Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2] 3 4

Author Topic: Shadowrun Online: Kickstarter Final Push  (Read 8330 times)

Eagleon

  • Bay Watcher
    • View Profile
    • Soundcloud
Re: Shadowrun Online: Kickstarter Final Push
« Reply #15 on: August 13, 2012, 03:22:33 pm »

Classes, in my Shadowrun? Hell no.

If I could say anything to the makers, it'd be wait until Shadowrun Returns generates some interest from a wider audience. Trying to release two fantasy cyberpunk RPGs at once is going to dilute the potential market. I certainly don't want to see Shadowrun Returns fail, so they have my money.
Logged
Agora: open-source, next-gen online discussions with formal outcomes!
Music, Ballpoint
Support 100% Emigration, Everyone Walking Around Confused Forever 2044

nenjin

  • Bay Watcher
  • Inscrubtable Exhortations of the Soul
    • View Profile
Re: Shadowrun Online: Kickstarter Final Push
« Reply #16 on: August 13, 2012, 03:27:11 pm »

Classes, in my Shadowrun? Hell no.

If I could say anything to the makers, it'd be wait until Shadowrun Returns generates some interest from a wider audience. Trying to release two fantasy cyberpunk RPGs at once is going to dilute the potential market. I certainly don't want to see Shadowrun Returns fail, so they have my money.

They'd probably argue that the two games are distinct and don't run the risk of crowding each other out.
Logged
Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Glowcat

  • Bay Watcher
    • View Profile
Re: Shadowrun Online: Kickstarter Final Push
« Reply #17 on: August 13, 2012, 03:39:57 pm »

Sad to say but this project won't get funded :( with only 25 hours left and a massive $150,000 to go they won't make it

$410,310 at the 23 hour mark. If it continues at even half the rate between then and now we'll see the project funded in 6-7 hours.
Logged
Totally a weretrain. Very much trains!
I'm going to steamroll this house.

MrWiggles

  • Bay Watcher
  • Doubt Everything
    • View Profile
Re: Shadowrun Online: Kickstarter Final Push
« Reply #18 on: August 13, 2012, 03:52:48 pm »

I dont see the particular harm with classes being introduced into Shadowrun. While, it does lose the ability to do weird combinations, but I dont see that as a great lose as from my impression majority of players conformed to skill sets and equipment sets that that form classes already.
Logged
Doesn't like running from bears = clearly isn't an Eastern European
I'm Making a Mush! Navitas: City Limits ~ Inspired by Dresden Files and SCP.
http://www.bay12forums.com/smf/index.php?topic=113699.msg3470055#msg3470055
http://www.tf2items.com/id/MisterWigggles666#

neotemplar

  • Bay Watcher
  • The [Weapon] has lodged firmly in the wound!
    • View Profile
Re: Shadowrun Online: Kickstarter Final Push
« Reply #19 on: August 13, 2012, 04:11:39 pm »

Well I was interested until I saw MMO.  The place where good properties go to die long slow grindy deaths.
Logged
If not under Neotemplar look for Vellum.

<22:07:06> "Terry": If a kid is old enough to play D&D
<22:07:20> "Terry": A kid is old enough to experience a dolphin being strangled

Eagleon

  • Bay Watcher
    • View Profile
    • Soundcloud
Re: Shadowrun Online: Kickstarter Final Push
« Reply #20 on: August 13, 2012, 04:17:35 pm »

I dont see the particular harm with classes being introduced into Shadowrun. While, it does lose the ability to do weird combinations, but I dont see that as a great lose as from my impression majority of players conformed to skill sets and equipment sets that that form classes already.
I loved playing a gunmage in the shadowrun MUD. Not to mention that Shadowrun has always been about the clash and sometimes synergy between magic and technology, and people in-between are often the most interesting characters. So yeah, I do think a class-based system would spoil some of the magic of Shadowrun. It was enough that cybernetics decreased essence for casters - you could still learn to fight the same way as a street samurai, or even do some hacking. Classes are and always will be a cop-out to a more skill based approach in the interest of simplified balance for table-top games, and computer RPGs do not need them. Same with hitpoints, but that's another rant.
Logged
Agora: open-source, next-gen online discussions with formal outcomes!
Music, Ballpoint
Support 100% Emigration, Everyone Walking Around Confused Forever 2044

hemmingjay

  • Bay Watcher
    • View Profile
Re: Shadowrun Online: Kickstarter Final Push
« Reply #21 on: August 13, 2012, 05:00:33 pm »

Well I was interested until I saw MMO.  The place where good properties go to die long slow grindy deaths.

It's not really a traditional MMO. It's more like multiplayer mechanics in the game.
Logged
Only a simple mind can be certain.

MrWiggles

  • Bay Watcher
  • Doubt Everything
    • View Profile
Re: Shadowrun Online: Kickstarter Final Push
« Reply #22 on: August 13, 2012, 05:06:00 pm »

I dont see the particular harm with classes being introduced into Shadowrun. While, it does lose the ability to do weird combinations, but I dont see that as a great lose as from my impression majority of players conformed to skill sets and equipment sets that that form classes already.
I loved playing a gunmage in the shadowrun MUD. Not to mention that Shadowrun has always been about the clash and sometimes synergy between magic and technology, and people in-between are often the most interesting characters. So yeah, I do think a class-based system would spoil some of the magic of Shadowrun. It was enough that cybernetics decreased essence for casters - you could still learn to fight the same way as a street samurai, or even do some hacking. Classes are and always will be a cop-out to a more skill based approach in the interest of simplified balance for table-top games, and computer RPGs do not need them. Same with hitpoints, but that's another rant.
Yea, I understood what was being lost, but you didnt address my point that most players conform to de facto classes already.
Logged
Doesn't like running from bears = clearly isn't an Eastern European
I'm Making a Mush! Navitas: City Limits ~ Inspired by Dresden Files and SCP.
http://www.bay12forums.com/smf/index.php?topic=113699.msg3470055#msg3470055
http://www.tf2items.com/id/MisterWigggles666#

Draco18s

  • Bay Watcher
    • View Profile
Re: Shadowrun Online: Kickstarter Final Push
« Reply #23 on: August 13, 2012, 05:06:35 pm »

Classes, in my Shadowrun? Hell no.
I dont see the particular harm with classes being introduced into Shadowrun. While, it does lose the ability to do weird combinations, but I dont see that as a great lose as from my impression majority of players conformed to skill sets and equipment sets that that form classes already.

It's the only feasible way to do the HUD overlays, TBH.  In the table top you could be a mage (astral perception, ho!), a rigger (matrix perception, ho!), and at the same time be really skilled with a gun (street-sam-vision, ho!).

Ok, maybe not quite, but easily two of those (Matrix perception being the easiest to tack on to either of the other two).
Logged

hemmingjay

  • Bay Watcher
    • View Profile
Re: Shadowrun Online: Kickstarter Final Push
« Reply #24 on: August 13, 2012, 05:41:16 pm »

$77k to go. I have it on good authority that someone is waiting in the wings and willing to plink down $10k in the last hour if need be. Other than that, they need to raise an average of 3.7k an hour to make it.
Logged
Only a simple mind can be certain.

Eagleon

  • Bay Watcher
    • View Profile
    • Soundcloud
Re: Shadowrun Online: Kickstarter Final Push
« Reply #25 on: August 13, 2012, 06:50:27 pm »

Yea, I understood what was being lost, but you didnt address my point that most players conform to de facto classes already.
Very simple. Most MMOs use classes. Therefore most players will too. You could argue that you can just make halfway-points for the different classes, and keep splitting it down with different penalties (AD&D 2 multiclassing is particularly hilarious, since they don't even bother to make a name for the combinations), but computers allow for much more interesting ways to balance contrasting abilities, without making the GM scream at the players for their weird crystal time-warrior with a background in the priesthood of Ahn. I don't think most players would conform to 'I use maces and mace-related accessoriesabilities' if the option is there to be something more exotic.
Logged
Agora: open-source, next-gen online discussions with formal outcomes!
Music, Ballpoint
Support 100% Emigration, Everyone Walking Around Confused Forever 2044

dei

  • Bay Watcher
  • Someone.
    • View Profile
Re: Shadowrun Online: Kickstarter Final Push
« Reply #26 on: August 13, 2012, 07:55:03 pm »

I like Shadowrun and I like MMOs, but I don't have the money to contribute to this kickstarter. I hope it succeeds so that when I get a computer than can support it I can perhaps try it out.
Logged

Draco18s

  • Bay Watcher
    • View Profile
Re: Shadowrun Online: Kickstarter Final Push
« Reply #27 on: August 13, 2012, 07:56:38 pm »

Yea, I understood what was being lost, but you didnt address my point that most players conform to de facto classes already.
Very simple. Most MMOs use classes. Therefore most players will too.

Yeah, there isn't a whole lot of archetype mixing in the table top game.  Sure you get techno-faces, or rigger-mages, but it's not that common (except that "Face" tends to always get merged with "whoever has the highest CHA attribute" except when someone wants to be the face, builds one, and then picks up a secondary role).

The fact that mages can shoot a gun as well as anyone else is what is part of the charm of Shadowrun, but honestly, it doesn't happen as often as people make it out to.

(Reminds me of this)
« Last Edit: August 13, 2012, 08:00:18 pm by Draco18s »
Logged

MrWiggles

  • Bay Watcher
  • Doubt Everything
    • View Profile
Re: Shadowrun Online: Kickstarter Final Push
« Reply #28 on: August 13, 2012, 08:07:08 pm »

Yea, I understood what was being lost, but you didnt address my point that most players conform to de facto classes already.
Very simple. Most MMOs use classes. Therefore most players will too.

Yeah, there isn't a whole lot of archetype mixing in the table top game.  Sure you get techno-faces, or rigger-mages, but it's not that common (except that "Face" tends to always get merged with "whoever has the highest CHA attribute" except when someone wants to be the face, builds one, and then picks up a secondary role).

The fact that mages can shoot a gun as well as anyone else is what is part of the charm of Shadowrun, but honestly, it doesn't happen as often as people make it out to.

(Reminds me of this)

Thank you!

Also that ending to Wizard, though boss, is kinda of anti climatic. I wanted a fuckin wizard duel
Logged
Doesn't like running from bears = clearly isn't an Eastern European
I'm Making a Mush! Navitas: City Limits ~ Inspired by Dresden Files and SCP.
http://www.bay12forums.com/smf/index.php?topic=113699.msg3470055#msg3470055
http://www.tf2items.com/id/MisterWigggles666#

Draco18s

  • Bay Watcher
    • View Profile
Re: Shadowrun Online: Kickstarter Final Push
« Reply #29 on: August 13, 2012, 08:14:55 pm »

(Reminds me of this)

Thank you!

Also that ending to Wizard, though boss, is kinda of anti climatic. I wanted a fuckin wizard duel

You're welcome.

And agreed.  It's also the only part of the movie (aside from some random imagery) that I remembered from my childhood (prior to figuring out WTF the name of the movie was and watching it again).
Logged
Pages: 1 [2] 3 4