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Topics - KZ

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TSoG Wish List / Gliding Archer
« on: March 16, 2010, 04:23:25 PM »
To finally allow the issue to rest and let the idea be formulated, kindly post your votes and quick reasoning here for which of the two options you'd rather see:  a glider with a piercing crossbow hitting range 2-3, or a simple crossbow hitting range 2 only.

TSoG / Total Number of Enemies Killed
« on: March 16, 2010, 10:47:34 AM »
I was just going through the prison break sequence and thought about how the dialogue was changed to include a part where the Hero struggles to come to terms with the fact that he killed a fellow human being. Given how this, and other subjects, including religion and death have been examined in TSoG, and how death count and all has been briefly looked upon in TPA2, I think it would be nice to include a "total number of beings killed" counter, as well as an additional counter for "total number of people killed by the Hero" specifically. The design is twofold: it can be quite thought provking, it might say something about the Hero's (or, rather, the player's) character, it may affect some events in the game and it is something players can compare and talk about, as it is statistical in origin. Given that it has been implemented before, I don't think it will be too hard for Craig to code in, though I am not sure about deaths coming from one specific unit counter (which I consider to be the more interesting one- as you often see a Hero in a series commit his first murder... then they become countless, like the Richard character from the Wizard Rules series by Terry Goodkind).
What are your thoughts on this, folks?

TSoG / Telepath Difficulty Challenges!
« on: March 16, 2010, 06:19:57 AM »
This thread is a spin-off from this thread, where users effectively have been discussing how to make the game-play more challenging. Most of the suggestions made though, I found, could be easily set by the users simply constarining themselves, rather than relying on the game to do so (that will certainly save Craig hours of coding time,and still allow users to enjoy a spicy tactical challenge!). Hence, here is a thread where you can share your suggestions on what the players can do to mount self-imposed challenges. And if you cheat, you'll know it, and, well, you'll simply have to be honest with yourself about it. Otherwise, if you succed: well done!

Let me start things off!

The minimal Nelis Challenge
There was one challenge which I accidently came upon due to a bug in one of the versions: if you minimize your GUI, you cannot maximize it. Thus, I was forced to play the entire Nelis battle (except for the first 2 or 3 turns) blindly navigating my troops around, having only vague idea of who has how much health and how much PsP! And it was done on Brutal: now that was very hard indeed! See if you can also beat Nelis on Brutal with the GUI minimized all the time! (Have a few practice battles beforehand with the GUI open, so that you get, at least, a feel for attack and unit stats.) Good luck!

TSoG Wish List / Formulated Teammate Attacks Ideas
« on: March 15, 2010, 07:52:05 PM »
Like the Formulated Enemy Ideas thread, this one has the same purpose: to remove all the discussion and paraphernalia that lasts for pages and leave an easy and fast way for Craig to check and see what are the best ideas that were discussed, adjusted, and generally agreed upon the forum populace has come up with! The ideas posted here would've come from this thread, so if you have any thoughts on new attacks for teammates,feel free to post them there!

So, to start things off, here are two suggestions (both carried through from the old forums):

1). This idea was initially suggested by me. Let Malis have the same attacks as Darkling, so that she can be an self-reliant unit and more useful later on in the game. She's also more like Darkling, than Shadowboxer, so since he could learn it, why can't she?

2). This idea was brought up in the new forums by Ertxiem. The potential Spearman teammate seems rather limited with only 3 attacks, thus, why not give him a melee diagonal attack? This way the spearman can be very useful in having a inque attacking angle and can be used on the sides of bottlenecks.

-Right Jab

-Left Jab

Damage: same as Melee
Learn: circa Psy Power 10

Left Jab learnable 2 Psy Attack levels after the Right Jab, so that people get to appreciate the apparaeance of the second one (yes, one can cover the fielf with just one attack, but the player can expose the spearman to a backstab by an enemy unit during the next turn- same thinking as the Backhander for Griffin).

TSoG Wish List / Closed
« on: March 15, 2010, 07:10:27 PM »
im2msart4u: as you perfectly know already, all of them are named Gelf. Hence, topic locked.

TPA2 / TPA2 Hero class preferences
« on: March 15, 2010, 04:44:25 PM »
So, given that you have a choice of what class the Hero will be, who do you usually choose?
Myself, I go for a Psy Fighter in vast majority of cases (along with useful Orb intake, making it a versatile, powerul and highly mobile unit), but have experimented with other class types as well and found that the Assassin is pretty good, especially when backed-up by orbs (effectively killing Shadow Guardians on last map in one go with Mega Stab!).

TSoG / Juxtapose
« on: March 15, 2010, 02:52:52 PM »
Coming from this thread, I just wanted to look at the mechanics of Juxtapose. Given all the talk about how Nelis revives beings, and how the attacks work, I suggest the following to explain certain curiosities in the behavioir of the attack. Namely, the ability of Luca to place teammates or enemies on terrains that are passable to flying units only.

What I initially wrote:

"She doesn't teleport folks into a wall, as she herself cannot be over it. However, she can teleport folks over chasms, lava, etc. It would be too difficult and time consuming to code othersiwe, hence I suggest giving an explanation to the said phenomena: Luca continues to link-up to and support the unit she just juxtaposed with, such that some of here characteristics, like flying, are still partly residuent with the person she swapped places with, thus, she is more alive after juxtapose, whilst the person is more in the spirit realm, and has a few lingering properties for a short period of time."

Zhampir also added the following interesting bit:
"That... is very interesting, but couldn't that suggest that if Luca wanted(and knew how to) to she could switch her ghostly form for the form of a living person? (that would be an interesting plot twist, especially if  an odd romance was started between Luca and Duvalier before she turned human)"

To add onto that, I think that the effect is so small and so temporary, that I doubt that Luca,even with hostile intent, would be able to invade and occupy another persons body, whilst at the same time explusing the soul. I just don't think she is strong enough. There is, however, indication that a more powerful Spirit might be able to pull off such a trick: if Luca can perform juxtapose, and she can do soul suck, a powerful spirit might be able to combine the two to get into the body after it was battered and the soul is barely clinging onto it.

Thoughts, folks?

TSoG Wish List / More about Gelf!
« on: March 14, 2010, 05:16:31 PM »
Given that there is a slim possibility that Gelf might be introduced into the game (see LethalLaurie's and mine submission for the side-mission), and you can ask Gelf questions about their culture, what would you like to find out about the Folks-of-the-Wood? Any facts, curiosities, etc! You can also suggest questions for dialogue too! (But not answers, we'd like to make those up :P)

TSoG / Classifying/Analysing Attacks
« on: February 28, 2010, 09:09:57 AM »
Spinning off from here and following a similar discussion on the old forums, I'd like to start off a topic on attack analysis and classification. Share your thoughts on pros and cons of each attack, the good combinations to use them in, and how they can develop. Which attack can develop from which (this is to keep in the angle about the new proposed her skill system where the player may wish to skip certain attacks in order to save gold and specialize the Hero in different ways- like learning all Shields, or all offensive attacks, or use Feedback & Vengeance for assassin-style Hero), etc, etc. For instance, compare and contrast the elemental area attacks,  or the 2-tile damage attacks like split shot, or related attacks, etc.
As an aside, the mechanics of almost all of the attacks were discussed and formulated on the old forums.

TSoG / What to add to/post in/how to "Post / Download New Battles!"
« on: February 25, 2010, 09:49:00 AM »
Brilliant that. If I get the time, I'll re-upload the battles from the old forums, as those services have been acting up in the last year or so.

Random Projects / Telepath RPG Wiki: vandalism reports
« on: February 22, 2010, 04:42:50 AM »
On occaison some people purposefully amend the articles with some nonsense that we later have to clear up. To ensure that such offenders don't go unpunished and keep on repeating this, the best course of action is to undo their edits, then report their IP address here, so that CraigStern can then ban it either temporarily or permanently, depending on the severity of the offence.

TSoG / The new GUI
« on: February 19, 2010, 09:00:12 AM »
I am sorry to say this, but I'll be brutally honest: I think the re-doing of the GUI was the biggest single major decision I strongly disagree with as it significantly reduced the appeal of the user interface, in my opinion. Here is a list of the most bothersome things I've found just from a 2-3 minute glance at the new GUI:

-when the game itself is loading, we see a hand with some random symbols on it and in the background: they have no relation whatsoever to what happens in-game and add a very superficial layer of "mystique", the simple hand was a much more powerful graphical design, as it showed the essence of Psy abilities- natural, no need for any extra fancy stuff, in addendum, the hand looks as if the skin was removed off it and the blue lines are representations of deoygenated blood in veins- a very repulsive image, to say the least
-when I tried to load the game, I realised that I cannot read what on earth is written in the save files as a). the print was tiny b). the font of the text almost completely blended in with the surroundings
-the GUI in-game gives a much darker and much more cliche feel: not only has it been used many times before, but the associations with other games are not really postive at all, nor does it add to the professioanl feel of the game; the text now is very difficult to read, 'cause the contrast between the background and the font colour is significantly reduced, and this makes it a significantly less pleasing experience to read text, and given that the game is text-driven and there is a lot of it, this is one very major drawback
-the battle-GUI also completly clashes with the tileset and makes the screen look much more cramped visually because it's so much dareker; it also blends into the tileset as it is not as differnet from the light blue with the black border used before, so it really is a nuisance to have on the screen at all and it's much more difficult to see the buttons; the re-working of the attack icons- that's another issue area as now they look completely unappealing, hard to see on dark background, using the most generic images used practically in any half-serious amateur RPG, instaed of using the unique, easy-to-identify, simple, and not visually daunting attack-icons- simple doesn't mean unprofessional; in addition, losing the original icons means that a very strong connection to TRPG2 has been lost, and I think that's a big drawback, as many players will otherwise be familiar with the icons from other games in the series
-when the objectives screen comes up for the battle, the button looks completely out of place, making a very unpleasant impression as it completely doesn't fit in with the writing stile nor the background- what was used before was much, much better and more natural
-the way the in-game menu has been re-arranged, and with the new style, I find it labourious to switch through the submenus and look at them: the GUI is visually very heavy, the contrasts are small and it's simply unpleasant to use it, as well, with the dark colours used and low contrast, it, again, feels very crampt and it doesn't look comfortable to use at all

One postive feature- the GUI does manage to convey the arabic feel a bit in the load-up page... but that is more than balanced already by the in-game graphics.

Overall: I strongly, strongly feel that the game lost a lot of visual appeal from this GUI overhaul and I very strongly recommend that the old GUI is brought back, along with the old attack icons. 'Cause the feeling I get from seeing this is a failed attempt at making the game look "professionally" made, so that people buy it, but instead, it lost a lot of its simplicity in style and easy-on-the-eyes, no distracting from battle/reading text/concentrating on the game visuals. I am confident that people would not mind having a relatively simply-designed GUI, that has a distinct style, but which is easy to use and isn't too graphically simple.

TSoG Wish List / Somnus Wishlist
« on: February 10, 2010, 06:06:33 PM »
Carriying on from a popular thread in the old forums (see here) by im2smart4u.
What would you like to see in Somnus (w.r.t. new areas, NPCs, old teammates, old NPCs, changes, etc)?

TSoG / TSoG Walkthroughs
« on: February 09, 2010, 04:25:40 PM »
Kindly share your thoughts and opinions on the state of the walkthroughs, the way they're divided, the way the info is provided, what other things you'd like to see, etc, etc, etc. Any feedback will be welcome!
(Just to point out, fuller versions exist on the old forums, whilst we're moved onto the new ones and, since the game isn't completed, the walkthroughs are not complete.)

TSoG Walkthroughs / Side quests walkthroughs
« on: February 09, 2010, 12:05:34 PM »

Will add this in asap.
List on old forums can be found here, though it hasn't been fully updates yet.

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