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381
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Player / Games / Re: Skyrim
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on: November 28, 2011, 01:39:11 AM
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you might be able to map at least a few shits to xbox buttons anyway? On the 360 actual, left and right d-pad do nothing. Would be nice if I could assign hand sets to them. Up and down bring up the favorites menu, but that could easily be contained to either up or down, and another preset assigned to the remaining direction. If this were the case I'd set the directions to my most common offensive sets and save the favorites menu for only rarer spells and potions.
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382
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Player / Games / Re: Skyrim
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on: November 28, 2011, 12:57:10 AM
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My only gripe is how menu-heavy it is on console. Being unable to switch weapons or spells without going through a menu is pretty flow-breaking, and it seems that once I use up my last of a potion it gets removed from my favorites without warning, so I have to re-fave it every time I get some more, which causes even more unnecessary menuage.
Saw some gameplay of it on pc and the quickness with which weapons/spells were swapped and cast made me envious.
It's frozen on me about three or four times already, but between how frequently I save and the game's autosaves it's never cost me much. I lose more progress by dying than the crashes.
My character isn't really specializing in anything - got perks all across the board - and it seems to be doing me well; never too easy, never too hard. I can imagine how some builds would be overpowered and boring, but I often mix it up with destruction, summons, melee (<3 shields), and archery, so I get to approach situations in whatever seems most entertaining manner.
I've explored many of the game's regions but still occasionally come across bits of scenery that make me stop and look, including places I've been to before under different conditions.
I am really enjoying this game.
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383
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Player / Games / Re: Skyrim
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on: November 28, 2011, 12:17:20 AM
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okay.
this game has eaten days off of me already, btw.
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384
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Player / Games / Re: Skyrim
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on: November 27, 2011, 08:44:08 PM
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Well I'm only really familiar with the lore of liches from D&D (specifically pathfinders, which is an upgraded offshoot of 3.5)
Liches are mages that give up their humanity by placing their souls in a phylactery so that they can continue to research magic past a normal lifespan.
I'd like to be able to embrace some "evil" paths that aren't necessarily just "be the night mother's personal bitch"
Liches didn't originate with dnd and are in tons of fictional universes besides it.
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385
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Developer / Art / Re: Art
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on: November 25, 2011, 03:30:18 AM
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Character looks like something from the Rice Boy universe, I like. Environment seems more haphazard and less thought out. Is it a game?
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386
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Community / Jams & Events / Re: TIGJam 4 Memories
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on: November 17, 2011, 10:27:07 PM
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wtf then whose goddamn xbox controller do i have lol  with all the controllers going around maybe a couple got together and made a new babby controller. congratulations.
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387
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Developer / Art / Re: Art
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on: November 17, 2011, 09:06:28 PM
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crazy strange, looks normal to me.
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394
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Feedback / DevLogs / Re: BirdyWorld again
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on: October 26, 2011, 10:04:51 PM
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As it is right now, the ultimate goal would be a final dungeon somewhere in the middle of the map, where players aren't allowed to enter until they've conquered the other three teams' dungeons. Were you thinking something more overworld-y, though? this is a much better idea than what I was imagining. I really dig the idea of having to take something back to your temple from the others, and limiting your team ability to already-cleared screens seems like a good way to prevent/minimize impossible screens...but yeah unintuitive. Seems kinda weird to be switching back and forth between can-use and can't-use screens and stuff... What if you just disabled team abilities in the editor's test mode and couldn't accept the screen until you touched at least two/three sides in one go? Would at least ensure that each screen is passable in some way by all players, while still allowing for other ability-specific routes in the remaining directions...? Then you could just have team abilities be always enabled.
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396
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Feedback / DevLogs / Re: BirdyWorld again
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on: October 24, 2011, 10:04:56 PM
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okay so I finally read the stuff. Personally I love the idea of adding a competitive element between players. Perhaps there could be another goal that everyone could be working towards as well, though? Like eventually you'll reach zones that can't be claimed or conquered by any team or something, filled with Terrible Creatures.
Enemies not being able to hurt players in claimed zones seems like it would make a huge area of the area surrounding the spawn places very boring? What if it were a more passive bonus like taking less damage or dealing more, or lower shop prices or something?
Also as far as players surrounding their bases with things only they can surmount, what if there were very expensive or non-base-dungeon-loot one-use items that could be purchased that allowed players to temporarily traverse such obstacles?
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397
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Community / Jams & Events / Re: TIGJam 4 Memories
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on: October 24, 2011, 08:20:01 PM
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Seeing what everyone else was making was super inspiring, and getting lots of feedback on my own thing made me feel all nice on the inside.
and of course the madhouse tourney.
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