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 Post subject: Re: Game Brainstorming General Helpthread: techno babble aho
PostPosted: Sat May 12, 2012 3:14 am 
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Haven't really thought of any talents that aren't already in other RPGs, but let me know if you think these are necessary/unnecessary to a proper RPG experience:

Strength - For moving/breaking things
Dodge - Dodging attacks
Block - Blocking attacks with weapon or shield
Swimming - Swimming through stuff
Climbing - Climbing stuff with or without rope
Endurance - For things that require endurance, like running
Perception - To see/notice things
Sneak - To sneak around unnoticed
Dexterity - For things that require dexterity, like balancing
Gather Information - To find out things, through conversation or eavesdropping
Diplomacy - To be diplomatic with someone
Intimidate - To intimidate someone
Bluff - To bluff someone into believing something
Alteration Magic - To alter the state of something, like transmutation
Restoration Magic - To restore health, stamina or other party resources
Evocation Magic - Generally offensive magic, but can create non-harmful things
Conjuration Magic - Conjure beings from different planes of existence
Illusion Magic - To create non-harmful illusions to aid you and hamper your foes
Divination Magic - To see the future/truth/understand
Necromancy - To manipulate the powers of life and death
Enchanting - To enchant either persons to do your bidding or magical items
Teleportation - To teleport long or short distances

If you have any ideas for talents please add them here.

I'm curious whether I should have specific weapon talents types or just one-handed and two-handed weapon talents (a la Skyrim)? Same goes for armor. should I separate them into different classes like cloth, leather, mail and plate or should it just be light armor and heavy armor?

I'm thinking that I should try and get away from having items and miscellaneous adventuring equipment. For example, I feel like if a person is climbing something they don't need to specifically have a rope. I feel like that would just bog down the game. I wouldn't mind having things that could give the players bonuses, like enchanted gear, but I'm not sure how that would work.

Health/hit points/stamina/whatever could be a simple matter based on class so that it's not too complicated.

I think that having detailed explanations of what a player can do at certain levels of magic is necessary. Like someone with +1 Abjuration Magic wouldn't be able to make a shield out of diamond, but they could maybe make a stone shield, or if they make a magical barrier, it would be able to stop a goblin but it wouldn't be able to stop a shield.

Any thoughts or opinions?

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 Post subject: Re: Game Brainstorming General Helpthread: techno babble aho
PostPosted: Sat May 12, 2012 7:30 pm 
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what if there was a modern game set in the Nausicaa of the Valley of the Wind universe? Something like the newer Fallouts, but with fantastical environments, an evocative orchestral score, and much more verticality in the environments. And maybe vehicles too.

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 Post subject: Re: Game Brainstorming General Helpthread: techno babble aho
PostPosted: Sun Jun 03, 2012 8:49 pm 
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Not sure if this should go here, but um

Psychonauts is sort of, well, not working.

When it gets to the file creation screen, I get a glitched-up set of Raz clothes and everyone in their T-pose, and I really can't create a file.

I just bought this today, and this shit is going down.

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 Post subject: Re: Game Brainstorming General Helpthread: techno babble aho
PostPosted: Mon Jun 04, 2012 10:11 am 
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Is it Steam or Retail?

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 Post subject: Re: Game Brainstorming General Helpthread: techno babble aho
PostPosted: Mon Jun 04, 2012 12:01 pm 
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saximaphone wrote:
Is it Steam or Retail?


Steam.

Problem is over now, have no idea how.
I attribute it to me putting the laptop in some sort of time out over the night.

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 Post subject: All the brainstorming. ALL OF IT.
PostPosted: Mon Jun 04, 2012 12:33 pm 
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Operation Awesome wrote:
Not sure if this should go here, but um
Psychonauts is sort of, well, not working.
Well OA that topic does not really belong in this thread... maybe general game gabbing instead?




So guys, I am twisting the Warlock/Diabolist class for mages inside out to include a grimdark, semi psychic, eldritch horror magician aspect to it with summonable terrors instead of demons.

Also, Bard will basically get a Pied Piper class, dunno which one, maybe have it as the dark aspect of the light branch?
Besides having charmed humanoids & animals as pets you'll also get plant pets and some nature magic since the whole myth of plants liking music.
Maybe stick plant control in with a different branch?

Hunter Neutral path classes would be based around 1 handed & 2 handed guns, also tanking with ranged seems a little difficult to balance so naturally I'll be having shield & gun and metal armor riot gear setups, I just gotta balance it all out...

Changing the pirate branch a bit, so now the dark/dark class is the Scourge class, the Scourge class gets several different forms that grant bonuses and penalties to certain things.
forms include:
    Ghost Pirate (less damage taken to physical attacks, but more to magical attacks, takes extra damage to anti-undead attacks)
    Zombie Pirate (less damage taken to magical attacks, but more to physical attacks, takes extra damage to anti-undead attacks)
    Demon Pirate (glowing eyes & flaming hair, I dunno... takes extra damage to anti-demon attacks)
    Abyss Pirate (semi-eldritch looking and covered in barnacles & stuff from the ocean floor, healing spells heal you a little less)
Still don't know what to do for the neutral pirate class...

So... what sayest thou on these changes? good or shit?




SO!
I had another game idea the other day.
You know how in many games in this day and age have you as a god slayer? *cough god of war cough*
Well this idea is that you play as a god-slayer SLAYER. He/she who hunts those who hunt deities.
And you could, like, champion the cause of different gods of different pantheons and get their blessings the more you champion their name, and blessings would be stuff like big attacks, special combo moves, double/triple/quadruple jumping, whatever.

So you could champion Thor & Odin if you wanted, or even Anubis, or hell even Coyote if you desired.

on a scale of 1 to 10 how much would you want to play this? one being not at all and 10 being something like "I WILL SELL MY SOUL TO PLAY THAT NOW!"

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 Post subject: Re: All the brainstorming. ALL OF IT.
PostPosted: Mon Jun 04, 2012 12:50 pm 
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Vrominelli wrote:
Operation Awesome wrote:
Not sure if this should go here, but um
Psychonauts is sort of, well, not working.
Well OA that topic does not really belong in this thread... maybe general game gabbing instead?


Sorry, it said "general helpthread".
Anyway, problem has sorted itself out.

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 Post subject: Well as long as you can play it with no problems...
PostPosted: Mon Jun 04, 2012 1:01 pm 
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Indeed.

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 Post subject: Re: Game Brainstorming General Helpthread: techno babble aho
PostPosted: Mon Jun 04, 2012 1:04 pm 
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Finished Nerf Pistol for my mod.
working on a rifle and Ammo boxes.

The boxes are lunch boxes :3

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 Post subject: Re: Game Brainstorming General Helpthread: techno babble aho
PostPosted: Mon Jun 04, 2012 7:18 pm 
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Vrom, I'd give that game a 6.5 (remember that that's more than average) because of the way you can customize your character based on which god(s) you worship.


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 Post subject: Re: Game Brainstorming General Helpthread: techno babble aho
PostPosted: Sat Jun 09, 2012 2:40 pm 
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Continued from World of Warcraft thread:

Sol Reaper's Roguetank Build

Now keep in mind this is based off of what talents are currently available in Cataclysm. However, as with anything, there will need to be changes made. This "spec" will also be Combat based because that's obviously the tanking spec of choice. My Roguetank build will be based on dodging and avoidance similarly to a bear tank rather than absorbing damage like plate tanks because Rogues aren't built for toughness, they're built for guile and outmaneuvering an opponent. Without further ado:

Signature Moves - Those abilities you get for choosing a spec.
Blade Flurry - Keep it as it is, but make this your passive "Generate ALL the threat" ability similar to Righteous Fury. Also, place this in the spec itself on the fourth tier; this will be outlined later. The replacement signature move will be called Cunning Gambit. Obviously this will be your main tanking finisher and you will want to always have it up alongside Recuperate and Slice and Dice. Also unique to this spell is the ability to use it without combo points as just a quick taunt but without the dodge chance increase. However it will still have the same cooldown so you have to make the decision as to whether you need it as a taunt or as a dodge increase.

Vitality (Passive) - Reduce the attack power grant by a bit (or remove it completely) and add a stamina grant.

Ambidexterity - Reduce the damage increase slightly (75% to 70%, for instance) and add a small amount of threat generation to those abilities.

Mastery: Main Gauche - Keep it as-is.

New Passive: Combatant - This will change some of your non-talent rogue abilities to suit tanking better, as explained below.

Spec Choices - The talents you spend to make this viable and why it is so.
Assassination
    Tier 1
  • Deadly Momentum - Useful for keeping "those other finishers" going in trash situations.
  • Coup de Grace - Increased damage is always helpful for keeping threat.

    Tier 2
  • Ruthlessness - This'll let you keep your dodge buff up with Cunning Gambit.
    Since you only have 10 points to spend outside of your main talent tree, these are the only talents you'll be taking in Assassination.

Combat
    Tier 1
  • Improved Recuperate - Increased healing from Recuperate and damage reduction is nice for a tank.
  • Improved Sinister Strike - As stated before, increased damage is helpful to keeping threat, and Sinister Strike is the main "spam key" ability.
  • Precision - Can't generate threat if you can't hit your target, now can you?

    Tier 2
  • Improved Slice and Dice - A longer duration means less time keeping it up and more time dealing damage and holding threat.
  • Aggression - Ignoring Backstab, increased damage on your main damaging abilities is always good. However, this talent could be tweaked to remove the Backstab buff and add a small bit more to the Sinister Strike and Eviscerate buffs.
  • Improved Kick - Pretty much a placeholder talent to get you to the next tier later on. However, silencing casters is always useful.

    Tier 3
  • Revealing Strike - Increased effectiveness of your offensive finishers is useful.
  • Lightning Reflexes - One of the "must have" talents. Increased dodge chance is what roguetanking is about, so this talent is an imperative. The increased attack speed is also rather nice.
  • Reinforced Leather - Increased armor is always a good choice for tanking. This means that in the event that you don't avoid an attack, you'll be taking less damage from the hit.

    Tier 4
  • Combat Potency - Generating Energy is crucial for a Rogue, especially during Blade Flurry. However, this talent would be changed to a 2 point talent, and the buff would be 10/20 energy gained instead of 5/10/15.
  • Blade Flurry - Hitting more targets means you're generating more threat on more enemies. Changes to this ability are explained above. Since "active" talents are always 1 point, this is why Combat Potency would be changed to a 2 point talent.
  • Blade Twisting - Dazing a target is okay, but really has no use for tanking unless you can't keep aggro. In that event the enemy's slowed movement speed will allow you to pick them back up without having to chase them down too far.

    Tier 5
  • Adrenaline Rush - Again, generating energy is crucial for a Rogue, and this cooldown helps you do so when you're low with Blade Flurry active.

    Tier 6
  • Bandit's Guile - A quirky talent, but increased damage is good for keeping threat, and you'll be using Sinister Strike and Revealing Strike often. However, I don't fully understand the mechanics of this talent so I can't provide a more in-depth analysis than that.

    Tier 7
  • Killing Spree - The final talent is always a must. The only change to be made is to also increase threat generated by 5% for the duration.

Subtlety
  • Jack squat; none of the lower tier spells will help you at all with tanking except for Elusiveness but the other talents aren't worth taking just for this one. If anything Elusiveness should be a Combat talent, replacing Improved Gouge on the tree because subtlety (the "PvP Spec") would have more use for it than a tank would.

Glyphs - Which glyphs you should choose and why

    Major Glyphs
  • Glyph of Cloak of Shadows - Anything that makes you take less damage is always good for when you're getting locked down and can't seem to pull off those dodges.
  • Glyph of Tricks of the Trade - Removed energy cost means you can use this ability regardless of how much energy you have.
  • Glyph of Evasion - When you can't have Cunning Gambit up (or you had to use it for a quick taunt) then Evasion is the next best thing, and a longer duration makes it even more worthwhile.

    Minor Glyphs - Since these are mostly "fun" glyphs, I chose the most useful ones.
  • Glyph of Safe Fall - You can now fall from greater heights without dying. In some dungeons where you have to take a drop, this means less mana spent rezzing or healing you if you get hurt from falling.
  • Glyph of Blurred Speed - Because fuck yeah running on water.
  • Glyph of Poisons - Decreased poison application time means less time preparing and more time fighting.

Non Talent Ability Changes - The changes your non-talent Rogue abilities get from the Combatant passive.
  • Feint - Removes the threat reduction and increases the damage reduction to 60%.
  • Tricks of the Trade - Instead of putting the threat from your attacks on the target party member, a percentage of the target party member's threat is transferred to you, similar to the way a Warrior's Vigilance spell originally worked.


So there's my ideas. Thoughts and comments are appreciated. And yes, some of these ideas are shared with Vrominelli's because they would just fit.

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 Post subject: Real life viral outbreaks in a game are great.
PostPosted: Sun Jun 10, 2012 12:56 am 
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Just messaged Sol on this subject over skype and he liked it, so I'ma say it here too.

You know that whole "Corrupted Blood" incident in WoW? why not create a weekly chance outbreak for my game idea.
For, like, server restarts or whatever 3 random people when they login would have this plague/virus/disease on their character and they'd be given a moral choice: find a way to cure it through esoteric means, or spread the love.
Thus resulting in one of two outcomes each week: So much viral death that Madagascar just shut down their borders, or a boring and uneventful week that allowed players to get stuff done.


Personally, I'd love to see this done in WoW. (done more that is)
Sol Reaper wrote:
Booty Bay: Port's Closed


Yeah or nah?

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 Post subject: Re: Game Brainstorming General Helpthread: techno babble aho
PostPosted: Sun Jun 10, 2012 2:42 am 
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Idea for DnD 'campaign' I plan to DM. Might interest you guys.

Golems!
A Puzzle Adventure

Players select a pre-made character, All of which are a variety of small-sized golems (d'awww).

Players begin in a starting room. Upon entering any new room of the dungeon, DM rolls to decide the next room from pre-made room maps.
Any special objects, enemies or treasure in the room are also randomly selected and placed, so no room is the same twice.
Boss rooms also appear periodically. Maybe every 5 rooms or so with a final one.
Designed to be a replayable quick campaign for one-nighters.

Basic idea in progress. Any ideas?
Taking suggestions for types of golems to be used as characters.
Nothing is off limits and powerful ones will be nerfed for balance.

Possible types of golems I have so far:

Alchemical
Bone
Clay
Clockwork
Coral
Flesh
Fossil
Slime
Glass
Ice
Rope
Stone
Wax
Wood
Gingerbread
PBJ

Any other ideas?

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 Post subject: Re: Game Brainstorming General Helpthread: techno babble aho
PostPosted: Sun Jun 10, 2012 2:55 am 
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BEEEEEE golem.
Golem golem.
Asteroid golem.
I totally understand the concept of golems.


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 Post subject: Re: Game Brainstorming General Helpthread: techno babble aho
PostPosted: Sun Jun 10, 2012 4:00 am 
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saximaphone wrote:
Bone

Behold, my LIVING MOUNTAIN OF SKULLS.

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