Clockwork Knight
Arcane
Giauz Ragnacock said:Jumping should be awesome from beginning to end.
I'd like it better if it was MAJESTIC, but eh, I'll take what I can.
Giauz Ragnacock said:Jumping should be awesome from beginning to end.
thesoup said:I wouldn't call RTWP games action games. No one plays them purely RT anyway.
Action games require player skill, or rather dexterity / muscle memory, something no one needs to play Baldur's Gate or PS:T.
DamnedRegistrations said:No, igniting an object needs to be a seperate command in a turn based game because everything you do has to be a discrete, specific action, with discrete targets. If I'm holding a burning torch in an action game, I can swing it at thin air, a pool of water, the ground, an enemy, or whatever the fuck I want. If it's a turn based game, I can usually just use it for light. Maybe I can also use it as a weapon, but then I'm still limited to swinging at enemies, unless you can swing weapons at thin air or objects. Look at how something like Nethack handles weapon use: You can swing at an enemy, or thin air, or an ally, or a wall, but only at 'spaces'. You can't swing your sword at a potion to shatter it. You can't swing your mace at a chest on the ground to shatter it; they had to implement a separate command to force the lock with your weapon, then implement chances of breaking the lock, the chest contents, and the weapon based on various things. This adds in stupid metagame elements too if not handled flawlessly, stuff like giving you the option of interacting with mysteriously conspicuous objects. Why can I interact with the candles on the table but not the silverware? Oh, the candles are special items, while the silverware is a background detail.
oldmansavage said:An RPG in my opinion must have two qualities in order to be considered as such.
1. Character progression
2. Combat where your success is determined by character skill opposed to player skill.
mondblut said:Poor Traveller, he can't play with us any more.
sigma1932 said:Sounds more like an adventure game to me (aka Zelda-- reach checkpoint/claim doodad/accomplish task, get stronger).
mondblut said:sigma1932 said:Sounds more like an adventure game to me (aka Zelda-- reach checkpoint/claim doodad/accomplish task, get stronger).
The second oldest roleplaying game in the world is "like zelda". Yeah, right.
A module containing not nearly enough harvestable xp to get one character up one level is probably an adventure game too.
MMXI said:I was going to say something like:
"So a cRPG in which you can only get to level 1.99999 is an adventure game while a cRPG in which you can get to level 2 is an RPG?"
Imagine a piece of DLC that raises the level cap from 1.99999 to 2. It could be called "The RPG DLC".
oldmansavage said:2. Combat where your success is determined by character skill opposed to player skill.
Edward_R_Murrow said:Played it a bit. It's pretty fun. Originally started off with a Wanderer with the Little Being's Ring, but quickly quit that shit in the Undead Parrish once I better understood the character system and gifts. Started up a Pyromancer instead and took the Master Key, instead of the ring of health regeneration ring that does...nothing. Endurance (need more roll power) and Intelligence are what I'm focusing on, though I did pump Dexterity and Strength a bit to have some combat ability, like being able to use a shortbow, or this nice sword I found (turns out the developers knew people would try and cheese the red drake fight, so instead of letting you kill it that way, they pat you on the head for your cleverness and give you a powerful weapon).
My actionfag senses detect a few things wrong with the combat, like somewhat clunky controls, strange button-mapping, cheap enemy placement, goofy lock-on mechanics (especially on big bosses), and weird hitboxes, but the issues are mostly minor, and while having your character die to one of these issues is annoying, it isn't a common enough occurrence to really drag the game down...yet.
Level design is really great though. Areas are crammed full of secrets to find...including deadly enemies. This (and New Vegas) are how exploration should be handled in open world action RPGs, not the godawful Bethesda way.
So far, so good. Once I kill this cheesy goat demon, I should be able to get back to having a bunch of fun crawling around some dungeons, hacking and burning things up.
PorkaMorka said:oldmansavage said:2. Combat where your success is determined by character skill opposed to player skill.
Counterpoint: Imagine if you will a tactical roleplaying game where the enemies have vastly higher stats than your units and in order to win the player has to plan his moves extremely carefully.
(For a real life example, try FE11 Hard 5 mode with no Generals)
There is no action element whatsoever, but it is not really accurate to say that no player skill was involved. Player skill was actually very significant to success. Specifically, the mental skill of planning the proper moves. Character stats alone certainly didn't give you the victory.
So I think your point number 2 is poorly phrased; there are forms of player skill besides that found in action games.
Mortmal said:Be careful with int, pyromancy doesnt scale with it, however soul magic does scale with and of course some weapons.