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Messages - Cyroth

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406
Other Games / Re: Gaming Pet Peeves
« on: September 24, 2015, 04:22:25 pm »
Multiplayer games (especially MMORPGs) that avoid multiplayer as much as possible.

Recent MMOs did so much that just screws over the social aspect, I consider it really questionable why they even did a MMO in the first place.
TESO for example that (at release, don't know if it got better, stopped 2 months after release) did everything in its power to make group play miserable. Barely any quest progress sharing, and even what it had was questionable at best (okay, last kill-quest shared... the follow up quest is also kill based but doesn't... why exactly?), you could lean every crafting skill so you never needed other crafters (except to exploit-level runecrafting), if you pick the wrong conversation option with an NPC you'd become unable to play together for the next hour...

There are more examples in other games.
Dungeons that have a solo option that is exactly the same (in loot and design) as the party one, just easier. Or games that are so easy that you can even solo the party content without too much problems.
Or games that don't even have party content until you reach the level cap (thats mostly an eastern MMORPG thing).
Or games that focus on, or introduce, so many solo player features that have almost no impact on multiplayer (ingame trading card games for example, or pseudo-pokemon battles that sometimes don't even have a duel option)



Tutorials that treat me like I'm an idiot, but don't teach anything that might be worth teaching. Especially if they can't be skipped.

Yes I know that I can walk forward by pressing "W", and even if for some reason I didn't there is a control chart in the DVD box. Which also teaches me the basic controls about 30 times faster then any tutorial ever could.
And why does "insert unique semi-complex mechanic here" only get a small, easiely missed, popup and nothing more when you wasted 5 minutes on telling me that spacebar makes me jump anc ctrl makes me duck?



People/devs that think splatter=horror.
Monsters that jump out of air ducts and explode into gibs on death are hilarious, not scary. Stop trying to sell comedy as horror.



Female "armor" that makes her end up in a swimsuit.
I absolutely can't stand it when I'm playing... well anything... and heavy female armor contains less material then the thing my girlfriend wore at the beach last year. It just looks silly.



Boring "overdesigned" armor.
There is a point where you have put so many skulls, spikes and glowy bits (which are pretty overused and boring already) onto your armor that it stops being creative and ends up being bland again. Putting on even more skulls, spikes and glowy parts only makes it worse.

407
Other Games / Re: Take the last song you listened to and make it into a game
« on: September 24, 2015, 03:08:50 pm »
This... it is beautiful...

408
Other Games / Re: Take the last song you listened to and make it into a game
« on: September 24, 2015, 01:47:07 pm »
The last song playing on my MP3 player before I arrived at work was...

Majesty - Heroes

... you play as several different people, jumping between various viewpoints during a long civil war trying to topple a tyranical king.
Most of the characters die brutally in heroic sacrifices, but not before achieving an important task for the rebellion ultimately leading to the death of the tyrant.

The epilogue reveals that the "game" was the coward in his deathbed, re-telling what he saw and heard during the war and talking about the people he met there before he deserted, wishing he had stayed until the end instead.

Gameplay would probably be like Witcher 3, but much more idealistic in tone.

Oh and everybody is a norse.

(Actually... I think I'd play that)

409
What the heck...

Just observed the accursed smoke hit the beach biome and dissipate...only to appear a moment later on the other side of it (it was crossing a corner of it diagonally), 100 tiles later. Do other biomes not stop evil clouds? Do they just prevent new secondary spawns? (No new miasma sources over the biome, but can re-emerge on the other side of biomes??)

I had never seen that before.

Yes, clouds vanish while they travel trough non-evil biomes and appear again when they hit an evil biome again.
For example a 3x3 embark that looks like this: (S=Sinister, U=Untamed Wilds)
Code: [Select]
SSS
UUU
SSS
A weather that spawns in the north will vanish when it travels south as long as it traverses the center third of the map and will reappear when it hits the southern sinister third. I once had great fun with that when I embarked in a 5x5 zone that was evil all around but had a 2x2 neutral grassland biome in the middle of it.

--------------

Been a while that I played around with clouds but if I remember correctly I came to the conclusion that couds will always teleport to the first free tile vertically in front of them when their path is obstructed. When I built a tower inside a clouding evil biome a cloud tile that hit the tower would teleport into the first open "window" above it, or directly onto the roof if there was no window available above the wall tile it hit. Once I had closed all openings with actual gem windows the cloud tiles that hit the tower would teleport directly onto the roof of it.
"Flowing" downward clouds always stay on the upper most "solid" tile, but flow down "soft" stairs and ramps.

(.=air, F=fortification, S=stairs, _=Floor, W=wall, G=ground soil)
Code: [Select]
z4 ........F___S___F....
z3 ........W___S___W....
z2 ........W___S___F....
z1 ........W___S___W....
z0 GGGGGGGGGGGGGGGGGGGGG
A cloud will travel along the ground on z1, if it hits the building from the left the coud tiles that impact the wall will teleport up into the fortification on z4. They will stay on the roof until they hit the open air stairs, then teleport down to z1 again and travel inside the building until they hit the right hand wall, once they do the cloud tile will teleport into the fortification on z2, then immediately teleport to z1 again as the cloud travels further right.

A cloud tile hitting the building from the right will travel at z1 until it hits the wall, then teleport up to z2, move along that z level inside the building towards the stairs and then teleport down to z1 again. Once it hits the left hand wall it will teleport up to z4 into the fortification, then immediately teleport down to z1 again on the next frame.

I say "teleport" because they don't climb or drop, a dwarf on the z3 stairs would be perfectly save from the cloud, even while it goes from z4 to z1.


Thats what I found when I experimented with clouds. That was several years back, when evil weather was introduced the game, so it might have changed by now.

410
If you have at least some of your militia train in your primary meeting area, it seems that dwarves milling about there will gain a little bit of discipline skill. They'll still get bad thoughts from seeing the corpses of sapient beings, but they'll haul 'em anyway.

Need to be careful with that. I had a child's head explode after a collision with the largest dwarf in my military.

Now I'm imagining some hilarious Nintendo Wii accidents I've seen, just with warhammers.

411
DF Adventure Mode Discussion / Re: Adventure as vermin
« on: September 23, 2015, 03:04:02 am »
Great, now I have the urge to mod in the guy made of bees, just so I can adventure as him.
And incidentally, now I also want to play Kingdom of Loathing again.

412
DF Dwarf Mode Discussion / Re: Ever feel guilty about your graveyards?
« on: September 07, 2015, 12:29:32 am »
Nonames get their graves dumped into abandoned mining shafts where they're out of the way.
Mildly important dwarves (appointed "nobles", soldiers with kills, most crafters) get their graves along the sides of the main corridors.
Important dwarves (military captains, legendary crafters) get a small 3x3 tomb with decorations.
Useless nobles get whatever they demand, at least until they actually die. Then they go into the mining shafts.

413
DF Dwarf Mode Discussion / Re: Favorite Group & Fortress Names
« on: September 07, 2015, 12:14:57 am »
The best random name combination I've gotten was the group "The angry Beards" who founded the fortress "Fistbattles" several versions back. Still reuse them every now and then because I think they're awesome.

414
Other Games / Re: How did you last *own*?
« on: August 27, 2015, 10:00:56 pm »
Not a straight example of "owning", but it was certainly awesome.

The other day I was playing Aura Kingdom and started to do some fishing while I was waiting for friends.
The moment I throw the line my vlc player decides to start Nightwishs Moondance. The exact moment, I kid you not, that the song starts gaining momentum a fish bit and I started reeling it in.

Most glorious battle against a cod in the history of mankind.

415
DF Dwarf Mode Discussion / Re: 1. Gremlin Sweat 2. ??? 3. PROFIT!
« on: August 22, 2015, 01:45:27 am »
Oh great. Now I want to build a fort that specializes in exporting pixie tears.

416
By 2005 I've already been playing MMORPGs for 7 years, so finding out about games online would have been easy.
Before internet became cheap enough for casual surfing (around 2000) I'd have used magazines. My siblings and me were all subscribing different magazines from our allowances and shared them.

417
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: May 18, 2015, 02:30:46 am »
Third, and this is more of an opinion question than anything, but when designing ships, what weight do you typically shoot for, in regards to class names? Such as cruisers, battleships, and so on. Because I've got 3kT point defense frigates, 6kT area defense destroyers, 10kT beam cruisers, and 35kT beam battleships. I realize it doesn't really make a difference what class name you assign to a ship, but I'd still like to see what might be considered "standard" weight/class assignments. I'm thinking mine may be a bit too lightweight...
Also, the reason I prefer beams to missiles is because for any ship that flings missiles at me, I've usually got more than enough point defense and shielding to exhaust their stores before they can do too much damageand also i cant design missiles to save my life.

Mine are even lighter then yours.
My biggest combat capable ships usually end up at around 15000 tons, 20000 tons tops.
I don't like playing with huge ships because I feel like I'm wasting officers if I do.

Smaller military ships often consist of only a few beam weapons, battlecruiser and larger come in missile or beam variants.
The cheap engine variants also come as minelayer and satellite dispenser versions.

My usual sizes and the names for them: (Copypasta from the Aurora forums)

Military ships:
Fighters: 1 - 500 tons
"Vessel": 501 - 2000 tons (Scout Vessel, Survey Vessel and so on. No combat ships usually have this size)
Corvette: 2001 - 4000 tons (build with fuel efficient or civilian engines as in-system patrol ships)
Frigate: 2001 - 4000 tons ("proper" military ship)
Light Cruiser: 4001 - 7000 tons (build with fuel efficient or civilian engines as in-system patrol ships)
Heavy Cruiser: 4001 - 7000 tons ("proper" military ship)
Battlecruiser: 7001 - 10000 tons
Battleship: 10001 - infinity

Orbital Stations:
Satellite: 0 - 500 tons (military)
Plattform: 501 - 4000 tons (military)
Fortress: 4001 - 8000 tons (military)
Container: 15000 - 30000 tons (armored civilian cargo boxes, to be transported with tugs)
Station/Habitat: "a lot of" tons (massive single-purpose terraform stations or habitats)

Deep space structures: (build from various parts to form stupidly large superstructures)
Light Module: 501 - 4000 tons (military part, often point defense or sensors)
Heavy Module: 4001 - 8000 tons (military part, mostly anti-ship firepower or hangar space)
Core Module: 50000 tons - 150000 (civilian support part)

418
Military conscripted only from badger men. Make it so.

419
DF General Discussion / Re: Shameful admissions..
« on: May 11, 2015, 12:25:58 pm »
I rarely make hospitals because I usually can't be bothered to secure a water supply.

I don't care much for candy equipment.

I mod rose gold to be a weapon/armor capable material just so I can have a bearded pink psychopath as my milita commander.

I never completed a doomsday weapon/device (like project FTW) or any suicide device of any sort.

420
Other Games / Re: How did you last die?
« on: May 10, 2015, 04:03:54 am »
Through pure coincidence I was in the Hogimo System with a probe fitted Heron when a new wormhole spawned. Having nothing better to do I quickly found it and entered it.
Because "no one ever is in Hogimo so no one will come up behind me" (Hogimo is a system that few travel through and no one ever spends any actual time in. Often having 2 or 3 guys online in it during primetime) and "no one can already be camping the other side since it was freshly spawned" I pretty much violated every existing safety regulation and common sense and started probing the wormhole system while sitting fat, dumb and happy only around 2 kilometers away from the WH itself.

10 seconds later some guy in an instant-locking Orthrus and rapid light launchers comes in behind me and blows my Heron into pieces in 2 seconds flat.

Pretty much the definition of "Yet Another Stupid death".

Spoiler (click to show/hide)

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