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Messages - Leyic

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211
Other Games / Re: Starbound - We have lift off.
« on: February 07, 2014, 07:55:18 pm »
Then I'd have to deal with people who install the util without reading the instructions, expecting that extreme distribution out of the box, only to be disappointed when they find nothing changed. Pictures are worth a thousand words, but they may not be the words you intend to say.

212
Other Games / Re: Starbound - We have lift off.
« on: February 07, 2014, 07:29:59 pm »
I ask this in all honesty: Screenshots of what, exactly? The code? The .csv files? The tables represented by a third-party spreadsheet editor? The results of a modified table shown in Starbound even though it wouldn't be representative of what the utility/mod does out of the box? I really don't know what I could show that would be informative and not misrepresentative of what my work does, with respect to the typical Starbound mod user.

213
Other Games / Re: Starbound - We have lift off.
« on: February 07, 2014, 06:55:55 pm »
Blatant advertising.
Spoiler (click to show/hide)

214
Other Games / Re: The Elder Scrolls Online: A Thing That's Happening
« on: February 07, 2014, 05:29:57 pm »
They're encouraging everyone to log in Saturday at noon EST to break their 'global beta record'. That's what you read.

215
Other Games / Re: The Elder Scrolls Online: A Thing That's Happening
« on: February 07, 2014, 02:57:27 pm »
Logins are temporarily shut down. They should say on the forums (requires a separate account) when they're back up.

216
Other Games / Re: The Elder Scrolls Online: A Thing That's Happening
« on: February 07, 2014, 12:47:29 am »
Walking around and fighting feels like it does in EQ or WoW, albeit with some welcome embellishments.
Eh? It really is more like recent games in this regard, with the active blocking and dodging, and the limited number of skills you can have available during a fight. Standing in place running through a predetermined sequence of skills isn't going to let you win a fight against anything bigger than a mud crab. The holy trinity is in place, but that's probably a good call after Guild Wars 2's failed attempt to undo it. Also, not sure there are too many ways a game can represent walking around.

217
Other Games / Re: The Elder Scrolls Online: A Thing That's Happening
« on: February 06, 2014, 10:52:55 pm »
So if I pick up a math textbook I can use math, but if I put it down I can't use math anymore?
You're complaining about the wrong thing. If I pick up a sword I can stab things. If I put down the sword and pick up a warhammer, I can no longer stab things. That's reasonable. The problem is that they took magic and turned it into a physical weapon. It's not a bad mechanic, but it does contradict how magic works in every previous TES game.
The entire map is pre-explored for you with all locations marked...
Almost, but not completely true. Major locations are marked, but there are two mechanics (soul shards and treasure maps) where the goals are unmarked.
...but its still definetely an MMO.
...but its still no multiplayer TES.
They've always billed this as an MMO, and not as Skyrim with Friends. A lot of people are expecting the wrong thing. We can still call Zeni stupid for not producing the more popular product, but intelligent publisher is practically an oxymoron these days.

Personally, if this weren't attached to the TES IP, a ton of the complaints would go away and everyone could have a more meaningful discussion about the actual game, and not how it murders established lore. From this perspective, it's a fairly standard modern MMORPG. It's not ground breaking, but it does things just different enough to not be a total clone. End-game appears to be geared more towards faction-based PvP instead of PvE raiding, which may pull in people who are tired of the raid grind. Whether or not this game is fun in the long run and has staying power isn't obvious, but it's not going to be an instant flop.
So...they're selling boxes, there's a monthly subscription fee, you have to pay to play specific races, and after all that there's still in-game stuff to buy.

Not looking good.
This is the biggest problem IMO. They're at that level of greed where it looks like they won't respect their subscribers. Cosmetic bonuses are all they should need to incentivise pre-ordering, so having limited access content that contradicts TESO's own in-game lore is simply pathetic. They've said that these bonuses (specifically, the Explorer Pack) won't be resold, but they could sell the items individually without contradicting their previous statement.

218
Other Games / Re: The Elder Scrolls Online: A Thing That's Happening
« on: February 06, 2014, 06:50:59 pm »
Skinner box mechanics...
I haven't noticed many of these. There're junk filled containers and the usual level up fanfare, but it's nowhere near as bad as theme park MMOGs like Guild Wars 2. In this respect at least TESO is more like the single player games. As far as the lore goes, treat this like some alt-universe and hope BethSoft doesn't shoehorn any of it into TES VI.

219
Other Games / Re: Steam Sales
« on: February 06, 2014, 06:00:24 am »
The better question is... why are all these old school games for arcades suddenly coming onto Steam?
Because there aren't many new games for arcades (or anything else) ready to be published for PC, and the publishers are sitting on a massive backlog of (coincidentally old) games that aren't presently being sold, perhaps? This'll keep happening as long as the publishers think the market isn't anywhere near saturation and that they aren't producing fast enough. Won't be long before we have Table Tennis on Steam, updated for modern, non-oscilloscope based PCs, complete with trading cards so Valve can leech off of their psycho-market.

220
Other Games / Re: The Elder Scrolls Online: A Thing That's Happening
« on: February 05, 2014, 06:27:41 pm »
The "play as any race in any faction" thing has a lot of people concerned, considering how heavily Zeni is pushing their factional PvP end-game. Lore aside, I'm not sure that it'd make much of a difference. The racial skills are all simple passive boosts as far as I've seen, so while min-maxers may be able to fully exploit those, they won't make a significant difference for the typical player, hence there wouldn't be a lot of difference between factions other than flavor. But if they're intending this as a cash shop perk as some people are speculating, it'd be a strange and not-good way for them to go (i.e. selling functionality in a pay2play game is bad).

A few things to add to Sensei's review: They've split weapon and class skills, i.e. anyone can be a healer by equipping a healing staff, etc. Class still matters a lot in how a character plays, but it doesn't completely pigeonhole that character into a single role. I think what they're trying for is a system that's supposed to add the versatility Guild Wars 2 was after but without destroying the trinity. Of course, in Elder Scrolls fashion, you still have to use each skill a lot to be any good at it, and getting quality equipment for multiple roles and constantly respecing adds cost, so it still takes effort to have a character that's good at many things. I don't know if I like it yet, but it sounds a lot better than grinding a whole new character because my guild is running low on a given class/role or because I want to try something different.

There's also a research system within the crafting system that let's characters learn how to apply various enchantments to the gear they make. It looks extremely grindy, complete with real-time countdowns that measure in days, but it'd be nice to have some say in what I craft rather than being stuck with boilerplate recipes.

Don't expect Elder Scrolls style magic. If you want destruction spells, you equip a destruction staff. Healing spells, healing staff. Soul Trap is an ability everyone knows. Some class abilities are spells. That's all there is to that.

The worrisome part is that there are still unimplemented systems so close to release, like player guilds and daedric invasions. I'm still more excited than not for this game, but they've yet to trigger my buy impulse, and I'm finding more things to be hesitant about with each news release.

222
Other Games / Re: Starbound - We have lift off.
« on: February 03, 2014, 08:12:06 pm »
The __merge command only works with .config files for now.

Sappho, the "name" line in the .modinfo file doesn't need the angle brackets (<>), but it won't hurt anything unless you try adding content (and even then it still might not hurt anything).

223
Other Games / Re: Starbound - We have lift off.
« on: February 03, 2014, 05:45:03 am »
I may just be bad at explaining things.
1. Exact text, correct. The version name is shown in the launcher and on the title screen, so just copy that whenever the game updates. The empty directory is a folder that you will name with the name of your mod (Starbound doesn't actually seem to care about the directory name, only the contents).
2. Correct. Your mod will override the vanilla assets file, which is why the directory structure needs to mimic the assets directory, otherwise your files end up in the wrong places when the game loads and won't do anything.
4. The game can't read packed mods. We pack it to .zip for uploading because that's what the Chucklefish forums require. The readme isn't strictly required but is good practice for placing a description, author info, instructions, permissions, etc. Otherwise someone may find the mod on their hard drive months/years later and not have a clue what it does.

224
Other Games / Re: Starbound - We have lift off.
« on: February 03, 2014, 04:16:05 am »
If someone can explain to me how to make a mod...
Mods require no packing whatsoever, but you will want an unpacked assets directory so you can copy the appropriate paths.
1. Starting with an empty directory, create a text file called <your mod name>.modinfo. Fill this with the following:
Code: [Select]
{
  "name" : "<your mod name>",
  "version" : "Beta v. Furious Koala",
  "path" : "."
}
2. In the directory, create the subdirectories that trace the paths to the files you modified (in your case, biomes/surface/forest, etc.). Place your modded files in the appropriate locations.
3. Place the directory into Starbound/mods.
4. For uploading purposes, create a readme.txt and compress the directory into a .zip file.

If needed, you could download that mod I linked and follow it as an example.

The real problem with modding at this stage is that you'd have to update the mod with each new version of Starbound released, at a minimum changing the "version" line in the .modinfo file. You'd also need to check their .surfacebiome files each time to see if they changed anything, and modify those files if they did. Otherwise, your mod's users would unwittingly be updating their games but not their biomes. Basically, maintaining the mod takes work, and with the game still in active development, you'll end up updating it often. Alternatively, give people permission to modify your mod without your consent and hope someone else decides to take up maintaining it.

Not that I'm trying to discourage you or anything; modding's great, but there is a little responsibility that goes along with it.

225
Other Games / Re: Starbound - We have lift off.
« on: February 03, 2014, 02:47:39 am »
I think I've found the mod Sappho and other meteor-haters have been looking for here. I haven't tried it, but the youtube video on that page shows what it does, and the commenters seem happy with it. If that doesn't do it, I've figured out how to manipulate meteor damage somewhat. Let me know what you're looking for exactly and I'll try to put the mod together.

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