Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - ThreeToe

Pages: 1 ... 19 20 [21] 22
301
Slaves to Armok: God of Blood / Re: Ideas
« on: July 23, 2002, 04:48:00 pm »
Something needs to be added to alter speed- I had forgoten you could- The current system being so complicated.  I like the Captain's plan with the added feature of being able to turn it off and go one speed no matter where you click.  Clicking 'M' to change speed should be added too- but we should watch how many quick-keys we add or we'll be like Nethack using 'Q' to 'D'rink.

302
Slaves to Armok: God of Blood / Re: Posts
« on: April 20, 2003, 03:50:00 am »
In the human race only successful mutants really win.

303
Slaves to Armok: God of Blood / Re: Back to Armok
« on: April 10, 2003, 04:55:00 am »
I got really stoned a couple days ago and ended up talking to THIS GUY.  anyway...  I'm really drunk now.  The guy said:  There is this application called "Mya"  MI-AH that makes animations of people that he paid $2000 for.  F- that Jazz ARMOK ROCKS.  FIGHT THE POWER.  "YOU AREN'T THE MAN TELL YOU BEAT THE MAN!" go team.

304
Slaves to Armok: God of Blood / Re: Armok 0.03.50
« on: July 24, 2002, 03:01:00 pm »
How good would giant ants be at wrestling?  They have more arms- but are they flexable?  Will dexterity be connected to the model editor thus forbidding humans from p*******ing themselves o****y?

[ July 24, 2002: Message edited by: Kurtulmak ]


305
Slaves to Armok: God of Blood / Re: Armok 0.03.50
« on: July 22, 2002, 01:28:00 pm »
XP *home edition* music & sound didn't play
(old-ass-video Voodoo)

XP *professional* did play
(Maybe  good video-card)

Both the X button didn't work


306
Slaves to Armok: God of Blood / Re: Armok 0.03.50
« on: July 22, 2002, 12:12:00 pm »
Music & sound play on XP *professional*, but screen turns green on 32bit mode.

307
Slaves to Armok: God of Blood / Re: Checking Out the Freaks
« on: July 14, 2002, 03:04:00 pm »
The legs are too long and it looks like he's wearing bell-bottoms!  Other than that- better than Everquest/WWII online.  Maybe you should buy some art books to get the golden ratios down.  How are you going to make the random creatures? what do ecosystems have to do with it?

308
Slaves to Armok: God of Blood / Re: Magic Resistance
« on: July 10, 2002, 08:04:00 pm »
That's a good question...  I was 17 and completely disgusted- that was the last time I played DND.  

Playing a powerful wizard would be fun.  End-game type stuff.  I argue mainly out of personal preference.

What bugs me the most is that piece of the sun crap.  Magic is dangerous because it can easily unbalance a game and make it silly.  But thats probably going to be up to the makers of the universe... It will be hard to make one that doesn't come out funny.  For example- One kind of monster can always end up taking over the world. Magic can be made too powerful or useless.  There can be too many magic items or not enough food.  All these things make radom universes interesting but can also lead to stupid games.


309
Slaves to Armok: God of Blood / Re: Magic Resistance
« on: July 10, 2002, 01:57:00 pm »
spelguru:

Once upon a time, years and years ago when me and Alanor were in highschool... We were playing DND.  It was my turn to be DM and I spent days creating an adventure in the land of the undead.  The heros (Alanor, Toadyone) were just setting off on thier quest to kill the evil lych, when... They were attacked by a hoard of blood-thirsty zombies!  Toadyone wields his longsword and curses will fright.  BEL-alan then removes from his cloak A PIECE OF THE SUN, which kills all undead within sight.  My adventure is over before it started.  Magic can turn any game into a boring god-simulator.  What's the point of fighting if you have a piece of the sun that can kill everyone!  I NEVER UNDERSTOOD THAT!  WHY IS THAT FUN!??!?!!


310
Slaves to Armok: God of Blood / Re: Magic Resistance
« on: July 10, 2002, 01:42:00 pm »
Maybe the answer is an anti-magic barrier.  Instead of trying to figure out which spell will instantly kill you and how, the presence of an other lifeform will make it harder to bend thier reality to fit your twisted plans.

That's was magic is- breaking the rules.  So one method to counter it would be to have all beings generate a reality shield.  Weak-ass things like rocks have a weak shield.  Plants and bugs are a little harder to warp and change.  HIGHER forms of life are the hardest.  Then you get into willpower/faith/intelligence as anti-magic strengtheners.

This shield is added ontop of the difficulty of the spell- just because rocks can't challage your perception of reality doesn't mean you can make mountains disappear with less effort than killing a apple tree with mind-bullets.


311
Slaves to Armok: God of Blood / Magic Resistance
« on: July 10, 2002, 10:35:00 am »
Yes, I resist magic.  But what about the DND concept of magic resistance?  I think there should be a more thoughful way of going about it than just adding  a number to your stats.  Willpower to perceive Armok's true reality and not the twisted effects of magic? other ideas?

312
Slaves to Armok: God of Blood / Re: sub and stock-races
« on: July 10, 2002, 10:38:00 am »
Bad wizards are THREETOE'S universe!  spelguru can put only good wizards in his universe if he wants.  Or really powerful wizards and sissy fighters... That's the beauty of Armok.

313
Slaves to Armok: God of Blood / Re: sub and stock-races
« on: July 10, 2002, 09:41:00 am »
It's all about game balance.  Though in some universes this isn't important I guess... Everyone would be a wizard because it would be stupid not to be.  There you go!  If magic is easy you have a lot of competetion!  So you guys can have the universe where everyone is the fastest gun in the west shooting fireballs at each other.  In my universe you have to sell your soul to cast the weakest magic and every use makes you more corrupted.  Therefore there will be only a few very powerful, very evil wizards, deformed and insane.

314
Slaves to Armok: God of Blood / Re: sub and stock-races
« on: July 08, 2002, 01:05:00 pm »
Let's face it, fighters are BORING!  They need something to make them more fun to play.  In DND and most role-playing games, including all rogue-likes, fighters merely have one choice: Attack or retreat.  Basic! Animal! Sub-human Fight or Flight reflex!
The only thing that seperates fighters from the animal kingdom is how they choose to equip themselves.  This must change!  I have pushed for a more robust combat system.  Already Armok has combat that in most games would be considered nothing but critical strikes.

By "powers" I'm talking about moves and stances, the ability to control the movement of the fight (backing the opponent against a wall or off a cliff).  Parrying, disarming, all the stuff other gamers call "too complicated" as they stuff thier games with endless spell effects.

But I'm not against fighters having "powers" in the way you were thinking.  Fist of the Northstar was a great flick.

[ July 08, 2002: Message edited by: ThreeToe ]


315
Slaves to Armok: God of Blood / Re: sub and stock-races
« on: July 08, 2002, 11:09:00 am »
I agree with Conan: All users of magic should be sacrificed to Crom.

If single kobolds are capable of destroying villages then no one is safe.  I was talking with Master 'T' and told him that I thought the only reason everyone wants to be wizards is that without spells you limit game play.  Maybe if the fighters had as many special combat powers that the wizards couldn't use they would be more popular.


Pages: 1 ... 19 20 [21] 22