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Messages - Africa

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406
Other Games / Re: Elder scrolls V: Skyrim
« on: February 01, 2011, 08:33:46 am »
People know that "class" was never really a part of TES in more than name, right? The "classes" you can select are just skill templates. Your character has always been created by selecting which skills you want to use as primary, meaning you start with them being higher than others, and you level up (i.e. increase attributes and gain health and mana points) when enough of those skills are raised.

Skills have always been the name of the game. And being able to mix and match any different skills has always been the name of the game. If you wanted to be a heavy-armor wearing mage who hits things with a massive, heavy sword you always could.

The question isn't, are classes all going to become like each other. The question is, are skills going to be mashed together, and the number of chosen skills reduced, to the point where any character can easily become good at all of them? In Morrowind if you didn't start with a certain skill, it was hard, and took a LOT of in-game time, to get that skill up to where it was usable (unless you abused trainers). It's possible, though, that what with the number of skills going down from whatever it was in Daggerfall, to 27 in Morrowind, to now 18, that it is becoming more and more difficult for characters to differentiate from each other.

I still think the number and type of skills in Daggerfall was the best option though (except the entirely worthless language skills). If you don't know, you got to pick from a very large pool of skills, most of them quite specific. What became Athletics and Acrobatics in Morrowind was originally Running, Jumping, Swimming, Climbing and maybe some others. Dodging was removed and became, I think, a side effect of Agility. Lock picking and pickpocketing were separate. Speechcraft was divided into skills for speaking to all different levels of society. And so on. You could pick three primary skills, three major skills, and five minor skills. In MW of course, they reduced it to 27 skills with the goal that each skill should be useful enough for some character to make it a major skill, and you got to pick five major and five minor. In Oblivion they knocked it down to 21 skills and you just got to pick 7 major ones. Now we've got 18 skills and I'm not sure how many you pick.

Anyway, what was cool about Daggerfall is it allowed characters to be way more differentiated and specialized. Sure, not every skill was good enough that you'd want to use it as a major skill, but who cares? Nobody is going to role-play an Olympic swimmer, but it's cool that you can have your character be above average in swimming. Or climbing or whatever.

Daggerfall's "perk" system was also cooler, I think. In Morrowind and Oblivion you got to pick a birthsign that gave you certain advantages (and sometimes disadvantages) and/or activated abilities. They were pretty unbalanced in Morrowind, but less so in Oblivion. But in Daggerfall you could pick from a long list of handicaps and bonuses, each worth a certain value, and if that value was around zero, the speed at which you levelled up was normal, but if it was higher or lower, you'd level up faster or slower than average. You could pick all kinds of different stuff, like only being able to use magic in daylight or at night, or regaining health when submersed in water, or I can't even remember what else. Once again, a lot of them were broken (99% of fights that mattered happened in dungeons, so being unable to use magic in daylight was almost a free way to be able to afford other bonuses), but the point was there was a ton of customization available. That gets lost the more you "streamline."

407
General Discussion / Re: Egypt and the world
« on: February 01, 2011, 08:14:49 am »
It's starting to look like that Mubarak is hoping that the protesters just burn themselves out and get bored.

That's smart from his perspective for two reasons. One, it could work, whereas the alternative of cracking down would certainly inspire things to go way more nuts. Two, even if he ends up getting kicked out, he won't be lynched or be on a bunch of people's hit list as he would if he ordered peaceful protestors to be violently repressed.

It's always weird how many dictators don't seem to realize that they're better off letting protests peter out instead of killing people in the streets and firing up even more bad blood against them.

408
The very last image tag is broken.

Anyway, put this on the wiki ASAP! Very interesting stuff in illustrating how the parameters work. I hate those little one-to-three-tile-large chunks scattered everywhere and it looks like putting density at 0 gets rid of them - very nice.

409
Very interesting. Can you make it derive words in different ways? Like the current way is basically agglutinative, but it would be interesting to see other grammatical forms.

I like the current Dwarven words and their structure (one or two syllables and never ending in a vowel) but it would be interesting to see the grammar fleshed out more or have roots common from one word to another. Still, with those structural limits that could be hard.

What I think would be more interesting would be to differentiate grammar for different races' languages. Right now they all use the same grammar for adjectives, possessives, etc, and have no function words.

410
Other Games / Re: Elder scrolls V: Skyrim
« on: February 01, 2011, 03:41:34 am »
How does a screenshot of a sword in one hand and magic in the other prove that there will be no difference between characters, instead of, say, proving that they are showing off some aspect of the game's capabilities?

411
DF General Discussion / Re: DwarfFort: OCD's Despair
« on: January 31, 2011, 03:16:52 pm »
That's probably not OCD. Also, the way to combat tendencies like that is to just face it head on until it stops bothering you basically

412
General Discussion / Re: A Walk Across the US
« on: January 30, 2011, 12:52:18 pm »
In regards to self-defense, a solid wooden walking stick is nice to have, although it's really more useful if you're on steep or rugged terrain when you can jam it into the ground to keep yourself from falling - I've saved myself from a lot of wipeouts that way. However it's also good for fending off, say, loose dogs and such things. At least I'd think it would be, but I've never actually had one try to attack me. I do think your odds of getting attacked by somebody's unchained dogs are higher than the odds of getting attacked by a person.

But you are a vulnerable target on the off chance that someone decided to jack your stuff. Looking scruffy might make you seem less so, but also damages your chances to get rides hitchhiking, invited into people's houses, helped out by locals, etc.

Think about maybe pepper spray or some such thing I guess. But definitely not a gun.

413
Other Games / Re: Elder scrolls V: Skyrim
« on: January 30, 2011, 12:34:02 pm »
There's no canon on what race the Nerevarine was, right? So if an elf s/he could easily still be alive.

But yeah, the Akavir thing was just a way to avoid having to portray the character. Although I could see them having some easter egg NPC who is hinted to be the Nerevarine.

Now what's all this business about double fisting? UH, about dual wielding? And spell crafting being out, wtf?

414
General Discussion / Re: Canadians! Stop this!
« on: January 30, 2011, 12:30:27 pm »
lawl @ referring to "america" as a country in a thread about canada

415
General Discussion / Re: Egypt and the world
« on: January 30, 2011, 11:19:24 am »
Regardless of if he's a good leader or not, I just find it interesting that "the will of people" never amounts to anything other than tossing out the old leaders and shutting everything down until somebody comes along and takes up the mantle.

416
General Discussion / Re: Canadians! Stop this!
« on: January 30, 2011, 11:17:00 am »
I'm kind of a Canadian but I'm lazy and have never lived in Canada. They just gave me citizenship cause they're cool like that. Care to give a nutshell of what this is about?

417
General Discussion / Re: Dwarf Fortress Clone?
« on: January 30, 2011, 08:14:50 am »
I think the interface overhaul is the most important thing. There are already tilesets that function as "good 2D" graphics, at least I think. The interface would make the difficulty curve a good deal more manageable. Although the game itself is still insanely complex - the long, convoluted process to produce anything is far from self-explanatory even with a great interface.

Anyway, DF is never going to be popular among the mainstream. It's far too complex and arcane, and requires a LOT of time to be devoted before you can even grasp the basics. Most people few gaming as a relaxing diversion, not an intensive hobby, and DF's complexity and difficulty necessarily makes it the latter. And there's nothing wrong with that fact. There will probably continue to be more and more articles about it, references to it, etc., because there's a small group of people to which a game like DF appeals. But no matter how much attention it gets, most people still won't end up playing more than five or ten minutes because, basically, the "brick wall" analogy of its learning curve is quite accurate, among other things.

418
General Discussion / Re: Energy Drinks
« on: January 30, 2011, 08:10:56 am »
They're probably loaded down with all manner of gawdawful chemicals and stuff. Plus, LOTS of caffeine, which isn't good for you in any form.

I'm pretty anti-caffeine. Even if it helps you function in the short run, in the long run, you're in the same place as where you started except that you need it to be able to function. I've had to go through the withdrawal process from it a couple times and I think that shit is the devil's work.

419
DF General Discussion / Re: Dwarf Fortress 2021
« on: January 30, 2011, 05:29:05 am »
I'm really only interested in the Fortress Mode and in how advancements improve that. When making the world more detailed (i.e., a functioning economy, political turmoil, armies on the move, etc) makes playing a fortress deeper, more involving and more challenging, I'm all for it. When it involves modeling what material everything is made of, or making realistic models of wildlife migration and breeding (rather than just abstracting that, with similar results) then I don't see the point of it.

420
General Discussion / Re: A Walk Across the US
« on: January 30, 2011, 04:32:15 am »
I can't see water being that much of an expense. I feel like just about any outpost of civilization you get to is going to have running water and almost any person there would be willing to give it to you for free.

As for other expenses, well, save up.

Also, on sleeping in abandoned buildings, I find that to be crossing into extremely sketchy territory. The woods are one thing; abandoned buildings have lots of hazards that come along with them - other vagrants (doing a hike like this probably qualifies you as a vagrant, no matter how big your bank account is), danger of collapse or electrocution or stabbing yourself on rusty nails, drug deals and shit going on inside, people getting pissed at you trespassing, etc. It'd be better to either beg someone for help, shell out for a motel, or head out of town and find a grove of trees or something.

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