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Messages - Geneo

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1
Total Miner Discussion / Re: PC Only Future: Don't let it happen
« on: January 27, 2016, 11:49:14 PM »
Actually, MS makes a USB adapter for their wireless One controller, but it's around $40 on Amazon.  Also Windows 10 has Xbox controller drivers built in.  Wired controllers work like a charm.  In fact, I use a One wireless controller with a mini-to-USB cord (about 2-3 dollars) and it works like a charm.

IMHO, the One, and especially the PC version, needs to come out ASAP.  The 360 is "old".  People forget that spending the money for a new computer (which is hard for some, but not impossible) isn't just so you can run TM.... ALL your games and programs will benefit (not to mention some you haven't been able to play or run before!). 
Personally, I haven't turned on my 360 in many, many months, twiddling my thumbs waiting for the PC version. 

2
Ideas / Re: Mob size option.
« on: June 19, 2014, 11:19:14 PM »
I can take a hint, muD.

3
Ideas / Re: Mob size option.
« on: June 19, 2014, 08:00:08 PM »
Well, a little off topic, and to nit-pick, there's no such thing as a "RPG" in TM.  You can't play 'role play' as someone else, like Batman, Lara Croft, or Link- you can only play as yourself.   TM is a "FPG"- a First Person Game.

But I also realize that "RPG" has become a catch-all term around here for an adventure, puzzle, or quest map/game.  I don't mean to be anal, but every time I see where someone who says "I want _____ for my RPG" I grin and shake my head.

4
Ideas / Re: Mob size option.
« on: June 19, 2014, 01:06:02 PM »
Say you make a zombie twice as big as normal. 
Again I'll ask, will it be twice as hard to kill, and twice as destructive?
Will it move twice as fast?
If everything stays the same about the mob except the size, what's the point?

5
Nope, only on the surface, and I've only seen it in the higher elevations.  You should be able to bring the map up and see if there's any anywhere.  If you don't have any, sorry, you don't have any.

6
Ideas / Re: Mob size option.
« on: June 18, 2014, 07:27:10 PM »
Why does everything have to have an 'option'?
After having to choose one option after another, when do we have the time to play the game?

As for the idea, ok, the size is user-selective, but what good is that unless the stats of the mob increase with the size?  I mean, if you can kill it with 2-3 sword hits, does it matter if it's as tall as a tree?  Shouldn't it be where the bigger they are, the tougher and meaner they are (and the smaller they are the more simply annoying they are)?

7
Ideas / Re: Controls
« on: June 17, 2014, 05:08:31 PM »
What DB said.
The problem with 'customizable' controls is for every button you assign to one that you like, there's gonna be one that is now changed to something you don't like.  You'll never achieve the 'perfect' control system.

8
Ideas / Re: Transfer Entire Inventory.
« on: June 17, 2014, 03:51:51 AM »
I like the idea (even though it adds yet another 'option').  I can see where whole chest-to-chest transfer would be nice.
* But how often do we need to do this?  Do we transfer items between chests enough that this warrants the time to program it in the game?
* How would the game know which chest to transfer things to?  There can be many dozens of chests in a world, right?
* If there's something in the 'to' chest already, would the game know to transfer what it could and leave the extra in the 'from' chest OR would it transfer everything and overwrite (if necessary) what's in the 'to' chest?
* If you had mixed items in the original chest, could you select which items transfer or would it be a whole chest-to-chest transfer regardless of what's inside?  (I'm thinking maybe weapons to a 'weapons chest', tools to a 'tools chest', etc.)
* What about permissions, like transferring stuff between 2 different player's chests?  Would there be (yet another) option for a player to not accept unwanted transfers?


As I said, i like the basic idea, but taking it beyond just transferring coins to another location (maybe once per game?) to save a little time, this could get real complicated real fast.  Some more details are needed.

9
Questions and Answers / Re: earthquake
« on: June 16, 2014, 09:05:16 AM »
I don't express opinions on ideas, but I do ask questions.
My mental picture of an 'earthquake' is completely different than what you're describing.  So instead of a true 'earthquake', you're saying it would be fun to cause a bit of shaking in a small defined area for 'effect'?

10
Questions and Answers / Re: earthquake
« on: June 16, 2014, 05:36:46 AM »
Why does everything have to an 'option'?
Can't we have a random earthquake severity where if it's a strong one it crumbles buildings and if not it doesn't?
What's the point of triggering a EQ 'on demand' in a user-selectable area?

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