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Messages - Arcvasti

Pages: 1 ... 8 9 [10] 11 12 ... 403
136
I apparently got an A+ on both my Beowulf essay and the english course that prompted it, which is at least somewhat unexpected.

137
The thing with guns is that they're hard to balance while staying realistic. Guns are pretty common in C:DDA, which is mostly because the setting is explicitly in the U.S. And so, for them to be at all balanced, they have to be less effective then they would realistically. Thus the ridiculous aiming penalties. This is not the best way to balance guns, but it certainly prevents them from being overpowered.

A better solution would be to emphasize the drawbacks that guns already have by making guns and ammo much rarer and making them generally louder. This would also make a cleaner break with bows, which you can craft your own ammo for and which are nearly silent.

Or alternatively just decide that the omnipresent blobs like to eat gunpowder and guns just don't work anymore. But that could just be my prejudice against ranged weaponry talking. I find it more fun to fight zombies with an umbrella or my bare fists instead of worrying about gun mods and ammo conservation.

138
General Discussion / Re: Order of the Stick
« on: April 17, 2018, 09:25:37 pm »
Forgot about the clerics, and I don't get how bards can't be lawful. Elan is a bard and he seems to be in the lawful good zone, though maybe not strictly lawful because his girlfriend is a chaotic neutral (or maybe good?) rogue.

Eh, he's pretty cavalier about stealing things when he's left alone in Cliffport, although he does leave an apology note. I agree that its a strange restriction on the class, but it does fit for Elan.

139
General Discussion / Re: Order of the Stick
« on: April 17, 2018, 09:12:19 pm »
Barbarians also cannot be lawful, for what that's worth.

140
I think the fancy word was either Monolatry or Monolatric.

141
Forum Games and Roleplaying / Re: [ISG] Drake Quest
« on: April 14, 2018, 06:44:46 pm »
Purple.

142
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: April 11, 2018, 02:35:12 pm »
The key to understanding the Monty Hall problem is knowing that humans are intrinsically awful at conditional probability. That's really all there is to it.

143
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: April 11, 2018, 02:20:16 pm »
Disclaimer: I've never actually played Wu Jian.

Probably melee Vine Stalkers. They really like being able to get more antimagic bites per turn, which whirlwind lets them do. I don't know if using some super fast weapon with a quick blade would be a good idea, but its probably a better idea with that build then it would be usually. Especially since Lunge is apparently really great for stabbing things.

144
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: April 11, 2018, 11:20:58 am »
I think that your martial attacks deal less damage the higher your movement speed is, to make up for you getting more of them. So a Spriggan Monk would probably be the actual worst combo for Wu Jian. Wu Jian wants you to be in the thick of things whirlwinding everyone, which is just awful for Spriggans with their tiny health and AC. And Monks are just the actual worst background for everything.

145
Other Games / Re: Gaming Pet Peeves
« on: April 09, 2018, 10:49:38 pm »
The big point of timers is to address one of the fundemental issues with games:

If the most effective way to play the game is tedious, then people will play the game in a tedious way.

There are many many games that do this poorly and reward awful grinding. In Morrowind, for example, you can train your spell skills simply by repeatedly casting a low-mana spell on yourself. This lets you get your skills to a high level very early in the game, at the cost of the tedium of casting it over and over again. A timer of whatever sort reduces or eliminates this problem: If spending in-game weeks alternately resting and repeatedly clicking has some kind of drawback, then it no longer becomes the most effective way to play the game. This isn't that big a problem in Morrowind simply because the skill ceiling is so dang low: You don't need to play effectively in order to succeed.

But for more difficult games, especially permadeath ones, having a clock of some kind is vitally important. It really isn't fun knowing that by playing the game at a decent pace you're essentially handicapping yourself. Granted, a literal timer is probably the worst way to do this, since it still incentivizes the tedium of running the timer nearly to its end and then moving on. But its still an improvement over no timer at all.

FAKEEDIT:

I think that Egan_BW just said exactly what I did in fewer words. I, surprisingly, agree with them.

146
Forum Games and Roleplaying / Re: Hurt & Heal Hurt & Heal
« on: April 06, 2018, 11:16:33 am »
Hurt & Heal Is Fun: 1

147
Forum Games and Roleplaying / Re: Imperialism Hurt&Heal!
« on: April 06, 2018, 11:15:13 am »
Tokugawa Shogunate: 13

148
Forum Games and Roleplaying / Re: Imperialism Hurt&Heal!
« on: April 06, 2018, 12:14:04 am »
Netherlands: 2
Tokugawa Shogunate: 15

149
Forum Games and Roleplaying / Re: Hurt & Heal Hurt & Heal
« on: April 05, 2018, 11:48:53 pm »
Hurt & Heal Sucks: 6
Hurt & Heal Is Fun: 10

I like roleplaying as the inevitable forces of entropy that deducts two from numbers.

150
Forum Games and Roleplaying / Re: Imperialism Hurt&Heal!
« on: April 05, 2018, 04:06:28 pm »
Netherlands: 10
Prussia: 7
Tokugawa Shogunate: 14


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