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Messages - Kethrian

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101
When chaining, you still can only pick valid targets, which is essentially still just the caster ("you"), and anything that counts as "you" (familiars).  So it still won't let you buff your friends.

102
Paladin of Tyranny specializing in greataxe.

103
Royal half-dragon Warblade with Leadership feat.

104
Unamused Archmage.

(Bringing this back because many of us have new avatar pics!)

105
Grimslingers: The Northern Territory A weird-western card dueling game for 2-6 players that doubles as an RPG-like, campaign driven, solo / co-op for 1-4 players.  While it is an expansion, you can get a copy of the core game either for an extra $29, or get a tier with it included.

106
Scout the place out, find an employee who you could disguise yourself as, make sure to note any passcodes or the like they have to use, and follow them until you have an opportunity to take them out (lethally or non, depends on your alignment).  Then you steal their clothes and apply makeup and whatnot to look more like them.  Now you can get past security with a weapon without worry, and without magic (True Seeing does not bypass non-magical disguises).

107
What, really, are the limits on what you need?  Money, time, level of scrutiny, magic allowed or not, etc.  With those, most of us could come up with several viable options for you.  As nebulous as it is now, you're just seeing random shots in the dark with generic guesswork.

108
Invisibility; HHH; bag of holding; portable hole; quiver of ehlonna; unstring the bow and slide it inside a thick hollowed out staff, and stuff the arrows in the bottom of your backpack; put everything inside a bag, attach a waterskin full of air for buoyancy, float it down the river into town and retrieve it inside; bundle them up and toss them over the city wall at night, then get in and retrieve it; stuff them into a wagon full of hay; bribe (or better, Charm) an employee who has access to wherever you want to smuggle it to; Fabricate new ones after getting past the guard; etc.

Really, your imagination is the only limitation.

109
Other Games / Re: Videogame Discussion III - Snake Eater
« on: March 14, 2017, 09:50:21 PM »
It's really more that Sony will continue to make consoles (you don't see M$ giving up on the XBone, do you?) and also get extra revenue from selling games on PC too, through a monthly fee service that's pure software, so it's mostly profits.  But it also means that, if the trial run is successful, all those Souls people on PC will finally, possibly have a chance at getting Bloodborne.  And hey, if you wanna cough up $20 a month to play Sony's exclusives on your computer instead of buying a console, I'm sure Sony will be fine with that.  They don't have to sell you a console at or below cost, and can just rake in the cash.

111
Other Games / Re: Dark Souls
« on: February 20, 2017, 01:40:31 AM »
If there's supposed to be literally miles of land between each zone, then there shouldn't be any big connection between areas.  That only further supports the idea that transitions are NOT LITERAL, so the elevator to Iron Keep, or the one to Dragon's Aerie both make no logical sense when looked at as literal rather than figurative.  Should they have had loading screens between each area so you could grasp this great distance better?  That's up to you to decide.  Maybe they should have put a map on the loading screen between zones, too, with a dotted line showing your travel path from one zone to the next.  But those don't fit the Dark Souls style.

So the game requires you to use a mechanic provided in the game to do some side quests, and you don't like it?  That's actually really kinda dumb.  It's like saying you hate recruiting new crew members in FTL and that it's required if you wanna unlock the crystal ship.  Or that you hate followers in Skyrim and how the Dawnguard DLC, along with a couple of other questlines, requires you to have a follower for parts of it.  Or better yet, it's like saying you don't want to just talk to NPCs in different places just to see their stories in DS1, because that's only a basic level of interaction, and it should require you to summon them or have them summon you so you could share in "jolly cooperation".

You hate powerstance.  Okay.

Hollowing colours
(click to show/hide)
Red demon vs corpse.

As for left-handedness, I'm a southpaw.  Isn't that a good enough reason for wanting to be able to have a lefty character?  Or maybe a Link cosplay, or another lefty character.  And besides, what extra complexity is there?  Is it really complex to let a left-handed weapon deliver backstabs and ripostes?  Or to use the exact same damage calculations as the right?  Equal functionality for both hands isn't adding complexity, making them different is.

112
Other Games / Re: Dark Souls
« on: February 19, 2017, 08:54:40 PM »
If you look at those transitions as literal, of course they don't make sense.  But nobody would want to spend hours in game running between zones just so they could get a more literal definition of the distances between areas.  So abbreviate it down to a 30-second run through a tunnel or an elevator ride that would in reality just be the first 1% of the journey.

I will agree, SotFS really screwed up a ton of enemy positioning that had been better in the original.  Only a couple of those changes actually made sense, like putting the Heide Knights in the Heide's Tower zone, and making the enemies around Straid actually just ignore you now.

If you don't like summoning NPCs for boss fights just to progress their stories, then don't.  I've never had a hard time keeping them alive through the boss fights, myself.  Maybe it's just my playstyle.

Powerstance is very effective in PvE if you practice using it just a little.  Both weapons swing simultaneously and in the same area in front of you so they both hit the majority of the time.  Yes, they could have spent a bit more time doing more animation sets for them, but what they did have at least worked.  I did a run dual-wielding maces, and it was awesome.  Definitely switched over to sun sword and shield whenever I was invaded, however, because that was what I had the best success rate with.

Ladder speed fall damage?  WTF are you talking about?  I've never taken damage from moving on ladders.  And what's wrong with the estus flask?  1-12 uses, depending on how much you improve it, and you have soulgems for backup if you run out.  The only problem is that there may be TOO MUCH healing available.  Adaptability was a bad stat, yeah.  But because you could actually respec in the game (not in DS1!) you could actually test out multiple builds and fix mistakes on where you spent your stats.  Parrying in DS2 had an advantage over DS1 because it was the same timing for both PvE and PvP.  Once you learned the timing in DS2, it was very reliable no matter who you fought, while DS1 had you learn one timing for enemies, and a wholly different one for other players.  That's just fucked up.  Hollowing colours were more corpse-like than the red demon colours in DS1, which I think is what you should look like, a corpse, not a mummified red demon.  Or maybe your colour contrast is just off and it looks super green on your settings?

All those added petrified guys in SotFS was dumb, I will wholeheartedly agree.  Why block progress to more areas and force players down a more linear path?  That did not make sense.  And I mentioned earlier how some of the enemy layout changes were badly designed, or feel totally out of place, and only a few were actual improvements.

Dex is weaker because it scales worse than Str on equivalent weapons.  I tested it out myself.  Sun sword is the best example, because it 'should' have equal scaling in both, but Dex is always 30% weaker.  And that reduced benefit to damage for Dex actually applies to all Dex-based weapons.  The fact that you need rings to bring it back in line shows how much weaker it is.

Artorias' greatsword isn't the solution to the left-handed problem.  For every other weapon in the game, you can't backstab or riposte while playing left-handed, and you do less damage.

113
Other Games / Re: Dark Souls
« on: February 19, 2017, 03:38:12 AM »
The level design in DS2 was great.  It wasn't like DS1, however, which is why everyone complains about it.  Think about it, every transition path/elevator/tunnel between areas is actually just a fast-forwarded representation of days or possibly weeks of travel time.  We're talking about that huge map in the mansion's basement, where you're traversing the entire kingdom through your journey, lighting primal bonfires at the far edges.  And the DLCs took place in other kingdoms entirely!  Of course when you don't have a level layout where every area intersects every other area you don't have the shortcut porn that DS1 has.  That layout is really just another bit that DS2 took from Demon's Souls (along with hollowing reducing max health, a ring to counter said health loss, consumable healing items, talking to an NPC to level up ... ).

DS1's layout is the one that really made little sense.  Other than obvious jump cuts to distant areas, the main game is one small area probably no more than 1 mile in diameter, because you can literally walk from one side to the other in far less than an hour (ignoring enemies) even though it's a windy path.  I mean, DS1 could fit almost entirely within about a 20 x 20 city block square.  That is much smaller than the game makes you think it is.

DS2 was bad. 40% of the game was behind one switch on one tile that looked like a light. Tons of mechanics were broken: no dead NPCs, no ladders, etc I beat the whole thing with 100% slow completionism (50hours) like the dev's imagined and then realized that the death->broken right was back there. I didn't have the hear to go through the whole game again. It's like they just threw out the wonderful level design of DS1 "because warpz" and then wondered why people call DS2 the black sheep.

I'm going to have to disagree with you.  NPCs could indeed die (and if you mean hollowed NPCs, no there weren't 'stories' for the NPCs where you help them and they hollow out on you, but that's fine, it shouldn't be trying to copy the first game in every detail), there were lots of ladders (you could buy some from an NPC!).  Powerstance actually worked to make dual wielding actually good!  The paths branched out and could be tackled in several different orders, though they did put some blockers in place to actually keep people from losing track of all the available path options.  Because the land is huge and sprawling, bonfires are all teleportation points, simply to save you time, otherwise everyone would be bitching about how far you have to keep backtracking.  The ability to speed climb ladders, as well as the ability to slide down or just drop off were great additions.  The ability to roll in more directions, especially while locked on, was a huge improvement.

Yes, it definitely has some weaknesses.  Fall damage was worsened when it should not have been.  There should have been more bosses and enemy types that weren't humanoid.  Dex weapons were nerfed a little too much.  You can't make a proper left-handed character (DS1 is still a far worse offender, however).  Arguably, the DLC bonus areas, which are DESIGNED FOR SUMMONING FRIENDS, absolutely suck to try and solo your way through, but at least you can either just skip them entirely, call in allies (they give you NPC summon signs, just in case), or try to be a badass and attempt to solo.

I guess, ultimately, DS2 is more a spiritual sequel to Demon's Souls than it is a proper sequel to DS1.  And anyone who doesn't like (or never played) Demon's Souls, or vastly prefers DS1 over it, won't like DS2 nearly as much because of that.

116
Other Games / Re: Videogame Discussion III - Snake Eater
« on: February 07, 2017, 06:45:28 PM »
You all remember River City Ransom, right?  That awesome NES action-RPG beat 'em up, where enemies say BARF! (among other things) when you defeat them.

River City Ransom Underground takes place 25 years later, where Alex and Ryan (english names for the main characters in the 1st game) have graduated and now run their own auto shop.  The game now has 9 playable characters, each with their own unique movesets.  And though this was a kickstarter funded game, the devs did get the proper licensing for it.  Interesting, since there's a different sequel that Japan's been working on for RCR, too.

117
The Dragon Tray It's a wood and leather dice tray for looking stylish as you roll your dice, and keep them confined so they don't scatter across the table and onto the floor!  Many different styles, finishes, and colours to pick from, and at higher tiers they have more expensive woods.

119
D&D 3.5 and Pathfinder / Re: Is glibness overkill?
« on: January 17, 2017, 12:26:14 PM »
Yes, and it's a warning to all who try to argue with SorO without solid rules to back them up, because it's also the symbol for BDSM.
You say that like it's a bad thing, but then again you know what it is...

I do know what it is, and I also know of Safe, Sane, and Consensual.  It's best for anyone wishing to engage a sadist to know what they're messing with first.

120
Off Topic Fun / Re: Awesome stuff you have to share, V4
« on: January 16, 2017, 10:34:11 PM »
The World of Steam, a kickstarted web series, has just announced that they've partnered up with the Jim Henson Company and are becoming a TV series!

So, if you liked Farscape, Labyrinth, Mirror Mask, The Dark Crystal, etc, and you like steampunk, this should get you super excited!

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