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TRIHAN'S PROFILE

Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
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Sidhe Quest
When everything goes wrong, it's up to our heroes to go and do a bunch of other stuff!

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Crafting equipment vs buying it

Ohh, I thought you were saying like you'd only be able to hire one of them at a time.

New composer in town

Cats cannot compose music, therefore I call shenanigans.

Jokes aside, as a fellow composer I welcome you to our little slice of the internet and wish you many happy feline adventures.

Game Balance: The Difficulty of Balancing A Game

Note that I didn't say making everything equal -resulted- in homogenisation, I said it -risks- it. I know fine well that there are games that full this off nearly flawlessly. You probably put it better when you said that the problems start when people don't end the game after using all of their ideas.

Bad games you love any ways.

Digimon World for the PS1 is my guilty pleasure. Such a terrible game but I couldn't put it down.

I'm embrassed to have written this.

There are probably worse things to break through writer's block with, to be fair. Like Twilight. :P

The Secret World

I was keeping an eye on this one since I first heard it announced, but at the moment I only have 10GB a month bandwidth on my internet so I can't really download anything big until I upgrade it after my free six months. :(

RPGVXAce Editor has stopped working

Has this happened to you with any other programs at all?

It may be redundant at this point, but try uninstalling, virus and spyware scanning your hard drive, defragmenting it, and reinstalling.

If you have one, it might help pinpointing the problem if you can try installing it on another computer to see if it works that way or gives the same issue.

Crafting equipment vs buying it

That's an excellent idea on paper, Lib, but when you break it down to its component parts all that's really doing is forcing the player to travel to location X when they want to craft item type Y. In a game where all the people are relatively close together that doesn't matter--but then what's the point of having that restriction in the first place? Conversely, if they're all far apart enough and dotted around that the choice becomes a tough decision instead of an easy option, the player might just get fed up with constantly going back and forth to get the weapons dealer once they finally get that final material they needed for the +5 Sword of Ermahgerd after just having left him behind to make some potions from a guy who lives five towns over.

Logic in games - where do you draw the line?

I think I've got enough ideas from this topic to implement something that'll be cool to experience in the game but won't take as much work as a full-blown personality/itinerary/relationship level for each and every person you come across.

Game Balance: The Difficulty of Balancing A Game

The problem when balancing is that if you make every unit/character equally or similarly rewarding, you risk homogenisation--the point where the options are so indistinguishable from each other that they all play pretty much the same and it doesn't matter which you use.