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Post by allooutrick on Apr 4, 2018 17:38:31 GMT -6
Why not a motionless 3D object? It just slumps onto the floor and sits?
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Post by allooutrick on Apr 1, 2018 20:38:48 GMT -6
From what I'm gathering on this thread you need to use a mouse. I've found the thing on my phone, using the desktop version of the site, but I can't do anything. Got plenty of wall Mac though
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Post by allooutrick on Apr 1, 2018 20:26:40 GMT -6
I now need to build the most cutting edge desktop imaginable and then play this game long enough to receive a profit from the investment. Time to tirelessly watch pcpartpicker for the most optimal discounts and price drops!
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Post by allooutrick on Apr 1, 2018 10:43:56 GMT -6
I get the feeling something sinister just happened. Though I can't put my finger on what...
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Post by allooutrick on Mar 28, 2018 20:13:00 GMT -6
Discussion about this now, while the game is in development is a good idea in my opinion. However, I believe that we should all be understanding of the final decision. Without a doubt there will be people unhappy with what happens. It's for them specifically I say this because we, as supporters, shouldn't direct any negativity to Angel for making a hard decision.
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Post by allooutrick on Mar 28, 2018 20:01:14 GMT -6
@jeffcross that would be great actually. Like it's spitting out anything it won't eat. Or more specifically lining Miriam's pockets with mimic grade fertilizer. I can just imagine the mimic giving her a disgusted look too lol.
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Post by allooutrick on Mar 28, 2018 12:00:06 GMT -6
Many of the examples I was going to use have already been mentioned but I'm all for variety. Ideally I think they should have a use in combat or exploration.
Ideas I can think of are: -the crystalized areas of Miriam reflect light with great intensity. Essentially making her a living disco ball that can immobilize enemies with blindness. -leave a trail of crystal roses where she steps -purify undead. The revived creature runs away, knocking over whatever is in the way. -Summon a mimic chest to lure humanoids.
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Post by allooutrick on Mar 25, 2018 19:47:12 GMT -6
I just want to say good job to Mana for the excellent work translating.
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Post by allooutrick on Mar 21, 2018 19:02:30 GMT -6
I feel like there are puns to be made with that acronym. An intriguing title though. Would this mean that the game has been in development for a little while since you could come to us with this information?
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Post by allooutrick on Mar 20, 2018 11:15:28 GMT -6
I agree with you. While there's nothing wrong with healing a static number or even a range over percentage based, it'll help keep the menu navigation to a minimal and allow players to spend more of their time exploring. It could just be me but menu time adds up really quickly.
It would make sense to be able to add effects to potions too. Given alchemy is a thing and Johannes seems to be the resident expert, he could take a venom sac and give an antidote property to the drink. Combining this functionality with a handful of percentage based healing items and you can have a variety in the potions section without a large amount of clutter.
Side note, I remember my first days playing Star Ocean 3, after years of Final Fantasy, and seeing a blueberry of all things healing more effectively than a hi-potion did end game. It was both hilarious and awesome to see a different approach to items and their usage.
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Post by allooutrick on Mar 19, 2018 17:36:27 GMT -6
Gotta say that these tweaks to Vepar look nice. Much more menacing and creepy. The chest is smaller but it's still, proportionately, large. Just not massive.
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Post by allooutrick on Mar 8, 2018 9:55:40 GMT -6
I don't see it as a possibility. From the beginning the impression I've been getting is that this is content exclusive to backers. However, the devs have been very good at keeping a tight seal on information and lack of acknowledgement on the subject could very well mean that it's still being decided.
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Post by allooutrick on Mar 6, 2018 21:07:50 GMT -6
I'm going to choose C. Largely due to the fact I'll play whatever is released first. If it's the main game first then the prequel will be a neat way to first see the aftermath and then see why it all occurred, with all the knowledge that entails. If the prequel gets released first then I can play through it chronologically. Same time release then maybe chronological, maybe side by side. That one will really depend on how I'm feeling that night.
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Post by allooutrick on Feb 26, 2018 10:26:41 GMT -6
Beta, demo. Regardless this is playable content I'm going be unable to touch for a month D: all those fancy Miriam pixels being animated on the menu unable to be seen by my eyes
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Post by allooutrick on Feb 20, 2018 10:07:50 GMT -6
purifyweirdshard I just checked it again and it did work. I must've not paid attention the first time through lol.
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Post by allooutrick on Feb 19, 2018 13:18:45 GMT -6
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Post by allooutrick on Feb 18, 2018 15:48:27 GMT -6
I wonder if this can imply that there will be an area where there was obvious volcanic activity or if certain enemies will be a living embodiment of molten rock.
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Post by allooutrick on Feb 7, 2018 11:25:04 GMT -6
@ikai I'd say that's all a decision made at the company level. There's no regulation stating they must do it this way. Unfortunately some companies aren't completely customer driven. CD Projekt Red is legendary for what they've done with Witcher 3. I still remember the thank you card that was included with my disc. Anyways, some companies choose to gouge their customers, others choose to be exemplary, others choose a middle ground. It all varies.
Japanese games probably do charge what they do because there are fans willing to pay those costs. It probably also isn't cheap to ship internationally, localize a game, and go through any hoops associated with being allowed to sell overseas. If anyone else has input on this I'd love to hear more on this as well.
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Post by allooutrick on Feb 7, 2018 8:30:09 GMT -6
There are several reasons for this:
-Inflation I'm no economist so my knowledge here is basic. What I've observed though is costs are always on the rise.
-Resources This somewhat ties into inflation, but the devs themselves and, sometimes, the tools they use (Integrated Development Environments, game engines, third party software, etc) need to be paid for. With teams significantly larger than they were a few console generations ago, this is probably where the biggest reason for pricing comes from.
-Profit This is the last one I can think of. In a perfect world we wouldn't need paid dlc. Unfortunately for the devs, a base game usually isn't enough. Similar to movies, they see most of their profits in the first month of release. Afterwards the majority of gamers are either uninterested or waiting on a more affordable price. Going back to resources, lowering the price doesn't do much to help pay for these business expenses. So this is where paid dlc comes in. As base prices drop, dlc remains unchanged in cost. This provides a bit more stability in their profit.
In short, game prices go up as a natural process of the economy and to keep the company from going bankrupt.
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Post by allooutrick on Feb 5, 2018 11:11:21 GMT -6
It's only just now hitting me but the comments on some of these articles can be beneficial to the devs, allowing them to see what other people think and hope for crafting.
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