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Messages - Astral

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616
Other Games / Re: The Elder Scrolls V: Skyrim
« on: May 11, 2013, 02:06:29 am »
I think giving moddability to any "major" title makes it better in the long run by allowing players to make up for any shortcomings, shortsightedness, or attempts to make it more accessible to a wider array of gamers (see: removing stats a la Oblivion, removing spears, throwing weapons, Mysticism, spell crafting, etc). Really adds a lot to replayability when you can have a completely different game between playthroughs.

I don't think that every major title ends up having feature that make them major titles, they just appeal to the masses better.


617
Other Games / Re: The Elder Scrolls V: Skyrim
« on: May 10, 2013, 01:16:39 am »
Skyrim on PC is a whole different game, if you have the computer to support it. At this point I've resigned myself to never buying Bethesda games on console, as mods make up for many of the shortcomings and bugs that the developers either can't or don't intend to fix. The Unofficial (insert name or DLC here) patches make up for that in a big way, and playing through with mods that add flavor to the vanilla of the game make a second playthrough a lot more captivating.

For example, SkyRe (T3ndo's Skyrim Redone) changes just about every aspect of every playstyle, by making melee combat less forgiving (IE: No simply powerattacking everything in sight without having to worry about Stamina), making stealth quite a bit harder at the early levels by making enemies more aware (and bows will pretty much instantly alert any nearby enemies that something is going on), making Enchanting, Alchemy and Smithing require great amounts of perk investments before they become worthwhile, and balancing the game as a whole toward Adept ("Normal") level, keeping enemies in your level and stat range as well as giving them the perks that they lacked in vanilla (meaning that going above Adept puts nearly every single enemy at a large advantage over you), while having some areas that are levelled far ahead of you a la New Vegas, making it worthwhile to either avoid and come back later, or take the risk for the loot.

Add in a dash of Deadly Dragons, since that is one of the few things it does not influence, a tablespoon of your choice of Apocalypse Spell package or Midas Magic (or both, if you like managing large lists of spells), a cup of Locational Damage to make combat more strategic, a pinch of SkyUI, Immersive HUD, and A Quality World Map to un-consolize the interface, some Vampire or Werewolf overhaul mods to flavor. Bake with ACE - Balance Your Own Game to perfection, and you've got a recipe for a much more interesting experience.

There are also quest mods that expand upon lore that didn't get touched; Moonpath to Elyswer is a good example, taking you from the frozen tundra to a jungle and desert filled with different types of dangers than you may be used to in Skyrim's mainland.

Search through Skyrim Nexus and see what catches your interest. The top 100 mods are usually there for a reason, and most of them are worth checking out. The mods I listed are just a small part of that, and are usually chosen around a base mod, in this case, SkyRe.

618
Other Games / Re: D&D Neverwinter Open Beta
« on: May 10, 2013, 12:49:14 am »
It feels quite like Guild Wars 2 in the skill selection system and somewhat active combat, with the ever present WoW etched deep into the surface. The button layout takes some getting used to, with Q and E acting as active, cooldown based skills. DnD has very little influence on the game as a whole, with a small roster of typical classes (Rogue, Warrior in both Damage and Tank flavors, Mage, Cleric) restricting you into specific roles, rather than giving you the flexibility of being able to choose your path.

Gameplay wise, it's an MMORPG that's trying to copy success where it can find it. The Feat system is highly reminiscent of WoW's pre-Kung-Fu-Panda Talent Trees, in that they give tiny percentile increases rather than affecting your gameplay in any dramatic or meaningful way. There appear to be three "Paragons" for each class, which just mean you focus a little bit more toward certain skills and playstyles, with such great things as 10% more damage (after five points invested) from breaking stealth.

Early levels are spoonfed to you so you can adjust to the game in baby steps, as is normal for many games of this day and age. I haven't noticed a measurable increase in difficulty as I went along, and rarely need to dodge the big red circles that present themselves as anti stupidity measures for people who can't gauge the swings of enemies or the drawback time on an errant arrow.

I haven't played PvP yet, and will likely update this post at a later point once I figure out how to get through the somewhat obtuse interface to do so.

The decision to drag the Baldur's Gate and Neverwinter Nights storyline is confusing at best, as it only serves to give some background flavor to veterans of the series, and get in the way of the point of an MMORPG of this sort of caliber. That is, to level and get better numbers as your brain is rewarded with flashes of light and sound indicating a level up, or a bigger critical, or collecting fifty bear asses.

To quote Zero Punctuation's Yahtzee (regarding World of Warcraft, though it applies here as well):

Quote
I asked someone who raids,"'Why do you raid?"
"To get the best items," they said.
"What do you use the best items for?" I asked.
To which they could only answer, "To raid with!"
But it's not about items, is it. You don't honestly care if your new Crystal Nether Sword is going to clash with your Elite Boss Clogs, it's about the numbers. You want the items with the best numbers so you can use your numbers to decrease the enemy numbers until your numbers are the best in the land.

Overall, it's not different or engaging enough to warrant much attention from me. Maybe I'm simply burned out on MMOs, like a reformed con who went too hard for too long and I'm sick of the genre. But it is free to play (with Microtransactions to make your time investments come quicker!), and who knows, you might find something you like in it.

If you're expecting an MMO rendition of 3.5e, 4.0, Pathfinder or similar fare, prepare to be disappointed.

619
Other Games / Re: Mount and Blade
« on: April 22, 2013, 04:18:57 am »
I've recently become re-engaged into Warband with the Floris mod, and feel like it's at approximately the same point it was from a year or two ago. Played a bit of that, and Sword of Damocles, which makes the game extremely huge, and lags me more than a little when using Ctrl+Space to fast travel, even with a somewhat beefy rig.

I played a bit of the original Mount and Blade with the Solid and Shade mod, and liked the concept a lot, but are there any mods like it for Warband? Meaning, general horror/necromancy mod. I feel like I'm missing out on a lot of the general improvements when I play the original, and the mod, while it appears to be still in development (with the last update being September 2012), goes slowly with its progress, and the creator appears to have no intention to port it for the time being.

620
Other Games / Re: A thread about the Yugimons.
« on: February 07, 2013, 06:12:11 am »
Does it have to be on motorcycles?

621
Other Games / Re: How did you last die?
« on: February 07, 2013, 02:15:22 am »
Blown apart by a geyser of steam radiating from an unstable, anomalous region after saving the moron who was incapacitated by it. Even the ambient heat was causing me great pain, but having a split second of "oh shit" really took the cake.

Spoiler (click to show/hide)

622
Other Games / Re: Hell: The Inferno
« on: January 07, 2013, 03:18:04 am »
Nope, it's still fairly active. I've got a friend in PANTS, and the goons seem to have calmed down a bit now that we went from an average of 40 players to 20 over the holidays.

623
Other Games / Re: Hell: The Inferno
« on: December 17, 2012, 06:14:58 am »
Freak already? Seems pretty quick.

Though I think Rahul_Gandhi holds the distinction of the first with Blink, and he used it quite often with his Merlin build. I think he may have demuted or rerolled, possibly, as he seems to be not using his focus skills as much.

624
Other Games / Re: Hell: The Inferno
« on: December 15, 2012, 05:44:37 pm »
The issue is mostly that it goes from a reasonable "use skills to get better at them" to a silly "kill things to get xp to pay for skills" system. Sure the original was grindy, and it didn't offer much benefit, but I see no reason why not to make it still possible to gain IP through using skills in addition to learning skills from teachers.

There are a few benefits to not having the system... for example, have you ever spent an amount of time grinding some skill, only to get ganked by a rival corporation, or die to an unexpected gangbang of mobs? You lose whatever experience you might have gotten, as well as any IP towards the skill you were attempting to grind.

Now, you just get the experience, learn a raw, get your clone updated automatically, and are good to go. It's a little more user friendly, though I'd rather still have some form of the grinding system myself. The jobs make getting experience almost laughably easy, with certain ones (Deliveryboy and Pusherman come to mind, early on) having no cooldown at all while giving a good payout in terms of experience and cash. Also, they removed the benefit to grinding, insofar as simply buying a full skill costing the same as it would have been to grind it in HATE.

Now, you'll mainly be wanting to grind kills for drops (turtles in the sewers, the trees for their bark, etc) and getting kill journals, as the amount of experience you can get from jobs alone outweighs the time investment you would need to do to sustain grinding kills. Which is how some people are nearing the 100k experience mark already, aside from the obvious "no life" jokes, considering the game has been out for about a week now.

I'm in, as I always do in every HellMOO variant, as Chaz. Is anyone else playing?

I'm playing, my name shouldn't be too hard to guess.

625
Other Games / Re: Hell: The Inferno
« on: December 12, 2012, 05:23:02 am »
Seems like RAHUL and GRU are the two major powers at the moment, and they're always looking for opportunities to gank each other. Apparently NDY is running a Merlin build, with minmaxed Focus and lots of mutations to help it along, and it's simultaneously scary and nerfed, since they don't appear to allow chain stunning at all.

Overall, it's somewhat quiet aside from that, and has that old HellMOO feel about it. Getting ganked and killed on my first day back made it feel strangely... home-ish.

626
Other Games / Re: Hell: The Inferno
« on: December 11, 2012, 03:04:30 am »
It looks like NDY is back with a vengeance, this time as Rahul_Ghandi, and leading the RAHUL corp, ganking newbs and such.

Feels just like HATE already.

627
Other Games / Re: Hell: The Inferno
« on: December 10, 2012, 03:23:28 pm »
You can't grind skills, but you can grind experience from kills.

628
Other Games / Re: Hell: The Inferno
« on: December 10, 2012, 06:58:03 am »
I rather liked grinding, gave skills a sense of progression to them, but this does make it more worthwhile to seek out a player to teach you or spend too much money trying to get stuff.

On the bright side, Helliday Inn has plenty of free spots. Bit expensive to start, but if you know what you're doing $1000 a month is chump change.

629
Other Games / Re: Hell: The Inferno
« on: December 10, 2012, 03:07:39 am »
I'll have to get into this again, considering it's a step away from Mada's madness.

A fresh start would be nice. I felt like I had a lot invested in my last character, but hadn't played her in well over a year.

As a side note, with the orphanage gone, does that mean the shoggoth is too? He was my favorite.

630
Other Games / Re: League of Legends Updated! - Preseason 3 Overhaul
« on: December 09, 2012, 11:26:43 pm »
Teemo or Darius as a top lane is the bane of most AD melee bruisers... that's understandable.

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