Modérateurs : Aer, Equipe forum MATA-WEB
Jeux vidéo : Amis des pixels ou de la Next generation bienvenues !
Ialda a écrit:Je lutte désespérément depuis trois heures pour traverser la plage de l'ouest.
ou pour demander le témoignagne du chien de la victime
Pour le reste, le jeu a les défauts de ses points forts : il faut prendre le temps de rentrer dedans et de faire l'effort de découvrir tous ses systèmes, mais la récompense, c'est comme tu le dit très bien Afloplouf cette capacité ahurissante d'interaction avec le monde, depuis le craft jusqu'à la possibilité d'exploiter les possibilités tactiques offertes par le terrain
Afloplouf a écrit:[Montrer] SpoilerAvec les orcs niveau 6 ? C'est pas forcément mieux à l'est avec les zombies niveau 8 et les loups niveau 7. Du coup, j'essaye d'aller au Nord là.
Moi ce jeu au dela de l'aspect fouille , vol etc old school que j'aimais bien, m'a aussi rappelé le bon vieux temps du F5 / F8
Afloplouf a écrit:Dragon quoi ?
Different players balance these desires differently, but ideally an aesthetic choice will always map to a viable build, and a viable build will map to something players will find cool for their character. When this doesn't happen, it can result in a lot of annoyance from players. They are either forced to play something they conceptually like that is mechanically bad or they have to veer away from their character concept to be mechanically viable. In an RPG, this is undesirable — so say I, at least. That's why this initial stage should only end after you've soberly asked yourself important questions about why players would want to pick any given option you're presenting them.
As an example from Pillars of Eternity, we have maces and padded armor, two things that generally get short shrift in a lot of RPGs. In most RPGs, maces are slow and do poor damage with few elements in the "+" column. In Pillars of Eternity, they don't do any less damage than other one-handed weapons and they have the advantage of negating a portion of the armor on the target. Swords can do a variety of damage types, spears are inherently accurate, and battle axes do high Crit damage, but maces are a viable mechanical choice among their peers.
Padded armor suffers even worse in most RPGs: in many games, there are literally no worse options than padded. The suits are often aesthetically ugly and mechanically awful—the quintessence of a pure RPG trash option—and if players are forced to wear padded armor at the game's opening, they'll gladly ditch it as soon as anything else becomes available. In Pillars of Eternity, padded armor actually offers reasonably good protection. It can easily be argued that our padded armor is more protective than is realistic, but the first goal is not verisimilitude, but justifying the player's interest.
And, while heavier armor absorbs more damage, the heavier a suit of armor is in Pillars of Eternity, the longer it takes a character to recover from making an attack or casting a spell. A character in mail armor can absorb more damage than a character in padded, but the character in padded armor will perform more actions over a given period of time.
On Fallout: New Vegas and Pillars of Eternity, we used Excel spreadsheets to experiment with different damage and armor models. Even after implementation, we retained the spreadsheets for future experimentation and adjustments.
WARNING: As we develop systems, we are careful to observe how many inputs feed into our various formulae, or specific values that constitute an element of a formula. RPGs have a tendency to develop formulae with an excess of inputs, which makes later tuning extremely difficult. To curtail this, we try to keep our initial formulae as straightforward as possible. Not only does it make the system easier to tune, it also generally makes it easier for players to understand and harder to min-max into irrelevance.
How do we tune? The Sid Meier way: doubling and halving. For many people, the instinct when tuning is to try small incremental adjustments. This is usually not an efficient process. It's almost always much faster to halve or double the values being adjusted and only make smaller tweaks after you've already passed the target. Is this unit too slow? Double its speed. Is this class not gaining health fast enough? Double its health per level. Is this weapon mod doing too much damage? Halve it. Is this encounter too big? Remove half of the combatants.
Seven Dragon Saga – the epic RPG debut title from Tactical Simulations Interactive
New independent video games studio formed by SSI alumni, updates “Gold Box” RPG experience with modern tech and new core gaming system
Tactical Simulations Interactive (TSI) is excited to officially announce Seven Dragon Saga – an original RPG for PC, Mac, and Linux, based upon an original pen and paper role-playing system designed by former Strategic Simulations Interactive (SSI) alumni Keith Brors and David Shelley.
Seven Dragon Saga takes place in a high-powered fantasy universe, revolving around the Empire of the Seven Dragons. Eschewing traditional RPG tropes, Seven Dragon Saga provides the player with effective heroes right from the start, with TSI aiming to provide the next step in meaningful player experiences in the same way that SSI’s ‘Gold Box’ titles did during the 1980s and 1990s.
This is not a tale of farmers or aspiring novices learning how to swing a sword; Seven Dragon Saga is a tale about the use of power. Players will need to assemble a brave troupe of adventurers “touched by the winds of the chaos”. Known as the Touched, these brave adventurers will face the unknown, and embark on a quest to discover hidden truths and determine the fate of the Empire.
Background: The Zone has been covered by a huge anomaly that consumes heat. In some places the temperature can fall as low as -60C. Most of the settlements has been evacuated and left abandoned. Meteorogical data suggest that the center of the anomaly appears to be at the CNPP. Our mission playing as an SBU agent will be to determine the origin of the anomaly.
Google trad a écrit:* A completely new story of the game. The plot is linear.
* A large number of secondary quests.
* Developers planned two endings of the game. Not exclude the possibility that their number will be increased.
* New locations. Their total number is 5-minute(??).
* Modification will provide an opportunity to see players exclusion zone as in the winter and autumn.
* In a game added qualitatively made the cut scenes. Animated main plot points and major key quests.
* Mutants in fashion will be present as the old and some new, plus everything will be added to wild animals.
* Implemented voice characters.
* A revised system of life
* Implemented animated food.
* In a game added gameplay features, such as freezing and heating NPC.
Ialda a écrit:pas de rotation à 360
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