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What are the top 5 things you really want to see?
Posted: Fri Jun 10, 2011 4:20 pm
by Illendaver
What would you say the top 5 things you really want to see Kevin working on next is?
1) Rifts, an actual video game
2) Maps, damnit!
3) Honestly, I want to see maybe 2 more books come out for Dead Reign, and then I don't want them to touch it anymore. I don't need another 50 books to play a game like Rifts or D&D 3.5
4) A few beastiery books for Rifts. Just random monsters that you can fight. Source book is kinda like this, but not quite.
5)A competent "core" book, one that is laid out like you need and has all the relevant info for playing a game. [Rifts again]
Re: What are the top 5 things you really want to see?
Posted: Fri Jun 10, 2011 7:08 pm
by Galroth
1: Rifts Video game, preferably for the pc with bundled editing software so the community can make new adventures.
2: A phase world book on the UWW. Actually one book each on the three major governments and their respective territories would be pretty awesome.
3: The CS suffer an actual setback.
4: More details on Lazlo and New Lazlo, sometime before the CS razes them.
5: A book entirely dedicated to gathering up all the far flung rules and putting them in an easy to decipher format.
Re: What are the top 5 things you really want to see?
Posted: Fri Jun 10, 2011 7:57 pm
by Cinos
1: Books.
2: Books that aren't Rifts.
3: Books that aren't Reprints.
4: New Rules.
5: New Rules.
Re: What are the top 5 things you really want to see?
Posted: Fri Jun 10, 2011 9:15 pm
by Damian Magecraft
Cinos wrote:1: Books.
2: Books that aren't Rifts.
3: Books that aren't Reprints.
4: New Rules.
5: New Rules.
#4 & 5...
I would just settle for the current rules properly collected; organized & Indexed...
Re: What are the top 5 things you really want to see?
Posted: Fri Jun 10, 2011 11:28 pm
by Dog_O_War
5. Retirement.
4. Sale of his company to a group that wants to turn it into a profitable venture.
3. An apology to his market for his copy-pasta work-ethic and his unwillingness to take an outside suggestion.
2. An apology to his private fan-base (this as you can tell does
not include me) for never making the effort to correct his products' flaws and short-comings.
1. An apology to his critics for being right about his product the entire time (this includes me).
Warning: User warned for trolling. NMI
Re: What are the top 5 things you really want to see?
Posted: Sat Jun 11, 2011 2:22 am
by drewkitty ~..~
1 Keeping RCC's (race restricted classes) as RCC's, and PCC (Psi classes) as PCC's. Not this frelling carp of calling PCC's RCC's or OCC's like was done with MindMelters in the RMB and RUE respectively, or calling the Dog boy class, an RCC, an OCC like was done in RUE.
2 More Non-Rifts books.
3 Books done 'On time', not pushed back because of new items pushing them back
4 for HG to get off their b.... Tushes and get their acts together so the approval delays are minimal
5 books done on time, has been waiting for Lamura since I started playing PB games.
Re: What are the top 5 things you really want to see?
Posted: Sat Jun 11, 2011 2:38 am
by drewkitty ~..~
Damian Magecraft wrote:Cinos wrote:1: Books.
2: Books that aren't Rifts.
3: Books that aren't Reprints.
4: New Rules.
5: New Rules.
#4 & 5...
I would just settle for the current rules properly collected; organized & Indexed...
similar to DM, I would like to see
the rules collated and explained. Not just another set of 'not explained rules' or 'half explained rules' to have a cluster frell out of.
However the biggest point is with combat rules, they need examples to cover things like simotanius attacks, paired weapons, and all the neat moves in N&S.
And to finally show how the MA and PB %'s work. Do they follow the rules found in the Warrior's Spirit kata in the N&S book, or is it something different.
Re: What are the top 5 things you really want to see?
Posted: Sat Jun 11, 2011 3:02 am
by drewkitty ~..~
Illendaver wrote:5)A competent "core" book, one that is laid out like you need and has all the relevant info for playing a game. [Rifts again]
If you meant you wanted a competent "core book"
for rifts then say that.
If you mean a megaversial "core book" then say that.
It is down right annoying when people are not specific when talking or posting stuff when they should be specific.
I am just find with having the different setting main books separate, with there own idicentric rules. Because each setting has it's different focus.
However, they went way the frell Too Far with BTS2.
Re: What are the top 5 things you really want to see?
Posted: Sat Jun 11, 2011 3:36 pm
by Illendaver
drewkitty ~..~ wrote:Illendaver wrote:5)A competent "core" book, one that is laid out like you need and has all the relevant info for playing a game. [Rifts again]
If you meant you wanted a competent "core book"
for rifts then say that.
If you mean a megaversial "core book" then say that.
It is down right annoying when people are not specific when talking or posting stuff when they should be specific.
Both.
I want a "core book" for rifts that covers everything that I will need to know to play in just one book.
I also want one, and only one book that covers how to do crossovers easier. I have seen and heard of many diffrent Palladium books crossovers that was fun and interesting, but it was always absolute hell on the GM to get it to work, or it unbalanced the game if the GM didn't pay enough attention to it. Even if its only a oneshot game that your going to bring something in from a diffrent world, there has to be an easier way.
Re: What are the top 5 things you really want to see?
Posted: Sun Jun 12, 2011 3:24 am
by Rallan
1) New game lines that get proper support
2) Books that aren't full of reprinted material
3) Proper layout. This isn't 1983. Using a format fancier than "two columns of black Times New Roman on a white background" won't make your books insanely expensive
4) Books that aren't bowldlerised and don't shy away from anything remotely controversial or mature. Palladium doesn't need its own "Book Of Erotic Fantasy", but it also doesn't need to keep limiting its writers to content that won't upset the parents of ten year olds.
5) A new rules system. It doesn't have to be for Rifts, but they could at least try something different in a new game line and see how it pans out.
Re: What are the top 5 things you really want to see?
Posted: Mon Jun 13, 2011 9:29 am
by keir451
1). Books on time
2). Perhaps it is time for Kevin to take a step back from having absolute control of the company AND product creation or at the very least stop altering the material to make things LESS powerful than they originally were.
3). A Rifts video game, I honestly feel that Kevin should approach either Bethesda Games, Bungie, or just Microsoft or Sony in general.
4). New maps, either print the ones MObutto created or create his own, these should include floorplans of Chi-town and the other CS/N.A. (North American) city states.
5). New miniatures, while I love to support the "Mom & Pop" stores, the fact remains that companies, such as Ral Partha, hve the ability and experience to create full lines of figurines AND market them effectively.
6). Revised rules; The rule system for Rifts is too clunky and the fact that as a GM I have to hunt thru 20 + books to find a seperate experience table for a different character is EXTREMELY frustrating. We only need ONE experience table as characters ACTIONS will decide how fast they advance.
Re: What are the top 5 things you really want to see?
Posted: Tue Jun 14, 2011 9:34 am
by SkyeFyre
1. Rifts Atlas
2. Although I love the Rifts N-Gage game, I'd like to see another. Preferably one that doesn't create rule changes that ultimately are adapted for a new Rifts book (Ultimate had rules pulled right from the game)
3. Mechanoid Space. Yes. I am still eagerly waiting.
4. More SDC in Rifts. The rules are just fine as MDC and setting go. The problem is that with as rare as MDC is supposed to be, they don't have enough SDC crammed in to fill in the supposed majority of the land.
5. Fill out areas already discussed in Rifts and leave the rest wilderness. Focus on dimension books from there.
Re: What are the top 5 things you really want to see?
Posted: Tue Jun 14, 2011 9:54 am
by Rallan
Wait, I thought of a 6th thing thanks to a brief tangent about Wormwood in another thread.
PLAYTESTING
The lack of playtesting is just damn unforgivable, especially since Siembieda is credited as the main author of just about half the material that Palladium publishes and claims to be on board the creative process every step of the way for stuff that's written by freelancers.
Re: What are the top 5 things you really want to see?
Posted: Tue Jun 14, 2011 10:53 am
by Grell
I want more Chaos Earth books with lots of Nick Bradshaw art.
I want Mechanoid Space with art by Mumah & Majestic.
I'd also love to see a dedicated sourcebook for Spirits of Light as well as associated Creatures of Light (y'know things that are inherently good by their nature). I would like to see an expanded entry for the Grim Hunters (from Creatures of Chaos) in this project since they are said to possibly be fallen spirits of light.
Re: What are the top 5 things you really want to see?
Posted: Tue Jun 14, 2011 12:13 pm
by Cybermancer
1. Big Book of Robotech Spaceships (full sized of course)
2. Beyond Arcana and The monster tome for BtS2
3. Land of the Damned 3
4. The Old Kingdom
5. Mechanoid Space
More or less in that order. I'd prefer to see old promises kept than new promises made. Mostly because I can't beleive new promises will be kept until the old ones are.
Re: What are the top 5 things you really want to see?
Posted: Tue Jun 14, 2011 12:26 pm
by The Dark Elf
1. The Lopanic Games
2. Old Kingdom Highlands
3. Old Kingdom Lowlands
4. Land of the Damned 3; The Bleakness
5. Wolfen Wars
There is a pattern their somewhere.
I would love also to be the writer of all of those.
Re: What are the top 5 things you really want to see?
Posted: Fri Jun 17, 2011 3:12 am
by Rallan
Literate Wolf wrote:1. Desktop wallpapers.
5. More art prints.
Congratulations. You managed to come up with the only two suggestions on this thread that we're ever likely to see put into practice.
Re: What are the top 5 things you really want to see?
Posted: Fri Jun 17, 2011 5:24 pm
by t0m
1- finish pfrpg. theres only a few more core books and the whole continent is covered and the line is comfortably 'done' and can be retired or...
2- after the above, supplementary books could include focus on:magic and magic items/guilds/monsters & animals 2/maps/adventures etc
3- a pfrpg style pc game along the lines of morrowind. start in one region (timiro for example) and release more as expansions until the whole world exists in explorable format (with lan/internet co-op)
4- advertising/marketing of palladium in general. help us spread the word, we are just fans and can only do so much
5- bring back the other game lines that are being left behind
i realize this is all wishful thinking on my part. maybe i live in a (palladium) fantasy world myself
Re: What are the top 5 things you really want to see?
Posted: Sat Jul 02, 2011 12:19 am
by Grell
blhaze wrote:I just want a book called Rifts Combat with all the hth combat rules, robot combat rules with hit locations, ground based, sea based and advanced air combat rules as well as a rewrite on missile combat. One of my big concerns, as an engineer, is rail gun damage a payload - if a single round does 1d6 and a burst of sixty rounds only does 1d6x10 then that means you have only 19% effictiveness in terms of ammo usage (81%) of the rounds are missing or doing no damage at all. If I ever made an item the was 81% ineffective it would be stopped at the prototype phase, but in Rifts, it would apparently be mass produced. Needless to say I have house rules on ammo consumption and have redesigned the Glitter Boy to use a REAL rail gun.
I'd be interested to see your notes on the subject.
Re: What are the top 5 things you really want to see?
Posted: Sat Jul 02, 2011 1:05 am
by Rallan
blhaze wrote:I just want a book called Rifts Combat with all the hth combat rules, robot combat rules with hit locations, ground based, sea based and advanced air combat rules as well as a rewrite on missile combat. One of my big concerns, as an engineer, is rail gun damage a payload - if a single round does 1d6 and a burst of sixty rounds only does 1d6x10 then that means you have only 19% effictiveness in terms of ammo usage (81%) of the rounds are missing or doing no damage at all. If I ever made an item the was 81% ineffective it would be stopped at the prototype phase, but in Rifts, it would apparently be mass produced. Needless to say I have house rules on ammo consumption and have redesigned the Glitter Boy to use a REAL rail gun.
Actually I'm pretty sure that's not all that bad for an automatic weapon that's typically fired from hundreds of yards away. I doubt you could find many 20th century machinegunners who could confidently say they managed to get 20% of their bullets to hit what they were shooting at.
For me the problem with railguns in Rifts isn't the burst damage compared to single-fire damage, it's that they're billed as the machineguns of the Rifts battlefield but can't actually do their job. It takes several bursts concentrated on a single target just to take down one guy in body armor, and if you spray an area the damage everyone takes is laughably small. The only baddies you can mow down in droves are the ones who aren't wearing MDC armor at all, and an SDC machinegun will do the job almost as well and cost 99% less money.