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Messages - Senator Jim Death

Pages: [1] 2 3 ... 7
1
Other Games / Re: Undertale: Spoilers! Its whats for dinner!
« on: November 03, 2018, 04:09:32 pm »

I think toby is underselling himself there. Undertale is something special to me, but it's nothing so special that no other game can make me feel the same way again. Deltarune is sort of a continuation of that. Just a game that's good enough to feel exciting in a way that most games don't.
I don't know why you'd think that Undertale is a game that can't have a sequel. Because this very much is a sequel to Undertale. If you liked Undertale, then you will like this too. If for some reason you worship Undertale as your god, I guess you'll never appreciate another game ever again.

And the reason why Deltarune is related to Undertale, if it's supposed to be a seperate game? To give feels to people who have played Undertale.

I guess that what I meant was that Undertale felt complete, even in its incompleteness. It feels like sort of a thing that stands by itself.

But I felt the same way about Undertale before the full game came out: even with the demo, I didn't really understand it and didn't care much for it. The full release completely changed my mind about the game--literally 180 degrees of difference, from "nothing special" to "yeah this is my #1 game now"--which is why I'm taking the same approach here. Here's some demo that I'm not going to understand and probably won't like, so I'll just wait for the full game and trust in Toby's ability or luck or whatever it is to pull the thing together. It worked pretty well last time around, and since he seems to be aiming at a release sometime in the next few years I'll probably just forget about it until it releases.

If this had dropped a few years ago, I would be reacting completely differently and be super excited. My life situation is different now, so for me (if no one else) the timing is pretty much perfect.

2
Other Games / Re: Undertale: Spoilers! Its whats for dinner!
« on: November 02, 2018, 03:51:59 pm »
I don't really feel compelled to play this at all, whatever it is, and I was a huge Undertale fan. I'm glad Toby more or less came out and said that he can't make another game like Undertale and that he's not trying to do that. It's not the kind of game that can really have a sequel as such.

But if he really wants it to be something different, I don't know why it would be related at all.

I guess the answer is "wait and see."

3
There was a free topdown twinstick style shooter that I remember hearing about on this forum.  It had kinda strange mutations, like one that surrounded you with shuriken, and there were vehicles - normal cars, and then stuff like radar trucks.

There was a zombie mode, but also some team modes - I think TDM and also one where you tried to loot a vault or a trashed bank truck and take the cash back to your side while preventing the other team from doing so, and such.  I recall the servers basically always being empty, which was a shame because I thought it was pretty neat.

Man, it wasn't twin-stick, but it sounds like the old Command & Conquer Sole Survivor. Man, did that ever crash hard.

If you're looking for what I think is still an active game in that genre, but not that exact game, try SubSpace. I THINK people still play that.

4
Gloom? The old Quake 2 TC that the natural selection games were based off of/copied off of?

5
DF General Discussion / Re: What turns you off about DF?
« on: October 21, 2018, 03:51:25 pm »
Something something Minecraft doesn't have a tutorial either (there's kind of one now with the achievements/advancements, but its not really the same thing).

Come on now. Minecraft isn't nearly as involved as DF.

DF's not really the kind of game that tutorials work well for, anyhow, beyond maybe something on how to pick an embark area and profile that won't screw a new player over. It's sorta intended that a new player will lose forts and learn from their mistakes. Mistakes because of things like fighting the UI are different from gameplay mistakes like not making enough booze or embarking in an evil region without really understanding what that means. That design decision is probably repellent to a lot of potential players, but with the wiki it can sorta be worked around in a lot of cases.

Things that don't work correctly or whose behaviors are not well explained (or studied and explained, I guess) are separate problems that both new and old players can run up against.

6
DF Adventure Mode Discussion / Re: Race Choice
« on: October 21, 2018, 03:15:17 pm »
Since the thread is up anyhow, I may as well mention that I retired an elf adventurer because he wasn't able to become a necromancer. Retired his ass in the tower, with the books in his hand--read them, no purple n in the status bar. I was pretty annoyed with myself.

Then I came across him later as a different adventurer and sure enough he's a necromancer.

I guess it's possible I was reading a book that talked about a book with the secrets of life and death in it, but I don't think that was the case. I understand from the wiki that books with the secrets in them always have certain words in the title, which makes them pretty unmistakable.

7
Let's not pretend that this is working-as-intended. The dev does not expect people to do silly stockpile hauling arrangements to get dwarves to claim items they like. I don't think it's helpful to build up the idea that silly workarounds thought up by the DF public are how the game is supposed to work. There IS no mechanism for giving dwarves bracelets and whatever, but there is a way to expose them more often to the only current conditions that allow them to decide to claim one for themselves.

8
DF Adventure Mode Discussion / Re: What is the best race to play as
« on: October 17, 2018, 10:24:39 pm »
Helmet snake men... until you meet anything that lacks veins. An underrated feature of elves: they don't leave tracks and they have really sensitive noses, so you can sometimes smell things that are going to murderate you on the travel map (in case you wanted to explore that little asterisk on the map and it said "strongest odor: cave dragon" and the year is 1050). Unfortunately axolotl men don't regrow limbs, but tortoise men and armadillo men have natural armor, and most insect people have lots of limbs to hack off wield weapons.

I'm... pretty sure I've seen elf tracks. Maybe it was broken vegetation or something.

9
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: October 17, 2018, 10:23:32 pm »
Met my first mask-wearer today. A human prisoner. In an iron mask.

But she's a not a man, and is being held by goblins in the middle of an overnight camp. So not quite historically accurate. 

10
DF Dwarf Mode Discussion / Re: Stress & Pysche: 44.11+
« on: October 17, 2018, 07:57:05 pm »
It's possibly intended that everyone can't be kept happy. In the old versions, you had nobility. In these versions you have that one guy who just refuses to be satisfied with legendary dining rooms and whatever. Instead of melting him down, you can just exile him. We seem to usually end up with a couple folks who are ecstatic, with most other dwarves somewhere between content and happy.

I guess I understand that it's kind of a tough thing both to get balanced and for us to evaluate the balancing of. It's a combination of many small factors over a lot of game time.

11
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: October 17, 2018, 07:35:22 pm »
How do I sell goods? I have an item I light up for trade, and [a]sk for currency. Then I press "t" and the merchant is like "yeah just tell me what you want". I get the implication is to barter but I just want money!

Trading in adventurer mode is currently borked. What you have to do, is select the coins in their inventory, how many you want from them, select the good you want to sell, and then press (t). If you picked too many coins, the merchant will tell you "Throw in some more goods and I can make you an offer", so just keep decreasing the coins you want from him until they agree to the trade.

As long as we're on the topic of coins, the wiki indicates that coins don't have their face value outside of their civilization. A person might be better off trading for light goods like gems instead. That also spares you from having to go through the interface for using currency during trading. 

12
DFHack quicksave apparently works in fortress mode by setting the flag the game uses for seasonal autosaves.

I'd be happy to see official save-and-continue for both adventure mode and fortress mode. But I've lost a lot more adventure progress from forgetting to save than fortress progress, just because adventure mode seems to be more likely to crash after a long session.

13
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: October 16, 2018, 06:54:18 pm »
Like everything people argue about these days, cookies are both good and bad. Plenty--probably most uses are innocuous "let's save your browser session" type stuff. Doesn't mean there aren't people or companies out there either abusing them for nefarious purposes or simply getting rich by studying your life. Doesn't mean there's some orwellian nightmare waiting in the wings to take away everyone's privacy. Hyperbole and black/white thinking have gotten us the current political dogfight nightmare we have (in the US, at least).

Other people getting rich off analyzing your habits is a little like last year's tax cuts in the USA: is it morally important to you that people who are already extremely rich and powerful are getting richer as long as you get some measurable but comparatively small benefit and aren't directly harmed?

14
DF General Discussion / Re: What turns you off about DF?
« on: October 16, 2018, 06:09:21 pm »
I still have dwarves that never figure out how to put parts of the uniform on in the right order. They end up running around without gauntlets and boots until I change their uniforms to exclude clothing, take the bad thought for being naked, and then allow the uniforms to have clothing again.

Do armor stands and weapon racks work for storage yet? I define barracks from items other than those two things because they were never used for storing stuff in older versions, and a barracks defined from a bed works the same way as one defined by a weapon rack. It's actually okay that they never worked: military dwarves can and should just carry their equipment all the time because trying to change it out is buggy and inefficient anyway. The whole "store the swords in the armory and have dwarves grab them for training or emergencies" system makes intuitive sense and feels good from a "roleplaying" perspective, so some new players are certain to try it. If they keep playing, they will eventually realize it's a pain to get to work right and isn't practical in emergencies since there's no penalty for a dwarf who just carries his weapons everywhere.

Then there're training weapons, which are actually harmful to use now that dwarves can get attached to items and sparring is pretty much totally safe.   

Ammo is still buggy and inefficient. Bolts are available in the thousands and the one squad has 500 bolts reserved, with none reserved for hunters. I still have marksdwarves that don't shoot bolts reliably because they're on the ground in the stockpile rather than in their quivers.

The military is actually pretty reliable in these versions. But the UI is still clunky, dwarves still don't always equip properly, and new players aren't going to understand why things don't just work right. Sure, there are workarounds and other ways to do the things that need to be done to have a functional military. But it doesn't help the game's image to have obtuse or broken things running around in a system of such critical importance to a fort. Things like this are why people dismiss the game as buggy or unstable.

I guess my thing is that I don't care so much about all the old timers who are used to the DF way of doing things. I want DF to have a future, and so I want new players to be able to understand the way the game works, too.

15
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 16, 2018, 05:31:33 pm »
I expect in some soon-to-be version we'll have dwarves that either petition to be allowed to leave, or who just up roots and flee the fortress before they end up insane.

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