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Messages - Cruxador

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406
General Discussion / Re: I like anime, do you like anime?
« on: June 17, 2019, 05:07:46 pm »
I didn't get through the first episode before turning it off in disgust.

Wow, that’s a heck of a reaction. It clearly doesn’t have the same animation and budget behind it, that’s obvious. So it capitalised on a great first season by releasing something a bit more... standard shounen, doesn’t make it dogshit, just less world-shattering.

That being said I’m now gonna bitch hypocritically about Rising of the Shield Hero. Isekai seem to come in two discrete categories. 1. The protagonist is the best, and they are given insane power from the beginning with or 2. The protagonist is just as strong as or less strong than others in the world, and have to use their wits, or game the system in order to get ahead.
I really, really like the second one, a la Log Horizon. I am very slow to enjoy the former, a la sword art online, but I can get into them happily.
I find really, really distasteful when they pretend to be one and then switch to another. Shield Hero started with levels of adversity depressing enough to chase off all of the fairycatchers, but now it’s gotten so bright that the mushroom farmers like me are finding it difficult to persist. Suddenly he’s amazing at everything, and the convoluted manual smithing he’s been doing from the beginning has turned out to be the best way to do things and blah blah.
It’s getting to me.

I’ve heard that the latest season has some of the most contrived shounen in it, so I haven’t checked too much out. Any recommendations would be awesome
Yeah, it's more notable for its historical influence on the genre than its literary merit, and the whole genre is already very much not known for literary merit.

407
Also, isn't Mearls the guy in charge of lore/fluff for 5e and its Crawford who is in charge of mechanical stuff like spell slots?
Unless something has changed, he's still the big boss. He may focus more on the fluff on a day to day basis, but something as significant as replacing the spell slot mechanic would definitely involve him heavily in the decision making.

408
Quote
“In some ways – especially in tabletop, because we have 45 years of history – it’s kinda fun to have someone smart who’s not you say: ‘you should consider changing this’.”
He's aware that roleplaying games are actually played and iterated on by a substantial a community of people some of whom are smart and all of whom aren't him, right? Wasn't getting these people's feedback half the point of the big open playtest? Do D&D team members not swing by major gaming forums to test the waters occasionally?

Quote
Mearls acknowledges there were “a lot of unchallenged assumptions” made during the design of fifth edition, which “we just implemented. But this is why it’s fun to be extending out to the gaming audience, growing our audience, getting more perspectives, and new channels of feedback. It’s been pretty exciting.”
Then what the hell was the point of the playtest at all?

So it seems possible DnD 6th Edition might end up being 4th Edition 2: Electric Boogaloo.

For those of you who hasn't followed BG3 interviews, another thing that Swen thinks is bad about DnD is to hit rolls, because missing is boring.
I'm not really getting what you're getting n this, I don't think 4e's design philosophy will ever again grace a major D&D game - at most it might be a white wolf type thing where they do a 4e anniversary edition.

But I do agree missing is boring. The thing is, everything about basic attacks is a bit boring, and that's sort of an unavoidable problem because every basic attack is something you do all the time in the game, even if you modify it somehow. I do think scrapping to-hit rolls, making armor provide damage reduction, and (taking a page from games like Riddle of Steel and Song of Swords) adding focus to feints and counters or result in a substantially better game. I don't really agree that 5e's version of spell slots is all that hard to understand though, it's just the legacy terminology that makes it less clear to new players.

It would be cool if they experimented a little further with different classes having different class mechanics. For example, a sorcerer might lack a spell slot system and have unlimited casts but roll a random effect, modified by charisma, spell level, and I guess character level, with one possible outcome being that your highest currently available spell level is no longer available until a long rest.

409
1. "Simple" is relative. But I'm sure it'll be robust, and it'll get documented pretty thoroughly within a couple months of coming out I'm sure, although of course it'll be unofficial documentation.
2. I asked Toady about this when he was doing the Discord Q&A. He said that he's open to the possibility and it might even happen just for the sake of convenience when making the official tileset.
3. This is already guaranteed, the only thing that's not certain is the technical detail of how you'll select the ASCII.

410
Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: June 14, 2019, 12:58:25 pm »
what they should do is say with ck2, is any dlc that are from older than 5 years should now be rolled into the base game, and anything less have a pricing structure that slowly drops over time.  That way paradox could keep it going but not screw older players over with 50 dlc

The seasonal model of elite dangerous is another option
They won't do that, because age of DLC is not the determining factor in which DLCs people buy. There are many old ones that still sell well. And Paradox is a for profit company – and a publicly traded one, as of recently, which means that not only do they want money, but they have an obligation to their stockholders to ensure that they make as much as possible.

411
Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: June 13, 2019, 08:03:45 pm »
I can't say I'm really impressed with the archaeology stuff. I've done like half a dozen and it's just EU4 siege system for a bunch of text updates with some goofy rewards. There aren't any choices or anything else remotely interesting about them except a small-medium wall of text.

Like, maybe, ONE has had some kind interesting thing emerge from it at the end.
Yeah, from the way they were talking about it in the devlogs, they were basically using this time to add the new system, but the content using the system is still fairly basic. It's more about potential than the current crop.

One would think that after this much time we'd be past the "add new features" stage of the game - what is often called the alpha - but I suppose it's understandable that the new head dude wants to put his own ideas in. To be fair, it's definitely a good idea for a system, it's just a bit awkward putting it on a game that under most devs would be close to the end of its life cycle, not the beginning.

412
Now, why would worn and carried items be arbitrarily granted greater resistance to a spell's effect? Illogical!
Because it's attuned to a soul.

413
OK-- Now, imagine that the netting is tied into a continuous "Loop", like a conveyor belt.  Embedded into the net are the rods. The rods on the "bottom" are activated, and supply the support.  The net moves along over the top of the "wheels" (big stone cylinders), and the rest of the "car" is supported on the extending axles protruding from the sides of the cylinders, as shown.
You've just invented a tank tread. Considering the amount of immovable rods you'd need would be impractical, both for cost and for the hassle of carrying them around on the off-chance that you happen to want to rig this up, I reckon a sky tank is a much more interesting direction to take this line of thought. On the other hand, once you've got flying tanks, what more do you need?

414
Maybe you can make it super simple and people will figure it out once they loo'k' at the object a few times like the good old days of ascii.
If you have to loo[k] and memorize, then what's the point in paying for a graphical tileset? In addition to looking pretty, it's supposed to lower as many barriers to entry as possible, not just shift them.

415
Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: June 12, 2019, 10:53:45 pm »
So... has this reached a reasonable state worth playing, yet?
I would say the economy overhaul has made it worth a couple evenings of free time, assuming you've got that, but since the latest patch introduced a bunch of new (and in many cases serious) bugs, maybe wait for a bugfix.

416
Maybe Mike and me should bundle up a few of the sprites, talk a bit about the process and sit down with Victoria... Creating actual DF news for steam. ☺️ Things have happened and I'm sure the community loves more transparency.
Even just condensing the stuff that's been discussed in the thread on these forums into an organized news post would probably be enough to merit the ding in people's feeds - there's definitely plenty of people who won't have seen it.

417
I'm amazed you're still going on with this after Toady's already made his thoughts clear in the other thread almost a day ago. It's almost like you're just using him for some agenda of your own. He is in a considerably better position to judge the actions of this company (led by a friend he's edited two books with,) than you are.

Consider having some respect for his ability to make his own decisions? He's done fairly well without your help so far, after all.
Keep in mind that not everyone will have seen the post you're referring to - I hadn't, for example, although I've easily found it now that you mentioned it.

418
I don't want to butt in too much on this whole coffin thing, seeing as it's such a... hotly contested topic just now
I don't think the topic itself is, particularly.

Quote
but I'll just say: there actually do exist a bunch of medieval-European effigy sarcophagi, quite a few of them very dwarfy indeed in appearance. What if we did something like this?

Spoiler (click to show/hide)

(Pardon the mediocre mockup)
It's definitely a step in the right direction.

419
Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: June 12, 2019, 02:15:37 pm »
I find it amusing that all of these bugs seem to happen in systems that shouldn't have even been touched by the DLC.
The free update included a switch to 64 bit processing. Therefore, everything was potentially touched, and sometimes in weird ways.

420
Other Games / Re: Vampire: The Masquerade - Bloodlines 2
« on: June 12, 2019, 02:12:49 pm »
I will put on my antihet hat and remind you that pride isn't for you.

This is just a pun, and this post contains no sincere opinions.

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