That is some very cool exploits there.
To be honest about the randomness in the game though, for myself the thing
I've so admired about entombed is that with all it's flaws, it's a game of
on the spot stratogy. it's not just a case of equipping stuff then hammering
attack many times, you need to actually concentrate on the battle, take
whatever initial jobs and races the game gives you and make the best of
them, having good second choice jobs for your rescued characters etc.
The game never pretends that all race/job combos are even remotely playable,
though most are, given that you have three characters to choose.
I do admit there are some pretty dire imbalances in the game, magic never
missing, only the assassin getting crytical hits, ranged weapons well, mmm,
being useless! not to mention far too little in the environment to provide
interaction, the limit on levels and skill points, lack of defense or attack
order (and thus uselessness of armour skills).
With all these faults the game is still great! and still amazingly
replayable.
I actually can't wait to see what Jason comes up with in the future, whether
Entombed Ii or something else, it'll probably be awesome either way.
Beware the grue!�
Dark.
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just my thoughts.
In fairness I will say jason is not unaware of all of these points either.
Last i heard from him, he was thinking more of another game, ---- possibly
entombed Ii, possibly something else, and it's entirely probable that will
fix many of these points, particularly the heavily attack centric combat,
not to mention be built in such a way as to give us the necessary tools to
add new creatures, dungeons, jobs, spells or whatever, ---- just as we've
all wanted to do.
Remember, Entombed began out of a very early post by Jason on the
audiogames.net forum back in march of 2008 about possibly making an audio
game, asked what sort of thing people wanted and several people (very much
including muggins), said "rpg!" and things went on from there. He knew
nothing about how to represent information in audio, nor I think did he
quite anticipate how far the game would go, ---- heck I remember the first
alphas I played where it was one human fighter (without flurry), one short
sword, only copper or bronze armour, and three floors of solid goblins. I
also don't think Jason really anticipated how dedicated a bunch of players
he'd get in the end either.
Whatever Jason does next will be far more balanced, customizable, and
perhaps even better than entombed for that reason, indeed I'm actually now
starting to wonder if, now that entombed has been a major success, it's time
to look to the next game, and rather than trying fixing the inequities of
Entombed, just take it as read that the game, ---- while exceptional, is not
perfect, and look to Entombed Ii, ---- or in fact whatever Jason's next
project is to learn from Entombed's mistakes and take things even further.
Afterall, a game that started! with entombed's battle system but included
front/back ranks as we all want, magic that could miss, skill trees and
environmental features such as searchable rooms, dungeon traps and maybe
food and resting as a more major component, not to mention with the
possibility of tools for us, the players of Entombed to create new dungeons,
settings and stories would be something amazing, and probably wind up doing
even bbetter than entombed has, ---- hard as that may be to believe.
Btw, If anyone wants to read the discussion about the game that eventually
was entombed, the topic is still on the audiogames.net forum at
http://forum.audiogames.net/viewtopic.php?id=2044
Beware the Grue!
dark.
Brandon Keith Biggs
If you want pvp, my personal view is there are plenty of games online that
provide that, muds, brouser games, they're all full of it, indeed many are
nothing but! pvp, that why I personally have found most of them so
unsatisfying sinself defeating other players doesn't interest me even one
quarter as much as exploring, questing, and overcoming obstacles to reach a
final goal in a story.
Beware the Grue!
DArk.
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I'm really interested to see what you're up to game creation related or not.
Good luck to you sir!
>> To: <entomb...@googlegroups.com**>
>> http://forum.audiogames.net/**viewtopic.php?id=2044<http://forum.audiogames.net/viewtopic.php?id=2044>
>>
>> Beware the Grue!
>>
>> dark.
>> ----- Original Message ----- From: "dan cook" <dan....@gmail.com>
>> To: <entomb...@googlegroups.com**>
>>>> entombedgame+unsubscribe@**googlegroups.com<entombedgame%2Bunsu...@googlegroups.com>
>>>> .
>>>> For more options, visit this group at
>>>> http://groups.google.com/**group/entombedgame?hl=en<http://groups.google.com/group/entombedgame?hl=en>
>>>> .
>>>>
>>>>
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speks is.
gigabyte p67a-ud4 b3 mutherboard.
intel cor i7 2600k c p u
sandy bridge chipset running at between 4.8 and 5.00 ghz overclocked.
corsair ddr3 duel channel 1600 mhz. ram 4 gig.
but if u need it I can get it upgraded to eight.
main o.s. drive is segate momentus xt 500 gig with 32 meg drive cash buffer
plus with 4 gig nan flash ssd chip for cashing.
o.s. partitioned on first 40 gigs of harddrive for maximum performance. is
windows 7 altemit 64 bit
1200 watt gigabyte auden pro power supply
jaws 13.0,
graffics amd radion hd 6770 with silent pype kooking. wups, i ment kooling!!
lol!!
--------------------------------------------------
From: "RIDDICKulousOne" <riddick...@att.net>
Sent: Tuesday, February 28, 2012 10:36 AM
To: "Entombed Discussion (Roguelike game for blind and visually impaired)"
<entomb...@googlegroups.com>
Subject: [Entombed] Re: Stat grinding in Entombed: A little tip from an RPG
Elite
> Hello again friends. I see my topic has certainly gained some
Sounds great, and good luck, though after working with accessible games for
a good number of years (most of those entries on audiogames.net were in fact
written by muggins), i am not myself convinced of interesting main stream
companies.
There are just not enough blind and vi gamers to make the prophetability
work, indeed when i contacted capcom and nintendo about this issue that was
pretty much the response I got. While I applaud efforts to get the
mainstream interested in access by groups like 7-128 and the game
accessibility sig (the group behind audiogames.net who I technically work
for), I personally am not hopeful of their chances.
That being said, indi games are another matter entirely.
Niels bauer, Breakerbox games, the pappasanga team, aprone, aka jeremy
kaldobski, not to mention Jason himself are fantastic examples of indi devs
who've taken up the accessibility torch and done wonders with it.
not only that, I've worked with hundreds of developers of web rpgs and other
games to promote access which has had fantastic results, and games like
Muelsefell, Warriors 2, Sryth, twilight heroes, kingdom of Loathing and (the
one I'm personally most proud of), core exiles have all made great screen
reader access changes.
I thus myself see indi games, which are on the rise more generally, as the
future as far as game access goes. I freely admit this might be coloured
slightly by my mistrust of the motivations of large, multinational,
multimillion dollar companies like square, nintendo etc, and my respect for
the far smaller, more personal indi devs I've dealt with.
All that being said however, I would personally and quite obviously love
such an rpg, and will do whatever I can to help, voice acting, testing, or
whatever else.
For audio games though, entombed, while certainly the finest quality rpg, is
not the only game out there.
Swamp, the first ever multiplayer audio fps, castaways, a detailed audio
stratogy with micro management, and lunimals, an audio population sim alll
by Aprone aka Jeremy kaldobski are fantastic recent examples of major steps
forward in audio game developement. see http://www.kaldobsky.com/audiogames/
for more information.
www.gmagames.comm, is a great example of a company who also produce audio
games that keep pushing things further forward. Shades of doom (a little
dated now, but fantastic as the first audio fps), lone wolf, a truly complex
audio submarine sim, and the amazing stratogy game time of conflict, an
audio stratogy with literally hundreds of units and maps of 120 x 120 in
size, --- -currently being developed into a full scale stratogy game engine.
Lastly, sarah from www.pcsgames.net, an audio first person adventure set in
harry potter universe.
Any questions about audio games, audio game concepts or the like, please
just ask.
All the best,
Dark.
----- Original Message -----
From: "RIDDICKulousOne" <riddick...@att.net>
To: "Entombed Discussion (Roguelike game for blind and visually impaired)"
<entomb...@googlegroups.com>
Sent: Tuesday, February 28, 2012 8:36 AM
Subject: [Entombed] Re: Stat grinding in Entombed: A little tip from an RPG
Elite
Those auto battle options do sound pretty bad, and indeed just the sort of
thing that gets on my nerves in the brouser based mmorpgs I've played, where
battle is just a matter of equipping your party ptimally then hitting attack
until the foe drops.
On the magic and ranged weapons point, one of the major balance problems in
entombed is the lack of defense. A feature we've all requested is a
front/back rank system where by characters at the front will be the ones
that have an increased chance of being attacked. If such a system was in
place, then ranged weapons, useable from back rank, and melee fighters,
who's armour would protect them through the greater amount of hits they'd
receive on the front would both be more useful in the game, and I believe
this is likely to be one of the major points in an Entombed sequal.
The problem with assassins and crytical hits in entombed, is that because
melee attacks are so much worse than magic, you almost need! assassin as a
secondary job to any melee character just for crytical hits. That is my
problem with assassin having those skills, it effectively limits the
reasonable alternative choices in the game, where as if crytical hits were
spread around the melee classes things would be more balanced and players
would be freer to choose combinations that did not! involve the assassin.
Imagine for instance what would happen if a fighters' double attack and
flurry were combined with multishot, a fighter ranger could be a walking
machine gun. The problem is that such a combination would fail sinse without
crytical hits you'd never be doing enough damage to make the ranger useful.
As to limited skill trees, well it would depend upon party size and length
of the game.
I dislike them in a long, single character game such as a mud or brouser
rpg, sinse I hate the idea of cutting off my own options for playing, and
being stuck with that character for months or years only having a limited
skill set and combat options.
For multiple characters in a party in a single player game that is intended
to be replayed a number of times and ways it could work, though even then,
I'd want the skill trees to be progressive enough to allow characters to
continuously level up and develope interesting combat stratogies throughout
the game right up to the end.
This is another flaw in entombed, at floor 25 you've got your 20 levels and
20 skill points, and are essentially walking around fighting those many
repeating creatures on the extremely large 25th for no purpose or reason,
which makes the end of the game feel extremely tedius, ---- still more if
your exploits are used to level up earlier.
I suppose you could say I'm in favour of continuous experience, rather than
maxing skill trees as such, just so that you will always have something new
to learn with any given character no matter how long you play the game.
Beware the grue!
Dark.
I think that the bow should have a lot to do with the effectiveness of it's
damage. An english long bow could inflict a lot of damage, sertinly more
than a short more crudely made bow.
In entombed, being knocked down doesn't mean a person can still fight,
flurry etc.
I've noticed that a lot of people want what you suggest; that being, a walk
in the park.
It's been a long time since I've messed with Final Fantasy. What do you
think of thelater ones? I've heard that the newer ones are more like a story
with some fighting alongg the way, but the stotry tends to take priority?
----- Original Message -----
From: "RIDDICKulousOne" <riddick...@att.net>
To: "Entombed Discussion (Roguelike game for blind and visually impaired)"
<entomb...@googlegroups.com>
Sent: Tuesday, February 28, 2012 3:37 AM
Subject: [Entombed] Re: Stat grinding in Entombed: A little tip from an RPG
Elite
-----Original Message-----
From: entomb...@googlegroups.com [mailto:entomb...@googlegroups.com]
On Behalf Of RIDDICKulousOne
Sent: Tuesday, February 28, 2012 2:37 AM
To: Entombed Discussion (Roguelike game for blind and visually impaired)
Subject: [Entombed] Re: Stat grinding in Entombed: A little tip from an RPG
Elite
--
On the subject of bows, in the Angband roguelike the launcher actually
multiplies the damage of it's amo, with better launchers giving more a
multiplyer. So, while a crude arrow doing 5 damage with a crude bow would
only perhaps do 7 damage, a really good long bow could take that arrow and
multiply it by five to do 20 damage, ---- this in a game where an average
short sword would do 2 D8.
Admitedly, Angband did crazy stuff with elemental arrows, amo that was more
effective against creature types eg, an arrow of orc slaying, not to mention
some truly crazy calculations with multiple attacks, but the principle of
launchers multiplying missile damage is one I rather like, sinse then a good
bow will still be useful even with cruddy amo, but good arrows from a
mediocre bow won't work at all.
Beware the grue!
Dark.
Realistically though, there's a lot of factors that contribute to arrow
impact. The draw of the bow obviously, since a bow that's harder to flex
back will obviously snap back just as hard and propel an arrow further than
a bow with a light draw. The arrows contribute too, how well they fly can
easily depending on their fletching and how straight they were carved. It'd
be kind of cool if factors like this could be worked into how bows work in
entombed. It amuses me a little that people always imagine archers as these
little speedy wirey guys. They very well could be, but if you really want an
arrow to fly, unless you're using a crossbow, you're going to be a little
speedy wirey guy with some seriously thick arms. I think there are bows that
go past 100 pound draw, but that's with all the recurve and composite stuff
we have these days, not sure what it was back when it was just a branch with
a string on it, haha. I'd guess you could get it up to 50 pounds easy
though, probably more. So that's 50 pounds you'd have to move with mostly
the strength of your grip. I always thought strength needed to factor into
archer and ranger type classes a little more, hehe.
--------------------------------------------------
From: "dark" <da...@xgam.org>
Sent: Tuesday, February 28, 2012 11:22 AM
To: <entomb...@googlegroups.com>
As to archers being brawny, I was quite intreagued to find that the bones of
archers' found at the sites of battles in the hundred years war actually had
left arm bones that were bent, --- -one could almost say bowed!
This was because so much strain from days of archery practice had been put
on the bowman's arms from a very young age, that their bones had literally
bent under the strain.
That should say pretty much how tough archers' arm muscles would need to be.
Beware the Grue!
Dark.
Brandon Keith Biggs
-----Original Message-----
From: RIDDICKulousOne
Sent: Tuesday, February 28, 2012 12:38 AM
To: Entombed Discussion (Roguelike game for blind and visually impaired)
Subject: [Entombed] Re: Stat grinding in Entombed: A little tip from an RPG
Elite
--
Brandon Keith Biggs
-----Original Message-----
From: RIDDICKulousOne
Sent: Tuesday, February 28, 2012 12:36 AM
To: Entombed Discussion (Roguelike game for blind and visually impaired)
Subject: [Entombed] Re: Stat grinding in Entombed: A little tip from an RPG
Elite
--
First, it just so happens that the experience bonus from corpses
you're talking about is completely new ground, I think. You've already
given us that.
Now, as for making an RPG with equal footing, I say go for it with
gusto. I, of course, will volunteer my own efforts, meager though they
be, efforts of my wife and friends, as well, since we've all wanted
this for a while. I'm something of a weapons geek, so I'd love to help
with balancing the mechanics, if it comes up.
As for all of the connections you have, That is your biggest asset.
Many have complained on several blind and visually impaired gaming
lists about how terrible it is that there aren't any teams of people
working together, and here you are, putting together a team.
Finally, as relates to Entombed's balancing issues, I'm sad that I'd
rather see a new better game than a fixer-upper of an older one. I
disagree that assassins are necessary second or first choice jobs with
melee characters, but frankly that's because I tend to go for melee
characters rather than magic ones anyway, so I try and try to make it
work. And Entombed is a huge example of community support. I've not
quite been with it from the beginning, and I generally don't like
forums so I didn't contribute much to any Audiogames.net ones, but I
think I played the first alpha and everyone I talked with just loved
the idea. I played that first alpha for days and days, ignoring my MUD
characters and driving my family to distraction. It's gone through
alphas, betas, and a decent number of full release upgrades, and
community support has helped it become what it is today.
Jason Allen and Jeremey Kaldobsky, mentioned in an above message,
really listen very well to their communities. I don't mean that the
others don't. It just seems to me that they're the biggest
plan-changers and public relations guys out of the several developers.
It seems that you're on the right track, if you listen to the comments
of your players.
Thanks for the new trick and the good hope.
Signed:
Dakotah Rickard
I'm also joinging this post a little late but I just want to say I too
think entombed is an amazing game and I think the fact that sighted people
are playing it rather than main stream games speaks volumes for entombed and
the work Jason has done on the game
All that being said I would love to see another entombed game with some of
the suggestions mentioned from these posts and am really excited by the post
from Jason saying he may be starting on something in the very near future, I
look forward to hopefully hearing more on this
Riddickulous , I'm a big fan of games like final fantasy, I've only played
up to ff10 before my sight went (although from what I've heard later
versions just haven't lived up to their predecessors, so sounds like I'm not
missing much!). but I would love to see a game like that for the blind
and think the fact that you envisage it being a game where both sighted
gamers and blind a like could play and it be an even playing field for
either , well that just makes the idea even more fantastic. I'm not very
techy so couldn't help in anyway there but would gladly help in the testing
of such games and wish you all the best with the venture.
-----Original Message-----
From: entomb...@googlegroups.com [mailto:entomb...@googlegroups.com]
Signed:
Dakotah Rickard
-----
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