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Messages - Seraphim342

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121
I've been playing beta for quite some time, so I know how to gain certs.  Was getting them at a decent rate, but kept crashing and getting queued which really cut my rates down.  The problem is that they slashed the cert/XP ratio by half in the last week of beta, and also dramatically raised prices across the board.  While I didn't expect Beta rates to stay in, it's effectively 4x the cost for what were the "top-tier" weapons (those that previously cost 480).  That in and of itself wouldn't be so bad, they were after all top-tier, but the real problem in my mind is that low- or even mid-range items and certs were bumped up into the top-tier as well.  HA rocket launcher upgrades, for instance, used to be 98 certs.  Now they're 1000.  That's over a 20x increase in the time to acquire without SC, for an item that isn't a sidegrade but a weapon with completely different functionality.  Even the non-weapon certs (mods, class upgrades, etc) have had prices go up dramatically, which makes little sense as they're not buyable with SC and even with Beta rates it was estimated someone playing 5 hours a day would take about 3 years to unlock all the class/vehicle upgrades.  It's like they decided that long, skinner-box progression was what would keep people playing instead of just being icing. 

As far as the metagame goes... look at PS1.  Base bonuses (simplified version is incoming to PS2 Soon(TM)), combat engineering, and the infiltrator game alone added many, many layers of depth even in continental battles.  When you took into account the intercontinental lattice, it added a huge amount of complexity to the game.  Right now, it's just 3 maps that don't relate to each other at all.  Resources aren't even shared, so unless someone's really dying for that 10% bonus from continent lock, they'll never have any reason to leave their favorite continent. 

Anyway, that's enough bitching from me.  Game's still fun for now, but I'm just concerned about longevity.   

122
So, played for 4 hours and gained enough certs to unlock... a reflex sight.  For 1,000 certs a gun (5,000 kills)... I don't think I'll keep interested long.  At least until my Alpha Squad SC runs out... paying $7 for one gun is a little insane.  Defended PS2 all through beta as not being Pay2Win... but now, it pretty much is.  Case in point, swarms of Scythes and Reavers with store-bought rocket pods owning everything on Amerish.  Non-paying characters have literally no counter for it. 

Played PS1 for about 4 years solid, then off and on until the present... and it seems like for PS2 they put in less than half of what they promised they would, and all of what they promised they wouldn't.  Makes me sad, honestly.  I wanted to love the game, and wanted it to do well.  Don't see it lasting long, as I can't see any casual player paying $7 for a virtual gun, and I don't see them putting in two weeks of effort to unlock one.  You think they'd have learned from the GW2 and SWTOR F2P flop that the key part of "microtransaction" is "micro."  Buying all the guns and cosmetic items would cost more than a decent used car at the moment. 

123
Other Games / Re: Looking for some sort of colonization/terraforming sim
« on: November 19, 2012, 06:20:58 pm »
I think SimEarth had two versions, one for DOS and one for Win95.  I remember playing it on my old Win95 rig alongside DigDug, The Magic School Bus and Command and Conquer with no problems back when I was a wee lad.  Just have to find the 95 version. 

*EDIT*  I actually found my disk in my "ancient" box, it's Windows 3.1 and higher.  Would probably run in Win95 Compatibility, but you might need to do some tweaking.  I actually have an easier time getting MSX2 games to run on a Win98-version MSX emulator than Windows 95/3.1 games >.<

Also, fun note, the minimum system requirement is 4MB of RAM and a computer that supports 256 colors.  Brought back some fond memories of my folks upgrading our hard drive to 1GB and being told that it was all we'd ever need.  Could have quadrupled the storage space on that computer with a modern $5 thumb drive... if it had had a USB port =p


124
Other Games / Re: Dwarf Fortress has ruined gaming for me.
« on: November 19, 2012, 05:43:54 pm »
As far as the Fetch the Universe Quest in X3 goes, I don't use mods because of the *modified* tag... I've got the achievement for it on Steam and I value that more than most of the things I've done in real life,

I'm sorry. You haven't tired of AAA games yet.

Lol, I'm not an achievement hound by any means, in fact that's the only one I've ever felt any "achievement" for getting, but believe me when I say that having that one's a hell of a badge of honor.  The amount of construction and time investment required puts most of my DF Megaprojects to shame.  Try it and tell me I'm wrong ;)

Plus, I don't think anyone would consider Egosoft games "AAA" by any stretch, X3's built on a more-or-less unmodified engine older than the first Unreal Tournament. 

I can second Cataclysm: you've not lived until you've taken apart a truck, turning it into an armoured deathbike, and mowed down zombies in a burning-down shopping mall.

You had me at armored death bike.  Definitely checking this out.

125
Other Games / Re: Dwarf Fortress has ruined gaming for me.
« on: November 19, 2012, 03:15:01 pm »
Lol, love DF but I do go through periods where I enjoy creeping on the forums as much as actually playing it.  !!Science!! discussions are universally amazing. 

Far as Minecraft goes, juiced another couple months out of it with the Tekkit mod pack (completely amazing, everyone should try it).  Made a scale model of a Rokh-class battleship from EVE-online in it block-by-block, complete with firing cannons... then finally abandoned it after trying to make it fly around using computercraft almost killed my brand-new PC.   

As far as the Fetch the Universe Quest in X3 goes, I don't use mods because of the *modified* tag... I've got the achievement for it on Steam and I value that more than most of the things I've done in real life, but have yet to earn the one for doing it in Dead is Dead mode, which apparently makes you shed your physical form IRL and ascend to a higher plane of existence as a being of pure energy.  X-Rebirth should be coming out around December/January by most accounts, and the new direction they're taking it in could either revitalize the franchise or end up being the Ace Combat: Assault Horizon of the X-Universe... an unspeakable travesty we shall never mention again. 

It really seems like my real problem is that the games I want to play and that fit my basic complexity criteria exist but aren't released yet.  0x10c, Star Citizen, X-Rebirth, etc.  Planetside 2 would have definitely qualified if it had the same level of depth as PS1 did, but as of the beta version last week it's a major disappointment.  Was expecting Planetside, got a Pay2Win CoD clone with 3 maps and none of the promised metagame that made the first one amazing even a decade later.  Though apparently PS1's going free to play after PS2 launches, which might bring server pops back up and give us back the massive battles we used to love back in the day, so that's worth a shot at least... unless they slash XP gain massively and make weapon unlocks $8 like the sequel.  *sigh* So jaded, I am =/

126
Other Games / Re: Dwarf Fortress has ruined gaming for me.
« on: November 19, 2012, 02:28:41 pm »
Played Morrowind almost exclusively for about two years, and I still consider the Raven Rock quest line in Bloodmoon the best the series has ever had.  It doesn't like my current computer though, even without mods running it's very unstable on my rig.  Incredibly deep, and still looks beautiful, but it feels really... clunky after playing Oblivion/Skryrim =/

Played all the M&B games, as well as a ton of 4x games like Star Ruler and GalCiv, but they feel way too goal-oriented for me after a while, with less opportunity for open-ended shennanigans.  Everything really boils down to "attack the enemy, just like last game" eventually.  Once you've built a 10T-size battle-carrier as big as a galactic supercluster that builds and deploys ringworlds while one-shotting stars with a giant railgun, there's not much more you can do for the lulz/evulz.  The X-series was the exception to this for a long time... then I hit That One Quest AKA The Worst Fetch Quest In The History of Gaming and it was like an enjoyment-killing brick wall. 

Spoiler (click to show/hide)


127
Other Games / Dwarf Fortress has ruined gaming for me.
« on: November 19, 2012, 01:07:18 pm »
So, I'm in a horrible situation.  Every game I try seems like a steaming pile of crap compared to DF, and I'm bored out of my mind for lack of variety in my gaming diet.  Recent titles come off as depressingly shallow compared to older games, and the only games I've truly enjoyed for more than a few days in the past few years are DF, Minecraft, Skyrim, and X3:TC/AP.  X-COM was a letdown, FTL got old after one playthrough, tried A Game of Dwarves because it was similar and while fun, it didn't have the depth to keep me playing.  SWTOR and TSW were boring after a week, and even Planetside 2 has had the shine wear off very rapidly with no metagame. 

Does anyone know of a game that has a level of complexity and replayability similar to DF?

128
I'd recommend the X-series, but that's more like a first-person empire builder on the grand scheme.  Could be worth a look, though.  You start off in a small ship, get money from fighting or trading, etc, and can eventually build stations and massive fleets, even take on one of the major empires or control the whole galactic economy.  Crushingly difficult learning curve, too =p 

Beyond that, all I can really think of is FTL (which you've already ruled out, and isn't nearly as complex as DF anyway, was way too linear for my tastes), or wait for Notch's Firefly game 0x10c to come out... should have a multiplayer alpha out in early 2013. 

*EDIT*  X-Rebirth should be coming out in Q1 2013, which keeps the scale of the previous games but sticks you in a single ship with a full crew.  Looks good, but could go either way. 

129
DF Dwarf Mode Discussion / Re: Undead and the disposal thereof
« on: November 19, 2012, 08:55:11 am »
Hammers are definitely the way to go.  Edged weapons just end up resulting in exponential zombies.  Atom-smashing and burning corpses works well after the hammerdwarves (or hammer weapon traps) knock them out. 

A 1-wide entrance catwalk lined with hammer traps work well, and can be automated by lining the pit to either side on the bottom with atom-smashers.  Those that don't get killed outright have a good chance of getting knocked off, or dodging off. 

Just be aware that atom-smashing won't work with larger zombie creatures.  Pray you never have to deal with zombie whales.  That was probably the most terrifying experience I've ever had in any video game, ever.

130
DF Dwarf Mode Discussion / Re: Storing liquids
« on: November 19, 2012, 08:45:48 am »
What you could do is have a cistern full of water open to the rain, separate from your drinking water/waterfalls/decon chambers (important).  That should collect contaminants.  Alternatively, you could save the water from your decon chamber itself, so when your contaminated dwarves walk though and get washed off, the contaminants are collected. 

But yes, definitely keep an eye on those dwarves.  They might suddenly melt for no reason, or go blind, even if there aren't any immediately noticeable effects besides the dizziness. 

131
While I can't say that flaying your enemies alive with thousands of flying xXSockXxs isn't awesome, I like the Dwarven Super Soaker/Flamethrower (Magma!!!) because it is much easier to automate and has much simpler ammo requirements.  All you need is a pool full of your favorite liquids than can be constantly refilled by a natural source. 

Got a nice cesspool of FB nastiness drained down from an airlock on one of my forts though, and I'm now going to weaponize the hell out of it.  If anything, a system that causes invaders' eyes to rot out while their bodies slowly liquify inside their armor is much more horrifying and cruel than any kind of projectile-based system, which usually kills invaders outright without giving them sufficient time to suffer and ponder the consequences of their life choices. 

132
DF Dwarf Mode Discussion / Dwarven Auto Shotguns and contaminanted water
« on: November 17, 2012, 10:30:06 am »
So, I have successfully used a modification of the Dwarven Auto Shotgun that uses water as ammo, which I call the Dwarven Super Soaker, to kill elves in the past.  As we all know, water cannons are extremely effective against hippies of all types.  How it works is, the minecarts pick up water from a cistern and shoot it out at invaders, which knocks them down into a looong killing pit where they turn into a wonderful shower of gibs.  Very entertaining.

What I'm wondering is if contaminants in the water remain when transported via minecart.  I would love to be ale to afflict sieges with eye-rot this way, but I no longer have the save with the Super Soaker to test this right away.  Would this work?  Can think of a basically limited number or possibilities for inflicting misery upon elves with this system.  Has anyone tried this? 

Seems win-win either way, because if it doesn't it could further our advances in Dwarven water purification/desalinization and remove pumps from the equation.  Still, a Dwarven Railgun firing carts loaded with blood boiling extract across the map would be wonderful.  The gobbos, elves, and humans of the world will be no match for chemical warfare, and it would give us something useful to do with the contaminants we collect from our airlocks. 

133
DF Dwarf Mode Discussion / Re: Dust/breath question and cavern defence
« on: November 17, 2012, 10:05:00 am »
You could also put in a decon system in your bunker to clear out any nastiness and keep it from accumulating.  can have the water drain off the map edge to get rid of it or save it for future weaponization.  Nothing says "Welcome!" to a siege like a spray of eye rot, boiling blood and dwarf vomit. 

134
DF Dwarf Mode Discussion / Re: Craziest Embark ever
« on: November 17, 2012, 10:01:01 am »
It'll be all fun and games, until the werewolf invasions start. 

135
DF Dwarf Mode Discussion / Re: a couple questions about war animals
« on: November 17, 2012, 09:59:59 am »
I'm almost certain that all Megabeasts have trapavoid by default, at least that's how it was last time I tried to capture one in DF2010.  Haven't tried with 2012, so it may have changed. 

If it's still the case, the best way to go about it is controlled cave-ins, knock them out with the dust and they become vulnerable.  One-tile wide hallways lines with cage traps, with fortifications on one wall and set up so that a wall would collapse on the other side of the fortifications was a preferred method. 

One thing that might actually work now and be reusable is a Dwarven Auto Shotgun loaded with water that blows them off a small drop, since falls stun as well.  Just have a Dwarven Super Soaker firing through fortifications on a 1-wide walk with a drop on the other edge, cage traps at the bottom and good drainage.  Should be a separate "megabeast entrance" though, because it will also trap your Dwarves =p

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