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878887 Posts in 32944 Topics- by 24352 Members - Latest Member: odingrey

May 22, 2013, 10:36:29 PM
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1  Community / Get Togethers / Re: T-T-T-TIGJAM FIVE DATES on: April 30, 2013, 11:36:09 PM
I'm on the waitlist (Lorne Whiting)
2  Community / Get Togethers / Re: T-T-T-TIGJAM FIVE DATES on: March 07, 2013, 06:38:49 PM
Might not have the money to go, but me and Bobo gonna rock out super homoerotically if I do Mock Anger Hand Thumbs Up Right
3  Community / Announcements / Re: The Obligatory Introduce Yourself Thread on: August 31, 2012, 02:01:39 PM
if i spoke the truth i would be banned again

classic sigvatr

Classic sigvatr is him eating his cum mixed with dirt on camera. Classic sigvatr is bad.

I mean, welcome everybody. Beer!
4  Player / General / Re: Where do people go? on: August 19, 2012, 12:53:07 AM
Gnarf.

I'm busy, Paul Mock Anger

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What motivates people to move on? Do they just "outgrow" the community? Do interests change? Does the climate shift with the influx of new users, making the previous users feel less relevant, causing them to drift away? How many of these people underwent major life upheavals? Is it possible that some of them perished altogether? Does anyone else wonder about this?

One of the reasons I don't really check the the forums-- besides 'I'm busy, Paul' --is that my interests no longer match those of the community. I'm hesitant to say I outgrew the community because I never put away childish things, but every time I check the forums and someone says 'animu' or defends bronies I feel a tinge of annoyance. The only discussions I really 'get' are the drama ones that Bobo and Pen keep me up to date on, like JWK5's hissy fit Durr...? Hand Thumbs Up Right

I suspect that it is because, since indie gaming is shifting into the mainstream spotlight, the whole atmosphere of the indie world is changing, thus changing this forum's feeling. Hence, some people disagree with that feeling and choose to move away from it.

Naww. I don't think it has anything to do with independent development becoming 'mainstream', since honestly I think the largest influx of that nature was probably around (or even right before) when TIGForums started. Online communities aren't static and they won't retain old members or the same atmosphere regardless.
5  Developer / Design / Re: What Makes Good Boss Design? on: August 14, 2012, 02:21:53 AM
I know what I definitely don't like, and it's when a boss fight goes like this:

1. Boss is totally impervious to all attacks

2. Bait boss into doing something stupid (e.g. ram into wall, get tentacle stuck in grate, etc.)

3. Weak point opens up

4. Hit weak point until it closes (modern games: do quick-time event first)

5. Start over

It's totally artificial and repetitive.

I take it your standards have changed in the last 5 years? Who, Me?


Quote from: #Sharp
such as healing when low on health,

This is absolutely horrible unless it's relatively slow healing and just there to force the player in to being more aggressive. Healing bosses are goddamn annoying.
6  Player / Games / Re: Dragon's Dogma on: May 31, 2012, 01:13:19 AM
I played this a lot over the weekend, won't be able to again for awhile since my girlfriend has the disc; it's really good, and also has a completely insane design philosophy behind it. I read a little bit about it before it was released, the director was talking about how important freedom was to his vision of the game, and it really shows through. The game doesn't  go out of its way to show you anything, you can miss almost every genuine side quest in the game really easily (the one's Bobo are talking about are notice board quests), and quests that seem really linear often have multiple solutions if you do things like use a really rare item to resurrect a bad guy you just killed or something ridiculous.

The downside is that as a result the game is really esoteric, trying to explore early gets you killed (unless you run away from enemies Crazy) but you need to explore within certain time frames to get side quests. There are 2 merchants in the main city and 3 notice boards across the world I didn't know about until I decided to explore each city really thoroughly about half-way through the game. Even combat has a bunch of unstated rules, like you can only grapple small enemies while they're staggered or knocked down. I personally like this kind of thing, but you really need to drop any completionist impulses you have to play it because there's a big great unknown portion of the game that persists after you've explored the entire world and beaten the game. On the equipment side I heard there's over 200 weapons, but you can only buy about 60 of those across every merchant in the country and equipment drops from chests are relatively rare.

The plot is also a lot better and more... tangible than other open world games like Gothic 2 or Skyrim. There's a couple oddities here and there in the game that tarnish it it, but the last 3-4 hours of the game are excellent. It's also not objectively a great story, but it is told cohesively and is a lot more personal than Skyrim. CA Sinclaire is right about the language, even if it's not really 'olde English' as much as it is 'Why the fuck do you keep saying aught, my pawns!?'. It's not Shakespearean, it's find+replace a bunch of words with aught.

I really do love the game, though, I'll probably play through it several times and even then I'm not sure I'll see all the interesting things it has in it. There's also a ridiculous amount of character customization and combat is full of hilarious physics carnage (there's an ogre early in the game that is near impossible to kill at the level you're supposed to fight it, but it's pretty much guaranteed to run off a cliff and kill itself if you fight it for more than 30 seconds because ogres like to hulk out and charge around). GOTY 2012, throw bandits off cliffs like it ain't no thing and accidentally have a gay romance.
7  Community / Announcements / Re: Telepath RPG: Servants of God is out! on: February 23, 2012, 03:58:42 AM
Oh, I'm a bit late, but congrats on the release, Craig Beer!
8  Player / General / Re: Ron paul on: February 11, 2012, 02:00:53 AM
Pompi they don't actually talk to you because nothing will come of it. You won't change their mind nor will you change theirs. To answer your question however:
They obviously care about some people over others. And if you do care about some people over others, why is it wrong for me to not care about everyone or the world?
This is a reduction of a complex issue in to binary terms, not being able to care about everbody on a personal level is different from not feeling compassion for them. Saying that because you can't care for everybody equally, you shouldn't care for anyone outside of those you know and care for on a personal level is a fallacy because this is not a choice between those options. I only had to go back to your last post addressing something remotely relevant to the topic to find out you're an idiot.
They're making fun of you because you're still trying to debate long after it's apparent that nobody in this thread is changing their minds, and then your response to that is to continue trying to debate.

Oh wait you were leaving, maybe this was a pointless post.
9  Developer / DevLogs / Re: Bandit Party on: February 03, 2012, 05:21:20 PM
Thems some kickin' rad beetles, Andy. Wink

I'm not really sure how birds are 'arcane' though?
10  Player / Games / Re: Dungeons of Dredmor on: February 01, 2012, 06:01:52 PM
The game is decent, ya'll are wack. Though you do need hit = to speed up the animations or it will be painfully slow.
11  Developer / Creative / Re: So what are you working on? on: January 26, 2012, 09:34:49 PM
Lorne (Inane) has been doing all of the art - it's been amazing working with him Kiss
My self confidence Mock Anger :supersaiyan:

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Those are pretty awesome; the character reminds me of Raidou Kuzunoha:
Dang, interesting. How many grey poncho wearing swordsmen are there?
12  Player / Games / Re: League of Legends on: December 13, 2011, 01:14:47 AM
I don't think she's that bad. Her lack of good CC is a pain, and she's only great when laning with Vayne in my experience (having laned with Cait, Vayne, and a really bad Tristana), but what she does really well is counter a lot of kill lanes. If Alistar combos your carry, you nuke the guy and protect your carry from a huge chunk of damage in one skill. Before Alistar gets really tanky, You+Vayne can either kill him or burn his flash before the enemy carry can do any actual damage.
13  Developer / DevLogs / Re: Multiplayer Tactics Game - Telepath Tactics on: November 26, 2011, 04:17:06 AM
Ah, I haven't been on these forums lately Durr...?
The reason for the perspective strangeness with the stairs is that the more floor they have, the more likely it is a unit's feet will happen to be on them. But for the handrail thing I could just make it so balustrades can come out of walls Well, hello there! Characters just have to grip stone walls until they get near the bottom.

So, for example: the Bowman's regular Bow attack can hit 2, 3 or 4 spaces away. If it targets 2 spaces away, it deals full damage. However, if it targets 3 spaces away, it deals 15% less damage; if it targets 4 spaces away, it deals 30% less damage.
My dream army of all lizardmen is getting closer to reality Who, Me? Or... viability, I guess.
14  Developer / Paid Work / Re: [PAID] Graphics Artist Available on: November 06, 2011, 11:15:37 PM
This belongs in the portfolios forum, not Paid Work. It's also good to have some work examples Gentleman
15  Player / Games / Re: League of Legends on: November 05, 2011, 10:53:45 PM
I really tried to make Skarner work, I really did. But after my experience playing him today, I am completely confident that he deserves to be in the same tier as Katarina and Evelynn.

It's a shame because I love his design art-wise. He's a badass scorpion and one of the only true monster champs they've made in years. Why does he have to suck so much?
You're doing it wrong! I'll write a guide for Skarnering when I'm less busy, but he's a decent champion and super fun to play.

Though, for good measure, mini-guide: jungle with exhaust and flash, putting your first point in Q, start golems (you don't even need a leash, but you'll be low health without one). Q->-E->Q->W->W->R and then max Q or alternate between Q and E. You can't gank well until you get your ultimate and a Wriggles (and a blue buff), but the exhaust + your Q's slow will usually be enough for you and an ally to kill somebody.
In team fights, if you're building as a hybrid DPS (as opposed to tanky Skarner), you'll probably initiate with flash+R and exhaust the next largest threat, skirt around the fight (tagging people with your E) until enemy bursts are used up, and then go in and beat the fuck out of everybody.
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