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Messages - Greenbane

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256
It appears to be the Ubisoft game template + (parts of) standard MMORPG template + a third-person cover shooter.

I suppose it's an uncommon combination of tired formulae, and that might be something, but I'm particularly averse to the former two, having already played them extensively in other forms over the past decade. I'm reluctant to pay anything resembling full AAA price for an only mildly innovative product, and this kind of creative stagnation really shouldn't be further rewarded.

257
Other Games / Re: Battlefleet Gothic - Armada. RTS.
« on: March 14, 2016, 06:37:11 pm »
It has been over a decade since I played Gothic, but IIRC you need ships to be next to each other to start boarding. There are some exceptions to this like Chaos ships that can gain tentacles as a favor from the Gods, then use tentacles to pull enemy ships into them for boarding. Incidentally, best way to board an enemy is to ram them. (Since you get ram damage first before starting the melee.) Boarding usually lasts several turns, keeping the ships locked together. Assault shuttles and lightning strikes work like in the computer game.

Boarding was also a ranged thing in the tabletop game last time I read the rules.

If I keep hearing good things about it, I might shell out, seizing the fairly palatable GMG discount. It's still a bit of a hefty price tag for me, for an unknown quality preorder.

258
Other Games / Re: Stardew Valley - Harvest Moon type game for PC
« on: March 14, 2016, 02:25:04 pm »
Fertilizers are supposed to only last one season. It's just an awkward interaction with corn because the stuff lasts through the season.

Damn, that sucks.

But well, even at basic quality you're getting huge value for the original seed purchase, so...

259
Other Games / Re: Stardew Valley - Harvest Moon type game for PC
« on: March 14, 2016, 01:50:18 pm »
Hmm, there might be a bug with fertilizer and multi-season crops.

I mean, I planted about 21 tiles of corn in the summer, on fertilized soil, and when fall came, the corn was still there but the fertilizer had disappeared. And since you can't fertilize already planted soil, I was doomed to basic quality corn all fall.

Has anyone else noticed this? If so, I should report it.

On another note, I'm almost into winter, and so far the festivals have felt rather uninspired, barely more than cutscenes (the Valley Fair being an exception). They should be be more involved, with more competition and things to do. And where are my horse races!

260
Other Games / Re: Stardew Valley - Harvest Moon type game for PC
« on: March 10, 2016, 10:17:07 am »
That sounds better. As I said before, I don't like a final evaluation on an open-ended game that lasts dozens of hours to 'complete'. The diamond thing sounds really great.

I agree. The final evaluation mechanic imposes not only a time limit, but also pressure to do things "right" by some arbitrary standard. It's completely at odds with the "no rush, enjoy country life" nature of the game.

I'm playing completely blind in that regard, not knowing (nor wanting to know) what I'm expected to accomplish by the time the evaluation comes around. I'd rather not be graded by an entirely unnecessary mechanic, and feel it'd diminish the experience to find out in the end that I "did it wrong" in some way.

261
Other Games / Re: Stardew Valley - Harvest Moon type game for PC
« on: March 09, 2016, 08:29:52 am »
I would compare it somewhat to EA. I'll never buy another Bioware game, but only because the last 4 Bioware games I bought were disappointing, not because EA is publishing them.

Only difference here is that EA is a publisher that acquires the studios that makes the games, and therefore meddles with them. I don't think Chucklefish had any power over CA like EA has over, say, Maxis, DICE and Bioware.
Example, I don't think DICE would make Battlefield Star Wars Battlefront a game of a thousand DLCs if it wasn't for EA, and things like that.

So, to me, it's okay to hate EA as a publisher, but hating Chucklefish at publishing to the point of not buying a game published by them doesn't seem to make a lot of sense - unless you don't care about the game.
I'd rather have CA with some other publisher, of course.  :P Seeing the CF logo makes me cringe every time I launch the game.

Yeah, it doesn't seem Chucklefish has pushed ConcernedApe in any way. They just did what any decent publisher should do: do the logistics to publish a game, without any meddling.

There's a ton of rabid, overblown hate for CF because they couldn't make their main, 15-dollar game Heaven on Earth, the masterpiece videogame of all time. So they began publishing other games. Who cares. So they are taking their time finishing Starbound. Not a big deal: they've been making steady progress. And in the meantime, there's a thousand other games to play.

Until Starbound actually crashes and burns (which doomsayers have been saying is imminent for months on end), and isn't even worthy of its modest pricetag, there's no justification for more than a fraction of the hate Chucklefish is getting. It's mainly fuelled by impatience and impossible expectations.

262
Other Games / Re: Stardew Valley - Harvest Moon type game for PC
« on: March 08, 2016, 08:34:01 am »
True. Far too urbanized. Looks like a downtown farm museum. :P

263
Other Games / Re: Stardew Valley - Harvest Moon type game for PC
« on: March 07, 2016, 12:47:11 pm »
Now I'm tormented of wanting to be "efficient" by reading online info / spoilers, versus playing blindly and relying on mass planting turnips like it's FarmVille.

That can be tough. I sometimes peer into the wiki for stuff I consider obscure, but I've tried to restrain myself. Reading about the precious few "optimal" crops would take away a lot from the game. Generally, seed descriptions tell you enough. I plant a bit of everything, but do favour renewable crops, those that keep growing and allow multiple harvests.

Haven't really prioritized animals, as they require a lot of infrastructure and logistics, all ultimately for lackluster produce. Even after processed into artisan goods*.


*Gotta love Stardew Valley's concept of artisanship: plop into autonomous machine, wait a few days, get "artisan" goods.

264
Other Games / Re: Starbound - Caveat emptor
« on: March 07, 2016, 11:17:41 am »
It's extremely hard to buy anything from any major industry if you'll shun companies for doing something you don't agree with. Practically every major enterprise has a dark side.

Do you sew your own clothes? Craft your own electronics?

265
Other Games / Re: Stardew Valley - Harvest Moon type game for PC
« on: March 07, 2016, 08:42:32 am »
Late Summer, Year 1, and I think the Stable might be my first farm building. Hardwood is such a pain in the arse to get. Big logs don't seem to spawn too often, and even with the Secret Woods big stumps, rarely at all can you get more than 12 units per day.

Do horses need to eat like the other farm animals and unlike the dog/cat?

266
Other Games / Re: Stardew Valley - Harvest Moon type game for PC
« on: March 02, 2016, 01:57:00 pm »
As an aside, I think the current save system is quite elegant, as it packages each day as a discrete play experience rather than allowing play to take on a continuous and disjointed format. From a game design perspective, it's a decision that I think is a good one.

It's a holdover from the earliest Harvest Moon games, when such strict checkpoints were likely a necessity to keep savegame complexity (and therefore size) down. But it's far less justifiable these days: game days are not too long, but they aren't exactly short either, and real life interruptions don't really follow the same schedule.

That said, the whole saving system is probably hardwired to work on the daily cycle, so it'd probably require a significant overhaul to enable saving at any time. If ConcernedApe would like to prevent savescumming, then he could implement random seeds (a la XCOM or Civ), but that'd also entail further programming work.

267
Other Games / Re: Stardew Valley - Harvest Moon type game for PC
« on: March 02, 2016, 01:44:57 pm »
No, I just checked and I don't have the blueprint. Where do I get it at? All the ore I've gotten has been from busting geodes, so maybe that has something to do with it.

I think the blacksmith's supposed to come by your house one morning, after you have first mined copper ore.

268
Other Games / Re: X-Com 2: Welcome Back, Commander.
« on: February 09, 2016, 11:44:59 am »
Ugh. Avatar counter up to 9 now. Avenger got attacked, and I lost a pretty valuable Specialist Lieutenant. She got shot down and was bleeding out. Got her stabilized, but by the end of the mission I realized she was killed afterwards, when a grenade struck the area. I should've gotten her out of the way... At least I got a few promotions out of that battle.

Also, first encounter with the Berserker.

Spoiler (click to show/hide)

So the Avatar counter hit 9 (+2 increase) just now, as I said, due to a facility popping up in East Asia, far closer than New Brazil's. Power building almost up and running, so I should be able to get some comms built and hit East Asia within a week. Researching some ADVENT tablets, aPods and assorted smartphones to gather enough intel. I see a glimmer of hope.

By the way, once Plasma Grenades are unlocked in the Proving Grounds, do they replace conventional frags like in XCOM:EU? I'm guessing so, judging from the high cost, but the game could really be more informative about it. Most experimental grenades are built one at a time, so it's almost counter-intuitive.

269
Other Games / Re: X-Com 2: Welcome Back, Commander.
« on: February 09, 2016, 09:49:24 am »
Radio towers give more supplies and pay for themselves rather quickly

Let me correct that. They pay for themselves INSTANTLY!

At least I never seen a radiotower that didn't pay out more then its cost.

Hmm. I must've misinterpreted. Siberia's giving me 50 supplies, and building a radio relay there would result in "+68", which I somehow understood as going from 50 to 68. It's great if the total would be 118. Great on the long-term, at least. They still take a few days of babysitting to build, and I'm just as short on time as I am on supplies, and the latter seems less critical right now.

270
Other Games / Re: X-Com 2: Welcome Back, Commander.
« on: February 09, 2016, 09:28:03 am »
Damn. A blacksite appeared in New Brazil (inexplicably comprising no part of Brazil, but rather Venezuela, Colombia and Ecuador), and has bumped up the Avatar counter twice in less than a month. It's at 6 now, I believe. Having started in West Asia and having made contact with Siberia, I need to go through Western US and Mexico to reach New Brazil and only then tackle the blacksite. I'm at power capacity and haven't expanded my contacts capacity yet. My engineers are clearing up a power coil so I can expand my energy infrastructure there, but THEN I need to build more comms before I can even begin expanding.

That's all bound to take over a month, assuming I can procure enough intel and supplies for it and who knows where the Avatar counter will be by then. This is potentially a very poor situation.

Thoughts? Any way to make this easier? What are the specific advantages of radio relays beyond slightly increasing local supply income?

It's about mid-late April, I think, playing on Commander, and I haven't skulljacked an officer yet. Only tackled the first blacksite, partially with mag weapons and non-green troops (got some Corporals, Sergeants and a couple of Lieutenants).

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