Annatar11

Annatar11

Joined Member # 2632777
30 Posts 3,372 Replies 28,704 Reputation

[quote]More like a painting of a shop sign to one of the great's as you mention.[/quote] I meant comparing game to game is like comparing the two painters, but yeah. :P

275 Replies 491,696 Views

[quote]That is not true. Have you studied art by chance? All photographs are not art. Art is an expression, not just a thing. Art is not classified by what it is but what it expresses, what it conveys. If you walk around your house taking photographs of your stuff so you have an inventory of your things for insurance purposes, that is not art. If you walk around your house taking photographs of your life, of what you have accumulated and you intend to use those photographs to express that lif

275 Replies 491,696 Views

[quote]Judging by your reply, I am starting to think that you've never been in a clan or guild. I can't sit here and type out all of the benefits of playing in a clan when you keep reducing them to their most basic form and saying 'you can already do that'. The sum of its parts are greater than the whole and until you understand that there will be no point in continuing this discussion.[/quote] On the contrary, I've been in plenty of clans. But the reason there's no point in continuin

75 Replies 27,952 Views

[quote]Art is subjective. [/quote] The classification of art is not subjective. If one painting is art, so is another. If one statue, then so is another. If one game is art, then so must all other games be. The subjective part is which of these pieces of art you like and which you don't, but not whether or not it is, in fact, art.

275 Replies 491,696 Views

Definitely a good step, I think. Does require the random map generator to try and be more or less fair in spreading the stuff out - would suck to be the one player who doesn't have any Old Growth Forests within reach :)

20 Replies 2,419 Views

[quote]Started adding template quests that are easily modded to create other quests[/quote] Yummy :P

127 Replies 358,558 Views

[quote]I'll spell it out for you: By playing in a clan, you have a pool of people ready to play with you. You don't have to waste time finding a bunch of random folks to play with when you are in a clan. Do you understand now?[/quote] Which still doesn't have anything to do in-game. You don't find a clan in-game. You find it out of game, and play with them. You're not prevented from doing this by not having the game somehow magically find you a clan. You just say "Hey, I play at aroun

75 Replies 27,952 Views

[quote]Tormy answered your question.[/quote] Sometimes, it helps to know what you're trying to suggest. Tormy's ideas for features had nothing to do with "finding people to play with", which is what you posted as wanting. "Clan support" has nothing to do with finding people to play with, and everything to do with in-game management of clans, such as clan tags/names (as Tormy suggested), group matchmaking, etc. As ThreeKings pointed out, most of that stuff is easily done out of

75 Replies 27,952 Views

[quote]You're right. While we're at it, let's remove in-game chat because we can just use a phone or an instant messenger for that too.[/quote] I like how you didn't answer my question and instead tried to make a sarcastic remark. But seriously, let's hear it. What specific "clan support" features do you want? Clan support itself isn't a feature.

75 Replies 27,952 Views

[quote]With clan support, you can join a group of people that play at the same time as you, have a stronger commitment to finishing the game and most of all provide a fun atmosphere to enjoy the game together.[/quote] None of this requires any in-game specialized "clan support". It simply requires you to find a group of people that.. play at the same time as you. What's your idea of specific "clan support" features for Elemental, then?

75 Replies 27,952 Views

Yeah, I'd definitely say leave tactical battles in MP.. some people might not use them much, but you'll piss off a lot more people if you take them out completely (it's a major, major feature) in the beginning than if they just require a bit too much clicking. Wanting to change them later for MP isn't the best reason not to include the current iteration at start.

127 Replies 358,558 Views

I don't think I agree. I'm not a fan of simultaneous research in general. It makes for lazy play where you just hit "research" and eventually you get everything, instead of picking and choosing what you need from which tree. It makes for much more interesting play for me if I have to pay attention and know what I need to get.

8 Replies 8,231 Views

[quote]Well, constitution just add value on HP when STR and DEX have a multiplying effects on ATK and DEF. There are no real incentive to add points to your constitution.[/quote] Yes, because having your Sovereign die in one hit from just about anything is a good thing :P

13 Replies 2,595 Views

[quote]I made a suggestion a while ago to have damage numbers pop up when you use spells that I thought would make casting them more fun. It's always neat to throw a fireball and see big red numbers appear as you damage things, whereas in the earlier builds you were left to guess just what was happening. Might help with the engagement issue, it's always fun to see immediate results like that. [/quote] I fully support this course of action.

127 Replies 358,558 Views

[quote]The genre has indeed regressed when having clan support for a game makes it a "serious" multiplayer game :/[/quote] Because "clan support" automatically implies ladders, ranked matches, group matchmaking, and a general highly competitive scene.. stuff that, yes, is only present in a game that's meant to be played primarily in Multiplayer. Which Elemental isn't. If you're not interested in any of that, then the only clan support you need is an instant messenger and a bunch of ot

75 Replies 27,952 Views

[quote]I think a lot of us are running on the hope - at least - that the game would be moddable enough that someone could make a mod based and balanced around MP.[/quote] It will be. Balance stuff (costs, stats, research, spells, monsters, units) is all data-driven and XML based, so it will be easy enough to tweak however you like. You'd just have to run a custom game because the SD-provided servers will be mod-free.

75 Replies 27,952 Views

[quote]That's good in theory, but in practice what happens is people get the wrong kind of start, think it's a "bad start from the random map generator", and just start a new game until they get what they want. edit - Hopefully there's enough stuff out there that people don't need to do that. The preview looks good overall, can't wait to try it.[/quote] Yeah. The idea behind the system is sound, it just might need some tweaking to make sure all of these are within "reasonab

105 Replies 292,562 Views

Nope, you're not wrong. Stardock traditionally is the only seller of their collector's edition, other stores just carry regular.

11 Replies 9,601 Views

[quote who="Frogboy" reply="8" id="2682013"]All the ones in the official list at least. But I think we need twice that many. [/quote] I'd love to see spells based on something other than INT, for their effects. Right now it's a no brainer that if you want to cast good spells, all you do is just pump INT and all your spells that rely on a stat will be better. It would be a lot more interesting if, say, a "Dodge" spell was based on your Agility score, and a melee defense spell was

127 Replies 358,558 Views

[quote who="VermillionChaos" reply="91" id="2681421"]I actually agree with you on something Psychoak. I don't know how ppl that claim oblivion was great and don't append 'because of the great community mods' can sleep at night. WTF, that game was trash pre-mods. So yes Brad, mods can most definitely move units. I only own Civ4 and TES4 BECAUSE of the mods.[/quote] This is what's called anecdotal evidence. Show me numbers that Oblivion sold well because mods came out f

103 Replies 186,934 Views