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The Creator

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Posts posted by The Creator

  1. I was told you don't reveal roles on joining the Anama so that the hunter can infiltrate them. That's a cool thing, but I feel there's a problem with it. (besides the fact that, technically, if he lives an Anama meber survives)

    I don't think the Anama priest has much incentive to recruit more members. recruiting someone reveals his role, (or at least his membership) to them, which is something of a risk. What does he gain that he cannot through standard cooperation? The new member has no obligation to help him. He learns nothing new about the member. Sure, the extra members will help him to outnumber the mages, but that can be achieved Micklebur style. (i.e. killing them all)

     

    EDIT: Recruiting should still be a risk, I think, but there should still be a small extra benefit to gaining new members. How about allowing the priest to negotiate mebership as part of a trade. A kind of membership fee?

     

  2. I think that when a new member joins a group his role should be revealed to the rest of the group, or at least the priest.

     

    EDIT: SporeFrog killed four people this game. As did Nalyd (although one was in defence.)

     

    BTW, would killing me twice have counted as fulfilling the victory conditions for the adventurer?

  3. He didn't say it was impossible to mix grit and rollick. He said that they don't work too well together. Emulations is a scenario that starts out gritty, but becomes rollicking. This is the most criticised aspect of the scenario.

  4. There are a great many elements of gameplay that are not reliant upon coding. Simplistic coding does not equal bad gameplay. Good coding does not equal good gameplay.

     

    And maybe you missed what I said earlier re: Brett? Sure, he's determined. He'll spend hours on that code if he has to. But what if he doesn't have to? Well, he can get it done quicker, end up less frustrated, be more likely to finish, and more likely to start another when he's done.

     

    I'll spell it out. As is, I very much doubt Brett will ever make a BoA scenario. If there were some tool to make the job easier? Maybe. And even if you don't get amazing coding, you still get Brett's characters, his dungeon design, his puzzles, etc.

     

    And if there's another Brett Bixler out there? We want him designing, don't we?

  5. The Leaving is a good scenario that has very little technical complexity.

     

    Also, I thought Malkriss was pretty good, despite being quite simplistic and buggy.

     

    Brett Bixler has a decent grasp of BoE's nodes, but that's more through determination than natural aptitude. Most of his stuff is pretty simple. More exotic sequences, like the animation in Quintessence, end up a bit clumsy.

     

    All of these would be improved by a visual-based system to help make scripting easier.

  6. Newbies come along, maybe see a bit of a flurry of activity, then it slows down and they think BoE is dying. People have been saying "BoE is dying" since I joined the Ikonboard four years ago. Ask Brett or Stareye and they'll tell you people have been saying it virtually since the start.

     

    If there was a time to think that it was dying, it was last year. Nine scenarios were made, with only a small handful of genuine quality. This year? Much better. Compare the crop of this year with any other - not a lot of difference.

     

    Sure, the Lyceum isn't that fast. Never has been. But it's faster now than it has been in the past. It still continues on, being helpful, doing it's job. We ain't dying - this is normal speed.

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