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Messages - Silfurdreki

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46
Memememememe!

Me!

...

I want it. Though it should definitely have peasants to burninate in addition to a good flight model.

47
I'm all for more dragon games, but why do they all have to have such stiff movement and cardboard animations? In the age of Unity and similar, there's no need to still be using Planeshift-era game engines.

Even the aforementioned Drakan had smoother controls. I know it's basically a 'tech demo' right now, but this is the tech they're demoing, it's the fundamental core of the game, and it's not going to change unless they rewrite the system and do it better.

The first game that can pull off a good looking and smooth flying model for something that has flapping wings will be an instant classic for me. The standard video game up/down/left/right/forwards/backwards movement has so far always looked and felt extremely stilted with things like birds or dragons. I'm not convinced it's actually doable to make it good looking and enjoyable by combining the two.

Give me a system where you would have to circle to stay above one place, or at least transition into a hover by not just stopping mid air and I would pay anything a decent amount to see it be made into a good game.

48
Other Games / Re: Legend of Grimrock 2: Now out and dungeoning about
« on: October 25, 2014, 07:47:15 am »
That certainly sounds like the area with two levers to pull. The other one should be just on the other side of the room, behind a similar grate. I seem to remember that the crabs were in the south-east part of the area, just by the meditation spire, which is not required to proceed either. There should be an area to the north of the two levers with the second key. After a few ordeals, of course.

Also, that door to the entrance sounds like the one I meant. I think there was a pair of plate leggings behind it. If you're really annoyed with that part of the map you could go do something else as well.  The bog has less tanky enemies, but don't forget to bring your fire spell(s) for those pesky giant mosquitoes!

49
Other Games / Re: Legend of Grimrock 2: Now out and dungeoning about
« on: October 24, 2014, 08:48:00 am »
Starvation can be alleviated by going back to the beginning are every once in a while since the turtles on the beach respawn every now and then. It's based on steps taken, I believe. In the short term you can also 'fish' by grabbing the fish swimming around under water. There's quite a bit of fish in the three river areas so that should last a while.

If you're at the meditation spire, then you can actually get out of the Ruins of Desarune via a secret.
Spoiler: hint (click to show/hide)
What part of the ruins are you stuck in? As in, what general area of the map? I might be able to give a hint as to what you need to do.

50
Other Games / Re: Legend of Grimrock 2: Now out and dungeoning about
« on: October 24, 2014, 06:54:43 am »
I've put the game aside because I got stuck in a Dungeon, and have NO idea where I have to go now. I was able to pull a lever, but havent found the door it opened. (It's the dungeon after the forest, "Ruins of something", forgot the name. I'm about to run out of food and those blasted ice elementals are kicking the sh*t out of me).

I like the exploration and treasure hunting aspects. But the combat pretty much forces you to either abuse doors, or just troll the enemies with sidestepping. I'm also not a fan of the game suddenly SPAMMING Ice Elementals. Because whoever thought it would be fair to suddenly throw 5 of these at you, with an aoe that two shots my backrow, with the crystal not reachable from that point, is a sadist prick.

I wanted to try out the old Might and Magic games. Which one would be a good starting point?

From your description I don't really know what lever you're talking about, but the amount of ice elementals tells me you might be in the 'Meditation Spire' secret  which is pretty much the only point that far in that throws more than two ice elementals at you, IIRC. That area is also not required, so you can skip it until you get some better gear going.

As for M&M, I'd suggest VII (For Blood and Honour), that's where I started and I did not feel like I missed something. VI (Mandate of Heaven) is also supposed to be good, though, but I've never played it myself.

51
Other Games / Re: Legend of Grimrock 2: Now out and dungeoning about
« on: October 23, 2014, 03:51:36 am »
One thing I have noticed no one's mentioned is the spell system - is it the same as in the previous game? It evoked a few memories of Stonekeep for me, fiddling with runes to work out new spells, but I found it a bit fiddly for the middle of combat. Plus the optimal way to build a Wizard seemed to be one in which you'd be likely to have a single powerful damage spell which would be your mainstay, perhaps switching to Sparks or another starting-spell alternative for the rare enemies resistant to your favoured element.

It's mostly the same. Even most of the spells are the same with a few additions and one or two changes. The biggest (and best) change is that you can now click and drag to select runes, with all spells being changed to not have any unconnected runes since that'd be impossible with the new system.

In other news, I finished the game.
Spoiler: End-part spoilers (click to show/hide)

Finally I'd also put in a good word for the Might and Magic games. Only ever played VII and VIII, but man were those good. VIII was hilarious with potential Dragon party members and all the OPness that implies. VII would be an overall stronger game, though, in my opinion. I'm a bit sad that the series lost its sci-fi/fantasy backstory and general flavour in recent times, though. It was a really neat setting they had going and the state of the current games is incredibly bland in comparison.

52
Other Games / Re: Legend of Grimrock 2: Now out and dungeoning about
« on: October 16, 2014, 12:16:25 pm »
Well, sidestepping have been reduced in efficiency a bit. Most enemies now have a dodge that enables them to travel sideways way quicker. Most also have some lunge that enables them to attack from two squares away and some other have a ranged attack as well. The exception to this that I've found so far is the undead, who are still shuffling about as before, which fits them, IMO.

53
Other Games / Re: Legend of Grimrock 2: Now out and dungeoning about
« on: October 16, 2014, 09:40:30 am »
I actually preordered this as soon as I saw their trailer since I loved the last one. Playing through the first levels yesterday did not disappoint; it's basically Grirmrock: More of Everything Edition. Personally, I have absolutely no issue with that, but people who hated the combat in the first one will still hate it since it's almost exactly the same. I personally enjoy it since it emulates some sense of franticness, especially when surrounded. The best way to do it is to stay calm and measured in fighting, but it's easy to panic a bit and lose control, which I feel is a good way to emulate real combat while still staying squarely within game territory. That's not to say it could be smoother and flow better, though.

Character development seems to be better than the first one, but not stellar by any standards. It's fairly similar to the first, but with more a reasonable skill system.

The real reason I love the game is not because of the combat or character mechanics, but because of the extreme focus on exploration. Everything in the game just oozes exploration and (at least so far) the level design simply is amazing. You're constantly awarded for being aware of your surroundings, with the level design itself hinting at secrets and hidden areas. There have been several places in the first few hours where if you go to a certain tile and look in a not strictly required direction you will see a glimpse or hint of a place with a chest or some sort of area you can't normally reach. In each of those circumstances, there have been a handsome reward for figuring out how to get there. There's also one place where I'm currently sure there is something but I haven't figured out how to get there yet.

Exploration is actually one of the major reasons I enjoy video games, so this game just fits me so perfectly that I can easily overlook the average combat mechanics and character progression. Basically I enjoy it for the same reason I enjoy Myst or System Shock 2: knowing nothing about a world and finding out things about it by prodding it until it gives you information, one way or another.

54
Other Games / Re: Infinifactory, new game from Zachtronics
« on: October 14, 2014, 06:05:32 am »
Yessss!

I loved both the Codex and Spacechem and actually finished both. Never managed the 'expansion' levels of the codex, though. Kohctpyktop, though, not even one level finished. It's some tough shit and requires a fair bit of learning, it seems.

55
That or going off like a flashbang when you sneeze. Either would be hilarious and have good and bad points.

Well, the cough you manage to produce while having a cold is as loud as flashbangs, so why not sneezes? :P

Seriously, why is coughing the same volume as a flashbang?
*shrug* 's been like that since before DDA was a thing, 's just nobody's gotten around to fixing it yet.

While this is true, there should still be some kind of reason behind it. I guess the point is moot, though, since no-one here knows the reason, what with everyone not being Wales.

56
That or going off like a flashbang when you sneeze. Either would be hilarious and have good and bad points.

Well, the cough you manage to produce while having a cold is as loud as flashbangs, so why not sneezes? :P

Seriously, why is coughing the same volume as a flashbang?

57
As the title says, Reciever, by Wolfire Games is currently free in the Humble store.

The game is a basic FPS rogue like with very detailed gun modelling where each action usually taken when reloading in an fps has a dedicated button. The game is a product of a 7 day game jam a year or two ago so it's a bit rough around the edges. Specifically, the actual game part is a bit lacking and it's not particularly well optimised at higher resolutions. I recommend a lower resolution in windowed mode. However after playing for a couple of hours I'd say that the rest of the game makes up for it. Specifically, the feeling of fiddling around with your gun is really good and so is the general atmosphere.

Also, it's free so what's there to lose?

58
What surprises me with the faction choices is why they went with Franco-Iberia rather than just go for the whole of Europe. I mean, most other factions are either a whole continent or a huge population mass. Franco-Iberia is neither. Not that I mind overly much, it's just a bit odd.

59
Does anybody here know good strategies for surviving zombie dogs? I usually just turn them off because they really put the game out of balance.
But is there any way to survive a zombie dog attack without a shotgun? I usually spawn in places without gun stores or gun stores placed deep inside a really zombie infested city.

Use weapons with high +to hit and have as little torso encumbrance as possible. For the very beginning, the makeshift crowbar has +2 to hit and a little later the various flavours of baseball bats are +3 to hit. Torso encumbrance is very important, though. Every point decreases melee skill by one, while +to hit increases it. I would never go with more than 1 torso encumbrance before having at least 2 in melee skill.

60
@Silfur: Probably a welder.

Nope, doesn't work. Welders can repair the same things as the soldering iron: metal, plastic and kevlar.

Also, I was mistaken as to what the mess kit was made of, it's not superalloy and kevlar but rather superalloy and ceramics.

Edit:
Never thought I would say this, but wrenches aren't that hard to find. There's usually at least one of them in a Science Lab, and those are everywhere. And the lab doesn't even contain that many dangerous enemies[turrets are easily avoidable with night vision/light amp goggles].
Raiding a lab early is a bit more difficult in the newer experimentals compared to 0.A, from what I've read. Just something to take into account

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