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AoD demo discussion.

jagged-jimmy

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Got through the demo. First of all, for a small team project its a damn great result.
Game flows naturally, level design is solid. Animations and sounds are good. Music is great, reinforces atmosphere a lot. Items and art are great. Looking forward to the game.

Combat:
Mostly just staying and hitting each other, affected only by combinations of items and skill. But it was really fun to choose proper armor combos! To spice stuff up maybe add:
something like "ready against"
harder cripple-hits, with random duration
Other then that i wouldn't touch combat, just polish. Its still great fun and i guess there wont be that many combat encounters in the final game anyway.
 

jagged-jimmy

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Helton said:
Should cripple-shots be guaranteed on hit? Archer hit me for zero points in the leg, still I'm limping.
It seems so. I tried cripple-shot several times and the cripple-effect always appeared on hit. Hence my suggestion above.
 

Darth Roxor

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jagged-jimmy said:
Helton said:
Should cripple-shots be guaranteed on hit? Archer hit me for zero points in the leg, still I'm limping.
It seems so. I tried cripple-shot several times and the cripple-effect always appeared on hit. Hence my suggestion above.

Yes, leg hits always cripple and arm hits always disarm, which is silly.
 

jagged-jimmy

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Silly yes, but helps a lot on group fights. When you're 1 on 1 with the last guy and low on HP. The only tactical option one got, except for fast/normal/power.
 

Jaime Lannister

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Well the solo turn-based combat with no spells was less boring than I thought, but let's just say I'm very glad this isn't going to be a combat heavy game.
 

Vault Dweller

Commissar, Red Star Studio
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St. Toxic said:
Here's a typical AoD combat crossroad:

http://img689.imageshack.us/img689/1984 ... 400016.jpg

My choices here are retreat, two single attacks or Whirlwind area attack.
Well, quite a few players used whirlwind very successfully when fighting against multiple enemies, but it's not your cup of tea, then you still have quite a few options that depend on your weapon. You can use smaller, but faster or bigger, but slower weapons. You can also use fast or power attacks. You can concentrate on damage, trying to take out the barbari one by one as fast as you can, or you can go for faster attacks either fishing for knockdowns, which would help in this case, or maximizing your hit chances if your skill is low (if you invested into CS, for example). Then you have aimed attacks: you can disarm 2 with a fast weapon, step back safely, wait for them to approach. If your skill is high you can try aimed attacks: head. You can also use nets to reduce their combat efficiency. Quite a few options, even in this situation. Not what I would call terrible combat.

PorkaMorka said:
Daggers seem like by far the best weapon, and blocking seems to be by far better than dodging.
Surely you've seen posts stating spear/axe/hammer/bow/etc is the best weapon and that dodging is far better than blocking?
 

ksjav

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Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Codex USB, 2014
Finished the optional fight with leather armor and fastest meteorite axe, just let them all gang up, except for the trident guy and whirlwinded them twice each turn. Being dodger hardly anything came my way. The trident dude was last and those are currently easily exploitable. Just run up and disarm and they are practically paralyzed then hit them in the head takes 2-3 turns to down'em.

Few more comments:
It would be nice to have the roof automatically removed from viewspace when loading inside buildings, right now it only disappears when moving some squares.
The tree outside the city has blocky shadows from leaves. The whole leaf mesh drops a shadow not only the textured part. Looks odd.
 

PorkaMorka

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Vault Dweller said:
Surely you've seen posts stating spear/axe/hammer/bow/etc is the best weapon and that dodging is far better than blocking?

Sure, but I don't think those guys are factoring in the fact that dodgers can easily be three shotted if the enemies pull off a good critical strike. If you get lucky that weakness may not become apparent for a while.

Whereas blocking + heavy armor provides much more reliable, concrete durability subject to the caveat that you need to kill axe users ASAP (none of them are that beefy except the butcher)

Even if they destroy your shield, 12 DR and a billion crit resistance is a nice 2nd line of defense.

As far as weapons go, it's entirely possible I'm missing something, you guys have probably got tons of spreadsheets with damage per round on various targets for each weapon, plus thousands of man hours of testing, whereas I have just tried like 8 characters or so, but if daggers isn't the best, it's still really, really good, spamming 10 fast attacks in a round, each with the potential to do 10 damage to any armor class, when guys have 50 hp or so is some really solid damage, and since fast attacks have the bonus to hit you minimize the amount you need to spend on weapon skills.

I doubt anyone will try the dagger + blocking build with proper stat allocation and consider it lackluster, considering how easily it got me through the demo.

Anyway, more of an impressions post than a complaint post.
 

Melcar

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I tried the dagger + shield combo, and while it is insanely powerful, I just didn't see it as useful against heavy armors and shields. The Butcher was simply walking past my stabs.

The whirlwind attack is actually pretty good. I once managed to kill two dudes and severely injure a third with a non critical whirlwind strike. Swords seem to be better with it, though daggers can make good use of it too against light armored guys.

Regarding the dodge vs. block, I'm kinda' torn. With dodge you can have your light armored character dodge shit like he was Neo and do some serious damage with counterattacks, but if you're unlucky enough to catch a critical you're done for. Block and heavy armors are cool in that most weapons will be doing 1-3 points of damage on average and you will be able to block with the shield and counter, but once that thing breaks you're done unless you're carrying a spare; also, since you will be getting hit with everything, you run the danger of a critical and/or being crippled and/or knocked out.
Personally I have had more success with dodge and high strength/dexterity builds. Now if my saves would stop fucking themselves over I would be able to try out a cross/bowman.
 

Black

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May 8, 2007
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So, I found out that AoD savegames are easily corruptible. Second one crashes the game when I try to load it.
 

Eldritch

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Aw hell yeah AoD combat/teaser demo! The sporadic lurker/poster comes here expecting a "2009-Year In Review" article and gets something even better to bitch about instead. That is, constructive bitching, of course, which is the spirit of rpgcodex and definitely not christmas.

At first it was a bit frustrating, but you learn to deal with the stuff like the bugs and the crashes and the game short fusing your power supply while crashing, overheating your rheostat-lamp plugged to the same multiple plug causing a weird electrical reaction creating an EMP shockwave taking out all the lights in the neighborhood incinerating the brightly-lit christmas tree melting the little angel on the top mutilating santa who just came from the chimney chilling in your restroom in his red underwear. These things are to be expected in early builds especially if you're dealing with an indie.

Finally it starts getting exciting and fun once you've figured out what to do and you're trying out the cool stuff, experimenting a bit etc. But then you realize, dude, this is a one-man turn based tactical combat system and somehow it's even slightly more simplistic than its already simplistic role model granddaddy Fallout's system it's obviously emulating or aiming to improve upon or taking examples from or whatever there aren't that many turn based tactical stuff using APs where you're strictly commanding a single duder. Of course, I'm not just basing this assertion on the fact that there ain't no option(s) for groin shots in this game, why can't I shoot people in the dick with a heavy crossbow this is like elementary stuff that just had to be included etc.

Tactical turn based combat usually works best with "squad-based", "party-based" games for a reason and I'm not talking about "companion based" mind you, you should be fully commanding all the dudes you're traveling with pre-generated or not, being able to issue some simple commands doesn't cut it either. The variety of the short term and more importantly long term decisions built up from your turn-by-turn decisions can be implemented as complex as it gets which has the potential for stimulating some neurological activity other than boredom from repeating the single most sensible stuff in almost all circumstances ad infinitum until you win. (shoot them in the... why, in the eye of course! That's where it hurts the most! Don't do anything else because it's either fairly useless or arbitrary!) This is why we get so much fun from playing Jagged Alliance and Blood Bowl because there are so many tactical shit you can take your time deciding with multiple elements on the table to manage AND you've got your long term strategy to worry about in the long run meaning gawd knows how many more turns you have to duke it out against all odds to pull through as gloriously as possible. Always playing it safe spamming the safest, the most obvious thing to do at every turn at every level to win makes you lose because there is no such "ultimate" thing in these games. There are multiple good tactics for different situations of course but they are anything but obvious and requires some level of thinking. That's why dumb people don't like them, read the YouTube and the Piratebay and the 4chan comments on Blood Bowl/JA2 and you'll see.

Due to the sheer tactical complexity the best amongst such games usually keep it small scale without legions of stuff to command and fight against, right? Because you've got all the time in the world to play with the amazing plethora of meaningful stuff to do because y'know it's liek turn based...and...tactical?

It just doesn't feel right when you've got shit tons of more tactical options when commanding a solo character in ToEE for example which is meant to be played with a party of five to seven characters than Age of Decadence where you have command over strictly one character. This goes for the encounters too since you can't realistically fight thirty enemies unless you're dealing with a Stephen Hawking clone brigade with 3% to hit. 3 HP and 1-3 dmg with a DR of 3 (electric wheelchair) or whatever. Why can't we get the stuff like St. Toxic briefly listed ITT for a one-man TB combat system? We could have things like stat altering combat stances affecting the long term battle geared towards more gambling or less gambling with your chances you're willing to take after assessing the threat priority. Taking combat stances or perk-like abilities that could give me certain penalties and bonuses for a turn or two like a charge-attack stance giving you the ability to bullrush a dude discarding/halving the movement AP and gives bonus to damage proportional to the amount of the unblocked, straight line of distance between you and the enemy causing a massive to hit % bonus for your enemy/enemies next turn leaving you much more vulnerable to attack. From the start of the battle I'm thinking that Ordu Archer will cause me a lot more trouble in the long run so instead of playing it safe I charge-attack the archer hoping to knock him down- do as much damage as early as possible to him leaving myself much more vulnerable to his swordsman buddy earlier in the fight because I'm thinking the Archer is more trouble for my character in the long run and even maybe my choice of defense against the swordsman kind of melee fighter is better than taking shots from an Ordu Archer with a composite longbow. I can't really foresee if this gamble is gonna work for me in the upcoming turns instead of playing it safe in the normal move-attack kind of fighting but I'm glad I have a choice other than the normal move-attack fighting. I might turn out right or wrong for bullrushing the Archer like a maniac leaving myself more vulnerable to the swordsman earlier in the fight but I want to be able to take that chance goddamit. Gambling more should be able to turn out better than playing it safe in certain situations. Seeing all your options clearly, utilizing everything from terrain, line of sight to a more varied way of spending your APs forces the player to do a lot of long term planning deciding a course of action whether it's gambling for a plan based on a foreseeable outcome fucking owns. This goes beyond simple number-crunching and assburger char-build planning. A lot more distinction between weapon types would also be welcome which could make way for even more defined fighter archetype stuff like an awesome legionary style higher AP consuming tower shield bashing techniques best used with a low AP consuming short gladius than the other kinds of longer one-handed blades for example. This is like the C&C of tactical combat and the good designer is the one that can throw around a lot of choices with tactical consequences that actually matters. Seems familiar?

In games with a good tactical TB combat some players will always be able to read a combat encounter a lot better than others and take down an opposition that would be too much to handle for others and simplistic stuff like taking out the mutie with the most dangerous weapon with the help of the Awareness perk finding it out like in Fallout just doesn't cut it. If you keep it too simple without a lot of variables to deal with everyone will figure out the most sensible thing to do for almost every single situation and spam it in a conditioned manner like Pavlov's Dog on crack because either there's no other way to win or the other choices are too arbitrary or too obvious. There are tons of games with boring combat like this. Even Fallout combat was kinda like this. You don't just "figure it out" and repeat the absolute same thing in good tactical TB combat. That's why there are so few of them universally praised around here. "It's good for what it is!" doesn't count either, this game is supposed to kick some ass and chew bubblegum while pissing on all the mainstream crap people got sick and tired of. This combat ain't bloody enough for an indie revolutionary attempt and surely not enough to actually impress a lot of the veterans who has seen it all played it all and got fed up.

Having an extra layer of tactical decision making during combat sure wouldn't hurt. Actualizing a more complex combat system for a one-man TB game with a lot more stuff to do is even more necessary precisely because it's TB, and because it is extremely small scale compared to a squad based game desperate for more stuff we can fuck around with our single dude/dudette. Single character TB combat systems have a lot of room to tolerate really ridiculous amounts of complex tactical options unlike the unnecessarily "complicated" paradox studios stat-porn games assburgers feel intelligent playing with the stupid arbitrary, meaningless options just put there for the sake of complexity. But a single-char-TB game like like AoD can consume layers upon layers of "teh complexity" and be better from it. Otherwise it's really fucking boring meaning it would grow old real fast after a while. Why not remedy that by improving it accordingly? C'mon mengs you can do a lot better than this...

If a game doesn't need much thought to win then a TB system is a gigantic waste... It being simply "Turn Based" isn't enough to make it "good", TB is simply a tool which should be milked to its fullest potential for tactical awesomeness because it's TB and because it can. It simply enables complexity. Keeping it simple while keeping it TB is making it lame. This is especially true for a single-man TB combat that is slightly more or less simplistic than Fallout. Fallout combat was fun, but Fallout combat sucked. People don't praise Fallout primarily for its combat system. Heh, on the other hand, a lot of people don't curse it for being "bad" either because it's stylish and humorous and Fallout 1 wasn't exactly drowned in combat. I for one didn't care much for it and even found it p. boring at times, especially in FO2. Hey, I haven't read that LP thread at ITS I don't exactly know how much combat the game has. Even if it's really thinly spread, it's still no excuse for not making it a lot more fun while playing since some of the character classes are bound to spend a lot more time in combat than others. I guess I'll play the Grifter or Merchant first if you guys aren't improving the combat. I always wanted to play as an evil jew merchant named ARIEL EDENGOLDSTEINOVITZ anyways... :pollyanna:

I focused on the combat (which is not that terrible but not really good either) cuz it's the "combat demo" but my impressions on the art, interface, lore and the writing, atmosphere and especially the awesome indian/persian/turkish/roman/hellenic/dacian/nordic weaponry was positive from what I've seen here. Don't listen to the f-word haters VD, vulgarity is the heart and soul of post-apoc. Who would expect people to mind their manners in an age of decadence anyway? They're obviously all decadent sonsa bitches not beholden by some civilized world stopping them from crashing down the f-word like a mothafucka. Didn't they curse a lot shouting "COCK!!!" and "JUNO'S CUNT!!!" in the Rome tv-series instead of fuck? That's HBO improvisation for you. Just saying.

Qwinn.
 

Zomg

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What all determines the probability of the spear poke-away?
 

Zomg

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This is pretty interesting and difficult. However, I have to question how much of this interestingness is coming from the system itself, entailing the quite deep rock-paper-scissors and 1v1/1vmany tradeoffs, and how much depends on being as balanced as a demo-on-rails is. The system is AFAICT all add-subtract which usually leads to really brutal breakpoints (like the Gothics) where things scale from defenseless to immune-to-death with just a relative handful of points.
 

Jasede

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I think Qwinn & Toxic raise some very good points. I am from the school that didn't really enjoy Fallout's TB combat, mainly because it was so simple - but I didn't mind it either. Encounters were brief and the gory animations made it entertaining to watch and satisfying.

It's likely way too late to add too much to the combat system, but on the other hand, since combat isn't supposed to be the only and / or most common way of dealing with conflict, it'll be sufficient as is. I really do miss eye-hits and groin-hits though, and the ability to target specific arms and legs. Also maybe instant kills.
 
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someone already asked, i'm sure, but please if you want me to buy a game with this much to read, then you have to make the text font bigger when i select 1600x1200 resolution. ok bye :(
 
In My Safe Space
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Codex 2012
Jasede said:
I think Qwinn & Toxic raise some very good points. I am from the school that didn't really enjoy Fallout's TB combat, mainly because it was so simple - but I didn't mind it either. Encounters were brief and the gory animations made it entertaining to watch and satisfying.
Same here.
 

jagged-jimmy

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Zomg said:
... where things scale from defenseless to immune-to-death with just a relative handful of points.

I noticed this too. I sure hope the enemies in the final game are not created with perfect 1-skill only guys in mind. I found that assigning points (mostly 20 from the last fight) differently before fights gave way to different combat results.

For example "third-liners" should not be power-armoured und dodgy in the same time, while hitting someone with 150 dodge.
 

Murk

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Jan 17, 2008
Messages
13,459
Weapons being disarmed on an arm-aimed hit makes sense - as even if you don't damage the enemy you managed to knock their weapon away. Same with leg-aim hits, you could have knocked his knee away and caused him to lose balance/AP.

The point of those attacks is the secondary effect, not damage, thus putting a damage threshold on it kind of defeats the whole idea. As a dagger/dodger character a major part was using an arm-aimed hit that would connect but do at most 2 or so damage to limit the amount of attacks I would get in return, and focus the rest of my AP on torso-aimed shots to bypass armor DR -- at least on heavily armored and accurately hitting enemies.

In the group settings I just pummeled them to death with fast/whirlwind. So far I like dodge more than blocking but that's honestly a preference I have more so than me seeing any actual mechanical imbalance in game.
 

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