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Koolaidmaker

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  1. Everytime I see something like this, I get a little sad inside. :( I know that on the Internet, you don't have to fear beeing beaten up by someone who you're mean to. But I just hope that fear isn't the only motivator for you to be nice in real life. After all, we're still all people talking to each other, even if we can't see each other, know our names or hear our voices.
  2. Do you know if the combat overhaul will be playable with a gamepad? (I'm asking because of the dual wield parry) Playing Skyrim with a gamepad feels a lot more satisfying for me and I'll probably still use one even if I can't parry while wearing dual weapons (I hardly ever do so anyway) but it would still be nice if I knew that worked :)
  3. Skill-decline isn't in Skyrim anymore? I'm not sure if it was in Oblivion but in Morrowind some of your skills definitely declined (while others increased) when going to jail and not escaping. It was a pretty good system, would be a shame if they kept that out in Skyrim. Generally, making it too harsh is a bad idea but not having any punishment in being caught... I still can't believe Bethesda took that out. Generally tend to agree with tomislawus though. I'd totally dig a hardcore mode like in Minecraft, too. When your character dies, he's gone forever x) The mention of leveling did remind me that I wanted to ask you (manshooter) if you wanted to do something about that. To me, its by far the most immersion killing thing ever and I'm pretty sure there's other people looking into it. Its also a hell of a lot of work to be done so I'm guessing you're not (for now). But seriously, who thinks that a leveling world is believable? Its stuff like that that keeps me wondering if I should stop buying AAA titles generally and stick to Indiestuff.
  4. Larp is wayy too unrealistic though :D Agree with "realism for better gameplay" though. It shouldn't be realism for realisms sake.
  5. Well to be honest, those are the only kinds of games that I can really enjoy more than a couple minutes. The fast paced Call of Duty/Battlefield Style Gameplay is just not made for me, I think. But when I successfully read the map to give the correct coordinates of the enemy to my artillery, resulting in my squad being saved in Arma 2... I can honestly say I rarely had more fun in any game I've played. :) Also, the teamwork in Project Reality is just astounding. Ps: I consider 200 meters to be close range :P Its just that those kind of games are much more about keeping a cool head in stressfull situations and planning ahead than your typical fps. Which isn't to say they are better, but they can certainly be enjoyed if you like that sort of thing.
  6. So much this! Personally, while its true that Mount&Blade goes in that direction more than most other RPG's, to me, it gets really boring pretty quick. This is mostly because the game pretty much resolves around fighting, even as a merchant (which I really cannot enjoy in this game) you're bound to have a fight against looters/robbers every now and then. Basically, there's two ways to play the game. Merchant You buy stuff for low and sell it for as much as you can, travelling across the land, fighting back criminals and becoming pretty rich. Commander You roam around the land, fighting other commanders. Eventually, you'll become a noble which means that you'll fight against better commanders, fight in siege battles and sometimes wait by a village while your troops loot it, leaving you rich. You'll also gain ownership of villages, castles, towns which leaves you with more money and/or more troops. I don't mean to say I think its a bad game. I actually think its great as its something completly new and as the videogame industry lacks innovation far too often I find it great if some developers take the risk to do something thats never been done before. Also, the battles are a lot of fun. Its just that, to me, it seems like a mix between strategy and rpg with the result that its really neither rpg nor strategygame.
  7. Yes, thats exactly what I meant! Thank you clarifying and generally putting so much work into this. :)
  8. The I only thing I worry about is that the AI might not be very good at combat. Like not blocking often enough or generally being less active in fights than the player. Thats what I experienced with the Combat Damage Multiplier. It was still a lot more intense, mind you, but it was very difficult for the AI to stop my attacks and gain the initiative. Also, the combat in the video does look very promising! Can't wait till it comes out, am waiting for that till I start a new charakter to try both your modules.
  9. Thank you Thank you Thank you! :) Also: We totally need a crapping-simulator. BEST-IDEA-EVER :D
  10. Yeah, I think a good way would be to increase the time the npc's are looking for you (like, a lot of increasing :D). If I'm not mistaken the npc's are generally very good in finding out where you are anyway, its just that they return to their usual route to early. As in they walk toward where you fired the shot from but oftentimes dont get there cause its too far away. I'd combine that with completly removing the sneak-bonus for archers. You already mentioned that you'd like to keep the effect that you'd probably do more damage because of the longer time for aiming at your disposal. But as long as you also include different hitzones (like arrows hitting a bare head being lethal) this is already implemented without any bonuses. Edit: Also looking through your featurelist, one thing came to my mind regarding the diseases. I used some mods in Oblivion that had similar effects overall but I always found it annoying that if I didnt look at my stats or active effects I didnt have any way to know that I was sick until I died. I think a visual key (e.g. the screen getting greener) would be very important to not break immersion and playability. Same goes for the other effects like hunger, thirst, sleep and coldness.
  11. I really like that idea. But maybe, instead of just forcing players into the werewolf-form, make the experience of being a werewolf different as well. I for one really like Werewolves like they are displayed in Harry Potter for example (probably most known), where they completly loose their minds and just go on a killing spree. Now how about forcing players to go on a killing spree with giving them health damage for every second and making their attacks draw health from opponents? That way player-werewolfs would have to attack something pretty soon, but when they do they become very(!) powerful. Combined with forcing players to switch to werewolf for some time (like for a night), this could (in my mind) make being a werewolf a very, very interesting challenge. Also, it would probably be best if the dropped Items would be automatically put into a then spawned container like "[pc-name]'s belongings". Having said all that I can only hope you don't make the mod too big before you even start working on it. Theres too many ambitious mods that get cancelled because they were simply too ambitious and took too much time for the modders. I definitely want to see this mod finished, thank you for the work you have already done. :)
  12. I think it does some things great while it fails at others. While it is a lot of fun, for the most part, I also find myself a bit disappointed. After playing through the DB and a decent bit of both the mainquest and the mageguild I myself am annoyed how every single time I am "the one", here to save the universe and everything else there is. If it would only be the main-quest, that would be fine. But to me, the game loses authenticy when my charakter is so highly viewed after doing like 1-2 quests in a faction. I might be the only one thinking that, but I really feel it would help immersion if the factionquests were either a lot (!) longer, so I would actually feel like I was working myself up the ladder or would b) not always end up with the charakter being the baddest motherbleeper in existence. Furthermore, I think that the gps-like compass thingy is the greatest annoyance since, like, forever. I just can't find myself immersed in the world when Im on a Quest to search something and the game tells me right from the beginning where exactly the item is. Especially since -probably- there oftentimes isnt even any other way to find out about the location. In these cases, the game feels just like a singleplayer-wow. "Follow the giant arrow on your screen, kill 10 monsters and return to the questgiver to claim your reward" It is of course nice that the walk inbetween can be shortened by fast-travel, but if a game that (to me) is 90% about exploring and being immersed in a huge, believable fantasy world needs things like gps and fast-travel theres something wrong. I understand that it makes sense in a lot of ways, that the game is like that. Like the fact that the cost of hiring so many people for dialogue limits the dialogue available or that bethesda/zenimax -of couse- wants to make money and thus tries to make the game as accessible as possible. But I just feel like these things don't go well in hand with a game like Skyrim. To me, it feels like the developers were looking for the middle ground between both aspects, which I have never seen go well, neither in games nor anywhere else. In any case, Id have appreciated it much more if they kept to written dialogue and all the other things that Morrowind had which kept so many from playing it but also understand why they didn't. Anyway, the game is still great. So far Ive spent 27 hours on it since I bought it on saturday and I think that says a lot. In the first few hours I felt like playing a fantasy-themed cod4 without the tunnel-levels and with tons(!) of freedom to do whatever I want. Its like the game gives you the freedom to choose what you do, but whatever you decide, its gonna be epic and just like your typical us-movie. Which is great, but I didnt really want to play a movie like that,
  13. Sooo I really(!) love the challenge of navigating in open world games that dont give you a gps(such as arma2 and modded Oblivion) so I would really(!) love a mod that removes the player marker on the map (while also switching it with a common map), the gps-like compass thingy (while keeping the compass itself) and also fast travelling. I know that this is probably not shared by many others but I just find exploring in games such as these a lot more fun if there is some challenge involved. Maybe someone who knows how to mod will have the same taste as I do :)
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