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Messages - sambojin

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436
Other Games / Re: Pocket games thread
« on: February 20, 2017, 11:37:52 pm »
Well, Soul Knight has been released for public consumption. 500k downloads already, so yeah. I still reckon a fully maxed free character is better than any bought one, so there's that. "Balanced". It just needs more than 3 worlds for level content. But it's free and fair.

(for fucks sake, buy the weapon crate after getting more than fuck diddly levels into it. You'll never "just have" the bad pistol again. And so on and so forth on all the comments I've read about the game. It's remarkably well made, free-to-play even. Not even a "git gud" response, just a "play it for more than six 5-minute runs or so before commenting" thing. Bleh. People. Learn to dodge. There's a circle under your feet. The cheapest in-game collectable currency Rogue character even has "dodge roll" as a skill, just like Enter the Gungeon! Fucking fish rolling pukes.......
The starting character, the free one that you begin with, is probably the most powerful character in the game. To learn with, and to kick arse with. If you don't like dodge rolling, but you can vaguely (auto)-aim. There's even a fucking Wizard that's free (3000 in-game thingamies?) that chain lightnings everything and has fuck-tonnes of ammo, if you really can't aim but just want to pick apart stunned enemies, all with very few hitpoints left after said chain lightning, with any damn weapon you want. Literally clears everything but the first boss for you. Holy fuck.
The Knight is my go-to character, then the Wizard, then the Rogue. Because they're really fucking good, but I'm pretty bad at this sort of game. I bought all the others, so I know. I do not fuck around with min-maxing, and these are the best ones. They're free. The rest is flavour for fun. Buy the Paladin if you're not sure. It's fucken awesome, but it plays differently to Rogue dodge-roll or Knight tank'n'gank. Like it should. PtW my arse.......
/rant)


Protip 1: run INTO bullets, not away from them. If there's heaps of bullets you can't dodge, backing directly away only gets you hit by lots of them, not just one. If you actually can dodge them all, do it. But if you can't, "armour/health dodge roll" most of them by going forward/sidewards into the smallest part of the group/barrage of them. At the very least, go sidewards and backwards, just not directly backwards. Walls save you sometimes, but that's only because they made you go sidewards from you backing into them. Just like in Enter the Gungeon, but without the dodge roll button or aiming. The amount of people that dodge directly AWAY from bullets (ie: backwards, ensuring their i-frames/dodge does nothing for them) in this or EtG is ridiculous. That's why you die. Learn to dodge INTO bullets. Or sidewards and forwards if directly forward isn't a go'er. If you're a Rogue with actual dodge roll, this goes double. Forwards or sidewards = 1 hit and i-frames. Backwards alone = death.

Protip 2: There's melee in this game. If you're close to something, you stop firing and swing at them. *ONCE*. For pitiful damage, but rather quickly. And you don't fire or swing again until you release and press the fire button again. The controls didn't stop working, you just did a melee attack because you were close to enemies. Important: The controls work fine, but you did melee stuff. So keep hitting the attack button! It makes you shoot or hit stuff more! So whenever you're near something, you should be *rapidly* tapping the fire button as quickly as possible. Mashing it. It doesn't matter if you melee swing or shoot, just keep tapping that button and you'll live far longer than if you just kept holding it down like you're the auto-fire king. Tap to kill! And live! Possibly love too, but that's your problem.
People at the doorway? That's a mashing. Enemy wave teleporting right in on you? That's a mashing. Gun not firing quick enough? That's a mashing too.
Keep pressing fire quickly, and all your troubles go away. Yes, even with bows/fish/ion cannons. If it's not working properly, you're not hitting the fire button quickly or often enough (or you really are possibly too close to enemies too often. Or you have a laser fish. Or a fusion drill, but if you've got a fusion drill, charge time is probably the enemy's problem, not yours).
There is a reason for this. Melee attacks can block or reflect bullets with the right timing! Even melee attacks you didn't want to do! But honestly, mostly it's mashing and moving. Keep hitting fire until you start shooting again. Hooray!

437
Other Games / Re: Blood Bowl 2: More pretty carnage.
« on: February 20, 2017, 10:17:16 pm »
Heaven forbid there be an actual community around Blood Bowl, with well thought out and stat'ed teams, with The Living Rulebook that is still occasionally updated, but is *still* supported as official by the GW Blood Bowl team, well before the game got licensed on computer (again). I mean, you'd have to go to some "actual" Blood Bowl site, that actually supports all that, if you want to play the *actual* game of Blood Bowl.

So, in that case. Where's my Chaos Pact? Or my f'ing stunty teams? Ok, they fumbbl around a bit, but "based on" is weak. Kislev is stronk...... lol.


Ok, there's way more to the full-pack/expansion than that, but damn they take their time on getting the base teams in. The "based on" thing is just dumb. Make a new team. Fuck it, it's your expansion. Fully supported by GW. It'll probably give a reason to make a LRB7, just so it will keep up with "actual Blood Bowl", as it's played today. Comparing russians to fat frogs is probably impeachable in other worlds anyway. I'm not even russian. Or american, southern or not.

438
Other Games / Re: Cogmind (sci-fi robot-themed roguelike) - ALPHA RELEASED
« on: February 20, 2017, 09:06:23 pm »
Well, it'll still work easily enough for the forums for funsies. That's good enough :)

439
Other Games / Re: Cogmind (sci-fi robot-themed roguelike) - ALPHA RELEASED
« on: February 20, 2017, 08:36:51 pm »
As a sort-of related question, will Cogmind ever allow the sharing of save files in the community?

I understand that this is considered a "toxic" subject in roguelikes, essentially amounting to save-scumming, but it does allow for certain "scenarios" to be shared and played. How would *you* (and *can* you?) do it with this particular set-up in this situation? Can you beat it, and how? Rather than idle opinions on forums.

There'd have to be blocked doors in play. Only letting people play the current "saved scenario" and maybe the next random level after (walking out with no bits, no HP and no chance to survive the next level is not a success), blocking all achievements etc from save-scummed "scenarios", and perhaps many other things, but it would be a fun way of doing it. Even from a developer end of things.

Sort of like a set level seed, but with a setup included, in a balls-to-the-wall situation. Or for "advanced training" that people may never have thought of.


I kinda liked making a few of these for DoomRL, admittedly on the easy/fun/blow-everything-up side of things, but I think the concept has some potential in a level-based roguelike with some restrictions in place. Both from your end Kyzrati, as well as from a fun community-challenge end of things. Let people up-vote the actually fun/difficult ones, and it's not that much more coding than anything else save related would be anyway (and gives that whole Steam Workshop thingy people enjoy to Cogmind too. Custom scenarios kinda thing :) )

440
Other Games / Re: Cogmind (sci-fi robot-themed roguelike) - ALPHA RELEASED
« on: February 20, 2017, 05:51:52 pm »
I tend to be a fan of allowing all content regardless of difficulty level. It's a way of allowing people to "git gud". If you're not really ready for FactoryOfDoom on normal because you tend to take a kicking on the way there, but are fine when you're at full integrity with a decent weapon-module setup and really want to try it out, then sure. Why not?

The community around Cogmind will eventually get to know what that means. Is it a good thing for a new player to be able to do, or is it a walk in the park that teaches bad habits under those circumstances?

It's kind of like how some things in DoomRL are actually easier on more difficult settings sometimes. Hell's Arena is probably easier on Ultra Violence than it is on Hey Not Too Rough or Hurt Me Plenty, because you're often about half a level ahead so you can start it with an extra trait, you can always gift drop the last wave, and you've got more useful ammo and weapons available for certain builds. Whereas Military Base is significantly harder, almost every time. Chained Court can vary tremendously in difficulty depending on your character build compared to the enemies that show up in different difficulties, and due to the previous content cleared. Anomaly is a synch with some builds and weapons, but pretty damn impressive with others, and it really does matter what shape you're in and what tools you have when you get there. And that's just "Episode 1" of the game.

DoomRL's community understands what it all means (and in conjunction with different Angel of .... challenges altering this), what difficulty or approach will actually teach you the "required" skills (ok, it's usually UV, but not always), and that difficulty isn't always an indicator of just how hard some stuff is with some builds. Nightmare difficulty is a completely different game to UV, but HNTR and UV are pretty comparable to easy->hard mode (but HMP isn't really a step in between them for many subtle reasons). Hell, playing in text-mode or graphics-mode is easier and harder for many different reasons.


Cogmind's community will learn all the subtle nuances of things like these as they're found, discussed and tweaked. Roguelikes aren't inherently an increasing slope of difficulty (especially if there's optional routes), nor should they be. Even on "normal", saying you aced the FactoryOfDoom with a 5-katana setup might deserve a "Wow! How?" or a "Meh. That's easy mode" response. Same with different difficulties and challenges.

It's all a learning experience, even in a meta-community sense. Why lock this ability to learn away behind a difficulty-setting door, so some people will never get a chance to experience it? Difficulty of roguelikes is often an immergent phenomenon anyway (like my DoomRL examples above), so let it "become a thing" I reckon.

441
Other Games / Re: Elite - Dangerous
« on: February 20, 2017, 03:55:33 pm »
I guess it's the difference between Star Trek style stuff, EVE style stuff, Lovers in a Dangerous Spacetime/Guns of Icarus style stuff and Starwars style stuff.

In Star Trek, there's probably heaps of stuff to do on those consoles in front of them. Something like an order of "shields to full" might mean juggling the amount of power from reactors/capacitors, taking that power away from weapons and engines (making other's jobs harder), routing it through working power conduits that can and do fail all the time, and distributing the energy to where the captain "actually meant" when he said that (you probably don't have enough power to actually have FULL shielding everywhere anyway), and keep juggling all that into shields that might not be in perfect working order as weapons and engines and scanning and engineering are all doing their thing too. Teamwork and understanding of the resources available, as well as efficient ways of getting the blathering-idiot-in-charge's orders completed between you all, without wrecking the ship like you would if you *actually* did what he said to do. But no one wants to be the red shirt that cleans chicken soup dispenser nozzles.

In EVE, there's stockmarkets, investments, factions and stuff. And being a jerk over comms. All very valuable stuff to do, regardless of combat.

In LiaDS/GoI, there's only so much you can do at once. But you need to do everything. So your other crew members are absolutely vital for the working of your ship. They shield while you steer. They steer while you shoot. Teamwork is necessary and built into the ship design (and game concept).

In Starwars, there's boardgames and cardgames. It's recognized that the turret gunner will usually be so goddamned bored outside of combat that including other types of entertainment on the ship is actually necessary for your survival. Take Han and Chewie and the Millennium Falcon. They're all about playing sabaac, gambling on pointless stuff, and whatever that holo-game chess thing was. You could have an auto-turret, a droid navigator/repairer or a robot-fighter helper ship, but people are better at stuff like that (especially when it's all custom bodgy stuff they're working with). And it gives you someone to play cards against when you're bored too. Elite: Dangerous seems to take more after Starwars than it does other multicrew concepts. But there's no boardgames or cardgames included yet.


If people are genuinely better at stuff aboard a ship, so it feels worthwhile being there, it might work. Like 1.5x-3x as good as basic ship functioning. But right now, there's an auto-everything function for virtually all the things another crew member could do (kinda necessary because all ships are currently 1 man enterprises). Conducting station, system or sector wide high credit cardgame tournaments might be a necessity if extra crew are really just tagging along for lols (and would make for some fun lore on how people died/got rich/ended up with prices on their head, and would make pottering about the universe seem far more swag). It would also give you as the pilot of a single-person vessel all those options too. Sure, repair shields 3x faster by hitting stuff with a wrench. But you won't be steering while you do it.

It's actually completely in character with Elite's lore, old and new. Both bounties placed due to gambling debts and "theft", as well as people dying because they're afk or "doing technical stuff" instead of flying the ship. So that's what they need. Gambling. Because as we all know, even the most boring thing on earth is made better if you can gamble on it or gamble while doing it. It also gives reasons for going places. Tiny station with little traffic, no decent commodity prices or tech and no police presence to save you from the pirates? Perfect place to hold the next underground poker tournament.

Kinda sounds fun to be a crew member then. Sure, the captain is an ace pilot, trader and has an elite rating, but you've got half the system's credits in your pocket after the last tournament. That's why they're out for your blood. You're too damn good at what you do.

442
Other Games / Re: Blood Bowl 2: More pretty carnage.
« on: February 20, 2017, 03:21:56 pm »
So BB2 is about to run it's first national tournament. Apparently the prize pool is ~$30,000.00.

If it wasn't so luck-based this could go on my big TV.

(Also sambojin really needs to update the dusty-ass OP on this sucker.)

This is just to show, necro away. Considering that I'm quoting a post from over a year ago, and that I completely forgot I started this thread in the first place..... I might even tidy up that intro post over the next few days (after 1 3/4 years). BB2 actually kinda came good.

443
Other Games / Re: Innkeep! - For He's a Jolly Good Fellow
« on: February 19, 2017, 04:58:25 pm »
If you ever get bored of doing the inkeep side of things, you could always add a bit of combat.

Here's Brew House Bash, a nice little ork based table top game from White Dwarf a few years ago. Should provide some inspiration.

http://rpg.by/index.php?act=Attach&type=post&id=15120

Mainly because I saw the upper walkway, I saw the tables, and I immediately thought "super elbow drop" as the natural conclusion to these facilities being in a medieval bar.

444
Other Games / Re: Forsaken's Random Free Game Giveaway
« on: February 19, 2017, 04:33:20 pm »
Cool. I'll try and use the one I've got within the next week or so. But don't be surprised if I don't claim it for a bit.

445
Other Games / Re: Elite - Dangerous
« on: February 19, 2017, 04:31:37 pm »
While multicrew sounds wonderful and all, will ED really take good advantage of it? It's not really a Guns of Icarus type game, with constant battle and repairs and stuff. It sort of sounds like manning a turret will be all the fun of flying a ship....... without any of the fun of flying a ship. Just sitting there, staring off into space, maybe occasionally taking a potshot at rocks and/or figments of your imagination. You kinda just hope there's a battle to relieve the boredom, and the rest of the time it's just busy-work around the ship. It might be good as a secondary role to play (checking trading prices/missions/other stuff would be your primary "thing to do", kind of a logistics officer that's also pretty handy on a turret sometimes), but it seems like just having another player with their own ship would be more fun.

So, is there genuinely other stuff to do aboard a ship? Or would multicrew end up amounting to having a closed chat-room to ramble in when you're bored and occasionally better turrets? Wouldn't just having another light, cheap ship tagging along be better? While it might split profits between ships, it also lets you play stealth/unstealthed bait and kill tactics, along with all the other flexibility that even a crappy ship gives your group (compared to a potentially marginally better turret in combat). More cargo space, more equipment options and just as much idle banter available as an onboard crew member could give. Or is it just to keep a group together, because people tend to wander off? Are turrets really that important in big ships (compared to just having another ship flying with you)?

(I don't know that much about Elite: Dangerous, so I'm genuinely interested)

446
Other Games / Re: Forsaken's Random Free Game Giveaway
« on: February 19, 2017, 03:42:02 pm »
Heya Forsaken, I haven't gotten around to unlocking my copy of Talisman (and might not get to for a while, more pressing employment matters right now). Do you want to give it to Teoleo? It's kinda pointless if I don't use it until I get my stuff sorted, so he can have it. I'll pick up a copy when I've got more free time (or less, but am more gainfully employed).

447
Would love to see the silver and copper hammer results and if they're a "superior material" against inorganics, or if that's just a no-go fight for that weapon type.

The wrestler idea above come to mind as well, mostly for the removal of goblin helmets. As a question, would dogs or trained wardogs remove helmets (considering their zombie-like combat potential against armour), or is it a has-hands thing? I'm worried that a shielded wrestler will mostly shield bash, while an unshielded one is just too vulnerable. Not that dogs aren't, but they're certainly more replaceable than dwarves (and unfortunately more raisable by necros due to the ease of kills).

So removing armour, a hands thing, intelligence thing, or what?

448
Other Games / Re: Forsaken's Random Free Game Giveaway
« on: February 14, 2017, 04:54:49 pm »
Thanks mate. Legend. Been meaning to play this for a while (even though I know it's not that great).

449
Other Games / Re: Forsaken's Random Free Game Giveaway
« on: February 14, 2017, 04:47:16 pm »
Could I have Talisman: Digital Edition and DLCs? I kinda like old boardgames.

I'll get my Steam account fixed later today if you've still got the copy to give. Cheers.

450
Other Games / Re: Pocket games thread
« on: February 14, 2017, 12:40:54 am »
I ended up buying the paid-for characters in Soul Knight for !!science!!. They all seem pretty balanced so far. The Paladin is super tanky with heaps of regenerating armour and a bullet shield, but when you screw up you're still dead (and you don't have much ammo, so choose wisely). The Vamp's life leech bats should keep you shooting and stabbing for ages, but I haven't got the feel for it yet (only did one quick run). And the Engineer's turret is probably on par with dual wield for extra damage output, but with an even longer cooldown (although it draws aggro sometimes as a bonus too).

They're balanced in the sense that I've got an idea that the initial Knight character and the cheapest in-game currency buy, the Rogue, are probably the two most powerful characters. Double fire rate or dodge roll is very handy. But they've all got their pros and cons and playstyles, which is good to see. Only the Alchemist feels weak, just because DoT poison isn't as good as bullets (but you can cheese some rooms with it).

Figured the purchases would help out with development costs on what's shaping up to be an absolute gem of a game. I'm a cheap bastard, but I'll pay for quality stuff in genres I like. Cheap one-off purchases are fine with me if they add longevity or content or playstyles to a game. But I'll only buy stuff if I didn't *need* to. I consider it a worthwhile purchase if the game is already good and beatable without it, with few exceptions.

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