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Messages - Zaranthan

Pages: 1 [2] 3 4 ... 42
16
That may be, but is metal really that hard to come by for this sort of thing to be worth it?
Worth it? It is The Dwarven Way!

17
DF Gameplay Questions / Re: How To Farm in 0.31.x (DF2010)
« on: February 03, 2011, 09:56:42 am »
Aagh.. farming used to be so simple, now my dwarves starve even faster than before.
Need to reread this several times before I understand the process.
It's doable, but the priorities have changed. Bring about 50 food and 80 booze, that should leave you enough time to dig out, flood, dry, build, plant, harvest, and brew a farm plot before you run out.

18
Other Games / Re: How did you last die?
« on: January 30, 2011, 04:55:06 pm »
Annihilated by what I thought was close air support several times before I realized the jets were using air-to-air missiles. Hijacked a helicopter and proceeded to get blown out of the sky several more times before I figured out I was expected to do that at the very beginning of the mission, not halfway through it.

Spoiler (click to show/hide)

19
DF Dwarf Mode Discussion / Re: "Giving and Kindness" FBs?
« on: January 25, 2011, 02:23:17 pm »
I wouldn't say FBs are scared, just territorial. Problem is, their territory is a quarter of the planet, so you can't just leave.

20
Other Games / Re: Joystick Games
« on: July 20, 2010, 10:04:34 pm »
Descent. The whole series. Played in chronological order.

21
Other Games / Re: Monopoly
« on: July 18, 2010, 01:04:49 am »
I don't know how to play Monopoly.
The dice don't make much difference if the players are actually playing. Aside from the first two and last two turns, 90% of the money flow is player-driven.

22
Play With Your Buddies / Re: Let's Play! ...Something!
« on: July 17, 2010, 08:50:20 pm »
Darwinia sounds fun.

23
Other Games / Re: Transformice: Now your think with porta... warps...
« on: July 11, 2010, 09:47:05 pm »
I hope they add new hazards and such. On the level with the slippery block you need to stay on top of it would be nice for mice to fall into magma or something, that way they can't troll it by pushing the block around

=)

A slippery version of that level with the floating platform that can be pushed back and forth would be neat.

24
4. There's no need to stay at your base wrenching away, especially if you're not being attacked and ESPECIALLY if there are no enemy spies. Please feel free to run around shooting lesser men with your other guns.

Mandatory Nerf NOW!! post:

25
Other Games / Re: Total Jerkface AKA my god I love this.
« on: July 11, 2010, 01:19:43 pm »

26
Other Games / Re: What do you like to see in a game?
« on: July 09, 2010, 09:29:12 am »
-Do you have a preferred art style
Not specifically, just that it should tie into the game's overall atmosphere. Photorealism is cool and all, but the emphasis should be on making the game elements recognizable.

-How long should the game take to play?
The length of the game itself isn't as important as how long a game takes to play out entirely. If a game can be "beaten" in 10 hours, but has enough optional content to stay fresh for ten playthroughs, that's much better than a Final Fantasy style 100 hour slog, because it gets much harder to keep introducing new mechanics after hour 50 or so.

-What aspects of the game do you like to have control over
Pacing. Sometimes I want to sit down and lose myself in the game, and there are plenty of games out there that do that. But, other times I have to watch the dog, or get stuff done around the house, or otherwise multitask my gaming time. For the ideal implementation, check out the Civilization series.

-How important is challenge?
See Devil May Cry. The game should be more than capable of kicking my ass, but put in an easy mode so scrubs like me can still see the story play out.

-Whatever you feel is important.
If you're making a game with zombies in it, the shotgun needs to be good. And have enough ammo to not be a last resort.


Aside:
NOT JAPANESE THAT IS ALL THAT MATTERS. God damn it, I hate anime-esque games.
This condemnation actually demonstrates what's wrong with "anime style" visuals: anime is a medium, not a style. Far too many artists out there have seen good anime/manga, and tried to emulate the superficial details of the medium (big eyes, cel shading, etc.) rather than the stylistic elements WITHIN the medium that made what they saw good.

27
Other Games / Re: Steam sales... again through July 4th up to 85% off
« on: June 25, 2010, 11:42:02 am »
And valve gets to mess around with people who buy games, like banning accounts of customers who probably will just make a new account and buy all their games again....

Or stuff a little less harmful like deleting 7gb games off peoples hard-drives when they try to download a 1.5mb patch (Oh and you can't stop it from downloading the patch either)
[citation needed]

28
Other Games / Re: Toadwater: Where you can use your poo!
« on: June 24, 2010, 01:27:42 pm »
So, you need a staff to move.
Moving causes wear on your staff.
In order to repair your staff, you need to donate money.
Thanks, but no thanks.

29
Play With Your Buddies / Re: The MTG Club
« on: June 21, 2010, 03:44:00 pm »
Aww, that's a shame. I like the idea of good cards being scarce, but based on participation rather than money. My problem with the game IRL is that it's a TCG, so that scarcity is based upon how much money you're willing to sink into the hobby. Aside from disagreeing with that on an ethical level, I just don't have any money to spend on it. Playing in a post-scarcity environment really breaks the hell out of the game, because there's no metagame to play against. All the one-turn-kill decks start showing up and you've got to search far and wide to find someone willing to make a gentlemen's agreement and play block standard or something.

30
It's been asked several times, but not answered: why are ramps faster than stairs?

A staircase has ten tiles connected to it: the eight surrounding it horizontally, plus the tiles directly above and below.

A ramp has eight tiles connected to it: up to seven horizontally, plus the tile above the adjacent wall.

Combine this with the fact that most people who use stairs have massive shafts, whereas ramps actually force you to restrict where pathfinding can go, and you get much better performance by designing your fort with ramps.

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