Tim made his Steam profile private because I kept reporting on how many hours he was sinking into the Borderlands series. He claims that just because he plays a game lot doesn't mean he likes it, sometimes it's purely research and analysis.
Maybe this was so he could mess up the itemisation completely up in The Outer Worlds ?Regardless of his reasons, still a bit funny that he put all those hours into Borderlands, Borderlands 2, and the Pre-Sequel.
Maybe this was so he could mess up the itemisation completely up in The Outer Worlds ?Regardless of his reasons, still a bit funny that he put all those hours into Borderlands, Borderlands 2, and the Pre-Sequel.
He skipped a day, strange.
Thank you, I have been skipping the last couple of weeks or so, Tim Fatigue is setting.He skipped a day, strange.
He lately announced he will not do videos on the weekends anymore.
I talk about the decades-long process by which flaws eventually made it into one of my games.
The only game I can think of that did this with any regularity is the Game of Thrones RPG, it gave you small improvement perks for accomplishments like striking down a bunch of wildlings in a combat encounter you can't win, handed a number out based on your choices, completing a few quests, and other occasions I cannot recall.Failing/completing quests should give you flaws/perks more often. It's a pet peeve of mine that the game doesn't track your achievements and failures more closely. It would also be cool if the gameworld reacted more strongly, but giving out perks and flaws is easier to do. It's also a way to reduce degenerate quest hoarding.
I talk about one of my favorite mementos, my T. Ray original drawing of me in the Vault Boy style.
A boss is a place where the designer can have the player demonstrate they have learnt the game.
Didn't really want to use bosses in Outer Worlds.
A boss is unique because it is specially placed and designed, ideally with lots of warning ahead of time. Preparation on the part of the player is possible beforehand.
For balancing player characters that didn't bring in combat skills, for stealth characters, you can have ways for them to prepare the encounter such as a special locked area that can weaken the boss or give them special gear. For dialogue based characters, you could have dialogue options to weaken the boss or persuade NPCs to follow you to help fight.
Leadership skill in Outer Worlds was one method for speech characters to handle boss fights easier.
Bosses can have smaller monsters to benefit players with area of effect abilities.
Bosses can go through stages that make players adapt.
In ToEE, Zuggtmoy's various options when they surrender was one way to make the fight more interesting.
Environmental hazards can be added to the fight as it goes on, also giving a benefit to player characters that upgraded movement options.
Post-boss, you can have NPCs react to equipment the player looted from the boss or have the world mention it was killed.
Outer Worlds as well. Never saw that boss fight.Or you can just talk the main boss out of his evil plans:
Fallout 1 - The Master
Arcanum - Kerghan.
There's also the Balor in the Fire Node...Funny thing about Zuggtmoy is that if you agree to parley but don't agree to her surrender, she just refills back to full health so you would have been better off not talking to her at all.
Outer Worlds as well. Never saw that boss fight.Or you can just talk the main boss out of his evil plans:
Fallout 1 - The Master
Arcanum - Kerghan.
Funny thing about Zuggtmoy is that if you agree to parley but don't agree to her surrender, she just refills back to full health so you would have been better off not talking to her at all.
Outer Worlds as well. Never saw that boss fight.Or you can just talk the main boss out of his evil plans:
Fallout 1 - The Master
Arcanum - Kerghan.