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Messages - Moddan

Pages: 1 ... 6 7 [8] 9 10 ... 13
106
DF Dwarf Mode Discussion / Re: What could i use for graves?
« on: April 28, 2011, 06:28:19 am »
A hole in the ground.

107
DF General Discussion / Re: I just had the nerdiest thought ever.
« on: April 26, 2011, 04:58:11 am »
Where to go when we decide to abandon?

108
DF Gameplay Questions / Re: A Giant Glass... Collossus?
« on: April 10, 2011, 04:42:25 am »
What is going on here?

109
DF Gameplay Questions / Re: A Giant Glass... Collossus?
« on: April 10, 2011, 04:30:17 am »
Meh.

110
Other Games / Re: Elder scrolls V: Skyrim
« on: April 08, 2011, 04:04:34 pm »
Yeah the dungeons were insane. I even got lost in the beginner dungeon when I started.

111
DF Adventure Mode Discussion / Re: You are melting!
« on: April 07, 2011, 08:52:38 pm »
You are not pretty anymore.

112
I don't feel that save scumming is particular dwarven while accepting the honorable sacrifice of a dwarf is not. Especially when so much energy is wasted that could have otherwise gone into brewing booze or digging deep.

The elf is you, with your pityful attempts to cling on life. What's next? Eating the dwarf's corpse so he can keep on living inside you? Disgusting.

113
DF Dwarf Mode Discussion / Re: Your best artifact ever
« on: April 07, 2011, 04:08:33 pm »
First one in my current fort is ''Fungusimpaled The Accidental Scenario'. It's a coffin, making the name somehow entirely appropriate.

Perfect for an unfortunated noble.

114
Other Games / Re: Elder scrolls V: Skyrim
« on: April 07, 2011, 02:04:51 pm »
I happen to play Daggerfall currently with two characters. I made screenshots of the SW corner of daggerfall with both chars and they are identical. I do not know if that is also the case for two different installations.

The small towns and locations are randomised though and different for both characters.

115
DF Suggestions / Re: No more Dwarf Packrats
« on: April 07, 2011, 09:48:18 am »
Being able to burn clothing and wooden stuff would be nice. Could maybe count as some low quality fuel.

116
Just let him die in peace.He suffered enough.

117
DF Gameplay Questions / Re: Best trading skills?
« on: April 03, 2011, 08:52:13 am »
I think sometimes dwarves admire well-build structures and get a happy thought from that. At least they did in the past if I remember that correctly.

118
Other Games / Re: Elder scrolls V: Skyrim
« on: March 30, 2011, 07:14:29 am »
The combat controls are not for realism but for making complex moves.

What complex moves? It has four different moves, four, all of which are simple directional attacks.

In Warband beta, which I took part in, some more subtle mechanics were added to make combat more complex. That's what he meant I guess.

1) Chamberblocking: With executing the mirror attack at the right moment after the opponents does a certain attack, one is able to counter his attack. For example a left-to-right swing can be countered with a well-timed right-to-left swing that way.

2) Weapon sweetspots: Weapon attacks do reduced damage if they connect at the very beginning/end of the animation or if they hit at a bad range.

3) Stun: Heavy weapons can stun people defending with lighter ones, taking away their opportunity of attacking back and allowing a follow-up attack. This is especially true if the initial attack was charged up or had a good (movement) speed bonus.

4) Feinting: Probably started out as a bug in the original M&B, but became the foundation of dueling in Warband. Attacks can be canceled in the beginning of their animation or ready position, allowing to execute a different attack instead. Can be chained, but feint spam usually leads to axe into face for oneself against an avid oponent. There are 2 different kind of feints, early(silent, basicly just changing the ready position) and late(loud feints, shortly after the canceled attack is released). In that context the "unbalanced" tag for some weapons was introduced, that hinders their feint/attack canceling ability.

5) Crush through: Very few weapons, like hammers have the ability to partly crush through a block with a strong attack. This makes fighting with or against them unique.

6) Charged up or chambered attacks: Holding an attack for a short amount of time increases its power (damage or stun if blocked). However the maximum is set about 1 second or so. Holding for longer decreases the power again.

And probably more stuff I forgot. It is by far the most complex fighting system in an FPS-like game that I know of.


119
Other Games / Re: Elder scrolls V: Skyrim
« on: March 30, 2011, 04:38:53 am »
Well, for people like him the game allows automatic block directions. Maybe something like that could be done in Skyrim. A simplified(default) fighting system for casuals or the hopeless and an optional more complex version for more dedicated players. Worked in Fallout:NV with the Hardcore mode in my opinion.

120
Other Games / Re: Elder scrolls V: Skyrim
« on: March 29, 2011, 12:18:16 pm »
Quote
Nothing stupid about making combat less random and more skill-based in multiplayer.

On the face of it, I agree. But I don't agree that the M&B blocking system makes it less random. In my experience, the M&B system is extremely glitchy and often interprets my mouse motion in completely the wrong way even when I move the mouse over a pretty long distance. Short, twitchy motions necessary to counter fast attacks are almost completely random for me. Maybe my mouse sucks, maybe I suck, but that's my experience with it.

I disagree. With abit of training the M&B fighting system allows perfect blocking for an undetermined amount of time. "Glitchy" feeling only comes in multiplayer with ping > 80 or the server running a CPU-heavy mod. It's a question of muscle memory that grants close-to-perfect blocking ability at some point - even with a non-gaming mouse. In fact, that's what makes multiplayer dueling quite interesting of both duelists are good enough. Finding a way to overcome your opponents block with delayed hits, clever feints, occational follow-up attacks, movement that forces the blocker to turn to the opposite direction they have to turn the mouse for the block and so on. All this makes it the best melee system on the market in my opinion.

I agree though that this is only true for multiplayer. In a single player game all this gets dulled by the limited AI. The console cancer consortium and their eternal strive for simplification will not allow such a sophisticated fighting system anyway.

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