The Dink Network

Reply to Re: Reductio ad Absurdum: The Hundred Trials

If you don't have an account, just leave the password field blank.
Username:
Password:
Subject:
Antispam: Enter Dink Smallwood's last name (surname) below.
Formatting: :) :( ;( :P ;) :D >( : :s :O evil cat blood
Bold font Italic font hyperlink Code tags
Message:
 
 
June 24th 2014, 08:55 AM
dragon.gif
Herbie
Peasant He/Him Poland
 
Whoa whoa whoa whoa! I was observing this discussion for a while and finally decided to add my brick to its wall. I agree with The new guy that it really looks like both Tim and Skull have something against each other, it looks like You are pissing each other off a bit or maybe even more, I only wonder why?

I think that both of You take it too personally. Dink Smallwood is only a game and it should be treated as such. Maybe I will exaggerate a bit, but it is not a matter of life & death or a matter of honour, therefore keep some healthy distance to Yourselves

I must say that I have lots of respect to both of You, I enjoyed both the Historical Hero II (for me probably the best epic here, I couldn't compare it to for example Stone of Balance because of the wine girl-not-speaking-about-bottle of wine-bug) and Malachi the Jerk, both must taken lots of work put into them. These d-mods only show that You simply have entirely different styles and these d-mods have different "tastes", while the Hero is more serious, the Malachi has more humour and - let's say - fun play in it. They also show that You both like experimenting, but also in different ways. These styles aren't better or worse, they are just different and it is good as long as one of You don't take it seriously enough to get pissed because of the other one.

On the other hand... if the "conflict"'s outcome would be a great new d-mod then is it wrong to have one?

Summarising with the citation from Eminem & Dr Dre's "Guilty conscience": "Relax, calm down, start breathing" and respect the other's ideas as well as the constructive criticism

As for the d-mod idea, I think there in fact could be a way to put some secrets into it by adding some hidden dialogue options. For example, some quest unlocks some topic, even ridiculous, and when you choose the right answers and be patient enough you could get a potion or some kind of a secret weapon, or get a clue for a puzzle to solve on the "goodies screen" if used.

I also agree with DinkKiller that giving the enemies some new abilities can make them the hell of a challenge, for example a simple farmer+strong "touch damage"+tonnes of health+Hellfire=a quite hard to kill Farmer Bob from Grasp of Darkness