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Messages - PrimusRibbus

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1
A little bit off the current topic, I find myself wishing they'd done something crazier with their big outing on Switch, like putting Pokemon on the overworld in actual size and eschewing battle transitions entirely by letting you immediately send out a 'mon and battle a thing then and there. Something like that. I never expect any changes to the battle system to happen, but I think the world would feel a lot more alive and fun to explore if they made it more open and... dare I say, less traditionally videogamey?

Dunno. After watching the new trailer, I can't shake the feeling that Pokemon is still stuck in the era before most RPGs shed their hardware-limited conventions and started to experiment. I also realize that what I'm saying can't be anything new, but I know for a fact that a lot of people were hoping for a game-changer with the series coming to a new home console, and what we got was decidedly... normal.

You've hit on the exact reason why there are so many people that played Gen 1 and never played another Pokemon game, and why Pokemon Go got so many people back into the series. When Pokemon was released in Japan in 1996 it was already well behind the times for an RPG. It was released far into the era of game mechanics like party battles, active time battles, overworld encounter management, advanced equipment interactions, and various character growth and customization systems.
Gen 1 succeeded because of its groundbreaking social aspects and the core focus on collectability, not because of its battle system or general mechanics.

I was a freshman in high school when Gen 2 came out in the US and the disappointment, even among the younger kids, was palpable. We all assumed that Pokemon would be like many of the other RPG series of the time where core mechanics would be overhauled, tweaked, and revisited. Instead we got a middling expansion pack.

People love the social and collectability aspects of Pokemon; the game absolutely shines when it succeeds in getting people together in the same room. Pokemon Go was a phenomena because someone was finally brave enough to do something (heck, anything) different with a major Pokemon game, and simultaneously revisited the IRL social aspect that made Gen 1 so unique. It's why my home town of 20,000 can get 50+ Pokemon Go players gathered in a park on a Tuesday afternoon for a raid, despite the declarations from Pokemon purists that the game has been dead for years.

SnS will sell a boatload of copies thanks to nostalgia, but they risk losing a bunch of people who are finally interested in the series again in the hope that the developers might finally do something beyond clinging to early 90's Game Boy RPG tropes.

2
Other Games / Re: SALES Thread: Lukewarm Summer Sales
« on: July 11, 2018, 03:48:31 pm »
... does it? I've played the thing to completion more than a few times on a pretty trash computer, often cheating wildly (i.e. being far more excessive on items and extra levels and whatnot than the game's intended for), and never noticed a problem.

Yep, RoR is a mess. My experience has been frequent repeatable crashes, issues with controller detection and assigning, framerate death, and desync errors in online multiplayer. I've experienced these on multiple high-end systems, and on Windows, OS X, and Linux.

3
Other Games / Re: Dominions 5: Warriors of the Faith Released!
« on: February 16, 2018, 02:59:37 pm »
If two nations declare war on me before year 2 should I just give up and restart? Because I don't see winning this unless they in turn get attacked by someone from behind, and even then, I would probably be so crippled that I wouldn't be able to beat the remaining nations. Has anyone won games like this?
That's a multiplayer game isn't it? I'm talking about single player vs AI. Nor did I get to take over another nation early on.

Declarations of war mean nothing in single-player. There is no diplomacy and you are effectively at war with everyone from turn 1.

I'd go as far as saying that AI declarations of war are pure fluff; the vast majority of the time an AI has declared war on me I haven't seen the slightest change in aggression from how they were treating me before the declaration.

4
Other Games / Re: Total War: Warhammer! Now with 2!
« on: September 29, 2017, 11:45:46 am »
Since this is the latest total war, I'm just gonna voice my biggest complaint with the total war series as a whole here.

The prices of the past 6-7 years of total war games, is insane. Let me explain. Shogun 2:total war, without any dlc, is $30 base price; with dlc, $50. About what I expected for a 6, almost 7 year old game. Rome 2, a 4 year old game now, is still $60, without dlc. Add all the dlc, $145.90. <- That is insane. How about Attila? A 2, almost 3 year old game, $45 base price. huh. Cheaper than Rome. Add all dlc, $117.91. Not as insane, but still kind of insane. I can excuse Warhammer 1, since it is a newer game, and I'm not expecting a price drop at all for it. I could bring up the older games, but that's digging too deep. I expect all these games will be priced this way until they hit the 6/7 year mark, like shogun 2, which is kind of worrying.

I'm not asking that these prices be dropped to like $20 or anything, just i think that these older games and their prices should be looked at, and reevaluated. Maybe give us new bundles or have sales for the games more often.

As an example, Rome 2 and its DLC have gone on 75% off sale four times this year so far. If you're missing these sales, be sure to put the game on your wishlist and enable email notifications.

If you're expecting a bigger sale than that keep in mind that Rome 2, a four year old game in a niche genre that was critically panned by the community for its initial bugginess, is still usually in the top 50 games by concurrent players on Steam in any given week (and in a week where Warhammer 2 is taking the attention of most of the TW fans, Rome 2 is still around 60th last I checked). That's a game that has legs, and you're not going to see Medieval 2-level sales until the player count drops to Medieval 2-level numbers.

5
Other Games / Re: Total War: Warhammer! Now with 2!
« on: September 27, 2017, 11:36:01 am »
FREE FOR ALL BATTLE VIDEO

Since FFA winners are decided by who killed the most units, I imagine the best strat is to just use single unit monsters. Then when everyone just uses single unit monsters, you use monsters with lots of anti-large as well as regeneration if possible.

I am very hyped for that. I wasted years in the 90's playing FFA battles in Myth: TFL and Myth II. FFA hasn't gotten much love in real-time tactics games in a long time.

6
So this is a Shin Megami Tensei-like roguelike?

PTW

That was my take on it too.

Color me interested.

7
Other Games / Re: Destiny 2 - PC Open Beta August 29-31
« on: August 29, 2017, 04:10:55 pm »
The open beta looks rather ho-hum, honestly. I guess I'd be willing to give it a shot if it was available outside the Blizzard launcher, though.

8
Other Games / Re: Marc Laidaw releases potential Half Life 3 plot.
« on: August 29, 2017, 03:33:13 pm »
The secret people lamenting this didn't catch is that HL2 was terrible.  Decent old school shooter, good graphics for the time, but the storyline and storytelling was all horrible. 

Yeah, it was terrible, but I understand why people lionize it. Half Life 2 is Nostalgia Glasses: The Game for a lot of people. For folks of a certain age it was their introduction to story-driven FPSs on the PC. It was released at a time when the FPS market had been dominated by arena shooters for the years, and the hot new trend in PC FPSs was big team-based games like the Battlefield franchise. Considering HL2's big competitor for "story-based" FPS in 2004 was Doom 3, you can see why it was a standout game at that particular moment in time.

Not a good game compared to many releases before and since, but just the right thing for a new gamer who didn't have exposure to the genre. The game was a flash in the pan at just the right time in gaming history, and when it comes to nostalgia, timing is as important as anything else.

9
Other Games / Re: Games you wish existed
« on: August 23, 2017, 02:13:20 pm »
Somebody needs to make a real wrestling game.

And by "real" wrestling game, I mean a real fake pro wrestling game. Not a mediocre fighting game with licensed pro wrestler likenesses, but a game about managing a roster of whatever wrestlers you want to create. Take the character creator option that's in most of the WresleMania games, tighten it up and add an irresponsible amount of detail, then let the player set up crazy story-lines for their stupid custom wrestlers.

In fact, I don't even care if they add the ability to actually play the matches; I'd rather just watch. Add a ton of different random events and reactive AI, combine that with player-created content, and let it loose. Hundreds of hours of entertainment. Imagine the Twitch streams!

Hell, just implement modding support, integrate it with Steam Workshop or something. Create an entire universe of custom moves, characters, venues, weapons, ring entrances, EVERYTHING

http://store.steampowered.com/app/564230/Fire_Pro_Wrestling_World/

10
Glad I decided not to back this one. Chalk up another one for "dev heroes from your childhood that let you down in the 21st century."

Couldn't have said it better myself.

11
Other Games / Re: Battle Brothers - a turn based strategy RPG mix
« on: July 21, 2017, 02:36:20 pm »
Sooo... I was looking at Steam reviews, and apparently the game has been sort of abandoned??

The game successfully left early access, is feature complete, and received post-launch updates. It's abandoned in the same way that a bookshelf is abandoned because it's finished and has books on it.

12
Other Games / Re: The Powder Toy
« on: June 30, 2017, 02:28:02 pm »
Tryed. What interesting can tou do here? Everything seems to have only three outcomes:
1. Nothing happens.
2. Something transform in something by obvious reaction.
3. Everything explodes into fiery titan-melting hell.

Never really found the appeal, myself. It's a toy that you play with for 5 minutes, go "Haha fire", then move on to something else.

13
Other Games / Re: Worlds Adrift
« on: June 29, 2017, 03:49:53 pm »
Yeah, most of the content aside from exploring to unlock schematics is pvp, which is supposed to be the main point of the game. Finding people who won't just throw a fit and call you a griefer to have some pvp fun is harder than it should be though, a lot of players think they're entitled to go about their business safely. Now don't get me wrong, I'm not "griefing". Most of the time my friend and I make it more fun and interesting, telling people to stop and prepare to be boarded peacefully or we'll open fire. Some people comply and we grab one or two stacks of materials from a chest and let them leave, If they don't comply we usually cripple their ship, not to the point of sinking or being unable to fly, but to the point where they don't have much of a choice but to comply anymore. We had some crews fight back and it was some good fun, we also attack any pirates we see picking on other ships since they're more likely to put up a fight. When we're not out looking for a fight, we help some people out, the more people are in the air, the more fun everyone has.

Friendly piracy, not dickishness.

Worlds Adrift needs more people like you. As an old-school Shadowbane and SWG player, I love me some good PvP and a bit of ganking here and there.

But the type of stuff I'm seeing on a lot of Worlds Adrift streams isn't PvP or ganking; it's just straight up griefing. Repeatedly killing people who just logged in for the first time five feet from spawn until they quit is not good game design.

All the hand-made islands, all the exploration, and all fancy ship designs won't matter if the game is just a Rust-style grief fest in practice. At that point, just take out the wind walls, limit the game to a couple islands, and let people kill eachother while swinging around on grappling hooks and you'll get a 95% similar game.

(For the record, I love a lot of things I see about Worlds Adrift. If they can figure out how to balance the griefing, I will happily buy the game at full price)

14
Other Games / Re: Battle Brothers - a turn based strategy RPG mix
« on: June 29, 2017, 03:30:19 pm »
The game is definitely manageable if you're good enough. It has never felt anymore unfair than darkest dungeon/xcom/ whatever to me.

Agreed, but I think one of the big hangups that people can have with Battle Brothers is that losing a character in it is equivalent to losing HP in an RPG: It's literally intended to happen regularly.

No death runs in newcom are easy (and keeping veterans alive in ironman isn't bad either) and you don't really get attached to characters in Darkest Dungeon, but in Battle Brothers you have to come to terms with acceptable losses among named, veteran troops that you've built up and gotten attached to.

That's not everyone's cup of tea, and that's okay.

15
Zero points won, still a dumb reason to join b12. Reported

Real human replies nicely and clarifies their first post, and your response is to say it's dumb and to report them? Report them for what? Engaging with the community and trying to rectify the faux pas they made? Posts like these are the reason why Bay12 has a bad reputation and drives off developers from posting.

Hello! I'm the developer for Tangledeep, an upcoming roguelike/dungeon crawler RPG for PC/OSX and (eventually) Linux. The game is inspired by the 16-bit aesthetic of some of my favorite SNES games like Chrono Trigger, Secret of Mana, Terranigma, and a bit of Shiren the Wanderer as well. If you fondly remember RPGs of that time, I'm hoping you'll love this game too!

Hello zircon, I'm a big fan of your OCRemix work. I'm very much liking what I see, and am all about roguelikes that focus on removing the "cruft", as you called it. There looks like there's a lot of potential in your vision!

My advice is to talk less about things like Steam, sales models, and Kickstarters; focus more on getting feedback for your game and starting a conversation about it. Build rapport with the community first, and address questions about monetization when they naturally come from people interested in the project.

Also, a link to a YouTube video of gameplay would go a long way towards getting people to click on a zip file from an unknown source.

Here's a link to a guy that's posted over an hour of Tangledeep gameplay from the 3-7-17 build: https://www.youtube.com/watch?v=OOkdt98-UyA

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