Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - bvchaosinc

Pages: [1] 2 3 4
1
A Valley Without Wind 1 & 2 / Re: Such great potential!
« on: May 03, 2012, 10:27:16 AM »
See, this I really don't understand.  I all ready farm enchants, and I will not believe I am the only one, or that their are few like me.  The method under which you can currently farm enchants does not progress the game in any way.  So what is wrong with not progressing the game through killing vs not progressing the game through running from house to house room to room.   

2
A Valley Without Wind 1 & 2 / Re: Correction: We Need a Pony Spell
« on: May 03, 2012, 10:07:33 AM »
OH god, did you get sucked into that SA front page article as well, or you were you truly unfortunate and stumbled into a certain sub-reddit of which I will never mention for fear of waking the Cthulhuian horrors that slumber there.

3
A Valley Without Wind 1 & 2 / Re: Such great potential!
« on: May 03, 2012, 09:24:43 AM »
The game in general has issues with its unlock pace.  If you do the tutorial start you are basically one whole play through(assuming new continent is new game+) away from anything interesting.  Well expect for urban crawlers those guys are cool and fast to unlock. 

I too find lack of kill reward extremely undermining to me enjoying the game, but apparently the baddies are their to be obstacles and having them reward the player in any meaning full way would make them fun to fight and take away from the obstacle-ness of them, or at least that's how I am understanding it.   

4
Back onto the control thing, have a mode where hitting 5 would move the selected spells box to slot 5(so left mouse would be slot 5 right mouse would be slot 6) would work just as well to duplicate the Terraria mode of play.

5
I think Youtube is leaking.

That's my fault, I made them make account registration to simple now any kind of riffraff can get in here.

6
A Valley Without Wind 1 & 2 / Re: THAT'S A FREAKIN' WHALE!!
« on: May 02, 2012, 12:57:23 PM »
Oh, their is killer carp.  God bless you DF and your continuing influence on modern gaming. 

7
Yep, I am fairly sure the last manual I really read was the one for Falcon 3.0.

8
A Valley Without Wind 1 & 2 / Re: Suggestion for the forum
« on: May 02, 2012, 10:31:37 AM »
The issue I normally find with small to medium sized communities is that every one only really checks the GBS part of the forum.  So sub forums are where threads go to die.  So I say we keep discussing of things here and go to mantis if we ever want to get something changed instead of just talking about getting it changed.   

9
A Valley Without Wind 1 & 2 / Re: +100% damage ?
« on: May 02, 2012, 10:24:53 AM »
Its a shame they never really took off like Red vs Blue did.

10
A Valley Without Wind 1 & 2 / Re: +100% damage ?
« on: May 02, 2012, 10:20:41 AM »
Boom Head-Shot!!!!!!

11
I don't want to crap on user contributions, but there's an app for this.

http://www.snakebytestudios.com/projects/apps/cursor-lock/

12
The swap thing is fine for those wanted a more terraria like feel in the control scheme.  Jumping the mouse one two to number pushed and number pushed +1 would work too.  Since either one would work just go with what every take less of your time. 

I don't think we would want to have number pushed copy(instead of move) a spell into slot 1 as that is costing you one of your spell slots.  As for having things switched around this is not much of a problem as you can always see you spell bar, so when the spell that originality lived in slot 5 ends up in slot 2 its simple to tell.   

13
I hear people saying they are having a hard time finding the npc they need to use seek survivors.  Is this a real possibility, or do you not need any you don't start with to use seek survivors.  I have never felt the need to cast it so I don't know.

I can't remember what the NPC is that is required to cast that; but it's certainly possible to not have that sort of NPC, whichever the type is.  The game is incredibly forgiving in what kinds of NPCs it gives you as you get NPCs, though, so if you get 6 NPCs then you'll wind up with one of each kind before you start getting any duplicates.

OK, then it would seem a good idea to give the seek npc guy first every time,  That way if people only every have to go looking for a rescue quest once.  After that they can play them as they find them(which as they seem to always be close to stash/gem rooms seems to be how they were indented to be used), or just cast seek survivor if they need some one right now.

14
Why don't you just stack secret mission with a rescue the dude we need to cast seek npc, then tank the odds that you get an npc rescue back down to normal or lower,  Since you then can in theory just cast find npc when you want new guys.   

I'm not sure I follow.  However, with the above changes, the "seek survivors" guardian powers will be a lot more common so that probably gets at what you are requesting.

I hear people saying they are having a hard time finding the npc they need to use seek survivors.  Is this a real possibility, or do you not need any you don't start with to use seek survivors.  I have never felt the need to cast it so I don't know. 

15
Why don't you just stack secret mission with a rescue the dude we need to cast seek npc, then tank the odds that you get an npc rescue back down to normal or lower,  Since you then can in theory just cast find npc when you want new guys.   

Pages: [1] 2 3 4