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author=Max McGee
The key understanding I wish you could internalize and reflect upon is that radical feminists and social justice warriors are contributing noticeably to the toxification of the culture not just for women, but for everyone. Feminism is not blameless in the creation of this toxic culture in gaming. GamerGate is--not claims to be, but actually is--a reactionary backlash against radical feminist ideologues as much as it is anything else.

Claiming that GameGate is a reactionary backlash against radical feminists sounds about as plausible as claiming that racists threatening people working against racism is a reactionary backlash against radical anti-racists.

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Come for the cute characters, stay for the killing of cute sea-life.

Usability of the 'Magician' class?

I would strongly suggest that rather than starting with an idea of how to solve the problem with mages, ask yourself how you want them to play. How do they differ from damage orienter fighters in terms of how they play? Do you want the player to have to household their MP and if yes, then how do you envision the player should do that? Then figure out a system that accomplishes your goals.

Starting with an idea like "lets give their basic attack an useful property" may end up not solving anything or creating a new problem.

Glacia Review

If anyone wants to give this game a try, I'd recommend making two of your characters into dedicated mages and one into a fighter. Accuracy will be less of an issue that way. Rain should definitely be one of the mages, he is the only one who has access to two elements. Combat should go pretty quickly then.

Meta-Mapping

I usually try a minimalistic approach to meta mapping. I've found that if I meta map more than a bare minimum, it stifles my creativity. I can get around that by getting the creative work done while meta mapping instead of the actual mapping, so that's an option if I do need to plan out too much.

dilemma - to make the sprite smaller, or the environment larger?

I'd go with the smaller sprite. The small one looks big enough as far as details are concerned and the big one takes up way too much space.

Hardcore RPG Idea; feedback wanted

Dragon Quarter does not work that way at all. You can restart from latest save like most other games. You only start over if you choose SOL restart.

What Videogames Are You Playing Right Now?

Titan Quest: I'm playing an Earth/Spirit build. As the main attack, I combine the +100% fire damage aura with Ternion Attack. I also use both the Core Dweller and the Liche King summon as well as a panic button skill. It usually lets me breeze trough enemies, but those times an enemy does manage to get a lot of attacks off, it's a problem since my character is frail.

I also have a Warfare/Dream build. It's far more durable than my first character, but deals nowhere near the same amount of damage.

Usability of the 'Magician' class?

If cooldown doesn't reset between battles, you're just encouraging the player to kill all enemies save one and then just defend for a few turns.

The problem with the offensive mage is often that the spells aren't necessary, just convenient. This means that limited MP isn't a question of using them smartly or losing (or having to retreat from the dungeon, which most early limited MP RPGs allowed you to do instantly), instead it's a limit to how long you can fight in a convenient way.

The elemental weakness system is also usually poorly executed. You have a fire spell, a lightning spell and an ice spell and you encounter an enemy that's weak to lightning, but resist the other elements. Which spell will you use? This is just an insult against our intelligence.

The solutions seems to be everything except making the spells require thought.

Usability of the 'Magician' class?

The magician vs archer thing looks like a classical problem with two classes with the same role. The more similar to each other two classes are, the easier it is to compare them to each other and consequently also to spot if one is better than the other. Comparing a healer to a DPS class is all but impossible, but comparing two healers or two DPS classes is a piece of cake.

I cannot think of any well designed magician in particular, but my opinion of the magician is that it should to a greater extent than other classes rely on it's skill set to stay alive. While the warrior can stun an enemy for one turn, the magician can put an enemy to sleep for several turns. This makes the magician's crowd control skill more powerful. On the other hand, the warrior is tougher and can take more fire. This means the warrior doesn't need (nor have) as strong crowd control as the magician. An archer could be somewhere between, although there should be more to a class than being somewhere between two other.

I do not like the idea of MP potions. Often they just defeat the purpose of even having MP in the first place. It's also very rare that there's a well though out logic behind how much MP you have and how much MP you need to spend. If a game even has MP, you'd think the idea is that your MP will be enough is you spend it wisely, but not if you spend it foolishly. My experience is that this is not the case unless you count "don't waste it on 2/3 of your skill set" as using it wisely.