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Posted: Wed Jun 29, 2011 2:31 pm
I hope people get a good groan out of my non-serious pun suggestions for Undermountain.
Puns so far: - Sarcoff Egress - Coagul Antechambers
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Posted: Wed Jun 29, 2011 2:46 pm
RafiCat Atrash the Squidmonger RafiCat gataka There's only one Null Chamber, right? =.= atm, yes, but it would be easy to add more if they ever can expand the game. Still, adding another probably wouldn't be too hard (and maybe the central crystal could quickly switch between them without having to load another map, so it's still quick to navigate around). Yeah, this was my thought, have the central crystal be a between-crystal jump. If the game was expanded the way it should be, we would need three chambers, and you could use the central crystal in chamber one to go to #2, and the central one in #2 to go to #3. 3 would take you back to 1. It would make a nice transportation sysem. If the game were expanded. rolleyes The other ones wouldn't necessarily have the same number of crystals, and there could be some disconnected areas. The nulls would all preferably be on the same map, though (in terms of loading - so teleporting through to each null wouldn't go through the loading process every time).
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Atrash the Squidmonger Vice Captain
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Posted: Thu Jun 30, 2011 5:36 am
May I ask for advice on my newest drawing? O:  EDIT: If a NPC-making contest comes, I'll try submitting my characters. x3
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Posted: Thu Jun 30, 2011 9:50 am
Reglare Excile May I ask for advice on my newest drawing? O: [...] That's a tricky question ¯3¯ How close is it to what you had in mind?
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Posted: Thu Jun 30, 2011 1:26 pm
Lotsafluffsbut NO GNOMES emo
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Posted: Thu Jun 30, 2011 2:57 pm
gataka Reglare Excile May I ask for advice on my newest drawing? O: [...] That's a tricky question ¯3¯ How close is it to what you had in mind? Anything you may find wrong in the drawing. o3o
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Atrash the Squidmonger Vice Captain
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Posted: Thu Jun 30, 2011 6:09 pm
Reglare Excile May I ask for advice on my newest drawing? O: Just drawing advice? The hair/clothing/head unit is clearly defined (although that's assuming you wanted the top of the shirt/jacket/whatever to go past the neck and the hair/headress to be in that style - it's hard to tell sometimes if the intended impression is actually what the artist wants). The shading is accurate enough and the style is clear enough for most things. Unless you want a ton more work or a different set of tools, I'd advise sticking to that level of detail. To much detail without more precise drawing tools or color just makes things hard to figure out. I can't really tell what the thing on his/her back is, so I can't pass much judgement there. A side view is a simple and easy way to show a character appearance. Unless the head in particular is of interest, having a full body view might help display your intended design better (and gives more room to make clear what certain parts of it are, like the thing on the back). It really depends on whether what I'm seeing (which appears clear enough and understandable) is what you intended me to see (some art is just totally unintelligible, but if this has flaws they'd just be it looking differently from what you wanted).
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Posted: Thu Jun 30, 2011 6:15 pm
Atrash the Squidmonger Reglare Excile May I ask for advice on my newest drawing? O: Just drawing advice? The hair/clothing/head unit is clearly defined (although that's assuming you wanted the top of the shirt/jacket/whatever to go past the neck and the hair/headress to be in that style - it's hard to tell sometimes if the intended impression is actually what the artist wants). The shading is accurate enough and the style is clear enough for most things. Unless you want a ton more work or a different set of tools, I'd advise sticking to that level of detail. To much detail without more precise drawing tools or color just makes things hard to figure out. I can't really tell what the thing on his/her back is, so I can't pass much judgement there. A side view is a simple and easy way to show a character appearance. Unless the head in particular is of interest, having a full body view might help display your intended design better (and gives more room to make clear what certain parts of it are, like the thing on the back). It really depends on whether what I'm seeing (which appears clear enough and understandable) is what you intended me to see (some art is just totally unintelligible, but if this has flaws they'd just be it looking differently from what you wanted). Thanks for the advice. 3nodding That's a bag with a sword inside on his bag though, and I'm bad with the full body drawings. x3
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Posted: Thu Jun 30, 2011 6:47 pm
Alright, now that it's been fixed: how many of us knew that players had been able to speed the switches at EB for some time?
More importantly, why didn't we know? Was it ever posted in the Forums at all?
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Posted: Thu Jun 30, 2011 6:51 pm
So I've been thinking a lot about G'hi, but not enough to actually make a new thread yet (plus, I'm bad at giving detailed explanations for what G'hi is, how we should change the system towards several good goals, etc. - that's Kutai's job razz ). What if we merged together stuff from G'hi, and Badges, and Ring Sets, and Quests, and Summons, and some other stuff too? To be less vague: - G'hi Boosts. You'd start with a handful of G'hi boosts, like the ones in game. Health, Luck, and Willpower, maybe. They'd be placed more prominently, with a tab in the top bar perhaps showing your advances in them. - You'd get G'hi Boosts from Quests, especially in the first section (to get you introduced to the mechanics behind them). You'd also get G'hi Abilities - special beneficial effects upon certain things happening. - Summons would have G'hi Boosts/Abilities that you'd only have if you had that pet with you. Ringsets would also have an Ability that would be used upon using a raged attack/buff/whatever from the set (sort of like the ideas in this). - Each boost/ability would have something which made it level up more. They'd all use the G'hi meter to determine their strength at any one moment. Some might use (and would have this as part of their description) other factors toward their power (so some might only be 100% strong if the G'hi meter is 100% and you have full rage - if you have 100% G'hi but only rr3, it's just 75%). - This is where my thoughts trail off. The above is a little bulky (maybe it should be Boosts and Passive Abilities in general, with just a group called G'hi ones which base themselves off of G'hi?), and there's still a lot more for how it should be taught and interface-displayed and how to make G'hi gain and loss more of a focus that I haven't figured into the idea yet.
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Atrash the Squidmonger Vice Captain
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Atrash the Squidmonger Vice Captain
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Posted: Thu Jun 30, 2011 6:55 pm
Red Kutai Alright, now that it's been fixed: how many of us knew that players had been able to speed the switches at EB for some time?
More importantly, why didn't we know? Was it ever posted in the Forums at all?
Speed the switches in what way? Race to each switch without killing stuff (timing the switch hitting carefully, or coordinating it well [or guessing, but yeah, that doesn't work so well]) and race back to get into EB? That was described tangentially on some people's more hardcore Speed SS/EB explanations, but it wasn't really focused on by anybody. Or are you talking about something else?
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Posted: Thu Jun 30, 2011 7:20 pm
Atrash the Squidmonger Red Kutai Alright, now that it's been fixed: how many of us knew that players had been able to speed the switches at EB for some time?
More importantly, why didn't we know? Was it ever posted in the Forums at all?
Speed the switches in what way? Race to each switch without killing stuff (timing the switch hitting carefully, or coordinating it well [or guessing, but yeah, that doesn't work so well]) and race back to get into EB? That was described tangentially on some people's more hardcore Speed SS/EB explanations, but it wasn't really focused on by anybody. Or are you talking about something else? Well, the changes were made to override the switch command if you hadn't killed enough of the enemies in the area before you flipped them, no? To prevent players from speeding the switches, as in sEB.
Well, that disappeared - it glitched, and players have been speeding the switches (as in sEB) for some time, now. It was only just fixed, with this last update (along with the PS glitches, I believe). What concerns me is that I don't recall hearing a word about it on the Forums since it happened.
Do you think people are avoiding mentioning glitches like this on the Forums, to keep them from being fixed?
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Liberal Conversationalist
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Posted: Thu Jun 30, 2011 7:52 pm
Red Kutai Alright, now that it's been fixed: how many of us knew that players had been able to speed the switches at EB for some time?
More importantly, why didn't we know? Was it ever posted in the Forums at all?
It still works. Before and after the update. How do I know? I had a crew execute it perfectly :O I was shocked! XD EDIT: They fixed ps today, so I think that now the ss thing is fixed.
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Posted: Thu Jun 30, 2011 7:53 pm
Red Kutai Atrash the Squidmonger Red Kutai Alright, now that it's been fixed: how many of us knew that players had been able to speed the switches at EB for some time?
More importantly, why didn't we know? Was it ever posted in the Forums at all?
Speed the switches in what way? Race to each switch without killing stuff (timing the switch hitting carefully, or coordinating it well [or guessing, but yeah, that doesn't work so well]) and race back to get into EB? That was described tangentially on some people's more hardcore Speed SS/EB explanations, but it wasn't really focused on by anybody. Or are you talking about something else? Well, the changes were made to override the switch command if you hadn't killed enough of the enemies in the area before you flipped them, no? To prevent players from speeding the switches, as in sEB.
Well, that disappeared - it glitched, and players have been speeding the switches (as in sEB) for some time, now. It was only just fixed, with this last update (along with the PS glitches, I believe). What concerns me is that I don't recall hearing a word about it on the Forums since it happened.
Do you think people are avoiding mentioning glitches like this on the Forums, to keep them from being fixed?
That wont work. Look at the forms: Every day we keep getting ones about ring cl. Eventually it comes under the scrutiny of the dev's.
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Liberal Conversationalist
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Posted: Thu Jun 30, 2011 8:21 pm
Atrash the Squidmonger So I've been thinking a lot about G'hi, but not enough to actually make a new thread yet (plus, I'm bad at giving detailed explanations for what G'hi is, how we should change the system towards several good goals, etc. - that's Kutai's job razz ). What if we merged together stuff from G'hi, and Badges, and Ring Sets, and Quests, and Summons, and some other stuff too? To be less vague: - G'hi Boosts. You'd start with a handful of G'hi boosts, like the ones in game. Health, Luck, and Willpower, maybe. They'd be placed more prominently, with a tab in the top bar perhaps showing your advances in them. - You'd get G'hi Boosts from Quests, especially in the first section (to get you introduced to the mechanics behind them). You'd also get G'hi Abilities - special beneficial effects upon certain things happening. - Summons would have G'hi Boosts/Abilities that you'd only have if you had that pet with you. Ringsets would also have an Ability that would be used upon using a raged attack/buff/whatever from the set (sort of like the ideas in this). - Each boost/ability would have something which made it level up more. They'd all use the G'hi meter to determine their strength at any one moment. Some might use (and would have this as part of their description) other factors toward their power (so some might only be 100% strong if the G'hi meter is 100% and you have full rage - if you have 100% G'hi but only rr3, it's just 75%). - This is where my thoughts trail off. The above is a little bulky (maybe it should be Boosts and Passive Abilities in general, with just a group called G'hi ones which base themselves off of G'hi?), and there's still a lot more for how it should be taught and interface-displayed and how to make G'hi gain and loss more of a focus that I haven't figured into the idea yet. I think it only gets "bulky" at the the point that you bring Rage and the like into play - not because those are bad ideas, but because they're outside the core of what you're getting at. Applying Rage and such would be interesting effects for specific abilities, but it's not exceptionally relevant to the G'hi overhaul in-and-of-itself.
When I started suggesting G'hi abilities being granted via quest, I considered simply having our 5 basic G'hi abilities (the "Boosts" ) granted in the tutorial - each as a 'reward' for completing the various steps of it.
I like the idea of consolidating Buddy abilities and other effects (you mention Ring sets, briefly) under the effects of G'hi, but it does cause some issues - a lot of players are hoping that Buddies are going to help solo players, and basing them on G'hi doesn't appear to do that. In fact, basing Buddy effects on G'hi seems to imply that they work better in a Crew, which is actually where I'd argue Buddies should be least important. I will say that I love the idea for its elegance, though.
As for how the abilities should level up: I'd try to keep it simple, if you can. Maintain the Minor, normal, Major scale, and I'd personally like to keep them growing over time - however, the current growth method is obviously not compatible with having the abilities granted by quests, so that would need some re-working, and we'd have a number of possibilities for that. Also, having grantable abilities pushes the possibility of having to 'equip' or 'activate' abilities, since having a dozen or more active G'hi abilities - a number of them being 'triggered' effects, as well - could get unnecessarily complicated. Giving players an incentive to cut down on the number of active abilities (for instance, 'sharing' G'hi among all abilities; at 50% G'hi, with 5 abilities, it would only use each at 10%) would also give them an incentive to pick a role (for instance, taking Accuracy Boosts and critical hit triggers makes you an obvious attacker; taking Willpower and Health Boosts pushes you into a tank role), which we tend to agree would add to the game.
I think we probably do need a big G'hi re-work thread, to float around the system possibilities - not so much specific abilities or anything, but determining just what the system's trying to do and how best it can accomplish that. I think there's a lot of room for making the system simply do more but there are also a number of concerns we'd have to cover while we're at it...
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