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RandomNPC

Testers
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    7
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About RandomNPC

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    Hatchling

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    English

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  1. Not specifically demons or goblins, but the beast races already available sound like what you're asking for, unique or rarely playable, and would usually be evil in other games. Minotaurs in particular don't strike me as good guys!
  2. Yes it's absolutely demeaning, I can't stand armchair developers, bunch of stubborn morons with no clue whats going on thinking some really obvious simple thing would fix everything. Feel free to ignore me, I don't expect to change any of your opinions anyways, I'm just blowing off steam xD Being coders and techies and whatnot has pretty much been ruled out by the comments. Frankly I'd be quite surprised if you could even describe what a game engine is. Ah yes, the aforementioned "experience of having heard something about unity once", I'm glad you won't even go into though, best to keep things vague. Oh you sweet summer child! Experience isn't about following the same path you followed before, it's about learning from past mistakes.
  3. What a shame you guys aren't leading this project, imagine what an incredible game this could have been with your experience of having heard something about unity once. Instead they just have some old people with more years experience than you've probably been alive and multiple shipped mmos under their belts, do they even know what makes a good game engine? I doubt it.
  4. Do gamers really still think game engines impact player experience instead of developer experience? I mean yes, if they were just using the features of an engine completely stock without customizing anything, sure! If that's your personal experience with game development messing around in unity after school, or if you're only familiar with the lazier indie games out there, I could see how you'd be worried, but these devs have a little more experience than that. Here's a rundown; basically, if an engine's out of the box experience doesn't support something that's required, the devs can make it themselves. If an engine does support something but it does it in a way that doesn't really suit the needs of the project, the devs can use what works, scrap what doesn't and remake it til it fits their needs, which saves a little time. If an engine does offer some solution that works fine, then the devs don't have to reinvent the wheel and can just tweak things which saves a lot of time.
  5. Imagine having a date with a guy on friday, but you decide to show up on monday, barge into his bathroom to see him taking a dump and saying "wow you're not even trying to make a good first impression."
  6. How is inviting others to your EK any more trouble than inviting others to a practice arena?
  7. Not a priority, more of a post launch suggestion. Crafting in this game isn't really a one man operation, it'd be cool if the "crafted by: Name" portion of items were expanded on, it'd be nice to see it broken down into "raw materials harvested by", "components crafted by" and "finished product crafted by", or something along those lines. This would increase the data size of raw materials, especially if we still want the items from different sources to stack, which obviously we want, but I think it'd be worth it. Secondly, if the above was added, it'd be awesome to give the harvesters and crafters some love on the leaderboards, by giving them a % of the score gained by players using their equipment or potions/food. Nothing huge, just a fraction of a percent of the score gained would be cool and really add up to show just how much of an impact certain crafters and harvesters are having.
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