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Messages - Zyxl

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76
Other Games / Re: Cataclysm: Dark Days Ahead
« on: March 15, 2013, 12:55:57 am »
Serious suggestion:
Worn clothing does not appear in the "drop item" screen. You must take off the clothing first (which takes time). As it is, I can flex my arms and shunt 6 pairs of pants, underarmor, double holsters, double beltrigs, double trenchcoats, four backpacks and bags, four shoulderbags, socks, boots, helmet, and my monocle with no time lost.

With menus being selective and only displaying context relevant items, would it be possible to say, remove all worn clothing keybinds excepting from the "Take off" screen to free up the item limit? You can't really eat clothing, drop it without taking it off first, chop it up while wearing it, throw it without taking it off, etc etc. I'd really like to see someone try to sew up bag on their back without taking it off, you should really take off clothing even to patch it up. I'm not sure there's a single screen excepting the "take off" screen that requires binds on the worn clothing.

Speaking of working around the item limit, granted I'm not familiar with the workings and can't into code well enough to answer this for myself, but why can't we have a "page 1, page 2, page 3" etc for items past the 52 limit on a screen? You can carry over capacity, the overcapacity items do show up as a ' so the indexing system is only really limited by alphabetical symbols it can display, not the actual item indexing.

77
Other Games / Re: Cataclysm: Dark Days Ahead
« on: March 13, 2013, 01:20:57 am »
So I tried the static spawn option and it's so awesome that I only play static spawns now. The zombies are actually fun to take on now, and you have to get much more creative. You can actually carve out sections of the town, rather than having to drain the entire thing as a singular unit. I think it should become the default option, but it needs some work. You can not heal or find food and water fast enough while fighting a cougar, then Bear, then wolf pack every map tile. If you take time to heal, you will die of starvation/dehydration. The character needs to eat/drink twice as much as he should, which is less of an issue when in normal mode you can scavenge a starting stockpile of food/drink at the start and empty a town in day. The food/drink rate makes static spawns impossible to survive because it takes that much longer to clear out an area, then secure a fraction of the food/water and heal.

-Nailboard traps need to be a 0-skill trap you can make with a rock.
-Lawnmower machetes and halberds are a little underpowered.
-Nailboard weapon is possibly slightly overpowered, considering it becomes the defacto starting weapon and is still pretty good against most weapons you find shortly after.
-Steel spears should be made with steel wire, not string. Metric ton of wire available, few uses for said wire right now, makes more sense than string regarding durability and construction. Possibly only require one steak knife instead of two as well.
-Butcher's knife needs to be useable in some recipes. I don't think there's a single recipe that actually uses it. Xacto knife as well?
-Craftable sling and/or atlatl for throwing skill. No range bonus from skill, range bonus from sling/atlatl and strength.

78
Other Games / Re: Cataclysm: Dark Days Ahead
« on: March 12, 2013, 12:25:53 am »
How far off is 0.3? I'm stuck in that space between updates where I feel it's too close to the next update, and I don't want to burn-out my drive to play the game before the new content.

79
Other Games / Re: Cataclysm: Dark Days Ahead
« on: March 11, 2013, 12:40:11 am »
So I was screwing around with the debug menu mutations and made a pretty awesome handtalontipped-tentaclehorror-to-hand combatant. I also just found out that the "edge" of the map just leads to another map. Why did it take me so long to find that out? Does it go on indefinitely? Technically that means unlimited resources?

I know semi-controllable mutations have been suggested before, but they'd need to be balanced somehow. What if mutations fucked up cybernetic implants? Characters by end game would have to choose between being primarily mutant or cyborg. Majority of what both offer are already covered by tools and items, top-tier stuff is somewhat more unique like stat bonuses and time dilation. Maybe mutations are a more viable route for lower intelligence characters than cybernetics. How would the control or at least partial control of mutations be acquired?

Will battery recharging ever be implemented? Gas generators, or even a cigarette lighter charger in a vehicle. Batteries aren't exactly uncommon, but neither are rechargeable batteries IRL. Lategame you have all cybernetic tools powered by food anyway, and unlimited flashlight power via headlights. What kind of mid-late game battery sources could be added?

Cybernetics suggestion: As we have leg/movement related mutations, how about a special cybernetics one? What if one of the cybernetics packages allowed you to mount a small engine and some wheels? We already have an expanded assortment of engines, and wheels. Excellent bonus on flat surfaces, harsh penalty on anything that isn't a flat surface, takes damage over rough terrain and big penalty if the tires blow out. Can't be healed normally, must be repaired.

Tool spawning on zombies should be toned down IMO. I can clear a town in minutes, and then am given half or more of all tools in the game. Some stuff that was a lot rarer have had spawns buffed, but they're way to common now. Stuff like welders, woodaxes, bullet making equipments, etc.

80
Other Games / Re: Cataclysm: Dark Days Ahead
« on: March 08, 2013, 11:24:48 pm »
Found a truck before 9:30. Sweet, lets depopulate the town before specials start showing- aaaaaand it's depopulated. Town had a radius of about 5 tiles average, ran over about 50 zombies and it's empty. Huh. Too bad there's not much here. Several garages and no mechanical skill books.

Really wishing garages had cardoors at least 1-tile wider for trucks.

81
Other Games / Re: Minecraft - Mods Thread
« on: March 08, 2013, 04:02:18 pm »
I like that you call gregtech a mess and excuse all of the issues with UE
Conflicts which UE didn't have and needlessly complicated enough I've seen even /vg/'s nofunallowed autists warn of it. UE is literally unfinished. Some mods aren't complete but planned, and other things are in but unbalanced. Those are my issues with UE. The stuff that is in and relatively "finished" content was somewhat impressive.

You'll be running an IC-central server for at least another year before UE could possibly usurp it. Meanwhile I have been waiting for a fresh tech mod collaboration for a very long time, and can continue to wait for it.

82
Other Games / Re: Minecraft - Mods Thread
« on: March 08, 2013, 03:54:19 pm »
So I haven't really played Minecraft since early 2012. I kind of burned myself out on the Tekkit pack, the InustrialCraft-modslew. Gregtech is supposed to breathe new life into it, but it seems like a mess and has issues. So I was kind of excited to see Voltz/UniversalElectricity project and jumped into that instead.

Not all the Universal Electricity mods are finished yet, but it kicks ass. I highly recommend trying it if you haven't yet. Some things are much better than the IC equivalent, other things are works in progress, a few things are completely new and unique. On the whole, it looks like it will eventually replace most things IndustrialCraft.
Spoiler (click to show/hide)

Keep an eye on it, I think it's going to be big. Good cooperation between mod authors and significantly less drama from what I can tell.

83
Other Games / Re: Age of Empires 2: HD: Electric Wolololoooo!
« on: March 08, 2013, 03:07:48 pm »
The last AOE anything I played was AOEII: Conquerors. I guess any AOE thread is relevant enough to ask:
Was AOEIII "good"?

From what I understand a lot of AOEII fans didn't like it because it wasn't AOEII.

At that matter, Age of Mythology? I've heard a lot of people say it was superior to the AOE series.

Apparently there was an "online" AOE I missed too.

84
I've never really looked into this because Frontier (my ISP) doesn't seem to give a shit about anything and doesn't seem to have any plans about copyright enforcement. First thing about this that bothers me is not the "spying" or privacy violations. It's the 35$ charge to the customer to contest false accusations (there will be a lot of false accusations, just look how shitty other automated copyright enforcing systems are).

Meanwhile the revenue of various VPN services increases, and more people switch to rapidshare and other sources that are less transparent. Torrenting is fast, but it is a pretty stupid way of illegally doing something. This will just breed smarter pirates.

85
Other Games / Re: Age of Empires 2: HD: Electric Wolololoooo!
« on: March 08, 2013, 12:57:32 am »
Zyxl, don't harsh our mellows.
OK, I won't any more than this:
Cheap moneygrab.

On the other hand: new player influx! The old crowd was kind of impenetrable, either private friend games or nostalgic pro-players looking to crush anyone willing to play with them.

Now if they could just do this with StarWars Galactic Battlegrounds all my AOE2 dreams would be fulfilled.

86
Other Games / Re: Age of Empires 2: HD: Electric Wolololoooo!
« on: March 08, 2013, 12:41:39 am »
Waste of 20$. The Forgotten Empires fan-made expansion includes HD/widescreen support as well as a ton of patching, tweaking, AI overhaul, new content, no-cd, kitchen sink.

They want 20$ for what was done in a fan-made cracked executable patch. It runs 1.0c. No update, no new content.

Play Forgotten Empires instead for free. Use gameranger if you want a modern lobby.

87
Other Games / Re: Mechwarrior Online
« on: March 07, 2013, 06:33:45 pm »
Anyone think MWO will go the way of Tribes Ascend and release a "purchasable" package version?

I keep thinking I'd like to try MWO, but then lag shields, c-bills, grind-2-unlock, etc. I've heard varied opinions about how bad the pay-2-win is regarding how long it takes to grind useful credit, to how intentionally useless starting unlocks are. Reading a bit through this thread, it sounds like it's better than it was?

Then I think, oh! I'll reinstall MW4 Mercs and do some quick matches with a few of my Steam friends I used to play with- oh right. MekTek dropped MW4 to beg for money to revive some other Mech series, then removed all MW4 downloads and support. Not a huge loss, given their proprietary client sucked, but the all-in-one patches and content was nice.

Is the beta close enough to a released product regarding issues/balance that I should consider getting into it, or are there still significant enough things that you'd recommend I hold off until later? I feel like I'm going to regret not enjoying the game before consumables. Purchasable cooling and artillery/air strikes. Really?

88
Other Games / Re: Cataclysm: Dark Days Ahead
« on: March 07, 2013, 06:04:32 pm »
Nothing has been changed about swamps in several versions, I don't think. They have been the deadliest place on the map since Whale's made the game, and no one has really changed them.
Never asked if they had changed. I've always avoided them. This particular one was unavoidable if I wanted to get my beetle elsewhere, and I had no windshields. Highway right down the middle of a dozen or so tiles of swamp. Holy shit, look at that, there's enough of them to rip the torso to shreds at 70 MPH. Really surprised me, given I've blown past them in cars, trucks etc before taking no damage.

89
Other Games / Re: Cataclysm: Dark Days Ahead
« on: March 07, 2013, 05:37:52 pm »
Swamp spawns are insane. Going 70 MPH in a beetle down a highway past a swamp, enough spawns to kill me in a moving vehicle.

Do they deplete like zombies? Zombies are really easy to depopulate now, with the max population in lower and spawns being batshit insane. Makes the only reliable possible way to depopulate a town driving in circles in a truck every few days. Only dangerous things are the shock zombies, else you could do it in one day.

totallynotanedit
Yup just savescummed. Killed me from full torso health going 70 MPH past a swamp again. Fuck it. I'm going to hold off for a few more updates. Liking the new content so far though.

90
Other Games / Re: Games where you run a company of mercenaries?
« on: February 22, 2013, 07:01:42 pm »
Shining Force 1 & 2 for the Sega, same story as above. If you liked FFT you should be able to get into SF.
There was a Shining Force III for the Saturn I highly recommend, as a fan of SFI and II on the genesis. Best of the series in almost every aspect. Runs fine on emulators.

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