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Messages - Ontogenesis

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+ 1 to this suggestion. It did feel like you were being punished for doing missions. This would still work as you wouldn't be able to become too overpowered as Tier orbs wouldn't be available.


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Off Topic / Re: Kickstarter Projects
« on: May 09, 2012, 03:26:42 PM »
Sorry guys, blow your mind with this Kickstarter: http://www.kickstarter.com/projects/114022296/multi-platform-video-game-release
It's a real shame to see it's been cancelled now :(

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Hmmm. Have you considered maybe having a selection of unique spells (or just buffed versions of current spells), that a character can only have one of, and is randomly assigned to your potential choices? This would each character unique, make death feared (as there's no guarentee you'll find another character with the same buff) and shape play style.

Alternatively (or in addition to), each character could be random in their:
> Unique spells/ buffed versions
> Unique gameplay stats (e.g. jumping, detection)
> Resistances (e.g. to certain spell elements/melee)
> Other random effects (e.g. automatically be able to breathe underwater, resistant to wind storms etc.)

Just some thoughts  ;D


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Woohoo. Thanks Arcen! I'm only my second playthrough (and first on 7/7 - should of done it from the start!) and thoroughly enjoying the experience. I was gonna mention the button sticking thing actually, can be mildly annoying when chatting to someone on Steam while playing. Good to see you're still working on AI War despite AVWW been released. I own both, although would you be offended if I said I prefer AI War?

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AI War / Re: Hard to get into...
« on: May 06, 2012, 07:32:30 PM »
P.S. I just swept onto the first AI homeworld expecting my first victory, only to find out I've supposed to have destroyed Core shields or something... Not sure how I missed that information? Back to basics for me.

You can turn that off in the game options. I wouldn't bother with it, restricts the player way too much.

Yeah, can't say I'm a fan of this option  :-\ Still! That's a few extra hours right there. Plus it will force me to push up the AIP so things should get a bit harder...

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AI War / Re: Hard to get into...
« on: May 06, 2012, 07:00:51 PM »
I'm about 8 hours into my first playthrough on difficulty 5, I'm a bit of a perfectionist so my style of play tends to be slow. I'm finding difficulty 5 no-where near challenging enough (economy hasn't need a second look and I haven't lost a command station yet), but it is a really good way to pick up the basics! I'd recommend sitting down and playing it. I put off playing it too, and I couldn't get into the demo. I knew I'd like it though and just bought it. Thoroughly enjoyed it so far! Need to find someone to play with though, I know no-one with it :(

P.S. I just swept onto the first AI homeworld expecting my first victory, only to find out I've supposed to have destroyed Core shields or something... Not sure how I missed that information? Back to basics for me.

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A Valley Without Wind 1 & 2 / Re: Poll: MOST favorite mission type
« on: April 29, 2012, 06:19:43 PM »
I found the JtP really annoying at first (goddamn bats!). Then I started to really enjoy them, they have a lot of tension which the ones just don't have.

I also really like Battleground missions. I think because you feel like you're actually part of the world with other people, and you have purpose. I'd love to see the missions integrated into the world more, with consequences.

e.g. Avoiding the stealth mission will cause the monsters in the surrounding area to go up a tier.

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A Valley Without Wind 1 & 2 / Re: Poll: LEAST favorite mission type
« on: April 29, 2012, 06:14:34 PM »
The meteor one feels a bit weird too. Just random meteors landing on some stacked up boxes in the middle of no-where. There's never any meteors anywhere else either... Also, I have these problems with it:

> Too slow!
> Even if you do nothing, a lot of the boxes survive anyway
> The perfectionist in me demands I should be able to effectively defend the whole depot, but this isn't possible as the map is too big

To improve it, I'd would recommend:

> A focus on the monsters instead of the meteors
> Shrink the map right down, so fighting is more focused
> Reduce number of meteors

Or even a complete overhaul?:

> You have robots that shoot down meteors, you have to defend the robots and boxes from monsters. If they get destroyed, you have to deflect meteors yourself (probably need them sped up)

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A Valley Without Wind 1 & 2 / Re: You guys are awesome
« on: April 28, 2012, 07:17:30 PM »
I'll also add I've been really impressed with the devs activity on the forum too.
I've been meaning to try AI War for ages, might get round to it one of these days....

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I've really enjoyed the new beta update so far. I'll add that I like the idea of the enemies being replaced but I see where everyone is coming from. Variety is definately the way forward, I suppose by keeping all versions of a monster then you get more variety for free, so to speak. I imagine the Perfectionist missions are a bitch now though...

Haven't tried the new anachronism mission yet, but I never had any problems with the old one....

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AVWW Multiplayer Discussion / Re: Server: Hades
« on: April 24, 2012, 06:46:20 PM »
Just popped on to this one to test how my Internet handles AVWW (very well apparently). Ran to the nearest mission and was almost completely overrun by vengeful ghosts... Some found it difficult indeed  :D

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