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Messages - ciox

Pages: 1 ... 19 20 [21]
301
Development Log / Re: Dev Log #16: Pickpocketing and Feats Changes
« on: April 19, 2013, 12:19:18 pm »
That new pickpocketing sounds fantastic, some of the new feats seem a bit arbitrary but I guess that's bound to happen with so many of them, either way this game is going places.

302
Development Log / Re: Dev Log #14: Taking from the Rich
« on: March 20, 2013, 12:22:37 pm »
static random where you cant reload to get other result is nice way to find fix this issue.
Yeah I can't believe I forgot about that, that is also a decent solution.
Right now you can also reload to get different items to spawn in lockers, with a huge potential difference in item quality between reloads.
It really would make a difference.

The random items are generated first time you enter the area.

Yeah, so if you have a save before the entrance to an area you can use it to walk in and see different items each time, individual areas can be pretty small. (not a bad thing)
What the other poster means by static random is you generate a seed for each new game, save it and use that one seed in the number generator of systems that shouldn't change their outcomes when you reload a save. Obviously you don't have to use the fixed seed for everything, you can exempt combat and other things easily.

303
Development Log / Re: Dev Log #14: Taking from the Rich
« on: March 20, 2013, 07:25:13 am »
static random where you cant reload to get other result is nice way to find fix this issue.
Yeah I can't believe I forgot about that, that is also a decent solution.
Right now you can also reload to get different items to spawn in lockers, with a huge potential difference in item quality between reloads.
It really would make a difference.

304
Development Log / Re: Dev Log #14: Taking from the Rich
« on: March 18, 2013, 11:58:38 am »
Hey there, I just want to make a small suggestion for pickpocketing, which works in a very traditional way right now, meaning you try and fail and immediately want to reload your save, this feels grindy and it can be done differently to remove the reloading impetus.
Basically just make it so you either can or can't pickpocket someone without chances, and your perception lets you know if you can. No more grinding.

That eliminates all consequences of a failed pickpocket attempt, I don't know if I agree with that.

But the consequence is usually being shot at by an important NPC, or starting a fight that 20 NPCs participate in, that's not a consequence it's a game over screen.

305
Development Log / Re: Dev Log #14: Taking from the Rich
« on: March 18, 2013, 11:51:45 am »
Hey there, I just want to make a small suggestion for pickpocketing, which works in a very traditional way right now, meaning you try and fail and immediately want to reload your save, this feels grindy and it can be done differently to remove the reloading impetus.
Basically just make it so you either can or can't pickpocket someone without chances, and your perception lets you know if you can. No more grinding.

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