Bruma Hobo
Lurker
- Joined
- Dec 29, 2011
- Messages
- 2,412
Nobody was talking about that, you self-obsessed cretin.
I feel ya. I went through ages of espousing to friends that C-And-C is the best thing about games in the golden age of ARR PEE GEE circa 1997-2004. The thing that I realize now, as I look at the games I've been playing lately. Is that it's not just that classic ARR PEE GEE like Fallout and Planescape Torment had C and C, but rather that they presented their stuff incredibly well. That they felt good to play, and that their mechanics were relatively sound and fit the flavor of the games story. And the games I tend to like nowadays are also games that do that kind of implementation and tie together of interface, narrative, and gameplay very well. Games like Dark Souls and Dark Souls 2, which I've spent about 80 hours on this month. Games like EU4. Games that have good to goodish gameplay, but also, mix that goodish gameplay with their presentation in a way that fits. Other games I've played recently have lost my focus, I don't finish them. Because either in the case of something like Age of Decadence, or Pillars of Eternity, the presentation and difficulty of such a game, doesn't match the level of writing and reward I get from playing it(Oddly I think doing the opposite to the difficulty and presentation of each would be a wonderful solution. Where AoD could use just a tad bit of toning down in difficulty, and an increase in presentation. I wish I could turn PoE's difficulty up even further from the highest difficulty. And that the presentation was rougher). Or in the case of something like Underrail, or Torment Tides or Wasteland 2 where it's clear that it's been overdesigned to be like a game from the past, and it's failed on certain aspects of that, and felt to me like they could have been more interesting if they hadn't been approached as "Let's make something like X or a successor too X"i apolgoize my man.
your posts about how jap wiz-clones and the like aren't "real RPGs" and that they somehow impede "progress" (whatever that may be...) struck me as the sort of thing a small child might say, something like when someone who is new and doesn't know much about what they're talking about goes on to make some sort of statement; they made me realize that you, like many others i imagine, need someone to explain to them how both the codex AND rpgs work!
a lot of these shit posts about factually incorrect stuff, like for example
sorry if it rubbed you the wrong way, but it's the price we pay for learning stuff. now at least i know you are a better human being for having read my post, at least. there is that.... hopefully, someday, i may be able to fix another person's mental deficiency again with another post.
...something that's been in adventure games since the late 70's.
well... i guess i need help.
Made smuggler and was fine until 3rd mission. This is when I hired rigger and im no longer able to run anything. Im on highest diff and enemies gang on my smuggler. By the end of mission im out of med kits. Need advice how to git gut
by 3rd mission i meant any mission when you get access to random ones for first time. Its also the moment I can finally afford first crew member.
While i did go for bolty on engineer my smuggler did split on traps and gambling(which probably didnt helpt me gather funds).
I guess i need to start over and pick background that starts with money
I remember there was supposed to be a dungeon crawler Kickstarter game that was supposed to be Gold Box style (FP dungeons, tactical battles) and I have a vague recollection that it's supposed to be this game, but it doesn't seem to be the case.
Am I just remembering wrong, or was it a "it was planned but then never accomplished as a Kickstarter goal"?
started over hoarded more cash and after 1st mission im able to hire 3rd crew member. That plus having more cc should do the trick.
In the end i want to have smuggler, rigger, ninja and hacker. Should I pick ninja or hacker first? For those 2 which paths are most fun/best?
I used the left path for my hacker, and it's good for crowd control, but not that good for damage. It synergizes well with a left-path void psyker to keep most of the enemy team disabled and/or attacking their own friends. The ultimate ability (Snowcrash) is kind of bad compared to other ultimate abilities I've unlocked in other characters, since you need to stun enemies 10 times with your hacker in one fight to use it. Considering that you'd want to use it in tough boss fights where the most important targets are elites with built-in stun resist... yeah. I only have one point in it though, it may reduce the number of charges needed with more points.
Regarding filling out the party early,
the first 'real' story mission has you investigating a ship, and you fight a killer robot in the end. If you choose to rebuild the robot afterwards, the engineer chick will finish building it after you finish one more mission (just choose the simplest one from the bartender) and it'll join your party as the 'prototype'. It's a pretty strong class IMO, I think the left talent tree is the best for it overall... yes, I do see a trend there.
I used the left path for my hacker, and it's good for crowd control, but not that good for damage. It synergizes well with a left-path void psyker to keep most of the enemy team disabled and/or attacking their own friends. The ultimate ability (Snowcrash) is kind of bad compared to other ultimate abilities I've unlocked in other characters, since you need to stun enemies 10 times with your hacker in one fight to use it. Considering that you'd want to use it in tough boss fights where the most important targets are elites with built-in stun resist... yeah. I only have one point in it though, it may reduce the number of charges needed with more points. Advantage is that the path needs basically no gear and synergizes with fast multihit low-damage weapons (due to System Shock), so I just go with something like a smg or light pistol and get a ton of turns while letting everyone else do the killing.
Regarding filling out the party early,
the first 'real' story mission has you investigating a ship, and you fight a killer robot in the end. If you choose to rebuild the robot afterwards, the engineer chick will finish building it after you finish one more mission (just choose the simplest one from the bartender) and it'll join your party as the 'prototype'. It's a pretty strong class IMO, I think the left talent tree is the best for it overall... yes, I do see a trend there.
It wasn't any kind of ~deep thought~, just a funny / throwaway observation.I used the left path for my hacker, and it's good for crowd control, but not that good for damage. It synergizes well with a left-path void psyker to keep most of the enemy team disabled and/or attacking their own friends. The ultimate ability (Snowcrash) is kind of bad compared to other ultimate abilities I've unlocked in other characters, since you need to stun enemies 10 times with your hacker in one fight to use it. Considering that you'd want to use it in tough boss fights where the most important targets are elites with built-in stun resist... yeah. I only have one point in it though, it may reduce the number of charges needed with more points. Advantage is that the path needs basically no gear and synergizes with fast multihit low-damage weapons (due to System Shock), so I just go with something like a smg or light pistol and get a ton of turns while letting everyone else do the killing.
Regarding filling out the party early,
the first 'real' story mission has you investigating a ship, and you fight a killer robot in the end. If you choose to rebuild the robot afterwards, the engineer chick will finish building it after you finish one more mission (just choose the simplest one from the bartender) and it'll join your party as the 'prototype'. It's a pretty strong class IMO, I think the left talent tree is the best for it overall... yes, I do see a trend there.
Really? I went with Evoker on my Void Psyker, Optimization on Hacker, Bolty on Engi and Traps on Smuggler on my first party. My second consists of an Assissination Cyberninja, Specialist Soldier and Tank Force Psyker so far.
I see no trend there, I chose what I need, not "left is best".
meh, i think everyone should enjoy what they want to. i have played literally every single fucking RPG under the sun, since a wee lad, i mean dude... just look at my join date.
and yet my newfound favorite style of RPG comes in turn-based dungeon crawling blobbering. I consider, now, at age 33, that wizardry 1: proving grounds of the mad overlord is a much better desgined RPG than say... well, to pick from your examples: Morrowind.
see, the problem here is that you're conflating liking one thing with disliking another. I very much enjoy the type of R.L. Stein "choose-your-own-death" novels-type approach games like PoE or, to use another of your examples, Fallout, utilize.
you see man, i been here posting about RPGs and arguing with people about which RPG is more RPG than what RPG and the Codex has literally shaped my tastes and my manhood (heh. I went through every single phase the RPG codex has gone through:
- the lament of no RPGs being in development, and endless, ENDLESS reminiscing about Fallout/Arcanum/BG (circa 2003 or so)
- the sudden slow trickle of Morrowind players who found this place by accident and thus, old codex lurkers were exposed to that ilk (i.e. as different as can be from the games I mentioned above which were literlaly the only ones talked about because, frankly, no others were better)
So naturally I read all of the arguments by people like vault dweller and sea and Twinfalls and I started playing everything the codex enjoyed and i had now begin my cee-and-cee phase. that phase lasted quite a while!
you know, i even used to think (during that phase) that those old RPGs that didn't feature all of this amazing stuff like one NPC script being triggered depending on which global values the player "played" through. My god! amazing stuff. But what I didn't realize back then is that the ones I really liked, stuff like ToEE and FO1/2... those games had excellent gameplay mechanics, and those games' CHOICE A/B/C fluff was only there for LARPing.
then I spent like 5 years not playing any RPGs cos I had grown sick of these so-called CandC RPGs. Once you've seen one branching story path, my man, you've seem 'em all.
I discovered now these lil ole games and guess what? their gameplay mechanics are the best out of any RPGs I've ever played as they don't try to do all, hell, i'll admit it myself: they don't try to do much really besides... providing the literal best examples in the RPG over-genre of party building, character advancement, encounter design, itemization and the design of the progressive power curve, the very best spell systems, the most difficult battles, the most satisfying simply put: the best all-around fighting, looting, making an varied party with each member completely unique from the other and each one featuring better character advacement than most new RPGs put together in their entirety.
long story short: I realized I like gameplay now more than a mediocre story with something that does not exist, i.e. the Codex's cee-and-cee. Right now, since you're in this phase yourself, this c-and-c is like some sort of magical game design element that is scorchingly hot and new and unbelievably hard to pull off and any RPG that features even a little bit of it, i.e. gives you a fake choice a, a fake choice b, and a fake choice c, (they're all fake because there is no emergent gameplay to be had in a plot-focused, narrative-driven game like all of the ones that the Codex espouses as "real ones"); but soon enough you will realize that it is...
...something that's been in adventure games since the late 70's. in fact, i have in the past (and would do so again) argued succesfully about how introducing c-and-c does not automatically make a game an RPG, and in point of fact (!), the c-and-c that you seek is not even something that makes an RPG feature good gameplay!
so to finish this up: you feel free to enjoy whatever you want, my man, and so will I. Just remember the age old words of wisdom from myself:
it's always the gameplay that people remember, in the end, everything else is flavor text.
PS. I mean, Wasteland 2 had a lot of c-and-c, and so does TToN. I guess that means they're really really good right?
r00fles!