Everything posted by rjshae
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Small suggestions. Easily implemented ideas, quickfire thoughts.
How about beverages or drugs that only intoxicate specific humanoid races? Like Feyskrae for elves or Jupins Malk for Aumaua. For all others it is either sickening, mildly unpleasant or harmless. These materials bring additional profit when sold in the corresponding communities.
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Update 80: State of the Project - From Alpha to Beta
For all you know the presentation showed spoilers that some of us don't want to see yet. We will all see the product at some point; you're all getting exactly what you paid for, which is a game. The entertainment is extra, and it is basically up to the developers, and their public relations, as to what they show and to whom. Then show us some random encounter from early in the game and done. This excuse is pretty weak. And yeah I will get what I paid for but that does not mean I will support more and future projects because I really do not like how they handle this situation while so many and even much smaller studios do it so much better. This is no AAA top secret project but they are really treating it like that. Which is just sad in my opinion. Ah, rubbish. They've fed us plenty of information. I'd much rather they spend their time building a good game than wasting lots of energy trying to slake a few poster's sense of entitlement. We'll all see the same results in the end.
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Update 80: State of the Project - From Alpha to Beta
For all you know the presentation showed spoilers that some of us don't want to see yet. We will all see the product at some point; you're all getting exactly what you paid for, which is a game. The entertainment is extra, and it is basically up to the developers, and their public relations, as to what they show and to whom.
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Clothing
- Update 80: State of the Project - From Alpha to Beta
- Update 80: State of the Project - From Alpha to Beta
- Update 80: State of the Project - From Alpha to Beta
- Multiple currencies
A level up in sophistication would be for each settlement to have its own exchange rate for different currencies. If you want to get the most value for your currency, you'd travel to where the exchange rate is best. A simplified approach would be for each settlement to have a "preferred currency"; all others are exchanged at, say, 80% of value.- Group formation
It's almost like you're all boxed in...- Population size
A bulky barbarian warrior, new to the city and armed to the teeth, walks up and starts asking the PC the same sort of questions you normally get to ask a random local.... What happens next?- The Two Big, Big Cities
- Multiple currencies
There were multiple currencies in F:NLV. I suppose it added slightly to the sense of having different cultures and governments, but beyond that it didn't make much of a difference. It was really just an additional set of numbers in the inventory. Having a second currency that only certain vendors accept might provide some cultural atmosphere, particularly if the variation was geographical in nature.- The Funny Things Thread.
- Group formation
Hopefully it will be more advanced than that limited selections; something akin to the formation editor used in ToEE perhaps.- The Funny Things Thread.
Date night...- Population size
I don't think they need to put a mob everywhere, but one city area with a large ambient crowd would be a nice touch. Like a market place.- Dat Backer Content
That's a great idea. Their party name could have been the "Goon Squad" and they would be world renown for only fighting on the side of reviled dictators and tyrants. In battle they would constantly fling insults as well and when one of them died they would say "I am suspending my belief!" Led by a great flaming Troll named Xedoc....- Update #79: Graphics and Rendering
There's no evidence for that, it's just pointless speculation. They could do two paint over passes for each resolution asset and it would look better but I doubt they will because the benefits aren't worth the cost, they'll just downsample the painted 2560x1440 backgrounds. Yep. They can also ship a single asset size with the game then provide a higher resolution as a supplemental download. That will address the potential disk space issue.- Crit-Path Encounter Scaling - Do you want it?
I really don't care; encounter scaling is just not a critical issue for me. There are far more important factors that determine how much I will enjoy a game.- The Funny Things Thread.
- The Funny Things Thread.
Here's somebody who groks parallel processing...- The Kickstarter thread (PnP edition)
Castles & Crusades -- Castles & Crusades is a fantasy role playing game that uses an easy to learn attribute-based rules system with 13 character classes and 7 races. Spells, equipment, fast-paced combat rules, and all essential information needed to play a game of Castles & Crusades are in this book. Succeeding at $72,627 with 6 hours to go. Nova Praxis - Savage Worlds Edition -- Originally released using a modified version of the Fate system contained in Strands of Fate and Fate Core, Nova Praxis is going to be re-released for the Savage Worlds game system. This new core book will contain the setting information contained in the original Nova Praxis core book, expanded with new material from Machinations: the Nova Praxis GM's Guide. Succeeding at $6,851 with 10 days to go. A World of Dew - A Samurai Noir Role-Playing Game -- A World of Dew is a brand new Samurai Noir role-playing game, and a sequel to John Wick’s Blood & Honor. In the original Blood & Honor you played samurai who were members of a clan. In World of Dew you can now play everyone else: perceptive geisha, weary ronin, gargantuan sumo, greedy yakuza, and even gaijin. Succeeding at $15,928 with 6 days to go. The GODSFALL - an epic post-apocalyptic fantasy rpg -- The fall and impact of an elder god has changed the face of the world. He lives, but barely. He has become the Sleeping God. Money is meaningless. Food is the standard with which people barter. Magical items are semi-living things, mini-characters with their own goals. They can go dormant, if they aren't kept happy. Succeeding at $4,357 with 13 days to go.- Update #79: Graphics and Rendering
Could be fixed by giving characters a 'turn-rate'. They use it in quite a few RTS games to control the speed that a unit can change directions. I personally would prefer it to be instant, or "jarring". It makes game controls feel so much more responsive. Less annoying, if you will. If I ask a character to walk somewhere, I want them to start walking, not take 1 second to turn around and then start to walk. Especially if you're like me, who will keep changing direction of my party all the time. I think it would need just enough frames for your eye to perceive the motion. But larger creatures like a dragon should take noticeably longer.- Update #79: Graphics and Rendering
- New Scientific Discoveries, Part Deux
There seems to be a problem with this idea, where would the energy to do all these conversions come from? Electricity. The nanocrystals are acting as an efficient catalyst.
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