[quote who="SolarBall" reply="17" id="2476895"]On MMO's, it seems that a lot of people get overly emotionally invested in the game they are playing, and the same may be happening here.[/quote] Believe me, that happens to people who work in the industry as well. Back in the day I saw a fellow Origin employee get fired for stalking a girls player character on UO, it even made it into the papers.
RavenX
[quote who="Luckmann" reply="102" id="2476459"]Pie-eating contest. 'nuff said. [/quote] Oh come on, Lucky, you know you want a Quest that involves Bear Cavalry :P
Has everyone seen the teaser trailer for Force Unleashed 2? Check it out Here . Star Wars; The Force Unleashed is probably the best Star Wars game I've ever played (since Super Star Wars back on the SNES). I'm completely stoked about a sequel. Also for those who notice little things, the guy who plays "Starkiller" the secret apprentice, is the same guy who played Doomsday in "human form" on Smallville. (Yes I know, Doomsday d
[quote who="Denryu" reply="13" id="2476473"]See Frogboy's latest post in the dev journal for some reassuring news. [/quote] Just read it. It does set my mind to ease on a lot of things. I still don't know why one of them couldn't have said "Yes" on this thread lol. Either way, I'm happy.
[quote who="alexwilber" reply="160" id="2476524"] Quoting Denryu, reply 159 Good news, thanks for the clarification. So since I am assuming that a "army resistance to ice spell" would indeed lower doamage from ice spells but would not afford any protection to a fire spell, there will indeed be damage types and resistance but just not at the unit design phase. Is that correct? Sounds like it, which would be great news. I
Personally, I can't wait till we start testing multiplayer.
Dragon mounts would be seriously awesome though. Especially since if they put them in by default I won't have to work as hard to Mod them into my Dragonlance Mod.
I'm pretty possitive there's only going to be one HP pool. Having two types of damage is two ways to subtract from that pool. I.E. a magical weapon will do X Physical Damage + X Arcane Damage = Damage subtracted from HP pool. Keeping the math simple is best from a coding perspective.
Scott needs to have a in game Sovereign :)
[quote who="Denryu" reply="8" id="2475524"] Unlike Raven, I have to believe that different types of effects is a given,[/quote] I would like to think so too, I just want to find out for sure though, just to be safe. That's all I wanted when I started this thread, just a conformation so we know we're not assuming it's going to have "effects", that we know it will have spell effects for Direct Damage spells. That conformation will save the whole "proof of
[quote who="VicenteC" reply="134" id="2474761"] Quoting Raven X, reply 128 The casual players will buy Elemental. Don't understimate that: I don't have a clue of the objectives they have set for Elemental, but probably selling is one of them. I don't think hardcore gamers can produce enough sales for a game like this. [/quote] Hearts of Iron 3 is probably The Most Complicated Game on the Market currently. G
[quote who="Tormy-" reply="138" id="2474789"] because we will be able to mod in new dmg types and resistances as well. [/quote] Awesome....I'll get my game, open it eagerly, put it into the disk drive on my machine....and then Immediately Start Working on my Mod so I can attempt to enjoy my purchase.... That doesn't sound fun to me....at all. Granted I'm very happy the game will be highly moddable. So happy, in-fact, that I'm already planning a Mod. That does
Come on guys, lets keep it civil huh :P I'm seriously hoping either Brad or Scott will answer this one when they get into the office.
[quote who="SolarBall" reply="130" id="2474532"] As for people who were surprised at the idea that different sorts of magic will have different effects, I'm surprised that you were surprised. In no other game involving magic (RPG's, strategy, etc.) do different types of magic do the same sorts of stuff, just with different damage types. Certainly, they include things like buffs, debuffs, etc, and are not just various "(magic type) bolt" with AoE that get more powerful over time.[/
I'd like to see some quests that have multiple endings or ways that the goals of the quest can be accomplished. Also quests that have "Hidden Goals" the player won't know about until it's too late. For example.... A traveling merchant comes to your Kingdom and gives you a magic sword that is very powerful, but cursed. The person who wields the sword will slowly turn into a demon unless the curse is broken. You find a way to break the curse, but if you break the curse the sword wo
Another great idea, Demiansky. I like it. Maybe send it over to the "Elemental Idea's" section and I'll add it to the list.
[quote who="Darkodinplus" reply="115" id="2474089"] Just out of curiosity Raven why do you think there is a possibility of there not being numerous effects for specific categories of spells? I mean Brad said there would only be two types of damage not there will be only two types of effects. [/quote] Honestly? Well, not to be harsh on the team, but for every single decision they've come to I've constantly seen them make the easier more basic choice. Consistently... N
With the news that magical damage has been boiled down to one type I was worried that all spells that do damage will be exactly the same only with cosmetic differences. I don't think any of us want that and I'm pretty sure Stardock is smart enough to know that spells need to be different to have strategy. As such I'm hoping that spells that do damage will also have "Effects" or "Ability Tags" of some kind. The only way to know for sure is to ask, so.... A Question for SD Staff
Updated 12/13/09. All New Ideas added.
[quote who="Frogboy" reply="113" id="2474064"] Yes but that's still one type of damage. [/quote] Frogboy, will the spells have "Effects"? I just want to know if there will be a difference between a "Fireball" that does 3 arcane damage, and a "Iceblast" that does 3 arcane damage. With different Tags and Effects for different spells then having only one damage type for them all is fine. We just want to know variety will mean something. For example, a Fireball can have
Frogboy, I think a lot of people (Me included) took your post to mean the Damage "Effects" would not be in. You said in a post earlier... [quote who="Frogboy" reply="75" id="2473102"] No where did I say or imply that battles wouldn't end up with people being fried via acid or fireballs blasting away or fear spells or what have you. [/quote] Right here you mention types of "Effects". We like those. Those add more then just a damage modifier. What the original post say
[quote who="VicenteC" reply="55" id="2472148"] Quoting Raven X, reply 34 If they don't use some kind of additional system then once the player learns the most damaging spell they can they will just spam that spell over and over again in combat so long as they have the mana to do so. If magic was going to be like you say (which probably won't), it doesn't matter that there are different damage types or not: if the only possible choi
[quote who="Frogboy" reply="45" id="2471885"]You'll still have fireballs and frost spells and such but they'll do normal types of damage.[/quote] Yes, but, will there be a difference between "Fireballs" and the "Frost Spell" aside from how they look and how much damage they do? Will they have any kinds of effects or tags that can be modified?
That looks awesome, Boogie. Very user friendly and moddable too :)
[quote who="PenguinHunterD" reply="40" id="2471746"]It still allows for significant variations in spells and damage through different effects [/quote] Where did they say they'd have different "effects"? Having one damage type leans toward one effect type unless they say so otherwise. I think that's what a lot of people are worried about right now. If we have different effects then that's almost the same as different damage types. At least effects can be countered and used strategicall