Everything posted by rjshae
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Update #58: Crafting with Tim Cain!
This is a more reasonable objection than many I've read. Thank you.The funny thing being here it's pretty much said by *everyone* but always countered with "You're just narrow-minded." Well that wasn't how I interpreted the earlier arguments. But perhaps Jethro just communicated the key point clearly? Anyway, you're not really contributing anything constructive with this statement.
- Milestones, signposts and streetnames
- The funny things thread
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The Kickstarter Thread
That is a scam as obvious as they get. He said they're working around the clock. Yet all they have is one level made in unity, which takes around 30 minutes to make. That's it. Then he doesn't even show his face, he's only showing that single level in unity, and he says you can download the demo of it. Oh boy. Please tell me I'm not the only one seeing this. That seems a pretty harsh judgment. I'd prefer to wait and see what they present in their updates.
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teamwork feats
I don't know if I'd call them feats; perhaps 'tactics' or 'maneuvers'? But I like the idea of earned tactical advantages. High-low maneuver: this occurs when two team members, fighting the same opponent with melee weapons, synchronize their attacks--one of them, chosen an random, negates the enemy's shield defense. However, because it requires precise timing, there is a counter-balancing penalty to both attacks when this tactic is activated.
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Warmachine Tactics Kickstarter kicked off
I'm digging it. Thanks for the link!
- Flexible Backstories and Early Game?
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Baldur's Gate Enhanced Edition
Oh is that all? Well presumably that was part of the original agreement, so it shouldn't be a surprise to them.
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Character Statistics
I look at the D&D-like stats as having a certain physical-to-mental symmetry: Strength -- Intelligence => implementation power Constitution/Health -- Wisdom/Perception => resiliency and survivability Dexterity/Agility -- Charisma/Social => dynamic interaction That structure allows you, for example, to process mental combat in a manner that is comparable to physical combat.
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Update #59: Developer Q&A with Polina Hristova
Bugs ate Avellone's soul. To all of those asking about Avellone's Arcanum playthroughs, that falls squarely on me at this point. Avellone recorded a large amount of footage recently and now it needs to be processed and cleaned up for the backers. Finishing up our vertical slice and getting the team prepared for our production phase has been my top priority over the past few weeks. That said, there shouldn't be any problems in having a lengthy playthrough for you guys in the next backer update. Cleanup: this [unfortunate] piece of [software] needs a complete [quality] reboot. What a sweaty [fun] sack of goat [deposits].
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Machinima with Fallout
I don't know the answer to this, but in thinking about it I suspect one could make a pretty good rendition of Daybreak 2250 by Andre Norton using the engine. You'd need a large feline predator model though.
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The Kickstarter Thread
Heh, yeah, when I first got the card myself, all I could think of was "I have mail from China?". This does mean that the NSA will be keeping a closer eye on you from now on...
- Update #59: Developer Q&A with Polina Hristova
- Update #59: Developer Q&A with Polina Hristova
- The funny things thread
- Idea "Jobs" and some "Economy" as a part of roleplaying.
- Time for a paradigm shift!
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Update #58: Crafting with Tim Cain!
Ideally, what I think I'd like to have for each of my characters is two weapon slots for each of the three possible armor types, for a total of six slots. For example: Light armor: [left] [right] Medium armor: [left] [right] Heavy armor: [left] [armor] I can then fill each of those slot pairs prior to combat, with the possibility that the same weapon and shield can appear in two or three of the weapon slot pairs. Whenever I send a character to attack a particular opponent, he'll automatically switch to the appropriate weapon/shield type for the enemy armor. That way I don't need to micromanage the weapon types unless I choose to do so.
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Update #58: Crafting with Tim Cain!
I believe that AC modifier came from the old AD&D rules. It didn't exist in D&D v3; good riddance. About the only use I found for multiple weapon slots in BG2 was for characters that switched between melee/ranged weapons, or the occasional need for a blunt weapon when an enemy was immune to slash/pierce.
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The Kickstarter Thread
Tales of Terrene -- a steampunk-themed adventure RPG with an isometric perspective, built in Unity. No rendered characters yet.
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What type are you (good, netural, evil) and what is your play style?
On purpose.
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Confirmed: Project Eternity will have D&D 3E-style "auxiliary" combat skills
I didn't particularly like the CRPG D&D implementation of Concentration; it had too much of a spell-casting focus. They could just as easily have used Willpower with adjustments.
- Update #58: Crafting with Tim Cain!
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What type are you (good, netural, evil) and what is your play style?
Usually awful good; occasionally neutral smart-ass with good leanings. I don't find evil characters appealing, but the anti-hero role can be interesting.
- Update #58: Crafting with Tim Cain!