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rjshae

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Everything posted by rjshae

  1. There is no radial menu added but I'm wondering, what patch are you using? The autopatcher used to work great but now that the related websites are shut down, you can only patch to a certain number. The last patch released was 1.23 I believe. I *think* you can find the patches online somewhere and apply them manually *somehow* but a more knowledgable person would have to show you how in that case. It's worth it I think as there are some nice additions added in the later patches. If you have an older release, then you have to load the patches manually now--here's a source. It's much easier just to grab the latest combined release off GoG for about $25.
  2. In my mind DLC often seems to equate to side quests--I much prefer content with a broader scope, so I'd rather see an expansion pack with a longer story arc and new features. Not that I have an issue with DLC per say, but I typically wait until all of the DLC is available in a single release. For that reason, the continuing release of DLC has caused me to hold off on game purchases.
  3. CLANG Kickstarter officially called it QUITS. Kiss your half a million $$$ in donations goodbye...
  4. Yes, I like your thinking on this. If I were engineering it, I'd probably want to put explosive or gaseous traps in a place where it is likely to catch a large group. Such as along a tunnel where an enemy invasion force sneaking into a castle. I'd also want to put some safety markers on the area trap and add a means to turn it off, so I can use the passage as an escape route. For your valuables, a poison needle probably makes more sense, or else an electrical discharge--something the owner can counteract or endure should they accidentally set it off. If you are protecting a camp, then either an alarm or an entangle trap would be useful. Old tombs would use simple, mechanical traps that are devastatingly effective, so that they work more reliably over long periods of time. A dwarven tomb might also have a reset mechanism on its mechanical traps. Swinging door pit traps are one way to do this.
  5. The dwarven ranger with the white wolf reminds me of San from Princess Mononoke...
  6. Actually I followed a suggestion on the Larian boards and deleted the 'Larian Studios' folder in My Documents. After that I was able to find the two new characters.
  7. Played it so much that I had Lode Runner dreams. Weird, huh? Anyway, sad news.
  8. I'm a Fallout series fan, and I don't plan to hold that against Wasteland 2. I like what I've see of it thus far, and the game play is different enough from Fallout to be held to different standards.
  9. Not sure if this was brought up during the previous (long) thread, but apparently some people have had problems with the new DLC> (I would be one of those.) A player has to start over to get the new content--not good--and then the DLC activation has been unreliable. So I restarted the game, covered the same areas, only to find no new companions. At this point I'm going to shelve it for a while until they get the kinks worked out because I want to play with those two additions.
  10. True, but everyone else gets that skill, too, and nothing prevents you from essentially maxing it out with a non-Fighter. That, and unless swimming a river or jumping a gorge helps the Fighter's combat effectiveness, a huge portion of "adventuring" will go completely neglected by the fighter's chief contribution. For the record, I'd love it if those things actually contributed to Combat in some way. Just hypothetically speaking. Yeah, well here's wishing there were more skills and they were attribute-based so that the classes could specialize more. But it doesn't sound like we're getting that.
  11. It sounds like there will be more opportunities to use the Athletics skill in PoE. In the D&D PnP game, that was one of the Fighter's chief skill contributions--swim a river, jump a gorge, climb a tree.... So in that sense they may prove more useful.
  12. I did as well, although if it occurred today I'd have second thoughts about the benefits of a boxed set. My preference for add-ons now would be for a T-shirt and a sticker or two (if they offered any).
  13. Seriously? In a turn-based combat simulation?
  14. Because that would be too historically accurate and we should burn all simulationists at the stake?
  15. Possibly you could have INT modify how effective a spell is at penetrating defenses. I.e. a low MIG means a lower maximum damage, but a high INT means that the damage is more likely to get through.
  16. Doesn't mean that they will be able to turn it for a profit but we'll see.If minecraft 2 sells half as well as Minecraft did, it will probably have been worth it. And that's not counting merchandise. Announcing minecraft 2. Now with even larger voxels!!! Ooohhh, shinies...
  17. Thus far it's been an enjoyable game that is reminiscent of Divine Divinity in a number of ways, and that's a good thing. The writing is a little campy in places, but I think that is deliberate. It's not meant to be ultra-serious drama; just some fun moments.
  18. They could also balance them out with jamming rules--a percentage chance that the gun will misfire or jam on each discharge, requiring a mechanics check (or end of combat) to fix. IIRC, they are using the wheellock technology, which was expensive back then. So in many cases I'd expect that only enemy leaders would have one.
  19. You mean something awfully similar to the pitch Obsidian had a couple of years ago...? Edit: Just in case anyone doesn't know what I'm talking about. Somewhat, although I don't know that Obsidian has the resources to build a sci-fi Skyrim. Maybe a scaled back effort using Wasteland 2-like isometric projection and perhaps a modified P:OE system.
  20. They purchased a one-hit-wonder company that already has their game on Xbox? Whhhhyyyy?
  21. They could always add something that takes up on of your equipment slots--spend a per-rest spell to activate the item, then use the slotted 'at will' spell.
  22. There's a bit of a gap in the single-player Space Opera RPG niche that needs filling... Something like KOTOR 1&2 or the cancelled Star Wars 1313 game, but not set in the SW universe (for IP reasons).
  23. I think you've confused matters significantly with your renaming. But, if I understand you correctly, the net effect is to use the (current) Health as an expendable to heal the Stamina. Is that right? I'm not really clear as to what the benefit would be, game play-wise.
  24. Seems a bit kludgy to me, but I suppose it's like having the different D&D hit dice for the various classes. I'd almost rather see the ratio change as a result of level advancement.
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