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Messages - madcow

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1
I'm liking the idea of destroyed towns being completely smashed. It makes thematic sense as well, and seems like a way to prevent the back and forth flipping cheese.

I would also make resource buildings rather susceptible to regular infantry attacks (I'm not sure where the health pool on them is at right now), but a good balance of letting infantry have a chance at destroying the basic resource producing buildings (and/or the refining buildings) so that they can do some damage if they overrun a village without siege units. But they would still need siege to finish off the village.

I'm somewhat neutral on the warfare and crime idea. Upping the max distance between enemy villages is a good way to go though.

Edit: being unable to repair buildings and unable to replace them might be enough to make them susceptible to attacks. Been unable to play much lately so I don't know the balance on building health.

2
Skyward Collapse / Re: Skyward Collapse Alpha 0.902
« on: Today at 07:59:19 AM »
Not able to play unfortunately, but catch up on the patch notes. The system for social decay really doesn't sound well implemented.  I'm not sure what I could suggest to have an AIP-like feel to it, but this current one doesn't seem particularly.

I would maybe suggest just having the unrest naturally go up on each side (as a universal number), and killing units/destroying buildings/etc brings it down, with the caveat that there's diminishing returns if it occurs all in the same village. Obviously this could use refinement (don't want just disposable villages destroyed back and forth to keep the value down) and is just something I'm throwing out. But I'm really not caring for the idea of the current unrest system.

3
Skyward Collapse / Re: Skyward Collapse tablet version?
« on: May 16, 2013, 04:51:02 PM »
Though in some respects it does suck for the consumers, you could argue, because it prevents porting of older games unless those games have their graphics redrawn from scratch.  Out of this World did that, but I thought it lost some of its original charm by doing that.  And I suspect that drove up the price for consumers.  And other 90s classics that might be ported could have an even tougher time.

So it's hard to say.

Personally, I would argue reporting old (control based) games over to a touch-screen is a bad deal for a consumer anyways ;)

I can't imagine trying to play a platformer, Out of This World or similar games on a touch screen and having fun doing it.

4
Skyward Collapse / Re: Skyward Collapse Alpha 0.814
« on: May 15, 2013, 09:14:33 PM »
Poor Hades, getting a bad rep. Should use Eris instead as a sort of Loki partner in crime.

5
Man, awesome I really want to test it out! Unfortunately I'm traveling for work and while able to post in forums, not sure about playtime :( Hopefully some time this weekend!

7
Skyward Collapse / Re: Rock Paper Collapse
« on: May 15, 2013, 08:37:27 AM »
A lone person working on a single game tuning it and tuning it to "perfection" seems like an amazing way to get into a rut unless you're extremely motivated ;) Even then you would need a good support structure for feedback.

And grad school at least has the advantage of a defined time frame - with wiggle room of course ;). It only -feels- like forever. :D

But right about the firstworldproblems, even the worst jobs in the US are better than none, or the conditions in some countries ;)

8
Skyward Collapse / Re: Rock Paper Collapse
« on: May 15, 2013, 07:55:46 AM »
Haha, I was getting that it was a 2013 movie in the Sundance Film Festival. I was thinking, interesting - I'm not sure how that's relevant but very chic of you!

And yeah, I've read those stories about the big publishers that burn people out on the crunch time. Or Indie Game the Movie and its delving into the plight of game devs. It's still easy to forget when there's the likes of Valve and (depending on the game) Blizzard with their mantra.  Always good to get a bit of a reminder though. It somewhat reminds me of grad school actually! Working nights/weekends locked away for barely any money, pouring your heart/soul into it, the bad reviews and occasional 'bout of soul crushing depressing ;)

9
Skyward Collapse / Re: Rock Paper Collapse
« on: May 14, 2013, 04:17:47 PM »
The other thing about human nature is that people on the internet love to <expletive deleted> all over things, especially things they haven't tried and don't know anything about or have any sort of -informed- opinion on.

10
Skyward Collapse / Re: Rock Paper Collapse
« on: May 14, 2013, 03:24:00 PM »
RPS commenter's opinion on Arcen seems to be, "What this isn't more AI Wars? I hate it. Also its not pretty enough for me." With a sprinkling of love thrown in of course.

11
Skyward Collapse / Re: Skyward Collapse Alpha 0.814
« on: May 14, 2013, 01:14:53 PM »
From what I understand, edicts are gone completely and the goal is to survive, with the woes providing the proverbial monkey wrench? Or are edicts still in additionally to Woes, it's hard to keep up with the planned features!

12
Off Topic / Re: TOME 1.0! - and other Roguelikes.
« on: May 14, 2013, 12:21:23 PM »
As far as games with permanent consequences for failiure, I love those. Games like Mass Effect (where characters can die, albeit you really have to screw up to do this, and the impact is rather small) or Deus Ex: Human Revolution. I love the little details as that, as it makes it less of a game and more of an experience.

A common thing in games are time limits. "Hurry up!" the game tells you, but you can actually stand there twiddling your thumbs because the game is waiting for you. Imagine my surprise when the hostages were already dead when I finally got to my objective. Becuase I had been faffing about exploring. It wasn't something that prevented me from continuing the game, but it was a permanent thing and I felt bad. Such things are awesome!

I should clarify what I meant about permadeath in epic games. Permanent consequences but still letting you finishing the game (call it partial successes? You can keep playing, but things are screwed up) are awesome. If an epic game had roguelike perma-death, where you die and it deletes your save file - that would suck. But companions dying (so long as it doesn't make the story less interesting/prevents you from beating the game) is great.  I don't mind less than optimal endings due to me messing up a game. I don't mind throwing away a game that's only a few hours long. Throwing away a 10+ hour game is something else entirely ;)

13
Off Topic / Re: TOME 1.0! - and other Roguelikes.
« on: May 14, 2013, 10:36:34 AM »
One feature I think I would like to see in games with permadeath is to start the game a few levels in it. It's often fun to build up a new character that's true. But sometimes it can feel a bit like a grind to go through the early levels which can tend to have the samey tactics to them.

It would be so cool if you could start a few levels in, with -random- gear or skills.

For instance if in Don't Starve you had a random assortment of resources, gathering the first day of resources in that game is rather tedious I find. As there's no tactic and its just walk around clicking EVERYTHING.

Or in a roguelike, if it started you on the 3rd dungeon level or something with -random- skills, and random equipment. It wouldn't be a way to power level through the early portions as you won't have control over what you had, but it would cut out that tedious early building phase.

Edit: Also agree that permadeath on fixed games is bad, it really needs the randomness. Also on games that get lengthy it would be bad. Roguelikes work with it, because each game is relatively short. Trying to play some epic RPG like Witcher or Dragon's Age with permadeath would be... painful ;)

That said, I think it -can- work in strategy games which can tend to be long, so long as there's points for recovery and it feels fair(ish).

14
Skyward Collapse / Re: Skyward Collapse Alpha 0.814
« on: May 14, 2013, 10:26:56 AM »
Figured it would be better to suggest it before they went in, instead of after :D

15
Skyward Collapse / Re: Skyward Collapse Alpha 0.814
« on: May 14, 2013, 10:13:51 AM »
By the way, if possible it would be AWESOME if we could freely place Woes while in the sandbox mode. It doesn't need to be pretty, just a list of them all to click on and use.

My favorite part in city building stuff was always purposely putting my civ through the wringer and watching it go down in flames.

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