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This shows all comments by the user Rating Orb login7:
Blog: A Perfect Father  
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Rating Orb login7 26 12C 3F
7 years ago | (7)
For your question, 'fair' hardly seems the correct term. On the one hand, they are the ones that did the drinking. It is a harsh lesson, but teaches them that ultimately THEY are the ones that are responsible for their actions and cannot use "the Butler told me to," as an excuse. This will keep them from trusting the Butler again and using their own judgment in making decisions. On the other hand, banishment hardly affords any type of redemption or even an opportunity to actually learn from their mistake. Although an opportunity to "get back in" helps resolve this problem.

As for the "subtext," I don't remember when God died. I also never put much stock in the Bible. Being written by people with their own motives, translated, and so forth it seems prone to error (both intentional and accidental). Beyond that, I don't think "God" would be so direct. I operate under my own, intuitively-derived assumptions. One is that "God" IS fair. It may not always seem so, but I believe that is only because we are missing vital information. I think that if we knew EVERYTHING, we would agree that the universe was fair and God was as well.
Blog: Weekly Update  
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Rating Orb login7 26 12C 3F
8 years ago | (10)
I really like two aspects of this.

1. The 'A' always issue was somewhat true. Unless I was building my 'non-primary' reaction ability (in which case I was aware of that key for that particular character) I did this a lot, sometimes by accident (blocked a magic attack with a physical defense -- oops!).

2. Abilities are a big part of games to me, so any excuse to add new ones, and I always liked the active component to this idea. Different keys was an elegant way around only having one in a given situation, but your proposed customization makes sense. (Although I suppose this doesn't automatically add new abilities, it sounds like the cost system has "encouraged" this, as well as your point that status related defenses did not make too much sense previously.)

Suggestions:

1. I don't really like the idea of LV-based slots (RP). I would prefer if there were quests or something that granted RP. Like secret items or optional bosses or something like that. The item idea could force you to choose who gets the RP boost... although then you may worry that a temporary character got the RP.

2. Not sure how this works with ACTIVE abilities (I didn't read everything -- or else things got clarified later and I never went back to connect to earlier parts). Is there one RP pool (shared by active and passive abilities), are there TWO RP pools or will you keep the old system for active abilities? It would be nice to have a choice between one super ability that has added damage and induces status at the cost of all your other abilities being without boost.

3. I know you are already considering anti-status effects (and you already have status-inducing ones) but what about MP cost reducers or MP absorb or HP absorb or double-cast like ones? Stealing while attacking (maybe you don't want to have any stealing though), ignore defenses, adding a regen-status when using a healing ability... you could even have an item specializing character that gains boosts when using items (like they are more effective or have added effects, like cure more ailments, etc.). How about auto-buffing, for example Mardek could use his Barrier-abilities when hit by the corresponding attack type. As these are longer-lasting than a single turn, they would need to cost more (though I suppose you would not need it used every turn you are attacked either -- I wonder if there is a good solution for that).

I'm excited to see how this will develop! Lots of possibilities.
Blog: Weekly Update  
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Rating Orb login7 26 12C 3F
8 years ago | (0)
Sorry I didn't get to this sooner to help then (I knew it was posted a week ago, I wasn't looking then and didn't think about the fact this game was to be completed quickly). I do think it would be cool if there were "special" ways to get cards other than just buying them though. For example, find them or (I'm assuming you don't want a big field) have them as bonuses for meeting criteria (ending the battle quickly, or with few cards used, or only using one type of card, or only using spells, or only level 1 monsters, or having full of all the elements at the end (can that even happen?) or something like that).

ALTHOUGH, if by "booster packs" you literally get random cards, that is head and shoulders above having every card you can get available and you just need to buy it. I hate games where the "growth" (better cards is "growth" for this type of game) is so... what is the opposite of engaging? FF XII really bothered me in that most abilities just needed bought and you barely had to search for or earn any of them. You had to wait until the right point in the story, and that was it, yuck.

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Rating Orb login7 26 12C 3F
8 years ago | (0)
Ha, ha. The "me not so smart group."

In general, people are optimistic... well not "optimistic" but they generally see themselves more positively than is accurate (estimated GPAs always average higher than actual GPAs and the like) (depressed people tend to see themselves more realistically, maybe a little below, but are closer than people with healthier mental states, yes you need to be wrong (delusional about yourself) to be mentally healthy).

Point is, that "a little above average" is what most people would pick, and that would mean that most of them are actually average. I don't know what to do with the "me not so smart group." But I have an inkling it is unreliable.

To help with the geometry discussion, in California (USA), Geometry is typically 10th (so you're like 15) BUT the standards are aimed at using geometry to teach mathematical proofs and improve algebra skills rather than teach "geometry." Areas and volumes and such are treated superficially, but how much time do they really need? It's just formulas and they actually make intuitive sense (mostly, I guess knowing to use pi for circles is not intuitive at first). But I know someone from Cyprus (?, some Mediterranean island, I don't care about Geography (or spelling), I'm an American) who had Calculus in 8th grade. That really isn't better or worse. There is no reason 8th graders can't learn it, but they will not fully understand it that young.

Education needs to be "memorize" up until high school and then it should revist and build upon the knowledge gained to reach understanding... (oh, did I mention up until about 16 you are FAR superior at memorizing facts than adults but just starting to be able to do things like intergrate and apply?, that's why I think that).
Blog: Weekly Update  
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Rating Orb login7 26 12C 3F
8 years ago | (0)
So game mechanics are something that really interest me and so I want to be helpful here, but if your goal really is to get-out a quick game... well, most of my suggestions would be how to make the game more complicated which is counter to one of your main goals. But... let me see if I understand. I am making up numbers since I don't know the right ones, but let's just say in order to get a Level 8 Fire Monster out, you must have a Fire Monster already out that is at least Level 6 and to get that one out, you needed to have a Level 4 Fire Monster. (I am just assuming you can use Monsters up to Level 4 automatically and can only play cards 2 levels higher than the monster already played.)

What happens to the monster that was there? Do you have a pile of Monsters that is three high now or do you discard the old ones or what? Is there a possibility of Level 8 destroyed, reverts back to Level 6 or some special card (or monster) that can revert cards but ordinarily that would not happen? Also, is there any returning of cards from the discard pile? I like the idea of reviving from the discard pile because that also opens up special cards or monsters that can completely obliterate (out of play rather than to the discard pile). Is there any temporary (or permanent) stealing cards from the enemy? Or gaining temporary control of?

I may have missed (I'm sure I did) but do you win cards or buy cards or do they actually get stronger as you battle or do you start with all the cards you'll get or how does that work?

By the way, I think it is better that Pseudolonewolf (you) does NOT know a lot of card games, because he is less tainted this way and could come-up with something more original and interesting (and hopefully better). Keep up the diversity in your games (action, RPG, card).
Blog: SOMBRE SIGH  
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Rating Orb login7 26 12C 3F
8 years ago | (0)
Sorry it should say "because you TOOK this time." Not sure how that happened. It just says "to."

And for the next Raider (this inspiration came from your suggestion of Knytt), I think more strategy would improve the game's rating in the future. I don't know what the second looks like, but more "need to use the gun," "need to use the sword," "need to use that short jump," situations would make the game more fun in my eyes. One or two extra options would be nice, but I think it is good to have limits to what your character can do, rather than try hundreds of things until something happens (you picked the one the programmer liked).
Blog: SOMBRE SIGH  
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Rating Orb login7 26 12C 3F
8 years ago | (0)
ADVICE: Take the time to play around with spore. Think of it as YOUR development. Dealing with limitations will lead to your growth and enhance your creativity so that when you FINALLY get around to Mardek, it will be better because you to this time. I certainly don't mind waiting for a better game... But don't ramble too little. That was a big part of Mardek's charm. That and I really liked the *spoiler* idea that it started as two kids playing (very creative).

And CHEER UP! It sucks when things don't go right, but they're usually circumstancial (sp?) and often go away on their own. Just say, "that sucks," and move-on. When the circumstances change, everything might be better. Not that you sounded like you were feeling hopeless or anything...
Blog: MyBrute  
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Rating Orb login7 26 12C 3F
8 years ago | (0)
Brute is down (it said only for minutes though... not that I believe that).

Anyways, your dragon idea seems to have promise.

Hmmn... the randomize function does not seem to "randomly" generate colors. It looks like it is choosing random palettes, am I wrong? The colors seem to go together better than they should randomly, but it makes a lot better "random" dragons that way... good idea but that seems like a big layer of added complexity for you unless you came-up with an ingenious short-cut... or I am wrong and the random colors are just working together somehow... maybe just because of the way the features are colored they will work no matter what colors it picks? Either way, seems to have promise...
Blog: HELLO THEIR.  
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Rating Orb login7 26 12C 3F
8 years ago | (0)
deathtomork: Just saw your comment. Thanks for the suggestion. I will check it out.
Blog: HELLO THEIR.  
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Rating Orb login7 26 12C 3F
8 years ago | (0)
Pseudolonewolf: TOTALLY sorry if I made you feel pressured or anything like that. I didn't expect you to "make my game for me" and mentioned it as much for ideas that seemed up your alley and might inspire creativity as for you to potentially work on it.

I totally respect that the fun of your work comes from making your OWN ideas come to life and in that sense, it would be silly for you to work on someone else's ideas.

In case I ever do have time, would you mind sharing the tutorial where you learned flash? I would trust your suggestion more than a random flash tutorial.

Thanks.
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