simonwolfi can feel a differencetoday, a differenceRegistered Userregular
@bloodyroarxx got a reply from the Dark Souls peeps and I don't think you're going to like their answer:
Apologies for my confusion! All Add-ons and Retailer Bonus Unlocks will be available from retailers and ourselves here at Steamforged Games upon general release, and be packaged seperately. Hope this answers your question, sorry again!
So yeah, looks like all the stretch goal stuff will be packaged separately
40 lub dumbbell rows
2 sets of 10 pushups without failing out
Are these... Gains?
My noodly arms say "maybe"
Also should pushups be working my abs and lower back? Does that mean my form is bad or that I'm starting to get it right, nice and straight?
Aioua on
life's a game that you're bound to lose / like using a hammer to pound in screws
fuck up once and you break your thumb / if you're happy at all then you're god damn dumb
that's right we're on a fucked up cruise / God is dead but at least we have booze
bad things happen, no one knows why / the sun burns out and everyone dies
With the Flintstones branding for decades after the Flintstones were relevant.
life's a game that you're bound to lose / like using a hammer to pound in screws
fuck up once and you break your thumb / if you're happy at all then you're god damn dumb
that's right we're on a fucked up cruise / God is dead but at least we have booze
bad things happen, no one knows why / the sun burns out and everyone dies
@bloodyroarxx got a reply from the Dark Souls peeps and I don't think you're going to like their answer:
Apologies for my confusion! All Add-ons and Retailer Bonus Unlocks will be available from retailers and ourselves here at Steamforged Games upon general release, and be packaged seperately. Hope this answers your question, sorry again!
So yeah, looks like all the stretch goal stuff will be packaged separately
@bloodyroarxx got a reply from the Dark Souls peeps and I don't think you're going to like their answer:
Apologies for my confusion! All Add-ons and Retailer Bonus Unlocks will be available from retailers and ourselves here at Steamforged Games upon general release, and be packaged seperately. Hope this answers your question, sorry again!
So yeah, looks like all the stretch goal stuff will be packaged separately
That just confuses me
What was the question?
There is a Dark Souls board game kickstarter. I assume this asking about if there will be Kickstarter exclusives.
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Orphanerivers of redthat run to seaRegistered Userregular
@bloodyroarxx got a reply from the Dark Souls peeps and I don't think you're going to like their answer:
Apologies for my confusion! All Add-ons and Retailer Bonus Unlocks will be available from retailers and ourselves here at Steamforged Games upon general release, and be packaged seperately. Hope this answers your question, sorry again!
So yeah, looks like all the stretch goal stuff will be packaged separately
That just confuses me
What was the question?
So the Dark Souls KS is doing a single price point for personal copies of the game, with stretch goals (beyond Boss add-ons) being added to the base package at no extra cost - I asked if those would be included in future retail copies as well
+1
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AthenorBattle Hardened OptimistThe Skies of HiigaraRegistered Userregular
Okay. Drowning my sorrows in philly cheese steak hamburger helper...
The Ekko LoL animation was also incredible. I would watch that series.
That animation does a lot well. While it doesn't explicitly tell you that Ekko is a prodigy who built the time machine he uses, him mentally deconstructing how his opponents power armor works, then using that to win the fight alludes to it. Also good use of facial expressions, nice, weighty, well choreographed combat.
programjunkie on
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syndalisGetting ClassyOn the WallRegistered User, Loves Apple Productsregular
This London Assassin's Creed game is actually pretty good.
Significantly better than the Paris one, and I was much warmer to that game than most people.
I like the whole gang war aspect, with the different missions and objectives to claiming territories. And some of the bonus objectives really mix up the proceedings in a way that help the game shine.
Plus, there are assassination missions where you can spend 20-30 minutes just casing the area and figuring out the best way to get in and get out, or pick off all the guards one at a time, batman-style... or get lackeys to drive the carriages while you hop up on the rooftop and shoot people in the face...
It's just a lot of good mechanics coming together. I am glad they put a good one out before taking a break on the series for a year or two.
How many Assassins Creed games are there??
I swear every two weeks I check and some one is talking a new game in the series
There was
Assassin's Creed
Assassin's Creed II
Assassin's Creed Brotherhood
Assassin's Creed Revelations
Assassin'S Creed III
Assassin's Creed IV Black Flag
Assassin's Creed Rogue
Assassin's Creed Unity
And some others I don't remember.
Oh and like four or five handheld exclusives.
Pretty good list there, you are only missing Freedom Cry (which was an expansion pack but still got a standalone release), Chronicles (a 2d console trilogy), and Syndicate, which is the London one I am playing now.
There will be no new Assassin's creed game this year, more than likely.
There was also liberation, a PSP game that got a PS3/4 release.
syndalis on
SW-4158-3990-6116
Let's play Mario Kart or something...
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JacobkoshGamble a stamp.I can show you how to be a real man!Moderatormod
the new Battletech Q&A went up a few days ago and it's pretty good stuff although, of course, lots of nerds don't know how game dev works and are like CAN YOU NEGOTIATE JUMPSHIP FEES? when the devs are talking about, like, prototyping the combat engine.
- Each weight class of ‘Mech has an Initiative value. Light ‘Mechs are the fastest, with an Initiative of 4 and assaults are the slowest, with an Initiative of 1.
- Combat rounds are divided into 5 Phases, counting down from 5 to 1. ‘Mechs are allowed to act during the Phase that matches their Initiative. (That 5th Phase is the province of extremely skilled MechWarriors piloting Light ‘Mechs.)
- Each Phase, each side takes turns choosing a ‘Mech to Activate. When a Mech is Activated, it can both move and then fire its weapons. However, once the ‘Mech fires, its turn is over and it can’t act again until the next Round of combat.
- After you Activate a ‘Mech and take a turn, the game attempts to give the next action to the other side. If the enemy has units available to use in the current Phase, they get the opportunity to activate one of them. If, on the other hand, they have no more units they can activate in the phase, and you do, you’ll get to go again.
- This means that if you and your opponent are both using full lances of assault ‘Mechs, every Round will be pretty predictable: You’ll go, then your opponent will go, and so forth until all eight ‘Mechs have been Activated and have taken a turn.
When the game finishes counting down Initiative values and Phase 1 units have taken their turn, the Round ends. The Phase counter resets to 5, and every ‘Mech is ready to act again.
And now the really cool part:
We think this is a neat system because it reinforces and distinguishes between the different weight classes of ‘Mechs - but the place where it really becomes really interesting is when you start reserving ‘Mechs’ Phases for use later in the Round.
Any ‘Mech that isn’t an assault can be held in reserve when its turn to act comes up. That temporarily sets its Initiative Value one lower. So a Light ‘Mech that normally acts in Phase 4 will instead act in Phase 3.
With this system, you can keep reserving your ‘Mechs’ actions, holding an entire lance of ‘Mechs until Phase 1, if you wanted to.
What’s so interesting about reserving actions? First of all, consider the case of a whole lance of Light and medium ‘Mechs being reserved until Phase 1, where they’ll get to act right at the end of a Round. Then, when the round ends and a new Round starts, they’ll immediately get to act again in Phases 4 and 3! (This tactic isn’t theoretical - in a recent battle, I snuck up behind our Lead Designer Kevin’s Centurion with a Jenner I’d reserved to Phase 1. Then, on Phase 4 of the next Round I got to make a full alpha strike right into his back armor.)
As you’d guess, there’s also a lot of value in using this tactic to locally outnumber an opponent. You want your engagements to be uneven in your favor, and you want to be able to fall back from any engagement in which you’re outnumbered. Focusing your forces in one spot when your enemy is spread out is right out of Sun Tzu.
Our initiative system, which allows you to reserve units, means you can locally outnumber your enemy in time as well as space. If you can take three actions in a row, and all three actions are effective fire on a target with no chance for it to respond by moving or returning fire… you’ve essentially made part of the turn a 3-on-1 battle.
Conversely, reserving your faster ‘Mechs to break up long sequences of enemy action with opportunities to respond can be useful in preventing your own forces from becoming focus-fired.
We’re reinforcing the role of Light ‘Mechs in other ways, but this system is a significant component of their value. Light ‘Mechs get to choose where and when they engage, and if used carefully can be exactly the tool you need to get out of a bad situation. Heavy and assault ‘Mechs pack a much bigger punch, but the tradeoff is that they’re inherently more predictable - and thus are more often reacting than acting.
The crazy part is that this sounds like they may actually have found a solution that makes Light Mechs viable in tabletop. In the stories, lights are supposed to be scouts, artillery spotters, and so forth. They had a point. In the tabletop, they often just kind of took up space.
So the Death From Above RPG team has actually started test-driving this initiative system for their twitch stream tabletop games and it apparently works pretty well. I guess even the head of Battletech tabletop dev at Catalyst Game Labs is a fan.
I really like the idea that maybe at the end of all this we might have not just a cool video game but a souped-up Battletech tabletop game made with game design principles from after the 1980s.
the new Battletech Q&A went up a few days ago and it's pretty good stuff although, of course, lots of nerds don't know how game dev works and are like CAN YOU NEGOTIATE JUMPSHIP FEES? when the devs are talking about, like, prototyping the combat engine.
- Each weight class of ‘Mech has an Initiative value. Light ‘Mechs are the fastest, with an Initiative of 4 and assaults are the slowest, with an Initiative of 1.
- Combat rounds are divided into 5 Phases, counting down from 5 to 1. ‘Mechs are allowed to act during the Phase that matches their Initiative. (That 5th Phase is the province of extremely skilled MechWarriors piloting Light ‘Mechs.)
- Each Phase, each side takes turns choosing a ‘Mech to Activate. When a Mech is Activated, it can both move and then fire its weapons. However, once the ‘Mech fires, its turn is over and it can’t act again until the next Round of combat.
- After you Activate a ‘Mech and take a turn, the game attempts to give the next action to the other side. If the enemy has units available to use in the current Phase, they get the opportunity to activate one of them. If, on the other hand, they have no more units they can activate in the phase, and you do, you’ll get to go again.
- This means that if you and your opponent are both using full lances of assault ‘Mechs, every Round will be pretty predictable: You’ll go, then your opponent will go, and so forth until all eight ‘Mechs have been Activated and have taken a turn.
When the game finishes counting down Initiative values and Phase 1 units have taken their turn, the Round ends. The Phase counter resets to 5, and every ‘Mech is ready to act again.
And now the really cool part:
We think this is a neat system because it reinforces and distinguishes between the different weight classes of ‘Mechs - but the place where it really becomes really interesting is when you start reserving ‘Mechs’ Phases for use later in the Round.
Any ‘Mech that isn’t an assault can be held in reserve when its turn to act comes up. That temporarily sets its Initiative Value one lower. So a Light ‘Mech that normally acts in Phase 4 will instead act in Phase 3.
With this system, you can keep reserving your ‘Mechs’ actions, holding an entire lance of ‘Mechs until Phase 1, if you wanted to.
What’s so interesting about reserving actions? First of all, consider the case of a whole lance of Light and medium ‘Mechs being reserved until Phase 1, where they’ll get to act right at the end of a Round. Then, when the round ends and a new Round starts, they’ll immediately get to act again in Phases 4 and 3! (This tactic isn’t theoretical - in a recent battle, I snuck up behind our Lead Designer Kevin’s Centurion with a Jenner I’d reserved to Phase 1. Then, on Phase 4 of the next Round I got to make a full alpha strike right into his back armor.)
As you’d guess, there’s also a lot of value in using this tactic to locally outnumber an opponent. You want your engagements to be uneven in your favor, and you want to be able to fall back from any engagement in which you’re outnumbered. Focusing your forces in one spot when your enemy is spread out is right out of Sun Tzu.
Our initiative system, which allows you to reserve units, means you can locally outnumber your enemy in time as well as space. If you can take three actions in a row, and all three actions are effective fire on a target with no chance for it to respond by moving or returning fire… you’ve essentially made part of the turn a 3-on-1 battle.
Conversely, reserving your faster ‘Mechs to break up long sequences of enemy action with opportunities to respond can be useful in preventing your own forces from becoming focus-fired.
We’re reinforcing the role of Light ‘Mechs in other ways, but this system is a significant component of their value. Light ‘Mechs get to choose where and when they engage, and if used carefully can be exactly the tool you need to get out of a bad situation. Heavy and assault ‘Mechs pack a much bigger punch, but the tradeoff is that they’re inherently more predictable - and thus are more often reacting than acting.
The crazy part is that this sounds like they may actually have found a solution that makes Light Mechs viable in tabletop. In the stories, lights are supposed to be scouts, artillery spotters, and so forth. They had a point. In the tabletop, they often just kind of took up space.
So the Death From Above RPG team has actually started test-driving this initiative system for their twitch stream tabletop games and it apparently works pretty well. I guess even the head of Battletech tabletop dev at Catalyst Game Labs is a fan.
I really like the idea that maybe at the end of all this we might have not just a cool video game but a souped-up Battletech tabletop game made with game design principles from after the 1980s.
This sounds a lot like Bravely Default, but without *quite* as much absurdity with turn stockpiling.
I ate an engineer
+1
Options
AthenorBattle Hardened OptimistThe Skies of HiigaraRegistered Userregular
Made dinner
Cleaned up my dishes and threw them in the dishwasher
Put my leftovers in a container instead of just throwing the skillet in there
Only ate one serving of Hamburger Helper
Kitchen is still clean
Made dinner
Cleaned up my dishes and threw them in the dishwasher
Put my leftovers in a container instead of just throwing the skillet in there
Only ate one serving of Hamburger Helper
Kitchen is still clean
... Is this adulting?
Yeah. Pretty much.
+1
Options
syndalisGetting ClassyOn the WallRegistered User, Loves Apple Productsregular
the new Battletech Q&A went up a few days ago and it's pretty good stuff although, of course, lots of nerds don't know how game dev works and are like CAN YOU NEGOTIATE JUMPSHIP FEES? when the devs are talking about, like, prototyping the combat engine.
- Each weight class of ‘Mech has an Initiative value. Light ‘Mechs are the fastest, with an Initiative of 4 and assaults are the slowest, with an Initiative of 1.
- Combat rounds are divided into 5 Phases, counting down from 5 to 1. ‘Mechs are allowed to act during the Phase that matches their Initiative. (That 5th Phase is the province of extremely skilled MechWarriors piloting Light ‘Mechs.)
- Each Phase, each side takes turns choosing a ‘Mech to Activate. When a Mech is Activated, it can both move and then fire its weapons. However, once the ‘Mech fires, its turn is over and it can’t act again until the next Round of combat.
- After you Activate a ‘Mech and take a turn, the game attempts to give the next action to the other side. If the enemy has units available to use in the current Phase, they get the opportunity to activate one of them. If, on the other hand, they have no more units they can activate in the phase, and you do, you’ll get to go again.
- This means that if you and your opponent are both using full lances of assault ‘Mechs, every Round will be pretty predictable: You’ll go, then your opponent will go, and so forth until all eight ‘Mechs have been Activated and have taken a turn.
When the game finishes counting down Initiative values and Phase 1 units have taken their turn, the Round ends. The Phase counter resets to 5, and every ‘Mech is ready to act again.
And now the really cool part:
We think this is a neat system because it reinforces and distinguishes between the different weight classes of ‘Mechs - but the place where it really becomes really interesting is when you start reserving ‘Mechs’ Phases for use later in the Round.
Any ‘Mech that isn’t an assault can be held in reserve when its turn to act comes up. That temporarily sets its Initiative Value one lower. So a Light ‘Mech that normally acts in Phase 4 will instead act in Phase 3.
With this system, you can keep reserving your ‘Mechs’ actions, holding an entire lance of ‘Mechs until Phase 1, if you wanted to.
What’s so interesting about reserving actions? First of all, consider the case of a whole lance of Light and medium ‘Mechs being reserved until Phase 1, where they’ll get to act right at the end of a Round. Then, when the round ends and a new Round starts, they’ll immediately get to act again in Phases 4 and 3! (This tactic isn’t theoretical - in a recent battle, I snuck up behind our Lead Designer Kevin’s Centurion with a Jenner I’d reserved to Phase 1. Then, on Phase 4 of the next Round I got to make a full alpha strike right into his back armor.)
As you’d guess, there’s also a lot of value in using this tactic to locally outnumber an opponent. You want your engagements to be uneven in your favor, and you want to be able to fall back from any engagement in which you’re outnumbered. Focusing your forces in one spot when your enemy is spread out is right out of Sun Tzu.
Our initiative system, which allows you to reserve units, means you can locally outnumber your enemy in time as well as space. If you can take three actions in a row, and all three actions are effective fire on a target with no chance for it to respond by moving or returning fire… you’ve essentially made part of the turn a 3-on-1 battle.
Conversely, reserving your faster ‘Mechs to break up long sequences of enemy action with opportunities to respond can be useful in preventing your own forces from becoming focus-fired.
We’re reinforcing the role of Light ‘Mechs in other ways, but this system is a significant component of their value. Light ‘Mechs get to choose where and when they engage, and if used carefully can be exactly the tool you need to get out of a bad situation. Heavy and assault ‘Mechs pack a much bigger punch, but the tradeoff is that they’re inherently more predictable - and thus are more often reacting than acting.
The crazy part is that this sounds like they may actually have found a solution that makes Light Mechs viable in tabletop. In the stories, lights are supposed to be scouts, artillery spotters, and so forth. They had a point. In the tabletop, they often just kind of took up space.
So the Death From Above RPG team has actually started test-driving this initiative system for their twitch stream tabletop games and it apparently works pretty well. I guess even the head of Battletech tabletop dev at Catalyst Game Labs is a fan.
I really like the idea that maybe at the end of all this we might have not just a cool video game but a souped-up Battletech tabletop game made with game design principles from after the 1980s.
Posts
So yeah, looks like all the stretch goal stuff will be packaged separately
blood and thunder
Sometimes you don't need a big CGI fight scene to prepare my body for heart pumping action.
2 sets of 10 pushups without failing out
Are these... Gains?
My noodly arms say "maybe"
Also should pushups be working my abs and lower back? Does that mean my form is bad or that I'm starting to get it right, nice and straight?
fuck up once and you break your thumb / if you're happy at all then you're god damn dumb
that's right we're on a fucked up cruise / God is dead but at least we have booze
bad things happen, no one knows why / the sun burns out and everyone dies
Somehow I unlocked Ruina Imperii without actually dismantling the HRE.
I reckon I ought to dismantle it for uh karmic purposes.
With the Flintstones branding for decades after the Flintstones were relevant.
fuck up once and you break your thumb / if you're happy at all then you're god damn dumb
that's right we're on a fucked up cruise / God is dead but at least we have booze
bad things happen, no one knows why / the sun burns out and everyone dies
Just like Flintstones Chewable Vitamins. The Wikipedia article has a delightful line.
https://www.youtube.com/watch?v=-XJ3HJXxDwc
I dunno. Some people liked his work I guess?
That just confuses me
What was the question?
Imperial agent go!
I need this
now
There is a Dark Souls board game kickstarter. I assume this asking about if there will be Kickstarter exclusives.
So the Dark Souls KS is doing a single price point for personal copies of the game, with stretch goals (beyond Boss add-ons) being added to the base package at no extra cost - I asked if those would be included in future retail copies as well
Lesse how this turns out.
sweet
shit I wish PAX was forever
remember the bathrooms
It can be if you want
SW;TOR?
Yes
That animation does a lot well. While it doesn't explicitly tell you that Ekko is a prodigy who built the time machine he uses, him mentally deconstructing how his opponents power armor works, then using that to win the fight alludes to it. Also good use of facial expressions, nice, weighty, well choreographed combat.
Pretty good list there, you are only missing Freedom Cry (which was an expansion pack but still got a standalone release), Chronicles (a 2d console trilogy), and Syndicate, which is the London one I am playing now.
There will be no new Assassin's creed game this year, more than likely.
There was also liberation, a PSP game that got a PS3/4 release.
Let's play Mario Kart or something...
https://www.youtube.com/watch?v=nIgGrTo9vdk
The new initiative system they came up with sounds boss as fuck:
The crazy part is that this sounds like they may actually have found a solution that makes Light Mechs viable in tabletop. In the stories, lights are supposed to be scouts, artillery spotters, and so forth. They had a point. In the tabletop, they often just kind of took up space.
So the Death From Above RPG team has actually started test-driving this initiative system for their twitch stream tabletop games and it apparently works pretty well. I guess even the head of Battletech tabletop dev at Catalyst Game Labs is a fan.
I really like the idea that maybe at the end of all this we might have not just a cool video game but a souped-up Battletech tabletop game made with game design principles from after the 1980s.
This sounds a lot like Bravely Default, but without *quite* as much absurdity with turn stockpiling.
Cleaned up my dishes and threw them in the dishwasher
Put my leftovers in a container instead of just throwing the skillet in there
Only ate one serving of Hamburger Helper
Kitchen is still clean
... Is this adulting?
Let's play Mario Kart or something...
This apartment is so nice overall and I've basically escaped my evil landlord cleanly, fuck him
But I still think that there's a decent chance I'm actually allergic to cats which I didn't know.....
So
Hrmm
Goddamnit I hope I'm wrong and it's just pollen
Yeah. Pretty much.
short term, become friends with benadryl, or zyrtek.
get the stuff that you need to show your drivers licence to buy so they can track smurfs; that's the good shit.
Let's play Mario Kart or something...
Another comparison to this system:
https://en.wikipedia.org/wiki/Monster_chess
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