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JFSOCC

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Everything posted by JFSOCC

  1. The French military kicks ass. http://en.wikipedia.org/wiki/List_of_battles_involving_France_in_modern_history
  2. I'm looking forward to the daily show as soon as I'm done with work today.
  3. This is how the British decided to invade most of the world. "Oh, I was in the mood for a bit of plunder and pillaging and infrastructure destruction, what what?"
  4. Renounce the demon of technological determinism and embrace the truth of social construction! Kill the heathen! Use fire!
  5. it was a big relief to me when I found out I could do it in the Commandos games. But then, it was rather essential for solving the encounters there.
  6. So I watched the documentary, because population is something that really interests me. And it was on pretty much from an hour and a half ago till half an hour ago, very convenient when you get BBC2! He paints a nice picture, but ignores the environmental impact of the poorest 3 billion people's increased living standards. He notes that population growth will flatline, which is correct, but not until AFTER we reach numbers which are unsustainable. (especially since the numbers we have TODAY are unsustainable) And while it will flatline, that still means 4 billion more souls in the coming 87 years. He's absolutely correct in that good things are happening. They're just not happening fast enough, on a large enough scale, and not enough of what needs to happen is happening. (like energy independence from non-renewables) Nevertheless, good watch.
  7. It's been discussed a few times... http://forums.obsidian.net/topic/61179-minimizing-save-scumming-or-is-it-too-much-of-a-hassle/ http://forums.obsidian.net/topic/62201-i-need-ironman-mode-because-i-have-poor-impulse-control/ http://forums.obsidian.net/topic/62221-solution-for-random-chance-events-and-reloads/ http://forums.obsidian.net/topic/62518-saving-games/ http://forums.obsidian.net/topic/62931-an-idea-regarding-restingstaminahealth/ http://forums.obsidian.net/topic/62999-josh-sawyer-balance-and-utility/ http://forums.obsidian.net/topic/63687-limiting-rest-areas/ http://forums.obsidian.net/topic/63932-solving-the-rest-problem-limited-resting-or-respawning-enemies/ http://forums.obsidian.net/topic/63160-degenerate-gameplay/ http://forums.obsidian.net/topic/63954-resting-doesnt-work-ditch-it/
  8. I think AC2 is actually the best for that, though Brotherhood and revelations are pretty decent too. And this is indeed the most fun part of AC. Zero Punctuation called it "Faffing about creed" in the review of the first game, and TBH, Istill think that is applicable for every sequel. http://www.escapistmagazine.com/videos/view/zero-punctuation/16-Assassins-Creed
  9. Trashman your images aren't loading for me
  10. if something is suitably overpowered, it should simply be unsellable. No merchant would touch it.
  11. Asynchronous anyway, from what I understand it's already in the game. You can level companions through tasks at the stronghold
  12. Sure as long as it's still a game and not a novel. I like reading, but I do not need to go through 10 pages of exposition during a dialogue tree. Games are unique in that they can combine story telling techniques. Some things can be told through text, others it may be better to show through gameplay or environment art.
  13. http://www.bbc.co.uk/nature/life/Orthoptera#p012zjwh If you can't load it, it's BBC's Africa episode 1, 27 minutes in. Scary stuff
  14. I agree, buffs made combat entirely unfun for me in DnD. I get that they were part of the game, but you basically HAD to buff, you HAD to have a counter to buffs, or you HAD to wait out enemy buffs. Mostly it was because the buffs made some characters untouchable. I'd rather buffs give benefits which are helpful but don't shield characters from normal, UN-augmented combat. Buffs that don't provide direct armour or health or saving throws boost, but rather things which decrease ability cooldowns, increase attack speed, speed, increase status effect duration on enemies or decrease it (not cancel it) on allies. What I'm saying is you can fix buffing without removing it.
  15. I hope the building upgrades like the hedge maze don't just give you a bonus, but the ability to earn bonuses based on related challenges. Like, the hedge maze doesn't just increase your stealth, but you can have three different challenges or quests based on owning the maze, which one character in your party can attempt. completing these challenges gives different, more personal rewards. Otherwise it's just a graphical way of saying "Hedge Maze, +5 stealth" which would be incredibly lame.
  16. As long as level caps are equal for all classes, and class power is approximately equal for each level to all the other classes.
  17. or a nuclear bomb exploding with the energy of about a cubic meter of lead. Edit: actually nuclear bombs use much less energy.
  18. Blubbermen. Blubbermen are artificially created creatures. They are small creatures filled with a viscous material which smells slightly mouldy, which is known as their blubber. Blubbermen hone in on blood, or, if trained properly, anyone attacking their master. They have little health, but that does not matter, as their purpose is to die. The Blubbermen can only harm injured creatures. touching wounds and putrefying it, dealing poison damage and draining stamina. The bigger the wounds, the stronger the poison effect. If killed (usually with one or two strikes) they explode their blubber in a small Area of effect. Anyone caught in the AOE of the blubber will suffer its effects, dizzyness, sluggishness, poison effects if they are injured, and weakness. A critical hit will drain 50% base stamina, and all stamina regeneration is blocked until rest. (when the players get to clean themselves up) The blubber explosion ignores armour, but not other Damage threshold effects. Blubbermen are designed to weaken enemy parties, especially those who rely on melee combatants, and fighters in particular will suffer from the stamina draining effects. The alchemists who created them place them in corridors to strike in heavily trapped areas. As they are only engaged by blood, and getting killed by traps doesn't negate their abilities, they make for an excellent addition to cause fear an terror in a party. Alchemists expecting to fight the player's party might also keep a few around to weaken a zealous party aimed at their destruction. -- Shadow blubbermen. This upgraded blubberman can think and act on its own, rather than follow some base instincts. The shadow blubberman is identical to normal blubbermen, which the following notable exceptions 1. It has the blubber grenade ability. Once in combat it can throw a blubber grenade at any injured party member, the AOE is much smaller, but otherwise has the same effect as the suicidal blubber explosion. 2. The shadow blubberman can and does use stealth, striking unexpectedly at isolated injured party members. This gives an increased chance at a critical hit. 3. The shadow blubberman can self-detonate, even if undamaged. It will do so if it closes the distance to one of your party members and at least three members are within range of the suicidal AOE. 4. Shadow blubbermen poison effect blocks one combat ability at random for the duration of the effect. Shadow blubbermen are not unique, but they are significantly rarer. They are constructed creatures, and do not procreate. The can follow simple instructions from their creators.
  19. "well aged potion of drunkenness" (this wine is 400 years old, and should have quite the kick!) -10 perception -1 constitution -1 agility , poison for 2 minutes
  20. I picked my favourite class and 5 classes I want to know more about how they function in combat. I'd love to see some gameplay involving the cipher, chanter, paladin, druid and monk. I might have picked barbarian for 7.
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