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misteryo: I am so happy with all the Color of Madness changes and rebalances! Don't you just love it! Makes so much more sense to me. I was just playing last night!
I don't know... what changes and rebalances? Other than the sever nerf to stun, I can only think of the increase in crit rate. And I hate critical hits in all games. Critical hits, for the heroes and monsters, needlessly introduces RNG in a system that functions just a well without it. I'll never forget repeatedly getting one shot killed in Torchlight 2 due to monsters getting a single huge critical hit. And it was just inevitable, since you were encouraged to fight throngs of monsters in order to offset the low item drop rates.
I recently played Zork Nemesis / Return to Zork and System Shock
Took handwritten notes for all 3 games
Post edited August 07, 2018 by FrEaKz86
I frequently write down little notes about the games I'm playing, mostly as a memory aid. These notes are often so short and cryptic, that if I take a break from the game I often find myself unable to decipher them when I return to the game.
The best automap tool ever:
http://gridcartographer.com/download/

You can buy the tool on its official site, or buy it at Steam.
The non-Steam version is protected by an offline serial key.
I think it is good enough to be classified as DRM-free.
3 days ago. I had to make an alcohol shopping list for homeless guys in Yakuza 0.
shiiiiiiit

There are no maps for Paris Central Pen.
Notes are one thing but now I'm going to have to draw an entire map. I haven't done that since the first Metal Gear on NES.
Yesterday, when playing 3 in three. I also have written small Python scripts to brute force some puzzle solutions, and since my main box is disconnected for the moment, I used Python 1.5 as that's the latest version that runs on Mac OS 9 - damn, I'm quite used to several ease-of-life functions that are built in to Python 3, and even 2.7, so 1.5 on the Mac was... interesting, partially because it throws up anonymous dialogs for input rather than using a terminal (as the OS doesn't actually have a terminal and its up to the application to provide a text interface if needed).

Before that, a few weeks (months?) ago when playing West of Loathing.
Post edited August 07, 2018 by Maighstir
Legend of Grimrock 2 Lots of puzzles, riddles, spells and hints to write down. Also, there's a hardcore mode that deactivates automap (and the game includes some ready to print graph paper as a goodie)
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misteryo: I am so happy with all the Color of Madness changes and rebalances! Don't you just love it! Makes so much more sense to me. I was just playing last night!
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MadalinStroe: I don't know... what changes and rebalances? Other than the sever nerf to stun, I can only think of the increase in crit rate. And I hate critical hits in all games. Critical hits, for the heroes and monsters, needlessly introduces RNG in a system that functions just a well without it. I'll never forget repeatedly getting one shot killed in Torchlight 2 due to monsters getting a single huge critical hit. And it was just inevitable, since you were encouraged to fight throngs of monsters in order to offset the low item drop rates.
Here I excerpt a few things that matter to me from here: https://www.darkestdungeon.com/darkest-dungeon-the-color-of-madness-patch-notes/

But the most meaningful changes are the extensive changes done to every class. Just scroll down on the page linked to the "Heroes" section and read through. Wonderful stuff! A few are copied here at the end of the list.

Buff Durations Increased and Buff “Ticking” Moved to End of Round

Buffs ticking at round/turn start means offensive buffs effectively only have 2 rounds of usage whereas defensive buffs have 3. The difference is less important than the fact that many offensive buffs are not worth using compared to just doing a damaging attack. Adding 1 duration to offensive buffs changes the math enough to make them more compelling.

Veteran monsters will now have slightly less HP and DOD, but slightly increased DMG and CRIT.
Champion monsters will now be slightly weaker across the board.

AOE moves no longer inherently bypass Stealth; at least one target needs to be visible to be able to use AOE moves.

See also the list of Trinket changes that have made trinkets much more useful and interesting for me

Abomination
Can now party with religious heroes

Crusader
Battle Heal
Can now be used from anywhere and target anywhere (formerly only usable in 12 and only able to target @123)

Grave Robber
Pick to the Face Now ignores PROT

Highwayman
Grapeshot Blast Now inflicts a debuff: +4/5/6/7/8% Crits Received

Jester
Dirk Stab now ignores guard
Harvest now builds finale
Finale can now be used from rank 1 and 2 (was 1) and can now target rank 4
Solo no longer debuffs enemies but marks and buffs Jester

Vestal
Illumination now ignores and removes Stealth
World of Warcraft, back in like 2005? Our science teacher played and sat for 20mins in a lesson figuring out the dodge rates and fire res rates for Molten core and then shared his notes with us.


Wild times.
Not since the text adventure "Deadline" on my C64.
Every time I play Uplink, I can't fathom being aware in the course of a mission that in a particular bank there's one or more accounts overflowing with money and not to jot it down for a later... "fundraising". Top-notch hardware doesn't come cheap, you know!

Before that, I remember using paper notes to decypher Fez's language and then to translate several messages on my own, even if I could just look them up on some walkthrough.

Oh and before that I used them in one Puzzle in Cyberia (2? Not sure) to figure out a particular bomb defusal puzzle so I mapped out from the desired outcome back to the inputs what pins result in me not blowing up.

More recently, but this time in with Notepad2 (!) I kinda created a map layout for a nondescript dungeon crawler I stumbled upon in a cd full of assorted small indies, mostly junk. I didn't have checkered paper, but the game ran windowed and I was in the mood for a dungeon crawl :-)
Last time I remember doing hand-written notes was back in the early 90's with SSI's Eye of the Beholder series, when I tried to map out the dungeons on graph paper. And it was a very frustrating experience since I tend to get pretty obsessive about keeping my maps clean and accurate, while Eye of the Beholder is filled with many places where you get spun around, teleported or dropped down to another dungeon level -- and it's not always visually obvious when that happens. There were many times when my dungeon path looped back into an area I already had mapped... yet what I was seeing on the screen was clearly not what my map said should be there. I'd back track, trying to figure out what I missed, and finally realize I'm not even on the same dungeon level that I started on. Yes, the keyboard almost got thrown through the window quite a few times with that game.
Post edited August 07, 2018 by Ryan333
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misteryo: ...
Yeah, I know about the patch notes, and you are right about several things. I forgot about the extra buff lengths, and it was very needed, and the Jester does finds more use in parties. But everything else feels just minor, to me. Honestly, as I mentioned, the gimped stun rates and increase in criticals were such big negatives to me, that it just lessened the impact of the other positive changes.
Yes, for Heroine's Quest (an rpg adventure on Steam)