KILLER WOLF'S PROFILE
Killer Wolf
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When you're bound by your own convictions, a discipline can be your addiction.
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The Eyes Of The Forest Review
I didn't have any performance problems with the game on my computer, which is an old 3.0ghz single core with just 2gig of ram. I tried running it on an old 700mhz laptop though, and yeah that made it unplayable.
The item you were probably missing was the dog's chain. Once you have the backpack and the chain, and the coat, I think, you can move to the next section.
I do agree that the game gives off a very early Rm2k vibe in terms of mapping, but later areas do improve.
The item you were probably missing was the dog's chain. Once you have the backpack and the chain, and the coat, I think, you can move to the next section.
I do agree that the game gives off a very early Rm2k vibe in terms of mapping, but later areas do improve.
Cyber-Noir
I'm stacking my projects. After I get the next area finished in Breach:Awakening, I'm going to shift gears and get some more done on this one.
Cyber-Noir
Mapping Contest #2(Finished)
I've had something come up that has totally shot my ability to focus on, well, anything. I'm still going to try to finish my map for this if I get the chance, but right now, RM stuff is nowhere near the top of my list of priorities.
NaGaDeMo Review Drive
I had already started playing with the intent to review it, but I've had kind of a major health issue come up and I just haven't been able to focus on anything lately. Sorry guys.
NaGaDeMo Review Drive
I lurked a lot, hoping the project would actually get to the playable stage! It inspired me to attempt my own period horror game as well, and I also appropriated that same damn carriage. (Currently attempting a hard drive recovery on my old laptop to find my old project folder, heh)
I think there was something about Terrormaster revamping the project in VX a few years back, but it seems to have fizzled out and disappeared again.
I think there was something about Terrormaster revamping the project in VX a few years back, but it seems to have fizzled out and disappeared again.
NaGaDeMo Review Drive
Marcus- Is this game in any way related to/inspired by the old Shadow of the Necromancer demo by Digital Necropolis/Terrormaster? I noticed some very similar details, and I might be mistaken, but I think that was the project that generated those animated creepy tree objects.
What are you thinking about right now?
I'm going to start writing up rough character sheets for the protagonists of any future novels/short stories/whatever. It gets too easy to just make them into jack-of-all trades supermen, so maybe with some concrete rules laid down before hand I won't end up with another ex-paramedic martial arts instructor hacktivist olympic marksman quad-lingual psychologist chemist anytime soon.
Set Discrepancy Review
author=Gibmaker
Ah.
Well sadly, at this point the %ge rolls are such a fundamental aspect of the game, they're not likely to go away. :(
I like the game how it is, it just irritates me in a couple places =)
In any case, de gustibus non est disputandum.
Set Discrepancy Review
author=Gibmaker
Well I must argue in defense of percentage based skills that require consumable items. Without a cost for attempting the task, there would be nothing to stop you from just spamming the task until it's successful, which would invalidate the purpose of having percentage based skills in the first place!
I just decided to play around my problem with it. After the first string of ridiculous failures, I ignored security chests entirely.
What I would do, and by no means am I suggesting that this is what YOU should do, would be to focus on nanite cost for a given task as opposed to percentage to succeed. Upgrading the Hack stat would both increase the level of lock that you could open, but also decrease the naninte cost required for "easier" locks. I'm just not a fan of x% chance to succeed. (I'll even admit to save-scumming through some difficult encounters in Fallout 1 & 2 when I was younger, just to get around the fact I could still miss every now and then with my Small Guns stat pumped through the ceiling)
Based on your statements I will make the MP-derived tech penalty less severe. At the moment I think it's 4 percent per MP point under 20 but it will probably be upsetting enough if it were only 2 or 1. :B
Technical question. Doesn't the game say that Mental Points provide a bonus to success rates? Does this mean that the base success rate is actually that much lower than what is advertised with full MP?
Well thank you for putting your time into playing the game and reviewing. :) And thanks for the spanking good numbers in spite of your troubles.
You're welcome. My issues with some of the core gameplay mechanics aside, I really enjoyed the game.
author=NewBlack
Max has pointed this out already but I think it's worth reiterating that even a 90% chance of a given thing happening could easily result in any number of failures when that percentage is only relating to a "hit or miss" scenario. The average slot machine has a payout rate of something like 96%.. Yet you'll rarely walk away from one "up".
I'm not going to debate the way probability works here, I get it. I'm approaching it from a gameplay perspective. I didn't mind it as much in combat because I was able to notice how much my hit rate actually improved when I dumped points into Wield. I expected my second level of Hack would have a similarly appreciable effect on my ability to open crates. It didn't.
Also I think forcing success under given circumstances is a horrible thing to do and a step in the direction of "everything that is wrong with modern gaming", even if I can see your reasoning.
It is just a personal thing. If I make a game, I don't want to punish someone for playing it. In the review, I point out that my first character build was a disaster. Without knowing what I was getting into, I built him as a hacker engineer type with pretty much zero battle acumen. He was terrible in a fight. I'm not saying that a player should be able to build a complete mess of a character and still get hand-waved through the whole game.
I'm saying that if a character uses a level 2 unlock skill on a level 1 lock, he shouldn't have to burn through 280 nanites and still end up walking away with nothing to show for it.













