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Messages - Frumple

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28081
Other Games / Re: Terraria... Looks like Minecraft + Metroid?
« on: April 30, 2011, 04:12:02 pm »
Sorry, after watching close to 8 total hours of "Cave, splat. Cave, splat. Cave, splat. Cave, splat. Yay, we finally accomplished something" I'm feeling the need to stratergize so in MP it's not 2 hours of group stupidity.

Strategizing... I'unno, I'm sorta' doing it, but it's hard for me to really measure without actually, yanno', playing. Both the dev lpers and Pbat have absolutely glaring combat flaws - P's really weak with the grappling hook (which is just lawlrape in the caverns -- latch onto the ceiling, drop a torch from your inventory, spam with bow/shuriken. Everything dies!) and th'dev fellows have generally crap timing abilities with their swings and seem to have no survival instinct when it comes to not getting hit. These critters aren't moving in any way we haven't seen a million and one times in old platformers... not being where the slime is shouldn't be that difficult :-\

Being a bit overly critical, sure, but the controls seem fairly responsive -- a lot of the damage in both LPs seem to be coming primarily from carelessness, maybe lack of familiarity, or just no attempt at actually, yanno', timing their swings. PBat's a bit better at it, but still... I can't help but think that th'GBA castlevanias (which have plenty of weapons with similar swing actions) would chew them up and spit 'em out. The critter patterns I've been seeing so far are really, really, easy to deal with and basically make damage a highly unlikely thing, if you bother to do something besides just kinda' swing randomly... though even that'll work with silver+ broadswords, especially if you've got two folks to synchronize their attacks. Buzzsaw blade walls!

The cthulhu eye fight seems to be a really simple one if you bother to do some setup before hand. A large box, just the right size to grapple around, or a large open area seeded with grapple target platforms, would be perfect for it -- you just use the hook to dodge to <2k hp charges while spewing shurikens, which you can easily have a 200+ stack of from the merchant. That's solo, too -- with multiple people, a couple of dedicated cthulhu-eye matadors bouncing around while folks a fair distance away spew ranged attacks would drop th'eye toute-suite. >2k hp, you just spew shurikens. That'll kill both the eye spawns and do plenty of damage.

Proper use of dirt would make a lot of both lp's problems just disappear, too. Regularly putting some 1-2 spaced dirt lines above the players could massively reduce the chance of something dropping on top of 'em when they're cave diving. I could see using the bow in conjunction with rapid dirt emplacements to easily handle attacks -- seven or so blocks, three on each side of your and one, maybe two just above, would render you mostly invincible to everything except worms and able to fire and murder with impunity... if you don't just, yanno', hang from the ceiling.

I'm really stoked about what I'm seeing, but it definitely seems like a more competent player is going to be able to just demolish the early challenges that we're seeing. Groups of said players... man, devastation everywhere.

Anyone else think that the value of tools are being heavily underestimated in both LPs, so far? I keep wanting to strangle P for not getting a bloody gold pickaxe :P

28082
Other Games / Re: Terraria... Looks like Minecraft + Metroid?
« on: April 30, 2011, 02:41:41 pm »
Have they decided on the max amount of people per a multiplayer server, or will it just be the limit we set it is what I really want to know, because if we can get everyone on this thread to join a multiplayer game that would be alot of fun.

Quote from: terraria faq
Is there a limit in the number of people allowed on a server?

The limit will most likely be limited by what the server is able to handle

Dev's words were default of 8, able to be scaled up to at least 255, with the "hard" limit being however many makes computers melt.

28083
Other Games / Re: Terraria... Looks like Minecraft + Metroid?
« on: April 28, 2011, 02:42:50 pm »
LP part 13's up. Twitter/reddiit are apparently good ways to keep a track of when this stuff happens :P

28084
Other Games / Re: Terraria... Looks like Minecraft + Metroid?
« on: April 25, 2011, 07:45:17 pm »
LP Part 8's up, apparently.

This game will be the first thing I'll have bought since nabbing up minecraft. *crosses fingers for buying into alpha*

28085
Other Games / Re: Looking for a specific RTS
« on: April 24, 2011, 10:42:55 pm »
http://wz2100.net/

Only thing I can think of off the top of my head.

28086
Other Games / Re: Cargo! I found the FUN!
« on: April 23, 2011, 08:47:50 am »
Fairly sure you can cause something to explode with a kick, especially if you're using... non-standard... adventurers and kick something smaller, like an infant.

I may be confusing that with the experience of pinching off all the limbs of something with a 0 speed bronze colossus. The effect is rather similar to something exploding, once you step back and time resumes :P

28087
Other Games / Re: Best old console games
« on: April 12, 2011, 01:40:56 pm »
Mm... actually, 7th Saga had something neat going on, it being one of the exceedingly rare cases where localization actually increased the game's difficulty. I forget the exact reason (something to do with leveling, maybe), but apparently a slightly misplaced bit of code in the english version of the game ramped the difficulty through the roof, making 7th Saga one of the hardest SNES rpgs to ever hit the States. Nowadays, there's patches that revert the game back to its original difficulty. I've played a little bit with one applied, and it's quite the different experience. Definitely still rather good.

In other news, 7th Saga's sorta' sequel finally got translated a couple years ago. It's a pretty awesome game.

28088
Other Games / Re: Best old console games
« on: April 11, 2011, 04:10:33 pm »
It's not in english yet, but for the SNES... Chaos Seed. Dungeon Keeper + Secret of Mana + Feng shui. Even in moonspeak, it is a slice of old gaming bliss.

For a sundry list of mostly bloody-good stuff, check the list here, under the completed projects.

28089
The thing is... TomE4 and Incursion do not represent the majority of Roguelikes.

Nethack does.

Which would make my point even stronger... nethack has been effectively solved by more than one person. It's certainly not genuine randomness that's stopping people from winning.

Being fair, though, I don't notice the nethack influence in most roguelikes, largely because I've never played nethack for more than a few minutes, despite playing the majority (Probably better than 2/3rds by this point, heh.) of english language RLs.

Quote
Most deaths in roguelikes aren't due to randomness, but carelessness


It depends on how well you can play. If you play very well then it is almost all due to randomness.

Except not :P I didn't say "most deaths for good players," I said most deaths, period. Yes, the deaths that hit very good players tend to be due to randomization -- but 90% or better of the time, they could have mitigated that random cause, through one means or another. Certainly the majority of deaths, overall, in RLs is due to a combination of carelessness and unfamiliarity with the game's mechanics.

However you forgot the OTHER aspect. Not Randomness but "Unfair" or "Unknown" mechanics. A lot of the time people who are able to continuously beat roguelikes are ones who are aware of these unknown mechanics you have no way of knowing.

Fairness has nothing in particular to do with difficulty in an asymmetric game (i.e. most games, these days.), except to the extent which the situation has been balanced toward one side (player, non-player, etc.) or the other. Certainly a asymmetric game isn't going to be fair, for one side or another. The issue isn't fairness but enjoyability (which is largely subjective) and if it can be beat (which is not subjective). "Beat regularly" may or may not be something desired or actively fought against, depending on the designer, of course.

As to the unknown aspect, that is somewhat fair. Much of the intial difficulty in RLs can, indeed, come from hidden mechanics. However, the 'people who are able to continuously beat roguelikes' don't have some special case method of gaining knowledge -- they gain it through experiential testing (i.e. playing the game), 'spoilers' (advice from those more experienced), or code diving, same as anyone else. There's nothing really stopping anyone here from being able to streak on nethack except the time and effort investment.

So REALLY you have to split roguelike deaths into three
1) Stupid mechanics, 2) Randomness, and 3) Genuin[e] fault of the player

One is largely subjective, and somewhat self-contradictory -- if the mechanics were genuinely stupid, they'd be easy to identify and circumvent, not leading to many overall deaths at all. Certainly there are some mechanics in RLs that aren't entirely well thought out, but name me a computer game that doesn't have that issue.

Two and three are tied together -- a great deal of the strategy in roguelikes is, specifically, mitigation of random events. The RNG is quite likely to be actively out to kill you and preparation and appropriate reaction when the time comes is very strongly in the hands of the player. There are, of course, cases where there is genuine death-by-RNG: Running into an exploding dart throwing kobold 3 steps from the starting tile in Dungeon Crawl is a good example. There's also cases in bullet hells where you die because you sneezed :P

Quote
I don't like bullet hell games myself, and if I did make a game, I wouldn't implement many of their design choices, but I don't go about saying they're badly designed

No... Those games are genuin[e]ly difficult where while a large amount of memorisation is required it isn't sacrificed for gameplay.

I am talking about Roguelikes where the majority of the time the difficulty comes as a sacrifice to gameplay or by degrading gameplay.

So gameplay is a combination of memorization and fine motor control? The difficulty in roguelikes have always struck me as specifically built to encourage and direct the player toward a particular sort of gameplay, namely long term and/or logistical thinking, with short-term action being devalued. How does RL's particular brand of viciousness sacrifice or degrade gameplay of the type engendered by the genre?

28090
Since Roguelikes are VERY VERY luck dependent no matter HOW well you play, a lot of the game strategies involve just playing the roulette until it gives you a good enough run through that you can work with it.

Mm... some of them. Some. Certainly not all -- there's people who streak (win successively) ridiculous amounts of times in a row and win better than 50% of the time regardless. There's people like that in crawl, in nethack, in a number of the new roguelikes. I can do just that in Incursion and T4 if I actually bother to play carefully (I rarely do :P).That would certainly suggest that if there is a genuinely insurmountable amount of luck involved, either the frequency of that occurance is small or skill (or at least system familiarity) is able to offset that randomness to a very high degree.

Most deaths in roguelikes aren't due to randomness, but carelessness -- incautious or inappropriate play. Of course, appropriate play isn't exactly easy to identify and even a moment of incaution can end you, but that's part of what roguelikes tend to embrace. They're kinda' like the bullet hell of turn based dungeon crawls :P

Folks can dislike that, it's cool. I don't like bullet hell games myself, and if I did make a game, I wouldn't implement many of their design choices, but I don't go about saying they're badly designed, humhum. Just not to my taste.

EDIT: Right, right, OT... maybe try out the 7drl stuff. They tend to be short and easy to get in to, and possibly interesting enough to hook you into the larger RL games. Here for roguebasin's 7dRL category. Here's the roguebasin page of a pretty interesting one, modeled off the princess maker type games.

28091
Other Games / Re: Games like RotK
« on: March 28, 2011, 07:00:58 pm »
There's, uh... Sengoku Rance. There was an aborted attempt at an LP in th'let's play forum not terribly long ago. As a game qua game, it's... pretty good, actually. Definitely RoTK style. I'd recommend it if you and your wife can stand the, ahem, ancillary content. Don't remember if there's any multiplayer-type aspect to it, but hotseat play would definitely be possible.

28092
Play With Your Buddies / Re: Playing Wrong.
« on: March 21, 2011, 11:23:05 pm »
I remembered another way of playing wrong:  "Stalking"  In a multiplayer game, attempt to stalk another player, (an enemy) for as long as possible without being noticed.

This. This is delightful. It's sometimes even better when they actually know you're there, and know you're following them, but either can't kill you or can't see you. It's great to see someone slowly descend into paranoia, firing at empty corners, especially if it gets them killed through no direct action of your own. I'd occasionally take a break on an Infantry map and just chase someone around. Couple of times I managed to run people clear across the map and back again :P

As for the beast zone thing, I don't even remember what that is, heh. I keep forgetting the name of that zombie zone that kept popping around the time that CA was being dev'd over on freeinf... any relation?

28093
Play With Your Buddies / Re: Playing Wrong.
« on: March 19, 2011, 03:16:24 pm »
Wait a bloody second... you're the same Qloos...

Huh. Man, my mind is somehow blown. I've killed you before :P

CA all th'way, man. All the way.

28094
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: March 19, 2011, 03:02:27 pm »
Canine Familiar is really bad. The hounds are squishy and weak. Scorpions are much less squishy and stack poison damage real fast.

Wait, what? Has something changed in the recent development builds? Just recently, canine familiar could produce war hounds that were damn solid. When your summoning got up a bit, you'd put out more of those than hounds, and do a pretty good job of wrecking the joint. CF's a good spell in the early/mid game. Mixed imps and canines can get you pretty far.

Scorpions can turn on you, which can be dangerous, and they're quite flimsy. The poison stacking bit is accurate, though. What you really want is ice beasts. Those are sexy, and two or three of them can drop a hydra fairly easily.

28095
Other Games / Re: My rant on modern video game rants
« on: March 19, 2011, 03:09:34 am »
I don't normally indulge in short posts completely unrelated to the thread's topic, but I have to say I'm vaguely amazed to read that on Dwarf Fortress's forum :P

Usually folks disliking that sort of thing keep quite the distance from DF, heh.

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