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    Green Monster Games - Curt Schilling

    This. In my private armchair dev. moments I"ve had similar notions for advancement. And from a developer standpoint it seems like it would offer much greater control over the relative power of players when they experience given content. I could see some people object to a lack of freedom...
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    Green Monster Games - Curt Schilling

    Hah, I wondered because he was considerably downstage of you... was it just a tiny area? Looked like a scene from Taxicab Confessions or something.
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    Green Monster Games - Curt Schilling

    Was it weird having Adam Sessler talk to you over his shoulder like that the whole time while squared up with the camera? Looked awkward.
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    Green Monster Games - Curt Schilling

    I think it does... or at least it tends to correlate. The pertinent (abstracted) information is displayed in the UI boxes and tiles, but the player needs to know this information to play effectively. If the game mechanics centered around information that is less abstract (from the game world...
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    Green Monster Games - Curt Schilling

    This is what I think needs to happen most of all... find alternate systems. I tend to watch my toon or the environment more than anything in WoW (and other games) and it gets me into trouble. The disconnect required detracts from my enjoyment of the game. If the system rewarded this instead I"d...
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    Green Monster Games - Curt Schilling

    Understandable. Maybe enchanting the base item could transform it to look like another item (mesh/texture replacement). They make the art for the set, but you control which just dropped for you. I could see something like that working... at least aesthetically.
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    Green Monster Games - Curt Schilling

    What if boss drops were just one-shot enchants that can be applied to whatever item you want? Say its the boss" soul shard or something and it has x effect on y gear slot. Limit the number of Boss_Z enchanted gear that can be equipped at once (or not) and call it a day. You can then always get...
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    Green Monster Games - Curt Schilling

    Right, but if there were more to do than just kill the stupid mobs and each try was somewhat different you"d probably get tired of it much less quickly. Well I think I would anyhow.
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    Green Monster Games - Curt Schilling

    I hear ya, Zehn. Those sorts of things would require something analogous to a physics engine... but for interpreting and simulating... everything. The gimmicky nature of these abilities is (I think) because they are being added in as an afterthought rather than any sort of core mechanic. This...
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    Green Monster Games - Curt Schilling

    Heh, yeah there were a great many things promised in VG that I was excited about that may or may not have made it in. I think Druids were supposed to be able to drive your boat along faster by summoning the winds or some such. Good ideas, but they certainly weren"t the focus of the game. With...
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    Green Monster Games - Curt Schilling

    I"d agree. I was happy to see Vanguard try out something like Diplomacy, but I was thinking more along the lines of abilities in the field that aren"t combat-centric. I"ve always liked crafting, but there"s nothing about the abilities themselves that are useful, say, in a dungeon beyond their...
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    Green Monster Games - Curt Schilling

    On the subject of dungeons, I"ve always thought there should be more non-combat related activities/obstacles that certain classes bring solutions to. A cheesy example would be rogues finding traps and disarming them, but really there could be lots that are semi-unique to the different classes. I...
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    Note Millie

    Is that incentive?
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    Note Millie

    I wasn"t going to say it.
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    Note Millie

    This is like a game of Clue where someone put 3 people and 2 weapons in the envelope and no one can figure out wtf is going on. Oh, and hi.