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Messages - Frumple

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14746
General Discussion / Re: Calm and Cool Progressive Discussion Thread
« on: April 24, 2015, 12:56:11 am »
... I like how they're apparently offering just back pay as a peace offering. Not, y'know, any sort of monetary recompense for the stress or treatment or whatev'. Just money they would have paid th'person anyway, had they not fired 'em. You can't pay for absurdity like that. That's quite possibly the least effort above absolute nil I've ever seen put towards soothing feathers.

14747
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: April 23, 2015, 11:31:05 pm »
Let's be honest here, cinder. These are mer. This is elder scrolls. They're not just going to steal your girlfriend and your goldfish, they're also going to steal everything in the town and probably kill you for your underwear.

14748
Other Games / Re: Tome 4: Tales of Maj'Eyal
« on: April 23, 2015, 11:23:58 pm »
Mm... yeah, you generally save the prides for after you've gone back west and cleared that stuff out, as well as whatever side dungeons you can manage in the east. Lead up to the end, basically. The opening rooms to pretty much all the prides can be pretty damn brutal. Also the necromancer/elementalist pair is probably best saved for after the (generally much less painful) wyrmic one, with the fighter one last. Tinker with the order, basically, to make things a bit more manageable. It'll still be pretty rough -- these are basically the next-to-last zones in the game -- but you can do a lot to make things easier.

You... might be able to teleport out, or at least movement-infusion through the door to give yourself some better room to play with? I've always just kinda' killed them all (barring an occasional splat to the fighter pride one, which is the worst of the lot  by a fair margin), so I've never actually tried to just dip out of that initial entryway.

And yeah, corruptor's primarily blight, with some acid/nature and darkness. Little bit of fire (mainly via fearscape, but there's a little bit of other, too). Blowing them up immediately really is your best option, with disabling coming a close second.

E: Oooh, merchant just gave my ogre sunpa warmaking/dispersal (plus some other junk) gauntlets. +20/17% phys/spellcrit and disperse magic, yes, thank you. Physcrit is now at... 73, spell at 89. Not 100%, but it's verra' nice anyway.

14749
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: April 23, 2015, 11:07:03 pm »
... y'know, the Gay Mer Gate would probably make a decently thematic inn/bar name in the Elder Scrolls universe. A happy place, for all happy mers.

14750
General Discussion / Re: Calm and Cool Progressive Discussion Thread
« on: April 23, 2015, 09:56:22 pm »
Sure there are. Good thing people can multitask.

14751
General Discussion / Re: Steam Workshop - Now supporting pay-for mods
« on: April 23, 2015, 09:42:21 pm »
uh, wierd. Games consist of significantly more than the art assets.

14752
General Discussion / Re: Steam Workshop - Now supporting pay-for mods
« on: April 23, 2015, 09:26:02 pm »
... no, they do have the right to demand that, especially if that other content creator is using material from that said party. This is especially true for mods, which are explicitly derivative work, generally created under some sort of license and using huge swaths of someone (mostly the third party in question) else's code.

They don't have the right to enforce that people do business with them afterwards, but they can make whatever demands they please.

14753
General Discussion / Re: Steam Workshop - Now supporting pay-for mods
« on: April 23, 2015, 08:59:01 pm »
I want the choice to be able to offer for free, and the choice to consume the free offering to remain on the table.
Which is still on the table, at least for the time being.

To the extent that was ever actually a thing. Which it never was for mods for commercial games -- both the choice to offer and the choice to consume user-created has always been bundled into the price of the game (barring piracy, anyway). Which is one of the reasons charging for more rubs people wrong, really. People have already paid into the system that's been established by literal decades of precedence, and change, especially change that has a noted track record of poisoning the proverbial well, thus far, is obviously going to be resisted.

It'll be interesting to see how things go, really...

14754
General Discussion / Re: Steam Workshop - Now supporting pay-for mods
« on: April 23, 2015, 07:34:06 pm »
I think Steam deserves *some* money for hosting and facilitating.  Just not nearly so much.
Well, the thing is they are getting money for hosting and facilitating. Already. That's the whole thing that, y'know, they do. They get paid to publish and host games. Entire shtick, right there. Stuff like the workshop is part of the services they provide to incentivise folks to use them over other platforms. Standard value-added junk.

What they're asking isn't that, it's to get paid extra for a service they were already providing and getting paid to provide. Hrm. Or I guess asking to get paid extra for the service of facilitating commercial modding. Muscling in on paypal or patreon or whatev' in the field of donating to creators. Which is actually an angle I hadn't considered, this as a sort of power-grab by steam, attempting to lay claim to the cash available in the field of user-made content creation. Makes me wonder if that was part of the decision making process...

E: Though thinking of it that way, it makes me kinda' confused why they didn't just frame it that way, as facilitating donations. That would have had a hell of a lot less PR backlash, and it's obvious they're already working that angle with the 0+ price option.

14755
General Discussion / Re: Steam Workshop - Now supporting pay-for mods
« on: April 23, 2015, 07:10:08 pm »
... y'know, I think what might worry me the most about this development is whether it's going to mean a change in how modding tools are handled or not. Are we going to see those less likely to be bundled into the game? More restrictive EULAs, which include royalty fees and copyright waivers for use built in? Assuming that 75% is at least partially going to the publisher, is this going to incentivise functionally double-dipping on user-created content -- basically charging the mod creator twice (once for the mod tools, once for commercialization) for the privilege of officially commercializing their mod? One of those wait and see things, I guess, but companies being companies it's mildly concerning. We've already seen at least one case (SC2) of what happens to a mod scene when the publisher gets (extra) greedy. It'd be somewhat annoying if that sort of thing kept happening.

14756
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: April 23, 2015, 05:05:24 pm »
... when did puppies start coming with a flame breath option?

Also how are you alive after getting your heart ashed?

14757
Probably much harder to dump stuff into the sun, though.
that said, space is pretty big and we might be able to get away by just building giant garbage dumps in space.
Space Hulk 2150, baby. Them tyranids aren't going to breed themselves!

14758
Other Games / Re: Tome 4: Tales of Maj'Eyal
« on: April 23, 2015, 05:27:39 am »
Spoiler (click to show/hide)

14759
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: April 22, 2015, 11:14:06 pm »
... man, that avatar is depressing, yoink. Poor arachnokitten probably won't live much longer. The multi-limb mutations almost never do.Yes, I'm aware that's fake. Point stands. Dying kitten is dying.

14760
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: April 22, 2015, 11:01:35 pm »
Please don't. Neither the window nor whatever's below it would appreciate that.

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