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Messages - Tallgeese

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A Valley Without Wind 1 & 2 / Re: Discussion: New stat: dexterity
« on: May 18, 2012, 03:34:47 PM »
Makes sense, sure.

Nice changelog. Though I think you should name the new boot type "Sylvan Boots", since I don't remember any Elves being in this game and the other word is fancier with similar connotations! Hahaha.

No comment on waterwalking?

A Valley Without Wind 1 & 2 / Re: Discussion: New stat: dexterity
« on: May 18, 2012, 03:20:26 PM »

Would you consider moving featherfall to the foot slot? Seems that it fits more with double/triple jump.

In addition, it seems that a new foot slot would add an opportunity for new enchants in general, like a "walk on water as if it were a platform" foot slot enchant, with an innate extra bonus. Perhaps faster run speed. (Or more mana of course.)

That works I suppose.

I'd prefer something more long-ranged. Has anyone ever played Might & Magic and casted Lloyd's Beacon? With it, a character sets a Beacon and teleport back to it. The Beacon sticks around until you set a new one.

Might be interesting if each character got their own Beacon... Obviously if a character dies they don't have a Beacon anymore.

Ehhh... true enough, I suppose. It actually makes N attack rating and X defense, and then tosses in level calculations, which makes it quite silly. Doubling your defense is actually borderline useless (well, unless it was high to begin with. At that point you just used skills that tripled it for you at the high end)!

Sorry for the pedantry, I just like mechanics chat.

AVWW Mods & Maps / Re: Megaman X (And more) Character Pack
« on: May 10, 2012, 12:48:30 AM »
That has to stink... good luck fixing it.

Also, aren't the ride armors from X3, not 4?

Keith: Bah to me, I should have written that a different way.

What I meant was that you're essentially instituting the cap anyway after a point, since for most people it really will not be worth it after... I would say about 100 raw CDR (50% real)? If you have to sink 50 more CDR into that to get an extra 10% of real reduction, you may as well have put in a CDR enchant cap and lowered the numbers since I cannot imagine most people caring about higher CDR numbers at that point. Just make the guardian scroll effects ignore the cap.

That's just me though.

Quaix: I like your Haste Rating idea, why not. Though I'd make the enchants just show the Haste Rating, and have your status screen show you what your total translates into.

Though for the record, you are highly incorrect about D2. Diablo 2's damage reduction is linear with a cap. There's just multiple kinds. You're thinking of defense, which influences if you get hit at all and uses a more complex equation than what you have stated.

I completely agree with this. Wouldn't it have been better to just ratchet down how high cooldown reduction enchants could go?
I thought of this, but the cap would need to be like 30-40% and you'd probably hit that on the first continent and never get better CDR than that the rest of the game.

Well, couldn't you then just make the progression for CDR far slower, like make CDR enchants start at something silly like 2%? That is essentially what's being done right now, minus the misleading/confusing numbers.

I think my main initial complaint is the the enchant changes have made a lot of the information displayed by my enchants meaningless, rather what is the point of it displaying the information to me that it is a -59% cooldown enchant when it cant ever actually be that?

I completely agree with this. Wouldn't it have been better to just ratchet down how high cooldown reduction enchants could go?

Well, obviously I am going to point to this topic:,10622.0.html

In addition... I am interested in a spell in which you generate rings or orbs around the player, floating around them in circular or elliptical orbit. Player can spend time generating orbs as much as they like up to a limit (perhaps 4), but they have a duration. The orbs do not shield the user or fire anything, but do large damage to any enemy they touch. Essentially, a spell that keeps you up close and in the face of an enemy, with high risk but high reward.

AVWW Mods & Maps / Re: Megaman X (And more) Character Pack
« on: May 09, 2012, 09:26:22 PM »
Just a tip: when you exactly double or quadruple sprite size, you want to use nearest neighbor resizing for best result. For some mad reason, that is basically the only time nearest neighbor is any good!

AVWW Mods & Maps / Re: Megaman X
« on: May 09, 2012, 01:55:18 PM »
That is pretty cool.

What is your resizing process anyway?

I don't see why you'd need a mode-switch at all.

Just have some summons which have a little AI, and others which just fire where you fire.

It's up to you to use which when and it adds variety to your load out.

This is true. Wasn't sure they'd want to add two spell sets that are slightly different, was all.

Though, either way, allowing players to switch how the dumbfire companions follow your aim via a formation would be nice. One time you might want them to help you lay fire over an area, but another time you might want them to focus on exactly where you are firing.

Whatever's easier to implement, though. If a formation-change button is too difficult to do, then two spells without it would be just fine.

AVWW Mods & Maps / Re: Megaman X
« on: May 08, 2012, 11:21:42 PM »
Here's something for you that might be a bit better. Some person ripped the sprites into individual frames for MUGEN. Just magic wand the pink background off.

Here you go.

AVWW Mods & Maps / Re: Megaman X
« on: May 08, 2012, 10:34:24 PM »
I see your point. Nobody's ripped Tallgeese from Endless Duel. Huh.

Or are you using Gundam Battle Assault or such?

AVWW Mods & Maps / Re: Megaman X
« on: May 08, 2012, 08:18:17 PM »
Wing Gundam? Not Tallgeese, which is the biggest and bulkiest (and best) suit in that series? For shame.

...Of course I may be slightly (but only slightly) biased.

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