@tragedyjones said in No Man's Sky Thread:
Hoping this comes to XBone
Don't count on it; it was backed by Sony, like The Last of Us.
@tragedyjones said in No Man's Sky Thread:
Hoping this comes to XBone
Don't count on it; it was backed by Sony, like The Last of Us.
@Arkandel said in Fanbase entitlement:
But all of us went through high school and I reckon most didn't do so unscarred; we got a few bumps and bruises on the way, some of them emotional and others even more literal; this may be highly unpleasant but the process itself taught us how to deal with it, how to cope, which comes in really handy in the grown-up world.
I went through relatively unscathed, but I went to a nerd school.
Summer camp was different, but I coped by hanging out with the bullies instead.
I'm not particularly proud of joining the Dark Side, but I more than once steered the bullies towards unleashing their idiocy on objects, rather than people.
@Thenomain said in RL Anger:
I thought that until the age of 16 (and limited until the age to 18), they legally were.
Not unless you can establish that the parents could have reasonably foreseen that their kid would have caused damage, and that their failure to restrain that child proximately caused the same.
There's reasonable arguments for both sides. I usually get ticked off when parents dump off their spawn into playgrounds with little or no supervision and one of those mouth-breathers runs into my toddler because they are too inbred of fucking stupid to not dash around like a maniac when there's little children about.
If it takes a village to raise a child, I have no problems with being the old fuck with a switch that beats the idiot children.
@Arkandel said in The Descent MUX:
On MU* it's almost unheard of for Vampires to have to deal with daylight at all. It doesn't even impede their roleplay as any scenes with them are automatically assumed to take place after dusk.
It's even less of a concern in 2E, as Vampires are not as debilitated by the sunlight as they once were. Heck, one of the tricks my last Vampire could do was stay out in the sun for about an hour, and only come back with some mild burns.
But the Vampires have to deal with: (1) the need to feed; (2) the power of Vitae; and (3) other vampires trying to turn them into pawns.
@Arkandel said in The Descent MUX:
... you are right, but you are applying a very specific use case then claim there is no overall imbalance. I don't mean that you are comparing apples to oranges (although in a sense you are) but let me offer an example.
My example is meant to reinforce my point ... which is that Mages are squishy. Very squishy. This is a glaring weakness in Mages, as it has been ever since D&D arbitrarily decided to give them d4 hit dice.
I didn't talk about losing to equal-powered combat-oriented opponents. At all. I said that Mages were squishy, and this is a serious consideration when you're playing any RPG. You can overcome it with careful preparation and strategy, but you are clearly compensating for that weakness. And that's a weakness that, in my opinion, balances the games out.
You could make a damn-fine Werewolf with a huge skill-set, and make a Vampire that can survive well in all situations. I'm not so sure I could do the same with a Mage, but you can make a Mage that is really good at one or two things.
They still remain squishy, and this is a huge issue when you have to contend with Seers and mortal institutions that could make your existence very difficult.
If you're not willing to take responsibility for your dog's bad behavior, you shouldn't have a dog.
And this is why adults should be responsible for the fucked-up shit that their children do.
@Coin said in The Descent MUX:
Depends on the rarity of Hallows.
Touche.
@Arkandel said in The Descent MUX:
I've found those who disagree base their objections on mages who are completely bad or unprepared at what they're supposed to be doing, yet the other class isn't; * * * .
Mages that specialize at combat can be really good, but a vampire or werewolf who isn't focused in these areas are significantly better than a Mage who isn't. That's what I mean when I say that Mages are squishy.
Vampires and Werewolves are still hard to kill, even if they aren't geared towards severe beatdowns.
@ThatOneDude said in The Descent MUX:
Great idea but if you'd do that to mages you should make sure all the other spheres are kept in line with similar means. <-- This is to Ganymede
Agreed, although Vampires and Werewolves can keep themselves in line with intra-sphere in-fighting over territory, which I don't see happening with the same frequency in a Mage game.
@Auspice said in Fanbase entitlement:
But NMS, at its core, advertised as a single-person exploration game. I think a lot of these people saw it as a "replacement" for Star Citizen or EVE. Because for all the people who don't like it (and claim Hello Games lied), I know just as many people like me who got exactly what they wanted.
NMS is exactly what I expected, and exactly what I wanted.
I am very happy I don't have to put up with 13-year-old mongs. Or any other fucking idiots I've bumped into while playing games on the Internet.
I mean, you guys not included. Honest.
(Not all of you, at least.)
@ThatOneDude said in The Descent MUX:
The idea that a mage is "over powered" is an argument that creepy Rex player dude was making with what appeared to be little to no understanding of the rule set.
I wouldn't normally respond to irony, but you likened my reasoning to that of a Trump Supporter. Certain insults cannot go unaddressed.
You fat, bloated, sack of protoplasm.
Try reading my comment again, numb-nuts. I agree that Mage isn't over-powered in the slightest; however, a Mage can whomp you badly. And so can a Vampire. And a Werewolf.
Whomp.
@Thenomain said in The Descent MUX:
On the other hand, Mages get a lot of penalties to overcome, and they aren't as powerful as they were in the past.
Mages are very squishy. Very. Walking around with effects makes you a magnet for Seers, so staff ought to take advantage of this and start hitting Mages hard with Seers if they flomp around with impunity.
Still, yes. Mages can whomp you. Keep a firm handle on the tiller when it comes to XP, and you should be okay. And a pack of werewolves is a lot scarier than a Mage or two.
@Three-Eyed-Crow said in RL Anger:
I have friends I love but will not loan money to anymore, because it's a never-ending cycle.
I do not lend money to friends. I pay for them sometimes, but I will not loan them money. None of them ask me to loan them money because they know I won't; not because I'm a skin-flint, but because I know I'm a bastard of a collector.
I am, after all, Chinese.
@Misadventure said in Random links:
The Invisible Sun game seems to be aimed solidly at adults in terms of price and content. There is talk of apps to help coordinate and even play on busy adult schedules.
Still not worth $200.
@Pyrephox said in No Man's Sky Thread:
Honestly, the best part of the game is the use of "Emeril" as a commodity. I see a big deposit of it, and I scream out "BAM!"
@mietze said in Historical MU*s:
Hey any settlement that contains the word cum in it sounds great to me as it relates to MUSHing.
I always liked Cumberland, myself; it sounds like a really dirty forest.
@dontpanda said in No Man's Sky Thread:
Does anyone have a "If you love [ThisGame], you'll love No Man's Sky," comparison?
If you loved Star Control 2's free-form space exploration, you'll love No Man's Sky.
If you loved Minecraft's sandbox-y feel, you'll love No Man's Sky.
If you loved shooting down Freelancer's space combat, you'll love No Man's Sky.
If you love a game that you can waste hours on because you love how it looks, you'll love No Man's Sky.
If you love a game that you literally can never, ever, ever finish, you'll love No Man's Sky.
@Lotherio said in Historical MU*s:
I'd venture to say most staff who offer things to do suffer from the same blow out of no fun when half the players always argue with them on when certain armor and tech came about and complaining about when they should be able to get it.
You probably have more experience with this than I do. I may have more experience with telling people to fuck off politely, which would be my tactic in the event that someone complained thusly.
@Lotherio said in Historical MU*s:
This sort of pedantic is why most historical games fail.
This is a cop-out. This is not why most historical games fail. Most historical games fail for the reasons already obliquely referenced in prior posts.
Having a MU* based in history is a great idea. Any game set in a historical setting is awesome. The problem, more often than not, is the lack of things to do. In fact, I would wager that the vast majority of games that do not live past the first year die because there's nothing for the players to do but exist in an awesome setting.
No one will give a shit whether you call the settlement York, Jorvik, Eoforwic, or Eboracum if there's something to do. Pick what you like about the setting and the theme, and make a game out of it. If you like the Period of Invasion, I would recommend creating or adopting a system of gameplay that allows players to manage or assist in managing whatever fiefdom they are attached to.
(Pedant-Mode to Piss Off Arkandel: The Romans had withdrawn from Britannia before the Danes set foot on it, in the 4th Century A.D. Eoforwic was the Anglian capital of Northumbria until the Danes invaded towards the end of the 9th Century.)
@Arkandel said in Historical MU*s:
Are significant deviations from history permitted on historical games? Is Asimov's invisible hand guiding the way things are supposed to be? And yes, you could just never give players a shot at tipping the scales at critical points in history but that's kinda boring. Yet if they do the premise can swiftly change to a 'what-if'.
I think it depends on the system. If someone deploys a good political/wargame system, you could have the PCs represent local leaders and generals, with NPCs as the invaders, and play through an invasion. Then, you could switch the tables.
@Lotherio said in Historical MU*s:
Danelaw ...
York is sacked, the Viking have moved in and named it Jorvik.
You mean Eoforwic, right? The Danes sacked Eoforwic.
Yes, I'm that kind of pedant.