ERYFKRAD
Barbarian
- Joined
- Sep 25, 2012
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Nagger
Nagger
Edija, just to clue you in, there are one or two WH40K games out there already. Let the Necromunda fans have ONE.
And that, gentlemen, is how we ended up with the current "lowest common denominator" popamole cesspool. Because if you are going to make a game, why not for the largest possible audience? In fact, why a tactics game at all? Why not a shooter? And why not another CoD instead of that WH40k nerd shit? And we could even place in-game ads in the billboards! We'll be rolling in the dough, guys!
No, I'm just saying it was not nearly as successful as it could have been.are you actively trying to ignore the existence of mordheim and the fact that it was apparently successful enough to warrant the making of negromunda or are you just really obtuse
Other than being thick, he'd rather have yet another turn based large-scale tactics or grand strategy game (of which we have plenty), because fuck doing anything new and fuck the specialist games.are you actively trying to ignore the existence of mordheim and the fact that it was apparently successful enough to warrant the making of negromunda or are you just really obtuse
Other than being thick, he'd rather have yet another turn based large-scale tactics or grand strategy game (of which we have plenty), because fuck doing anything new and fuck the specialist games.are you actively trying to ignore the existence of mordheim and the fact that it was apparently successful enough to warrant the making of negromunda or are you just really obtuse
Edit: the appeal of Games Worshop settings is due to the fact that they haven't appealed to the widest audience possible, you goddamn beancounter.
or perhaps when there are already big games like total warhams that also makes space for smaller/specialist games like negromunda?
On one hand, this game is a direct translation of the tabletop mechanics, which don't feature grids or APs, and on the other hand Chaos Gate/JA and the likes of the old X-COM stopped being made because you'll appeal to a wider audience with dumbed down 2AP systems. If you want a complex tactics game, there's the likes of 7.62 High Caliber, but good luck getting any more done in this day and age.Point me to a game that is similar to Chaos Gate/Jagged Alliance/Xcom, that features the things I've described. Also, it's not that my posts will somehow take away your precious game, I was merely pointing out a setting that is objectively more popular and subjectively more fun, with a lot more potential for expansion.
On one hand, this game is a direct translation of the tabletop mechanics, which don't feature grids or APs, and on the other hand Chaos Gate/JA and the likes of the old X-COM stopped being made because you'll appeal to a wider audience with dumbed down 2AP systems. If you want a complex tactics game, there's the likes of 7.62 High Caliber, but good luck getting any more done in this day and age.Point me to a game that is similar to Chaos Gate/Jagged Alliance/Xcom, that features the things I've described. Also, it's not that my posts will somehow take away your precious game, I was merely pointing out a setting that is objectively more popular and subjectively more fun, with a lot more potential for expansion.
So on one hand you decry that they are making what you think are low mass market-appeal games, but on the other hand you want an AAA studio to spend a shitton of money making a game nobody's going to buy? There's Matrix and Slitherine for that, and they are niche for a reason.
Huh, if I were you I'd be more worried about how the game might have changed from its tabletop source during its year of development hell. What's this about being an "action-tactics" game all of a sudden? "Pushing the envelope in bold, new directions!" Stay paranoid!
Huh, if I were you I'd be more worried about how the game might have changed from its tabletop source during its year of development hell. What's this about being an "action-tactics" game all of a sudden? "Pushing the envelope in bold, new directions!" Stay paranoid!
Space Hulk didn't fail because it was a faithful adaptation of the tabletop.And that somehow refutes my post that the setting I described would be much more popular, enjoyable and acceptable to the majority of the fanbase? Especially if you're creating something to cater to a wider audience that is not immensely invested in the tabletop? Space Hulk was a very good adaptation of the board game as well, but that doesn't mean it's necessarily very fun to stand around corridors with your terminators overwatching genestealers for ten hours. Also, isn't this game from the same devs that made Mordheim, which remained a very niche game and probably had a setting that was vastly more known and recognizable to most fans?
Nagger.
Huh, if I were you I'd be more worried about how the game might have changed from its tabletop source during its year of development hell. What's this about being an "action-tactics" game all of a sudden? "Pushing the envelope in bold, new directions!" Stay paranoid!
Space Hulk didn't fail because it was a faithful adaptation of the tabletop.And that somehow refutes my post that the setting I described would be much more popular, enjoyable and acceptable to the majority of the fanbase? Especially if you're creating something to cater to a wider audience that is not immensely invested in the tabletop? Space Hulk was a very good adaptation of the board game as well, but that doesn't mean it's necessarily very fun to stand around corridors with your terminators overwatching genestealers for ten hours. Also, isn't this game from the same devs that made Mordheim, which remained a very niche game and probably had a setting that was vastly more known and recognizable to most fans?
Nagger.
It failed because it had a clunky UI, slow af animations, and braindead AI.
It was a faithful adaptation of a tabletop game played with arthritis against a cretin.
Huh, if I were you I'd be more worried about how the game might have changed from its tabletop source during its year of development hell. What's this about being an "action-tactics" game all of a sudden? "Pushing the envelope in bold, new directions!" Stay paranoid!
They used a similar description for Mordheim already. What they meant was that you would move each character in 1st person (and expand Movement points as you move further), but that was about it.
It worked relatively well when it came to navigate a gridless space, but it was still somewhat clunky, especially when navigating big creatures in areas with lots of obstacles.
SH:A had a bit more depth indeed, and had an improved UI compared to its older brother, but it suffered from issues that were brought when "expanding" the game, like Terminators getting XP by overwatch camping for hours.Space Hulk didn't fail because it was a faithful adaptation of the tabletop.And that somehow refutes my post that the setting I described would be much more popular, enjoyable and acceptable to the majority of the fanbase? Especially if you're creating something to cater to a wider audience that is not immensely invested in the tabletop? Space Hulk was a very good adaptation of the board game as well, but that doesn't mean it's necessarily very fun to stand around corridors with your terminators overwatching genestealers for ten hours. Also, isn't this game from the same devs that made Mordheim, which remained a very niche game and probably had a setting that was vastly more known and recognizable to most fans?
Nagger.
It failed because it had a clunky UI, slow af animations, and braindead AI.
It was a faithful adaptation of a tabletop game played with arthritis against a cretin.
Huh, if I were you I'd be more worried about how the game might have changed from its tabletop source during its year of development hell. What's this about being an "action-tactics" game all of a sudden? "Pushing the envelope in bold, new directions!" Stay paranoid!
They used a similar description for Mordheim already. What they meant was that you would move each character in 1st person (and expand Movement points as you move further), but that was about it.
It worked relatively well when it came to navigate a gridless space, but it was still somewhat clunky, especially when navigating big creatures in areas with lots of obstacles.
I was referring to Space Hulk: Ascension which was mostly positively received.
How about Chaos Gate? Jagged Alliance? Or XCOM? How about 2000 other TBT games? Jesus christ, the 2nd top rated game on that list is a 40K game, released just a year and a half ago. But no, the armor isn't the right color for you. WaaaaaahPoint me to a game that is similar to Chaos Gate/Jagged Alliance/Xcom
How about Chaos Gate? Jagged Alliance? Or XCOM? How about 2000 other TBT games? Jesus christ, the 2nd top rated game on that list is a 40K game, released just a year and a half ago. But no, the armor isn't the right color for you. WaaaaaahPoint me to a game that is similar to Chaos Gate/Jagged Alliance/Xcom