Antagonist
Liturgist
Crooked Bee said:Meh, it's just a temporary thing. Hopefully.
Right? :/
*Custom Class. For now you must select from one of the pre-created classes.
Highlighted the important part.
Crooked Bee said:Meh, it's just a temporary thing. Hopefully.
Right? :/
*Custom Class. For now you must select from one of the pre-created classes.
Admiral jimbob said:...why the hell couldn't he implement the custom classes? I haven't played Daggerfall for a few years, but I don't remember them being particularly complicated. Isn't it just a difference of preset/picking skills?
Antagonist said:Crooked Bee said:Meh, it's just a temporary thing. Hopefully.
Right? :/
*Custom Class. For now you must select from one of the pre-created classes.
Highlighted the important part.
Alex said:Admiral jimbob said:...why the hell couldn't he implement the custom classes? I haven't played Daggerfall for a few years, but I don't remember them being particularly complicated. Isn't it just a difference of preset/picking skills?
No, Daggerfall actually had something to its custom classes. You could pick how much HP you earned each level, a huge amount of special abilities, such as adrenaline rush or magic absorption, a huge amount of disadvantages, such as being unable to use certain materials, and relationship between your class and different social classes.
Sceptic said:Still, the speed at which he's making progress is impressive. At this rate I guess we'll have a semi-playable version in a few months and pretty much all there version by the end of 2011.
luciusDXL said:Hello, it's been a long time since I visited these forums.
Anyway I noticed some reactions to the lack of custom classes. The first thing I'll mention is that they WILL be implemented but I decided to hold off on the implementation for a little while for multiple reasons.
1) To save time. Due to real life issues, development ground to a near halt for several months. Basically I needed to get a build out and not implementing custom classes allowed me to do that faster.
2) Easier to test. The set classes are known quantities that can be directly compared against said quantities in DOS. This means that as skills and abilities are implemented, when people test new features I don't have to worry about the extremes or weird combinations until the basic functionality is solid. To be honest, this is to make it easier on me but it is only temporary, custom classes will be implemented soon.
Otherwise, thanks for following the project. Sorry about the long delay, hopefully that kind of thing won't happen again.
Clockwork Knight said:Why the rage? Do you people use such obscure skill combinations that you can't find something similar enough on the default list?
Clockwork Knight said:Why the rage? Do you people use such obscure skill combinations that you can't find something similar enough on the default list?
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Azrael the cat said:Not criticising your technique or anything, but just going by the noises you might want to go to a doctor. I don't think it's meant to sound like a Morrowind cliff racer.
tennishero said:daggerfall was a great game for its time
its aged worse than paris hilton's heroin + STD stained vagina
morrowind and the seminal oblivion have aged much better
Nael said:tennishero said:daggerfall was a great game for its time
its aged worse than paris hilton's heroin + STD stained vagina
morrowind and the seminal oblivion have aged much better
Bah. Why, of all disadvantages/advantages, you had to pick one of the few that don't make sense (because hard restrictions tend to be this way)?Alex said:a huge amount of disadvantages, such as being unable to use certain material
Have you ever seen the custom class creation in DF? Also, skill combinations - maybe not, but advantage disadvantage combinations represented by the premade classes aren't generally the most interesting ever.Clockwork Knight said:Why the rage? Do you people use such obscure skill combinations that you can't find something similar enough on the default list?
edit: Holy shit, Codex can into developers posting.