likaq
Arcane
- Joined
- Dec 28, 2009
- Messages
- 1,198
Skyway said:I hate AoD.
Ok. Remind us, how many times have you completed shit games like kotor? And obligatory:
Skyway said:I hate AoD.
Skyway said:I hate AoD.
Ok. Remind us, how many times have you completed shit games like kotor? And obligatory:
Except GBG was one of the testers and he's always criticized difficulty. He's still a tester. Also, combat difficulty went up because testers were finding the game too easy after a few playthroughs.When VD released his first combat demo people were telling him about the issues with combat (although they weren't as obvious there since there was nothing but combat). Judging by reactions of VD to those and recent criticisms - he basically selected testers who liked his vision of "skip all game with dialogues, fuck everything else" and the ones who pointed out that combat was unbalanced and "lololo you got ambushed 101th time" design is not the right way to go were told to GTFO.
A Sword+dodge char can finish the demo without any meta knowledge (as in without needing to do any sidequests apart from Feng's), and a Spear+Craft char with 5 int can breeze through all fights in demo. You just have to know the strengths of your build and adjust your style. But they're not hard to "create".So judging by how pre-release game is - VD basically had testers that told him what he wanted to hear. As a result you get a game where it's very easy to just skip all the combat, but very hard to create a combat char that doesn't suck at what he does.
WTF?? Did you play the second build of the public demo? First, they changed the 1st IG quest so that you could approach the enemy how you wanted (since it's your party who's ambushing the caravan), with the thugs you're given 3 different dialogue options for different starting distances, and with the raiders you can start in the middle of the camp or you can start outside and kill your way in. Second, with some fights, you being surprised/surrounded is part of the quest (Lidia,Miltiades,duel after IG1,squatters, thief ambush) but there's no way you die before your first turn in any of them. Third, in the last IG fight, one of the hardest in demo, the only way you die before your turn is if you have low dex (so enemies attack first), low con (little hp), low armor, low block and low dodge. Do you really think that is a combat char that should stand a chance in this fight?And not because the combat is challenging, but because VD team never ever tested it as evidenced by absolute inability to play the game as a ranged character/melee chars not being able to attack because they are getting killed before it's even their turn to move in many encounters since VD just teleports the player into the middle of enemies which is a shit design, no excuses.
Try this: make your best combat char and attack any of the guilds, just for kicks. Here you have complete freedom of approach, since it's not part of a quest. Let us know how much easier the combat is.If there was a freedom of approach that even the most casual "RPGs" have the combat wouldn't be such a mess.
Skipping what gameplay? Walking to places?VD faced a reality where not everyone enjoys skipping gameplay through storyfagism.
Right. It's not like they changed the combat system after the first build because people found it unbalanced or anything.But instead of saying "yeah guys, we've fucked up" VD is going "ololo you are just casual fags" even if "casual fags" spend time playing such casual games as 4X, global strategies, flight/racing/whatever simulations and oh yes - RPGs with char permadeath too.
Please. In quests where it's not imperative that you dont leave you're always (well im not 100% sure about always but AFAIK it is) given the chance to prepare/get there on your own. But for some quests it would be stupid for your questgiver/guildmates to let you walk around town.While "hardcore" AoD doesn't even need a quest compass because you are being teleported right to the quest completion destination all the time.
Pretty much. R1 was 'harder', but it only led to 'you have to meta-game' complaints. The complaints were justified. If you're a few points short, you fail the check and since you can't go and kill a few monsters to level up, you're screwed. That's why we added check synergies in R2, but they make it easier.OTOH, I agree non-combat gameplay is just too easy. Here, I think VD has used the "combat should be the hardest path" a little too heavyhandedly. However, aside from adding some kind of dialogue minigame that mimics the combat one, I don't see how they can fix that.
Why just not add some randomness in skillchecks, a chance to get through a check if the particular skill is below required value, but in a reasonable margin. Thing can depend on difficulty level.If you're a few points short, you fail the check and since you can't go and kill a few monsters to level up, you're screwed.
OTOH, I agree non-combat gameplay is just too easy. Here, I think VD has used the "combat should be the hardest path" a little too heavyhandedly. However, aside from adding some kind of dialogue minigame that mimics the combat one, I don't see how they can fix that. But it is somewhat unfair that AoD gets hammered on for this when that's the same way it was in FO, Arcanum, PST etc.
Probably way too late for this, but since you are changing the rest of the game..This approach makes it much easier to make a character you want to play without having to hoard points, but it doesn't address the difficulty.
Well, to be fair, I can't think of any game (maybe my memory is playing tricks on me though) where you do things like 'blow something up, distract guards by making noice etc'. Even destructible environments are a rare feature these days. In 95% of RPGs the only interaction you do is click on chests to get more loot, which isn't much and can hardly be called interaction.
We can add chests, that's not a problem. Sneaking - without a decent system, either a-la Thief or that turn-based sneaking idea, clicking on your character to turn him/her invisible and parade him/her around in plain sight is kinda retarded (but maybe it's just me). Sure, you can sneak-attack, run away, rinse and repeat, but I was never a fan of this approach.
Choose your ground - in a game without a party and focus on ranged combat, it's hardly an issue. I mean, what -are- your options there? Regardless, we're tweaking it too and we added option to start combat from a comfortable distance for rangers.
Well, to be fair, I can't think of any game (maybe my memory is playing tricks on me though) where you do things like 'blow something up, distract guards by making noice etc'. Even destructible environments are a rare feature these days. In 95% of RPGs the only interaction you do is click on chests to get more loot, which isn't much and can hardly be called interaction.
You forgot Fallout? You could use TNT to open doors, you could use a walkie talkie to distract the super mutants. The later one was scripted but it was something you had to figure out completely on your own. There was no dialog box to choose that option from.
Exploding barrels (not the diablo ones...), as cliched as they are, provide some tactical oportunities for example.
Jagged Alliance 2 is a good example for non-scripted guard-distraction or if you allow some non-rpgs; Desperados, Commando, Thief. But even BG1+2/IWD allowed such things. At least when it comes to choose your battleground before killing enemies.
Gothic 2 allowed you to circumvent the guard before the storeroom in the city by jumping down behind him from the roof. It was neither easy nor obvious to do this and completely unscripted. Entering the city over the wall, too.
And you don't need destructible environments. They were always rare, unfortunately. It's nice to have but not necessary for an rpg. Just give players the oportunity to discover and handle stuff their own way. Provide a playground for them to try their own things that aren't scripted by you. Reward players for being smart and find their own solutions you probably haven't even thought of.
Likewise, I find it extremely tiresome how people hold AoD to thehighest standardsimaginary ideals, forgetting, for a moment, that it's an indie game developed by 4 people without previous experience. Hell, if it's decent, it's already an achievement.
As for the environmental interaction, it does. not. exist in RPGs and the examples above only prove it. In Fallout you could open a door with a lockpick or with TNT. Plus an item that triggers a scripted event. Interaction with the environment? Seriously? Click on a well to magically repair it? We have all that - you can use bombs to blow up doors, you can use acid on metal gates, there are items that trigger scripted events, etc. The only difference is that we do it in the dialogue window, robbing the player of the precious opportunity to click on a bomb, drop it near a door, run away, and wait.
BG/IWD had static background. Zero interaction there, unless we count chests and doors. Gothic 2 belongs to a different category of games - first/third person sandbox were you actively explore and navigate the environment and can jump, climb, swim, levitate, etc. These things do not apply to isometric games.
It's similar to what we did - if one skill is a bit low, but another is high enough, you'll pass a check. For example, if you're trying to convince someone to make a deal with you, that's persuasion + trading. The check has min values for both skills and the sum, which is the check's value. So, if you persuasion is low (but not too low), but trading is high enough, it will be enough to pass the check.
This approach makes it much easier to make a character you want to play without having to hoard points, but it doesn't address the difficulty.
I was replying to Infinitron. You position has been very reasonable from day one.As for me, I'm neither holding AoD to the "highest standards" nor "imaginary ideals" which my various examples from other games should show you.
It is. The way I see it, environmental interaction is a very interesting and much needed feature, but it doesn't exist yet. We chose to focus on an equally interesting (imo) feature that barely exists - branching plot, choices & consequences, etc. There is only so much you can do in one game with limited resources, although it seems to apply to all games, regardless of resources.I thought it's about design and not technical limitations?
An ability to use the environment as you would in real life, or as close as possible. Ironically, that's the main reason we did text adventures. When I was re-playing Fallout 2 where you have to run around some fence to get to that car with a spare part, I thought how nice it would be to climb the face or cut a hole in it or even blast it with TNT. While doing animations and new assets would be expensive and time-consuming, throwing in a text box that would check your Agility and teleport you to the other side of the fence if you pass the check would be very easy. That's when the idea to do things the way we did was born.I'm confused. What's environmental interaction for you?
It's not the same in isometric games, imo.As for Gothic 2; wouldn't it be cool to have jump, climb, swim, levitate, etc. in AoD for example?
I guess that's the main issue here. Not the actual interaction but the fact that we took too much control (or the illusion of it) from the player.... it wasn't in a dialogue box to choose from. You had to figure this out on your own....
Yet AoD offers more options that most RPGs.But let's just take the simple example of BG which offered you only doors and chests (and traps). It already allowed you a lot more of skill uses in the engine. Neither of your skills in AoD is embedded in the engine. It's all in dialog boxes. Which reminds the player everytime that he can never choose or do something that you haven't scripted.
Or he can try another option, which would have a lower check but some consequences.It provides an alternative, but not an emergency way. Someone neglected a skill (lacks 1 point), has no free skillpoints in pocket, can't grind it- he's still fucked and has to either get back to the n-th older save or ragequit.
Always fail is better (for me) as long as there are other options.Remember first NWN and case of fugly dwarf (PC) in a brothel. Now what's better: always fail, or "a x% of chance, can succeed if I'll be trying enough times"?
It wouldn't, but it doesn't mean it should be in the game.I doubt such solution would break the game balance and eat unborn children.
And yet it's not the case at all. You don't need to memorize anything unless you're trying to raise the max number of skills and don't want to waste a single point.Can't imagine playing AoD w/o hoarding points, unless sb played it few times andmemorized all skillchecksknows in general... uh... every single point should go into diplomacy and / or streetwise?
Please dont. I can't recall any RPGs where lockpicking was not a chore for chars that could succeed, and a non-option for those that couldn't (i.e. even worse than a simple skill check), and you don't seem to have the time to come up with and implement anything better. Having 3 or 4 things like Feng's vines per major location, and 1 for the small ones would be better IMO.We can easily add chests and locked doors, since looting appears to be a beloved and dear feature.