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minngarm

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Everything posted by minngarm

  1. I think most of us don't actively update as much as before due to the thieving.
  2. most ppl dont play skyrim much and havent for years, so SSE will bring it up, and back for those that missed out on one of the most hyped after release games made. It would be like being able to play any of the three big MMOs in their hayday after the decades of hype on them. So it will get a big audience. Ontop of that it is an excuse to open skyrim modding to the consoles.
  3. To think we still have issues with users in this community thinking exceptions should be made because a mod is popular.
  4. Is anyone else having problems with mods or without with crafting items not always scrapping junk for parts and basically giving "free" crafts? I've got a few users on one version of a mod reporting it with a shipment mod of mine but I can not duplicate the issue, and going over the changes with the mod I don't see anything that could cause this.
  5. Would say they tried it and realized how shitty of an idea it is and stopped.
  6. The mod would already cost you questlines for failures with one or the other. By making the command crew part of that cost without a out right failure for the player entirely (death) I would have to write multiple versions of everything in the following Acts.
  7. I dont get why I can never find a good set of hips in a mod, everyone is obsessed with tits.
  8. Would require changing the MQ later on if i had to kill the command crew off in the first Act.
  9. A IP at most is worth 5% maaaybe 10% if its huge like star wars. I don't see any valid reason why beth would be able to claim more.
  10. Why the f*#@ are you people even resurrecting this thread?
  11. I've been sketching out a melee rehaul that would use blunt, piercing, and slashing dmg types myself.
  12. The reduction is on the effect trigger. when you are on fire it reduces it and so on. the only two types of dmg in game are base dmg and energy dmg.
  13. So I've been writing out my questline mod for FO4 that takes place after the MQ (regardless of choice made.) and it is coming along fairly nicely. The only thing is I keep flip flopping on one part in particular. So here goes the question to you all about it, and keep in mind it is nothing but spoilers for those that would be interested in the mod when it comes out in 2017. Would you rather experience a quest line where you are a crew member on a submarine engaged in a sub battle, helpless to control the direct fight and actions of the command staff, while being required to resolve quick decisions such as sealing flooding compartments or waiting/helping rescue the crew within at the risk of sinking the entire vessel or would you rather take command of the submarine, ordering maneuvers, firing solutions, and sealing compartments/repairs as the battle goes on. (Think Das Boot/ The enemy below.) The first feels like it gives the player a proper sense of horror at the helplessness of the situation, unable to control if you live or die, while still having to make rash decisions on if you risk losing (and both types will have actual loss chances, not just some scripted always win in the end deal) and potentially saving more of the crew as well as missing out on various side quests as a result of the deaths on board. The next gives the player more control, and gives that cat and mouse feeling, the entirety of it takes place on the bridge while submerged, and like with every proper submarine you can not see the enemy but rely entirely on the acoustic approximation of them. The commands are pass/fail checks each and will result in crew deaths up until the ship itself is lost and you die or you win the battle of course. Now this lacks the horror you get of being one of the crew/passengers while being more action oriented and should get the players adrenaline pumping. It's important to note that none of the crew will be nameless/faceless NPCs, all of them have minor storylines the player can engage in prior to this portion of the game, and those that survive will still have storylines to follow after. As for the mechanics of it I've worked out how to make it operate for the most part for either scenario with the CK, it's not that hard overall really, and both are roughly the same in complexity, it's more so about which one is more engaging for the player base.
  14. should probably post this in the mod request thread
  15. And right there and then it comes to a full stop, since you obviously can't carry through on the railroaded story until you did some serious level grinding. That's not to say the game isn't fun. It is. Absolutely. But as with every other game, I refuse to call them art. They are an entertainment product, in the case of AAA titles with a large budget, aimed at a target audience and therefore following certain parameters to reach that economic goal. It's not on the same line as some artist being isnpired by an idea and going out to paint a picture, write a novel or a stage play. All art is an entertainment product.
  16. add a layer of individual dirt mounds to make the ground, then remove them like the tunnel in the fort.
  17. Heh, he got banned for his "sense of humor"... Read the Ban report, dont spread misinformation.
  18. No, they do not. Games need to be engaging. Explain Games like any art are meant to provoke reaction and emotion in the audience. A game only needs to be engaging. It does not need to be fun, though most try to be. Heavy Rain was never fun, but it was engaging, and made lasting impressions. This is the Police is not going to be fun, but from what I've seen it is engaging.
  19. Yes, it's dead. You can all go home now.
  20. No, they do not. Games need to be engaging.
  21. Recoil only effects follow up shots, muzzle climb as well. Bullet spread is like how a musket or shotgun works, it is the range off of center a projectile can go. So if you want 100% accuracy you remove spread/reduce it. if you want no kick you remove climb and recoil/reduce them.
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