Comment History

on 70 Roots

70 Comments

Blog: How do you feel about MARDEK so far?
Waaaghpower
3

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I'll admit that I'm skittish about most of the changes. I'm not a big fan of the Mardek redesign at first glance, and I'll miss the open world design.

That being said, you've done an incredible job with everything you've done so far, so I have no doubt that this'll be great as well. It might not be the Mardek sequel I was anticipating, but I'm sure it'll be great nevertheless.

Since I'm fond of metaphors, so far it feels like anticipating a big slice of chocolate cake and instead getting a lobster dinner. It's not what you were expecting or looking forward to, but if you can shift gears and enjoy it, the food is still going to be fantastic.
Blog: More MARDEK?!
Waaaghpower
0

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While I'm personally a fan of the sprawling-world style RPG format that Mardek (Especially the later chapters, 3 especially,) where you have to do some exploring or look up a walkthrough, where dungeons all have hidden secrets to unlock other dungeons which in turn unlock MORE dungeons.

That being said, you have done genius work with every format I've seen him do, (From platformers to RPG to... Well, mostly that. But he does a great job with it.) If you re-do the Mardek RPG games in a dungeon-crawler epesodic style (With each dungeon being self-contained,) I'm sure you'll do a fantastic job with it. I'd gladly pay ten or fifteen dollars a month to support you. Without a doubt, you are the game developer who's talent I admire the most, and I would be very willing to support that.
Blog: Weekly Update!!!!
Waaaghpower
1

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One thing I loved about Pokemon was the randomness of the types, and how each one had its own unique benefits and penalties. You could take steel type and be practically immune to over half the move types in the game, but the three most common demolish you. Electric has practically no weak points, but is equally limited in the fact that it has few types which it damages well. Certain types have a lot more damaging moves, but are given drawbacks of a lot of weaknesses, or not many super-effective uses. It got even more fun when you combined a couple unlikely options, giving Dark/Ghost Pokemon who had no weaknesses but don't have good stats as a penalty, sometimes you'd get a Pokemon with amazing stats, then realize after a few battles that he'll never survive ten seconds because he is weak to nearly everyone.

With the rotation offered for this game, though, I feel like the combinations might get a little bland. I don't know what moves would be offered, and I know a magnificent job will be done balancing everything and giving each creature an advantage, but I might miss that uniqueness every type got. Then again, I can't possibly predict what it will be like to fight with two types AND a temperance, so I could just be making predictions of doom and gloom because I haven't seen how great it will be yet. Looking forward to whatever is chosen, because I know that psuedo will do an amazing job.
Blog: Current Projects and Plans
Waaaghpower
3

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I for one would throw money at a Mardek RPG Kickstarter even without promise of a bonus anything.
Forum: Old vs. New games: RPGs
Waaaghpower
0

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Daedric armor has higher base defense than Ebony Mail, and with Ebony Mail you can't get the bonus for having a matching set of armor.
Regardless, my point was that the best *overall* weapons were the ones you made. Obviously, quest-specific weapons with a very specific purpose are going to be better with that one specific purpose, but they won't be for anything else.
Except Wabbajack.
Forum: Old vs. New games: RPGs
Waaaghpower
0

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I was exaggerating to make a point, though I do see what you are saying. There are strategies to defeat certain enemies, though I still think it feels like the emphasis is on strength and leveling up over strategy.
Besides, my main gripe with Skyrim would still have to be the Crafting bit. Being able to build your own weapons means that the strongest gear you can get is your own gear, rendering any quest rewards moot.
Forum: Old vs. New games: RPGs
Waaaghpower
0

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Obviously. I love new graphics. However, I'm also a total fan of older, strategy-based combat that I feel is being left out a lot in modern RPGs. Also, I feel like giving too much power to the player actually spoils the game. Decisions are good, and you can't railroad absolutely everything, but when you let the player do whatever they want the actual plot gets watered down.
Skyrim may be beautiful, but it's not challenging at all unless you put it on hardcore difficulty levels. Even then, all the combat revolves around 'Are you strong enough to beat the enemy,' as opposed to 'Are you smart enough to defeat a stronger enemy?'
I much prefer the older games where you have to *figure out* how to win. Charging directly at them didn't work? Try using a fire spell, it might cause bonus damage. No? How about ice? Or, if you are talking classic LoZ, (And somewhat in the newer ones) Charging at them didn't work? Try dodging their attacks, throwing your boomerang, and then pelting them with bombs. Still no? Can you block their attack? Etc...
Forum: Concept Critique?
Waaaghpower
0

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To the add-on: I could always set it up so that killing a monster a few times gets you one level of power from it, (IE one strength,) and then killing it a lot gets you even more, (two strength,) and then killing it a crapload of times gets you a ton of power (three more strength.)

As for the main point: I'm already going to be doing a ton of tedious crap with it, and frankly I'm only so good at AS3 and flash. It would probably be easier to set up a random system... if I knew how. Besides, I'll still have to enter the boss kill-related and quest-related experience bonuses by hand. I might try and set up random monster-kill related quests, but my coding skill simply isn't good enough to have actual quests generated randomly.
Forum: Concept Critique?
Waaaghpower
0

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There would be a cap to strength, all the achievements would be pre-ordained from the start of the game. Some of them would be listed once you get somewhere (IE, after your first encounter with a monster it is added to your unfinished achievements as 'kill X of this monster') but once you complete every quests and kill every monster, you are as strong as you can get.
Forum: Concept Critique?
Waaaghpower
0

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(If this isn't the right section, sorry.)
So, a long-arse time ago I posted some questions about ideas I had for a flash RPG. Well, I'm back! With more!
I'm considering incorporating a non-exp based level system. Instead of 'You kill X monsters, get EXP, get boosted stats,' the system would be based on accomplishment=reward. Instead of letting you pound on the toughest enemies in an area for ten hours in order to reach maximum level, if you wanted max power you'd have to fight bosses, complete quests, and complete achievements.
Would this be interesting, or just tedious?

Some of the achievements would be 'Kill X of a monster type' and I'm worried that would be too similar to the ever-tedious fetch quests and kill monster quests. Of course, none of them would be mandatory so there's that...
Another problem I'd see is that once you kill the appropriate amount of an enemy they are no longer rewarding to fight in any way. And, since every person will take more or less time in whatever dungeon they are in, I can't just set the number at the 'average' and hope that they get the right number of kills just before they leave.

Obviously, bosses and main quests would grant the most rewards. So, when you kill the mighty Jabberwock you might get +3 Strength and +2 Charisma, but for killing twenty Bandersnatches you'd only get +1 strength.