Primary tabs

Comments by User

Monday, November 28, 2011 - 09:37

kddekadenz: Not quite, since the archive does not contain Redshrike's stuff, only the frames and textures. May be a bit confusing though.

Monday, November 21, 2011 - 12:28

I'm glad people find it useful :)

Friday, November 11, 2011 - 09:14

Thanks guys. It is indeed intended to spark a bit of creativity, not end up in game as-is. Like Redshrike, I believe having characters (and character ideas) you can legally use is important.

This is very early design phase stuff. More developed concepts will be forthcoming as I improve :)

Friday, November 11, 2011 - 05:15

What about increasing experience gain if you fight using weapons and skills you're poor at?

Sunday, November 6, 2011 - 18:27

Sigh. That's enough people.

Friday, November 4, 2011 - 16:02

I rather like the ability to say "I don't like playing like this anymore" and moving my skill points over to something else entirely. I don't see how this would work in a skill-based system - maybe some form of level scaling?

EDIT: I then like c's idea with skills that atrophy better. Sometimes a skill can be really vital to a build but still not used often though.

Friday, November 4, 2011 - 14:39

There are documented game formats at You may want to add your findings there.

Saturday, October 29, 2011 - 19:56

Should work now. Thanks for reporting! :)

Saturday, October 29, 2011 - 11:21

Interestingly they are correct. For whatever reason the site adds "/content" to all<xxx> links. Since I don't know how to fix both, I'll declare this a Bartissue :).

Saturday, October 29, 2011 - 05:45

JasonWoof, not a problem in Guild Wars because you can respec whenever you want in outposts.

Myckel, to maximize your attribute gains in Morrowind you have to micromanage your skill gains. That occasionally means not being able to run/fight/jump because that would give you a "bad" skill level up. It is also a bit hard to change your character half-way through the game, although TES does make it easy to gain early skill levels, encouraging at least basic "multi-classing".