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Messages - Oneir

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151
Other Games / Re: Tome 4: Tales of Maj'Eyal
« on: June 22, 2015, 06:20:31 pm »
I mean, what add-ons are you running? Does it still happen on the same turn you cast it, i.e. is the delay just in game response and rendering but not actual usage? Does it happen if you turn shaders down/off or turn off any talents which do a lot of drawing? Does it happen right from the moment you start playing or does the lag only set in after the game's been running for a while? I've noticed the second half of the game seems to run slower than the start (not sure if that holds in ID), so you could cheat and see what happens with a lower-level character.

152
Y'ello?
Pryvyet?
Alright, so I may have thought this was in response to the HFS joke and I was trying to figure out what kind of hellbeast in ADOM would be named hello.

153
Other Games / Re: Tome 4: Tales of Maj'Eyal
« on: June 21, 2015, 10:23:19 am »
Nothing new that I know about. Looks like Darkgod has been working on an Android port, which is kind of neat. There's some quiet murmurs about a minor update to the current main game (i.e. bugfixes). Aside from the DLC Demonologist's augment gimmick being a trial run for steampunk stuff in the Orc campaign, I don't know that there's much information beyond what's on the wiki's non-existent campaigns page. And of course:
Quote from: te4 wiki
These campaigns are highly speculatory. They all have been confirmed by DarkGod as planned at some point, but no one knows when or if they will be released. Only the orc campaign has seen comments by DarkGod that he's working on it, and has seen considerable discussion on the TE4 forums.
For all I know there's a lot of in-game/IRC chat that I just haven't seen, but Darkgod pretty much works on Valvetime so I doubt there will be any firm dates until things are close to release. Does anyone know if they did beta-testing for the last DLC?

Other than that, I know he mentioned adding a new donator class (and consequently changing Stonewarden to a free class) during one of the last major updates.

154
Other Games / Re: Tome 4: Tales of Maj'Eyal
« on: June 20, 2015, 08:25:43 am »
Not sure if you know this, but you actually have multiple quickbars by default--scrolling your mouse over the quickbar, or hitting page-up/-down will move between them. You can also use increasingly convoluted hotkeys ([shift-]+[ctrl-]+[alt-]+[a-b0-9]).

If you want a more interesting shield class (with some good, but not hella, AoE), and are willing to shell out money (even for the Steam version on sale), the donator Stonewarden class dual-wields shields for great results. Once you get Spectral Shield/a good resist spread you basically don't take damage when you block. With Eternal Guard you can do this almost all the time (effect-strippers can turn off block, stun&c. can put Block on cooldown). It's pretty great.

155
How are you supposed to convince an NPC to go along with this, I wonder? Is the best way to accelerate population growth to never make clothes for your civilians? The wiki says it should take "several days" (though the kids will grow up within a few minutes), depending on the size of the parents. So if you make an empire of tiny rabbit people, and are really, really bored, every few days you can have 50% population growth. The restriction that children will stay within the bounds set by the parents phenotypes restricts the potential for DFish selective breeding, but it would be possible to replace an existing population given time. The update also mentions the "invading alien penalty" associated with not matching the host population closely enough, so...

156
Other Games / Re: Tome 4: Tales of Maj'Eyal
« on: June 14, 2015, 10:25:40 pm »
I remember having seen already some people mentionning big lag building up with the time classes, i guess breaking the continuum multiple times have a cost with the game code too :)

It's been since April i didn't checked what was going on with ToME4 , and a quick look on the website shows that the last news is from April.
Looks like there's still no news for what's the next move, the orc campaign or other things.

At minimum, they're working on a bugfixing 1.3.2. Maybe they'll do an announcement about any bigger plans when they release that?

157
Other Games / Re: Tome 4: Tales of Maj'Eyal
« on: June 14, 2015, 05:00:55 pm »
I think TWs have a memory leak associated with not properly disposing of your temporal duplicates. So the usual problems with late game ToME lag get much worse.

158
Other Games / Re: Ark: Survival Evolved
« on: June 08, 2015, 07:41:10 pm »
Ironically, the dinosaurs themselves are the main consumers of the narcotics.

It always hits the poorest communities the hardest.
The unemployment rate in dinosaur communities is almost 70%.

159
Other Games / Re: SALES Thread
« on: June 06, 2015, 08:32:43 am »
Per the RPS Bargain Bucket: a pay-what-you-want Paradox bundle including Majesty 2, Warlock: Masters of the Arcane, and something called a Game of Dwarves. Also other games. Ends in six days.

160
Other Games / Re: Terraria - 1.2 now out!
« on: June 02, 2015, 06:32:35 pm »
There's a team of spriters and playtesters working pro bono now. Red couldn't charge without paying them. At least that's the impression I get when I check the fansite.

That's...hum. I'm not sure how I feel about that, honestly. Is there any way to get an estimate of how much money they're still making off Terraria, after however many years?

161
Other Games / Re: The Elder Scrolls V: Skyrim
« on: May 31, 2015, 03:09:47 pm »
I've been playing a fair bit of Skyrim with SPERG, Apocalypse, and ASIS. I keep alternating between feeling very strong and very weak--probably because it's way, way to easy to get in a crafting loop by breaking down loot for smithing. I'll probably be firmly overpowered once I find another dungeon to grind for soul gems and start up an enchanting loop.

It may be SPERG scaling things weirdly, but I can't tell at all how balanced Apocalypses' spells are. Ocato's Recital seems straight up overpowered, not to mention perfectly scaling, however convenient it is. And then there are the melee elemental spells which are more interesting than the standard flamethrower models, but don't seem very effective.

Still, I'm having fun with it and the ability to respec perks takes a lot of pointless stress out of the equation. Anyone have good locations to grab some souls?

162
They specifically said that the part to upgrade the light sources is going to work for lots of other stuff as well, in the same update they said the other currencies work for multiple other things. I'm not sure where the hangup is on the whole issue.

Emphasis mine. Isn't the entire game about upgrades? Why does it matter that we're getting light sources better than a lantern on a stick, on an upgrade basis? Is it integrity in video game journalism?

Okay, I can't tell. Am I coming across as like, angry or witch-hunty or whatever? I'm trying not to, but tone and text and all that. Relatedly, I'm clearly not picking up what you're putting down with the gamergate reference. All I'm saying is it's a a weird choice. Making one of your upgrade currencies focus on light is weird, because from a design perspective you're basically saying that all those cool techs that let you fly and shoot lasers have the same weight as a brighter lamp.

Look, honestly I know responding to people to prove you don't care as much as they say is just textbook internet stupidity, but I'm really just trying to make my stance clear. I think game design is interesting, or else I wouldn't care about following Starbound. This a weird game design tidbit. That's all, from me.

163
Quote from: Chucklefish
Upgrade components (third row) are currently used to upgrade the backpack lanterns. They’ll be used for more things in the future, like armours!

Fair enough, I honestly missed that part of it. Armor sounds like it could have some interesting upgrades. The hang-up was coming from my misreading/misremembering that one sentence (which was my fuckup, sure), so I was remembering an entire upgrade path as being progressively more impressive lanterns.

I'm not sure I see anything about the other currencies being used for multiple things? I see stuff about matter manipulators, tech drives replacing tech cards, the upgrade components we've been arguing about, auto drives for vehicles.

164
No I know. it's completely unprecedented. I've never heard of a system where you had to upgrade equipped stuff before. Clearly this experiment is doomed to failure. Folly of the highest caliber.

Plenty of games have upgradeable equipment and technology. It's actually pretty standard, not experimental at all. Don't let that put you off, we're just discussing what we do and don't like about the existing system (which, again, I have not played), you'll soon get up to speed.

I think that's Dark's point, actually. (unless you already knew that, in which case we've hit Peak Sarcasm) My issue isn't that the game has upgrade-able equipment.  I'm for that, especially if it means that the best equipment won't always be some random axe you found in a chest that throws poison or rubber ducks or whatever. My point is making one of four unique upgrade paths be the light source feels kind of weird. If it all they do is provide linearly increasing light, that doesn't seem like something I'd be excited to find in a chest.

Even then, the weird part isn't that you can upgrade your light source. But giving lights their own upgrade currency marks them as something special, on the same level as the matter manipulator or tech cards, seems like a weird choice. It's not a Burn the Chucklefish Heretic kind of problem, it's just an odd and underwhelming design choice.

165
It may be that handy-dandy backlight isn't the most exciting thing to make an upgrade path all on its own? On the one hand, having it be something tech-y makes advancement a little more sane than "must fight aliens to craft lantern stick". On the other hand, that doesn't answer the question of why you can't have a lantern stick. Or duct tape plus a flashlight, as mentioned. If back-mounted gear is a large category that included, I don't know, buff generators or something significant like that it might be interesting. To me, there is something kind of weird about making a linear and kind of ugly light source something that takes unique upgrade parts.

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