever played Rage of Mages 2? there was an interesting system there, for both weapons and magic: the more you used a weapon or magic (type), the best you became at using them (which really makes sense). The point is that if you overspecialize there were points in the game that were very easy as well as points in the game that were very hard and challenging (for example, you overspecialize in fire and one boss is all but earth 95% resistant! try killing him with your earth dart lvl. 1, because he would shrug everything else but that, regenerating faster than your damage...). this also lets players just "grow" their character without the need for "malee/ranged/magic" classes. sure, there should be classes, but once you get this out of the way you can concentrate on other things about classes and, even more, you could get strange but effective combinations. also it removes the need to assign "points" or "skill points" into a specific area of combat leaving them free for other purposes. another nice addition would be, as mentioned before, to actually get better (or get e perk) for killing say 500 goblins (to paraphrase the person who reminded me of this) that would give you an advantage the next time you encounter a goblin (you can even make it tiered, say lvl. 1 for 100 goblins, lvl. 2 for 500 and so on). a somewhat similar system was used in LoTRO i think. attaching it to the weapon would be easy-peasy (i think? :D), as the perk would have a simple requirement (for example, torching 500 goblins meas that whenever you use fire magic against them you have +5% damage).
  20. well, 10M projected (?!?! seriously?) for this project on kickstarter, so i think they'll add multiple monitor support.
  21. the projection is not "wrong", the assumptions are: 1) no growth rate (so you get 5M) (linear function) 2) the growth rate is rising (so you get 10M) (exponential function - WTF are they thinking?!?! ) Those two things are flat out wrong. The growth rate is negative (meaning that tomorrow there will be fewer $$ raised than today, although the total sum will rise). The resulting graph pretty much looks like a log function graph (logarithmic functions are the inverse of exponential functions). Growth rate should tend to drop to 0 (growth rate being negative) reaching 0 (so no more *new* people back the project) at the end of the funding period (being optimistic here...). Considering those assumptions it's rather safe to say that PE will get backing somewhere around the 2.2M mark (1.9M - 2.5M) TOTAL (so only ~600k for the rest of the period) but hey, i can't account for any spikes. Don't bash me, bash my math (i actually hated, o so hated math in uni ... Fourier , Taylor , Laplace ... goddamn! but this is high school math nonetheless so it's ok, i think i got it right , or not? )
  22. Hi there, I would like to say that a good/bad UI is quite important in a game. Much of the player frustration comes, at least in my case, in having to go through hell and back in order to find some piece of information, in order to find out where that bonus comes from or in order to decide which piece of equipment is actually better. So here are some of my thoughts: - when hovering the cursor over a stat please let us see a breakdown of the stat in some popup or something. For example: 85 Strength (70 Base, +1 Well Rested, + 14 Sword). - some diablo-style (just to save up words on the description) on equipment comparison. - being able to move entire stacks of potions for example, being able to sell one stack at a time or a portion of the stack (through a pop-up with arrows that accelerate on increment). - being able to quickly see which piece of equipment needs repairs or is broken - quick and easy access to resources (it's great to see health bars, but i'm really the kind of guy that would like to see the numbers also, something like 821/900 HP) - clearly described effects (instead of "Improved chance of stun" -> "+3% chance to stun", instead of "Throws a fireball and burns your enemy for a while after" -> "Throws a fireball that does 100 base damage + 50% damage per level, 15 base damage + 10% damage per level for 3 seconds, Range: 10 meters, AoE: 2.1 meters") or something like that ...will add more probably, i've got a bad case of cold (and it's my birthday to day goddamn!) and need to get some sleep now P.S. (DISCLAIMER) please treat those as opinions. Of course some people would not like to see that, other would love them and others would like something else entirely. But since we can have a game that's tailored towards our wishes then by all means those boards should be all about suggestions, polls and such.
  23. thank you very much sir. don't know how i've missed it since i did support them on kickstarters )
  24. Hi, I have a quick question about the combat system. I personally prefer a turn based combat system that allows for more planning (thinking) rather than a real time combat system, especially considering the party based system (Fallout 1 & 2 did a great job with that) so here it goes: What kind of combat system are you planning on? A turn based, a real time or a combination of those (or another that i haven't thought of)? P.S. if this information is already available then please excuse my lack of search skills and i'd really appreciate a link. Thank you!
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