While I enjoyed the positive aspects of the WOM-style, I believe that the negative aspects out-weigh these, or rather: the positive aspects of a hybrid system (hub, slightly larger for level 2, 3, 4, 5) outweigh the drawbacks and "feel". So I am looking forward to the new system in Beta 4
onomastikon
Sounds GREAT!!! Particularly weapon and ability differentiation. [quote quoting="post"] All axes have backswing. [/quote] This is the only thing that I find grossly suboptimal. Much rather have axes have higher damage, armor piercing, or some other form of mitigation. An axe is a nasty, unwieldly item (can speak from personal experience!).
But won't the game's quality speak for itself once it is released?
About ten years ago, I had the honor to meet and interview the anthropologist James Yost, who was the first non-Wau person to have met and survived an encounter with the Wau people (of southern America). All previous attempts met with untimely death. The Wau are semi-nomadic hunter-gatherers of the jungles and use poison blowdarts. He subsequently lived with them for 15 years and actually raised his two kids in the jungle there for most of their childhood. When I saw some of the films h
On the character sheets, statistics are often distributed in columns of 3 or 4, which is fine. Yet I find the spacing between the columns makes it confusing to see which number belongs to which stat. E.g.: Moves 2 Attack 5 Defense 4 Hit Points &n
I would get rid of global research bonuses to sovereigns (e.g. default Pariden gets a research bonus to whatever it researches) and ONLY give research bonuses to particular research trees or parts of trees (e.g. all research in "Civilization" is +20%); this would make a noticable difference in factions.
I think it is amusing how the figures closer to the bottom and the right (more "evil", more "chaotic") look more like textbook Hollywood villians or alien lifeforms. Since the world of FE obviously only has humanoids as sapient life forms capable of building societies (as opposed to a race of arachnoids or fungus or gases or toothbrush-like crystalline brassier-washers), a slightly more subtle visual distribution would be in order.
Brad, I am really curious: What are different types of objects that the AI can "see"? How does it register "seeing"? Thank you
I think waiting 10-20 seconds per turn is not too much to ask, does not bother me whatsoever, and I would much rather see your time devoted to other aspects of the game (if that makes you feel any better).
UFO: AI is available on Desura, which I downloaded -- and cannot play. I have absolutely no idea what to do. Like putting a four-year-old into a military helicopter and telling him: "Go fly to Tokio and bring me back some milk." Lack of tutorial is kinda hard on a newb like me who missed the original.
Apologize for what?
To help tactical combat be more meaningful with more choices (even the AI can use) in an easy way, I suggest adding a small feature you can find in the superb free tactical game The Battle for Wesnoth , which they took from the revised AD&D rules. Wesnoth implemented it brilliantly and easily: They call it <a href="http://wiki.wesnoth.org/PlayingBattleForWesnoth#Zone_of_Contro
[quote who="shadowtongue" reply="11" id="3102503"] Quoting onomastikon, reply 8 I missed the original. This looks intruiging. Do I understand correctly that it's also got something like a sandbox mode, so that you can replay often, or is it one campain-like story, so that you sort of get 1 RPG go-through that you *can* replay if you really want to, but it's basically multiplayer? Sorry, I missed the original. thanks in advance. <
I missed the original. This looks intruiging. Do I understand correctly that it's also got something like a sandbox mode, so that you can replay often, or is it one campain-like story, so that you sort of get 1 RPG go-through that you *can* replay if you really want to, but it's basically multiplayer? Sorry, I missed the original. thanks in advance.
lol d00d no reel 1337 g4m0rz need MP its PROVD d00d lol ur all so stuoopid n00bs plz --- STFU!!
Excellent information, particularly enjoyed reading about where YOU (B.W.) stand.
[quote who="ddd888" reply="7" id="3099992"] lol this is a noob point of view everyone who is an expert gamer only plays online because that what a game is, single players dont matter to competitive players thats obvious and i still dont get how you can ignore it [/quote] You probably care as much about my opinion as you do about orthography, but I stopped reading everything you wrote after these "sentences" above. My guess
PS:T is one of my favorite games of all time. So was BG2. Deus Ex (the first) is possibly my most favorite. I was never able to finish any part of IWD.
I really really really like the "new" online Stardock Downloading environment. I like it even more than I liked Impulse (before it became, well, you know). It is simple, no frills, and I think this will probably be the way almost any company will have to go in the future. Thanks folks!
I thought traditionally that it would be through lack of resources (you fail in at least 2 of the 4 4-Xs) that you lose: you get starved down to weakness, then you get taken. Traditionally, without enough resources, you cannot support an army strong enough to defeat all other stacks indefinately. That's not the case here?!? That's too bad...
I think what the OP meant was how to represent those states in game design. Sure, real people in real life might also be said to have only two states, alive and dead, and hence all people everywhere always have one hit point, and when they lose it, they die. That is, in an oversimplified way, how some forms of "combat" works in real life: you get shot, you die. Slightly more complicated, but not so far from the "real" way things work, there might be said to be three states: alive, unabl
That system does indeed sound elegant, if also difficult to implement universally. I am not sure I could think of a single narrative of a "people" (or tribe or nation or whatever) that was not primarily the stories of individuals. Even strange narratives, like most of the Old Testament, is basically that. Perhaps I am biased theoretically; there seems to be lots of evidence that our identities are best understood as narrative structures (see Paul Ricoeur's latest tractates o
I love Dominions3 for my multiplayer itch, but find it vastly suboptimal for my single-player needs. Am I right in understanding that COE3 is almost the other way around? That is, it is designed as a single-player game and will come with a dedicated, halfway challenging AI? Or am I mistaken? Any hints on the AI / SP-applicability of this would be greatly appreciated. Thank you.
Despite the (valid) criticism of Molyneux in this thread, he and the OP make captivating points -- points that scratch an itch I have been feeling since the late 1970s when I grew up playing D&D. I believe part of the problem is the need for narrative cohesion, primarily in Hollywood and secondarily in PC gaming, although for RPGs this might be raised a notch. Unless the narrative is a bizarre sub-genre (in which case it might not be Hollywood at all, although exceptions pro
From what I gather, the development team has stated that there is no intention to include MP at the time, but that there is a very good chance of it being added in the future. So this might be a reason for you, Goodgimp, and others likeminded, to stay tuned. Additionally, this might still be a decent niche product for you. You have made it clear that MP is your chosen mode of play; might be that you will get better enjoyment out of other products for this, and FE could remain on your dr