Just thought I'd toss in a plug for http://experimentalgameplay.com . Its a monthly design competition for prototype indie games, and the comments section is a great place to ask questions.
FutileEmotion
Put me solidly in the Build Your Own camp. Tomshardware.com is a great site for checking up on where the sweet spot is in the price/performance evaluations. I've had numerous problems with Dell, but mostly on the tech-support side - hours on the phone trying to diagnose a problem, and when they said they couldn't fix it, they told us to return it and re-purchase it. They would not honor their old sale price. The computers themselves are as stable as you're going to g
On the thought that they are doing more for Diablo 3 than they did with Starcraft 2: Starcraft is a directly competitive RTS, whereas Diablo is a co-operative game. This gives Diablo more play room - they are expected to rework, well, everything. Starcraft, on the other hand, is an e-sport. If you take a look at the new mechanics they used in Warcraft 3 - heroes, smaller unit counts, and supply taxes - they made for a fun game. The different mechanics, though
- They have confirmed that while some characters do have co-op friendly skills, "if you're not doing damage, you're doing something wrong" was mentioned on the twitter feed. There won't be a dedicated healer - at least not by design. - There was a lot of fear about the art direction, but they've had a lot of time with it since then, and that was also just the first act. I suspect it will be dark and gritty torwards the end of the game. - The salvaging system has me
It does not look like free trading, but maybe a "remove this from your account for $X credit" or "pay $X to transfer your game to someone else's account. I doubt I'll take part in either.
While I plan to enjoy whatever they come up with, the DOTA name is more of a restriction than a hurdle. Hardcore DOTA fans call league of legends too much a break from the original formula, and genre fans consider HON to be nothing new. With "DOTA 2", they are really boxing themselves in as far as what they can do creatively.
Welcome, sir Kael. :)
Welcome indeed to Kael. :) Theres a computer in the corner, and the whip was last seen on BoogieBac's desk. ...Don't ask.
I disagree with the starter/finisher analogy. I understand where you are coming from - the idea that Elemental is a great concept, but hasn't sealed the deal just yet. But I feel this comes from Frogboy being very involved in the project, which hindered his ability to step back and see where things stood. Any project manager will greatly help the situation, just from the idea that the guy in charge of making solid business decisions and selling a good product can get th
I'll be excited regardless of who the actual person is. It is just fun to speculate. :P
My money is on Kael too, which excites me. Frogboy once said: [quote]Kael's a friend of mine, we speak regularly and have for a long time. He's a very good designer and project manager.[/quote]
I had no intention of "trolling," and am sorry if you saw it was an attack - I had no intention of attacking anyone, especially not personally, and I apologize if it came off this way. I was, however, very put off by the way that Nikitosina approached the comment by calling server-client "old," and asking him why they aren't doing it his way. If you are going to respond to a journal entry posted in that person's own free time, a certain amount of respect is due.
Nikitosina, even battle.net uses a client/server relationship, and I know WC3 (not sure about SC2) uses one of the clients as a host. Even if Stardock hosted the actual game (and not just as a cloud/connection service), they would still have to code the gameplay the same way. Theres just no avoiding sending and receiving data. :P I'm really looking forward to playing some big games with friends online, and I'm glad it will
I remember the first time I saw religion in Civ 4. I did a double take, and was totally swept up in forcing my own religion on everyone else. It added a huge sense of history to the game.
Nice post Mercestes. Bad post Rune. My thoughts: 1. I don't think that we need access to the whole spell book prior, as that would ruin some of the splendor of researching spells in the game. It would be nice to have better descriptions, however. 2. Legions of undead would be fun to command, especially if they went poof, or even renegade, after the summoning unit was killed. 3. I find it madd
Some random thoughts, in no particular order: - This is the problem with open development - elements that are considered key points in the original concept get phased out. - I would like to see larger scale battles, but I want them towards the end of long games. - Whats the maximum squad size, and the most squads allowed on a side in a battle? - As the AI gets more competitive, games will go longer and we will see larger scale battles become more the norm in la
What browser are you running? I'm having issues with Chrome on my gaming PC, but my laptop has no issues with the website in Chrome.
Just wanted to say that I sent an e-mail to the sales dept on Sept 8th for my missing copy. I received a response the next day saying they would look into it and fix the problem. I received my copy yesterday, and it is super slick. I really like the case it comes in, reminds me of the raid deck boxes used in the WoW CCG.
I had similar issues when my internet blipped, but I have not tested it since the last few patches.
With a Global Mana Pool: 1. Champion (or wisdom) level should still restrict the most powerful spell cast. If you want to allow them to cast higher level spells, restrict it so that: A. Each level spell over their current level increases the number of turns to cast by two. B. Each level spell over their current level gives them a 5% chance of the spell backfiring, causing the cast
@dogs4ever - $10 is their flat shipping charge, not overnight, unless you paid extra ontop of it. That having been said, I'm not sure why priority mail is so pricey, or why they aren't shipping UPS/fedex so we can have real tracking numbers and be happy.
Very fair review. I love this quote: It really is the damndest thing: even with the instability issues, even with its utter inaccessibility for newcomers to strategy games (and to a large extent, experienced players with anything less than an abundance of patience), I still want to make time to play Elemental.
I don't really see why its torturous to play with an expensive teleport spell on a huge map. Being able to send your Sov out exploring, take a city, and in two turns be able to teleport back home across the world and then back again with a massive replacement force is crazy. Nevermind that I still will have a decent mana pool to cast whatever combat spells I need. What I would like to see at the start is teleportation stones randomly placed on the map, which
I would like teleport to scale with the number of troops transported, or perhaps the distance travelled. Seems to make the most sense, and this way it would scale late game. As it stands it is a huge crutch that you can use to defend your territory.
The last thing I want to do is have to micro all of my heroes and drag them back to cities to sell things. I don't really get why we get income for killing spiders. The cost of upkeep for an army to patrol the forest is much higher than the value of what a bunch of miscellaneous monsters are going to have on hand. The fact that your troops get experience, and your kingdom is defended, is reward enough. I think if the monsters were more aggressive, attacking cities an