The stance I was referring to should have been obvious (it was the only one mentioned at that point), it would have been redundant to specify. None of the evidence you provided supported that stance, so specifics would have, again, been redundant (a blanket claim of non sequiturial nonsense in other words). However, if examples would help, please pick one (or two or three) of your points to make example(s) of. Also, I wasn't making a blanket statement about morality
happybjorn
Quite easily dismissed actually, since your evidence doesn't support that stance (some of the evidence is also mistaken, but that is a separate issue). Telling yourself you are doing something good, or in this case acceptable, when it is actually bad is a recipe for being a horrible person.
I think Mr. Chick was being too kind (as was Thormodr for that matter). There is a demo for anyone who wants to find out just how bad the game is, or isn't, first. Heavenfall, this should help: http://well-of-souls.com/civ/civbe_overview.html (much of the info was gathered before release and it may not be completely up to date, but should still be useful). The quick answer though is it is just a bonus res
Indeed, thanks for sharing that. I'm quite interested in seeing some of the other aspects of the game, like diplomacy and combat. The growth and economy mechanics remind me very much of colonization, but with more strategy and less drudgery.
[quote who="Thormodr" reply="2" id="3501151"] Army access? Are we secretly getting conscripted? [e digicons]:omg:[/e] [/quote] Haven't you been paying attention to him beating the GG dead horse? The subtext, or delicious irony, is that froggy needs an editor.
How 'bout no? Forcing players to roleplay, or whatever the intent of hiding this info is would be stupid. Players will figure it out eventually anyway, and by eventually I mean right quick, since it will all be visible in the xml. An option to hide or show it, on the other hand, would be super groovy. [quote who="Frogboy" reply="10" id="3499040"] I've been arguing with Derek re good and evil. the Sorcerer King is the good guy, the player is the bad
[quote who="Kalanar1122" reply="33" id="3498035"] Omission of the Elemental tie provides fodder to those that would seek to portray it as a underhanded re-skin. Why avoid your brand? It is a good one. [/quote] There is something inherently idiotic about a reskin portrayal. The art style is similar and some of the art assets are probably reused or slightly modified from LH, but the game mechanics are different. That seems closer to the opposite
[quote who="uberlicker" reply="78" id="3496028"] Buggy? I've been in since they opened the alpha and I don't even know that it was particularly buggy back then. What exactly is making you call it buggy? As to the design flaws... That's probably more a matter of personal taste than actual flaws, but either way, it's flawed as far as you are concerned. [/quote] Considering getting a ctd in alpha versions could be as simple as c
I was going to say a bunch of things, but they all could be boiled down to: I am quite disappointed with this game, it is buggy, unpolished and the design is flawed in several areas.
I can't see how a different form of selection bias is better :(
1) I like feeling like diplomatic interlocutors are characters that exist in the world and have a coherent personality. An example I remember long after player would be interactions with other races in Starflight. Starting from first contact the way you interact with them can make other aspects of the game go more smoothly or create obstacles (and sometimes both). 2) The question doesn't make much sense, but I'll try (a single number from plural sources is well.
[quote who="the_Monk" reply="51" id="3494108"] I mean by calling out 'SJW's (btw I had to look that shit up) aren't you making partisan distinctions yourself Maybe it's enough with labeling people (or even acknowledging their own feeble labeling attempts)........maybe we make our point and let others make theirs.....it is after all when we assign an individual to a group/cause that we give them power (give their 'claim'
I really liked the DMS story, aside from one overused and bilious trope. The paucity of content and general feeling of rushed/unpolished game left me feeling like it wasn't a good value. For user generated stuff I was impressed with Jacked Up. The interesting part of the article to me was about growing the studio by over three times. Combine that with changing game engines during the project ( <a href="http://www.shadowrun.com/forums/discussion/263
It is a common practice. There are more reasons to do this when the game is for a console that hasn't released yet. It could be the case that demoing the game on a PC is the only option. The few dev kits the developer has can't be used for demos at E3 (and they would be foolish do so even if they could). It could be the same for test kits or retail boxes, if they even have any. First parties do a lot to protect their upcoming hardware releases
Intelligence - an amazingly good crime drama.
There is another side to the problem that seems like it is being missed, which is what happens with small amounts of initiative. Champions are already playing a different game than trained units (or monsters) and making initiative less powerful would only make this worse. Limiting how much initiative is potentially available might help. Some form of diminishing returns might help. Having 1 more initiative point than an opponent won't matter in most combats bec
I would suggest changing the initiative system so that 1) combat starts on a random initiative number and 2) each point of initiative be less powerful and/or 3) initiative increases suffer from diminishing returns. Currently, high initiative means that a unit acts first and acts more frequently. If 1), then high initiative would mean the unit would act more frequently, but wouldn't necessarily act first. I suspect that initiative is currently the most powerful
There really is no getting away from a hit point system. Here is why: Alive and dead are a Boolean. There are many things a game can call this, but they function as a characteristic for an object, which I suppose is whether they can perform actions. There might need to be a second condition for when the object cannot take actions, which is if it is permanent. If the value of alive is 1 and dead is 0, that functions as a hit point. If I'm
Civ IV BtS: Brilliant game on its own. Quality mods, and mod mods, are a bonus. JA2 Gold came out in 2002. Bloodlines might have been the only time I've been scared in a haunted house.
[quote who="TheBirthdayParty" reply="152" id="3053618"]So i've been looking online via google(SWTOR forums search feature still not available) and asking in game, but nothing much definitive. Does anyone know what [Prototype] items are?[/quote] It will be difficult to find good information on this through a keyword search, as "prototype" is also one of the terms the game uses for rarity. My best guess is that there is a prototype rarity (blue) item called "Indignation Boots"
A patch for crossworlds has come out and all of the major difficulties I was experiencing went away. I started the extended AP campaign with a paladin and have been having a good time. I haven't made it very far, but really like the new features. There are a lot of nice minor touches, like quests for the original campaign getting expanded on and the lady who gives your pet dragon is also a merchant now.
If you are interested in getting this you may want to hold off for a while. I've only played for about 3 hours, but: I picked this up last night and attempting to play it has been an exercise in frustration. I've had multiple CTDs (at least 5)and it shut down my computer when launched once. It may be compatibility issues, but judging by the quests it is sloppy programming. I've only run into 3 of the new quests, but 2 are buggy. There is a new quest at the ma
To put this in perspective here is a simplified example of how these changes can be used to improve combat balance and how it will affect a couple of common complaints: Assume that all armor only comes as a set, then divide all the in game armor and weapon values by 2.5. Imagine soldier A and soldier B fighting, both are spearmen (5HP, 2 attack, 0 defense). On average it will take 5 swings to resolve this fight and the winner should be left with only 1 or 2 HP.
After several games and viewing the occasional forum post I've been thinking a bit about combat in E:WoM. There are a few areas where the system seems flawed by design, but might not be that difficult to correct. There are essentially two different systems for unit stats, one for buildable units (and monsters) and another for heroes. Not only do heroes and buildable units scale in different ways, but constitution functions diff
I'd recommend leaving this out of the release version of the DL mod. It is an interesting idea, but would be more suitable for a mod mod. It seems like it has potential to cause gating and other frustrations for the player and comes with some design challenges. I can expand on this if you like, but didn't want to come across as finding the idea (of random quest