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Messages - Cyborg

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571
A Valley Without Wind 1 & 2 / Re: Constructive Criticism
« on: December 04, 2011, 10:28:48 PM »
I object to a loot grind. I explained this in a different thread, but other games do this better. If this is just supposed to be a mindless quest for better loot and to look like Gandalf at the end, why not play any of the 1000 clones for Diablo? Are we giving up on some kind of strategic hook that takes decision-making and brainpower?

572
It would feel far more enticing if my world was improving over time, if there was incentive to go back and look at the things you had done for various areas, rather than wrecking all the effort I put in.

573
Off Topic / Re: Hidden steam gems
« on: December 02, 2011, 09:22:03 PM »
I really didn't like star ruler. but how about dungeon defenders… That was pretty good.

574
AI War / Re: Missing the friendly enclaves
« on: December 02, 2011, 07:47:25 PM »
I never got the chance to see how they are, but they'd be nice. Neutral, and friendly enclaves.

They were awesome. They just need to be able to be X-targeted.
As in: let you shoot at them? :)

Yes. If their assistance is interfering with your strategy or otherwise disruptive, they should be optional. If you destroy them, perhaps you invite retribution, but targeting them would be nice.

575
AI War / Re: Missing the friendly enclaves
« on: December 02, 2011, 06:42:29 PM »
I never got the chance to see how they are, but they'd be nice. Neutral, and friendly enclaves.

They were awesome. They just need to be able to be X-targeted.

576
AI War / Missing the friendly enclaves
« on: November 29, 2011, 07:58:19 PM »
Anyone else missing friendly enclaves landing on your planet and defending it for you?

577
AVWW Brainstorming / Re: Brainstorming Thread: Show Me The Clever Players.
« on: November 29, 2011, 07:52:30 PM »
Without nailing down a very specific play…this is only an example of what I am trying to describe, and that is unifying the different parts of the game into one connected flow to create a unique character/experience.


For example, right now all of the tiles in a given area of the same type feel relatively the same. So I came up with the idea of "liberating" a tile, and once liberated, that tile could be coerced into some mechanic that would either contribute towards the settlement, the overlord they are rebelling against, or permanent player changes.

Right now you have a lot of side views of different kinds of houses and buildings; what if some of these were reserved for a liberated tile? For example, upon liberation, you use the smoke graphic and over the course of a few "turns," buildings appear and NPC's began to mill around and perform some kind of default construction of materials that get sent to your settlement, perhaps donate troops, or even unlock characters (personas?) that you can play. Allowing the player to configure that is a bonus, and even a, "thank you for liberating us from Overlord Foobar's henchmen. As a token of our thanks, we offer you…" Makes Toad look stingy.

What does this accomplish?
1) Real rewards that offer choices, acknowledgment and gratification for completing what amounts to a "level. " The settlement game isn't that in-your-face right now, doesn't really feel like you're getting anywhere when you complete a level.
2) For the settlement, the more tiles liberate, the greater the rebellion. Your choice in how to represent that rebellion, well, I think that's where the cleverness has to come in. That's where you decide what benefits and rewards we can choose from. If the overlords castle was a little bit more tricky, I think that could make some very appropriate rewards. Personally, I would like a mercenary to travel with me and take the fall. Perhaps even more dramatic, maybe have 20 NPC's rushing the gate at the same time. Even if they die, that's fine, it just has cool factor.
3) Your actions actually change the world. Right now, we have the distinction of making the world even more desolate by removing monsters.

I don't really understand settlements yet, as far as where you are going with it, but it should be something that grows with the player with each successive settlement, or perhaps give one main settlement that grows over time.
It would be nice if you gave NPC's a set of five behaviors, then we could have some kind of emergent town behavior. If this was meaningful in what their contributions were to the rebellion, even better. Having random word bubbles above some of the NPC's occasionally could be kind of funny. It adds a little bit of liveliness.

The overlord needs to be scaring the crap out of people, act menacing, and if that's not possible, play the comedic villain. Maybe send notes to the settlements (could do the same thing that the epitaph thread does, except make them letters from the overlord). Perhaps they could be read as speech bubbles by the NPC's.

I want my character to be different than someone else's at level 60. If we are all running around with the same look and the same spells, is just not as fun. A specialization would be nice. Red mage, black mage, white mage... just as an example.

And finally, I think that allowing people to make levels was a great idea. There are relatively harmless modifications you could allow, such as sprites to cover existing character/enemy skeletons. To some extent, modifying the game to allow for future purposes, keep that in your heads right now as you work on it. More hooks, more hooks.

578
AVWW Brainstorming / Re: The Epitaph Thread!
« on: November 28, 2011, 10:17:53 PM »
"Fail."

"Final score: -1"

"Perished from the bird flu."

"All of my worldly treasures are hidden in the lava flats."

"It's cold in here."


579
I have been lobbying for some of my play group to get it, and universally everyone is waiting until Christmas. Not because they think they will get a better deal, though.

580
A Valley Without Wind 1 & 2 / Re: Smaller goals
« on: November 27, 2011, 03:15:39 PM »
I'm not sure that looting Old Republic, skyrim, and Diablo is the answer. Not that I would mind some of these.

I really don't believe it's a negative thing to take influence from other games. Most people seem to look upon it as a negative but I think it's fine as long as it all comes together as something new and fresh.

You don't ALWAYS have to reinvent the wheel just for the sake of it.

As I said, I don't mind some of these mechanics. I'm just not sure it's what's going to elevate the game.

Not sure how randomly generated quests can't be anything but a good thing...

Maybe we have a language barrier problem? I wholeheartedly say that there's nothing wrong with these features. But, you could say that about any feature. What if we make the whole thing three-dimensional? Yeah, that's a great feature, but does it elevate the game? Look, you can have all the features in the world that are ripped from various other games, but a lot of the time it's just a lateral move. Maybe something is a nice feature, but if it's just the same as some other game, you might as well get that other game.

For example, let's consider Diablo, one of the heavy inspirations for the above comments. If you want to go monster hunting for shiny new equipment, Valley isn't the first game I would pick to scratch that itch. Or how about story driven gaming? Skyrim or any RPG does it better. But now let's take procedural world generation and dungeons, and Valley actually does it better than other games. It's something that is their strength.

I would like to see the killer feature be something that works from that strength-because they do it better- rather than trying to copy somebody else and give us something we already have. It's a strength of AI war as well (procedural), and in that game they use that feature to create some very interesting AI that you can't get anywhere else. If I'm a developer, I would love to have these features that were mentioned (if I had the resources), but I'm very sure I would use my positions of strength to create something you can't get anywhere else. Honestly, that's where I think arcen should go with this IP next.


581
A Valley Without Wind 1 & 2 / Re: Smaller goals
« on: November 27, 2011, 12:32:31 PM »
I'm not sure that looting Old Republic, skyrim, and Diablo is the answer. Not that I would mind some of these.

I really don't believe it's a negative thing to take influence from other games. Most people seem to look upon it as a negative but I think it's fine as long as it all comes together as something new and fresh.

You don't ALWAYS have to reinvent the wheel just for the sake of it.

As I said, I don't mind some of these mechanics. I'm just not sure it's what's going to elevate the game.

582
A Valley Without Wind 1 & 2 / Re: Smaller goals
« on: November 26, 2011, 09:32:32 PM »
I'm not sure that looting Old Republic, skyrim, and Diablo is the answer. Not that I would mind some of these.

583
A Valley Without Wind 1 & 2 / Re: Impressions from an avid gamer.
« on: November 26, 2011, 04:58:49 PM »
Super Mario Brothers 2- Luigi.

584
Off Topic / Re: Looking for a specific space game
« on: November 25, 2011, 10:02:37 AM »
It's looking like they're doing the sword of the stars method of neutralizing colonies. I don't see anything where it actually lets you blow the planet to pieces...

I'm going to wait until a price drop for the original game. The price doesn't seem justifiable.

585
Off Topic / Re: Looking for a specific space game
« on: November 24, 2011, 08:45:46 PM »
It does look expensive. I wonder if there is a demo.

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