You can test yourself here: http://www.humanbenchmark.com/tests/reactiontime/index.php Try ten times, and post your average. I achieved 240 ms, which is pretty bad for a gamer, but I am 39 years old. The page states average college student has about 200ms, and progamers can approach 100ms.
Kamamura_CZ
Moreover, defensive spells could boost specific resistances, while lowering others. Stoneskin style spell, for example, could make skin hard as stone, but brittle, so it would be excellent against pierce, good against cut, but bad against blunt (think mace shattering hard, but brittle stone) Conversely a barkskin style spell could make body absorb blunt damage exceptionally well, piercing damage slightly better, but fail against cutting blades. Info on enemy monsters c
Seconded, I did not even realize two handed troops can be mounted. Mounted troops could also feature interesting tactical maneuvers, like lance attack, when the horseman would need a straight line to gain speed, perhaps with a knockback on successful attack. Riding up to an enemy was not how cavalry was used, because once bogged down in melee with infantry, it loses advantage and the horse is vulnerable. Light cavalry needed to be constantly moving, shooting arrows or harassing indivi
I, for one, think that it would be better for the game if the combat was abstracted completely, similarly to Warlords 2, because as it is, it does not give you an opportunity to make any significant decisions. All employed tactics are pretty basic and all too similar. Same goes for city-building - all unnecessary chores that don't give present you interesting choices or dilemmas should be either automated, abstracted, or removed altogether. The player should spend his time on interesting
Triggers, editor? Good, it will be useful for a Fallen Enchantress mod! [e digicons]:grin:[/e]
It could be useful when you find yourself surrounded by foes, or as a form of temporary fortification. Also could come as a skill for selected heroes or units. Instead of moving, the army could chose to "dig in", creating temporary fortified camp. Roman legions did it every day, and modern troops do it as well. It would translate as a defensive bonus for the fortified side in tactical battles. The bonus could rise slowly to certain maximum, say 10, 20, 30% max after 3 days (woul
[quote who="Emperor_Nero" reply="11" id="3071007"]Thanks for writing this essay on the state of FE, haha. It discourages me though because it seems the game is only mediocre in it's current state and it seems that there are a lot of these that are saying the same thing. The only hope is that the devs will take these to heart and make the game better before release, otherwise it is going to be another WoM fiasco. [/quote] Well, to be fair, I don't think it has to be "fiasc
I think that the problems with hitpoints are far greater - you absorb blow after blow, but your ability to fight is unaffected. In DF, fleshwounds are well-represented - you can have skin on forearm "cut open". You can have a bruised arm. Perfect fleshwounds. Not all RPG games want to mimic heroic cliche (especially Hollywood cliche), some aim for greater realism. And lastly - high level combatants exist and existed in real world. Just read some war literature, the diffe
Please explain - how is this better than several months old Samsung Galaxy S2?
Excellent, well formulated points. I think especially some comparison with MoM - the units were varied, because they had tons of stats and specialties. Some had shields that provided cover against missiles only. Some had first strike, and some could negate it. Some were incorporeal, requiring magic weapons to fight them. Some used poison, others had petrifying gaze. Tons of combinations and posibilities. While I like the flavor text for monsters like Butchermen, they all differ
I think you would have to ask the developers, it's all up to them. Best to write them directly, probably.
Okay, let me tell you about my experience with SPF from the point of a system administrator. SPF breaks existing MTA mechanisms like mail forwarding. You set a forward from your Google account to your Yahoo account, and voila, your mails get rejected by SPF, because they come from different IP addresses than those specified in the SPF records for the sender domain. Also, to make SPF work, you would have to persuade every receiving mailserver to discard mails that won't pass
Are you aware that Windows 7 has a service called Superfetch that tries to memorise user habits and pre-loads applications to memory so that they are available for fast start? If your schedule is consistent (for example you read mails from 6-8 p.m., and start playing Counter Strike after 8 p.m. every day), you should experience very fast system response. The downside is of course a lot of IO activity - your drive does not stop. Also, some background defrag is running when your own activity is
Ad settling - You can settle only on fertile ground, there is a tooltip about it on the button.
Come on, even MoM had sieges with walled cities, Age of Wonders too. I agree that it brings additional problems for the AI, but turn-based, it can be done, IMO, because it has been done. What is infuriating, city walls are actually built as a little building that encloses only itself. Did not anyone tell those mighty enchanters that walls bust be built AROUND the city to be effective? Right now, it would be almost better if tactical battles are abstracted altogether like
Blunt weapons should remain as they are (based on strength), but they should have bonus against heavy armor - that's what they were invented for, to deliver blunt trauma through plates, to deform plate armor. Piercing weapons like spears, rapiers and daggers should be based on dexterity to make it more useful. They should be linked with critical hits. Fencing-style weapons should increase defense, or perhaps dodge. Cutting weapons should be based on half strength, half dex
How much control do you think a middle ages era commander had over his troops? And developers use hitpoint systems and level grinds because it's always easier to mimic a successful predecessor than to risk trying something new. Then someone sells 8 millions of Minecraft copies and suddenly, there are dozens of blocky-graphics clones trying to do the same. If you told someone a two years ago this would happen, he would laugh.
[quote who="Lord Xia" reply="3" id="3070035"]Hate hate hate RPS system.[/quote] Karma +1
To be absolutely clean - I would never, ever dare to propose that FE should leave HP system. The game is in Beta, it means major features done and frozen, and it's only about balancing, tweaking and polishing. That's why I posted it in a forum about PC Gaming, not in FE Beta thread. But it has led me to think about what I like and dislike on games. I know D&D rules tried to mitigate the problem with critical hits concept - under special ci
Thank you, but I cannot find any comprehensive review on them that would clearly state what technology is used to manufacture them (TN?), and measurements of input lag, response time and color reporoduction. I cannot find them on TFT central. PX2370 is a TN monitor, that means I am not interested. I went through the models Samsung offers, and some combinations are pretty strange, like 27 inch monitor with 1920x1080 res and a TN panel. Who would buy that?
Speaking of police, I hate it how RPG games allow you to rummage other people houses, looking into chests and drawers and taking anything you like, with owners sometimes standing next to you, doing nothing. Notable exception was Gothic, where entering other people houses was sometimes enough for them to threaten you with a naked blade.
Saw the screenshots, it's all swimming in foggy bloom.
I even read a rant from famous Peter Molyneux on the topic, let me search it, oh, here it is: During a Leipzig GCDC briefing, Lionhead boss Peter Molyneux laid out some ideas on how to change the way combat games work. According to Eurogamer, Molyneux said combat games have the same issues among them, in that they are all about the same thing: hit points, weapons don't do much damage and the environments mean nothing. Molyneux proposed that fighting i
That's why I dislike hitpoint-based systems. The notion that highly skilled character needs dozen blows to the head to die is ridiculous.
MoM had casting skill that limited mana pool usable per combat. I think the system worked quite well. My fire archmage with Evoker 3 can deal ridiculous amounts of damage with flame darts.