Grunker
RPG Codex Ghost
Oh please, whoever said the game was unplayable? The only person who ever threw that around was you. And as I've said, if the game is perfectly playable
See my problem? Unplayable and Perfectly Playable are not the only two given states a game can exist in, DU.
No really, explain clearly why this is "big enough" of a problem that it needs to be fixed at all. Because what, you're upset that peoople aren't spending their points immediately and they might :shock: reload and change their minds?
No, I'm concerned that this is so easy to do it's a viable course of action. Players tend to do what's best for them. When it's so easy to just reload and do everything right, of course we're gonna do it? That seems reasonable to me?
You didn't answer why people are choosing to meta-game in this manner
BECAUSE THEY GET BETTER RESULTS
Jesus mate are you really that thick?
Why do you seem to admit that in AoD, those crucial couple of skill-points could make a difference to the game's binary skill checks if invested in the right area (which, duh, is why people are doing this in the first place), then seem to argue that a few skill points doesn't matter?
Fuck you mate, you MUST be trolling me. When have I said anything even close to "skill points doesn't matter"?!
PEOPLE FAIL OR GET SUB-PAR RESULTS IN DIALOGUE WITH CURRENTLY SPEND SKILL POINTS. THEY RELOAD TO GET PERFECT RESULTS. HOW AM I BEING UNCLEAR HERE FOR FUCKS SAKE.
Forcing them to spend SP instantly means they can't have a hoarded amount ready and available at a quick reload's grasp.
Does hearing about other people playing games differently to how you do upset you that much?
It has nothing to do with other players and everything to do with intended gameplay. I tend to play a game as best I can. A game allows me to insta-reload why the fuck should I not use that opportunity? You play a game as it allows you to play it. Not using it is the same as imposing arbitrary difficulty-barriers on yourself if you find a game is too unchallenging.
So we accept that we have a game which has some seriously broken design. No ifs, no buts. And please don't try and now argue that this problem isn't a major issue. You just said as clear as day "big problem", "major design flaw" and "broken as fuck" so for the love of all that is holy, stop your bullshit attempts at weaseling around that
Fuck you and your semantics mate. The only thing I wanted to say was that the above can align with a game being good perfectly fine. PS:T, Fallout and Civilization are all games I love that fall under the above category. I've been re-iterating, what?, 10 times now that I see problems with the game and that this doesn't mean the game can't be good and every single fucking time you've said that you've stated "BUT HOW CAN THIS BE YOU ARE CONTRADICTING YOURSELF."
Last time: Stop inventing false contradictions in my wording and let's discuss the fucking issue at hand. If you have to paddle on about some semantic crap you're on your own. Essentially:
You cannot on the one-hand use any of those words, only to turn around on the other hand and say "Oh but it's not that bad!! No really!!".
Yes. Yes I fucking can. Of course I can. Of course I can identify a major problem with a game and still say it's not so bad in the context of the game's overall quality.
How I fucking can't is a mystery to me, and what's an even bigger mystery to me is how you're obsessing so hard over this very simple concept.
(which to be honest, given what you've said, unsaid, counter-said and then contradicted yourself saying, isn't surprising).
Wow, I wish I could strawman as beautifully as you. Alas, I'm a simple man left to arguing instead of wasting my goddamn time spraying bullshit.
Again, the problem as Marsal defined it is: "In AoD you have a bazillion skills that are not clearly defined and overlap in their use and usefulness. The quests can be resolved in any number of different ways, with little room for improvisation or player agency. It's essentially a case of tyranny of choices and having no ability to influence their effects after they have been made, without save scumming. [...] Now make a thief? You'll want a weapon skill, a defensive skill, sneak, steal, lockpick, traps, streetwise, maybe critical strike, maybe disguise, maybe alchemy. That's about 7+ skills. To make matters worse, you can't improvise with the sneak skill, either you pass the check or you die."
What you so elegantly fail to comprehend is that I agree with the basic idea BUT THAT IT IS LESS A PROBLEM THAT YOU THINK. You need about 7+ skills to play perfectly. To win at all options.
The skills are not clearly defined. They overlap in their use and usefulness. Multiple skills do the same thing, or at least it seems that they should. So the player is uncertain on which skill to actually put their points into (notice how forced SP expenditure won't help this and will actually exacerbate the problem).
Agreed - except if you accept that you won't win at everything the last part becomes untrue. This does not remove the problem but it is mitigated on forced SP expenditure.
Also, you use Marsal's post to support your thesis here yet he was the one who proposed the instaneous use of skill points.
The quests can be solved in different ways, but only if you've got "the magically correct" skill at the time. You have no idea of knowing what's coming up and again, don't know what to invest into until after the fact (once again, forced SP expenditure doesn't help the player get around this).
COMPLETELY agree. As I've said a couple of times now, the arbitrary save-or-die are not solved by forced SP expenditure, I never said it did. They are bad-bad-bad. I don't understand why they are there and they suck.
There is no room for error. If you fail a skill check - such as you're short a point on something- YOU DIE! You get dumped in impossible combat situations and are forced to reload. There's no "run away" option (Again, how is forced SP expenditure actually going to help solve this?).
Kindly point me to where I said forced SP expenditure solved all problems? It solves the problem of not accepting perfect playthroughs. See the example I provided to VoD - without skill point reloading I'm forced to kill Militades or otherwise deal with him or the second encounter. But it's not a full stop. This is the problem it fixes - it has nothing to do with the save-or-die issue.
The real problem is that there's no way out. There's no "soft landing". It is literally, "oh shit, I died". And the only way for the thief to get passed that check (as a thief, which he's role-playing) is to go back and take those points out of whatever and put them into whatever else.
I completely agree, but I have to ask... How much have you played the demo? Because for me the above happened thrice in a case where I couldn't just reload and do something else (unrelated to skill point spending). As I have said many times it is fucking stupid, and I agree completely that there should be bad consequences INSTEAD of death.
Ok first point, I really like how you completely over-exagerate everything. "I didn't say the game was unplayable!" (when no-one did). "They'd have to reload 10 hours!!", and now "a million years!".[/quote]
It's called I hyperbole mate. Indeed, "a million years" is as clear hyperbole as it gets. It's the same when I call you fucking retarded. I don't really think you're retarded. That's a mental problem that would leave you unable to write the nice comprehensible sentences you're presenting me with.
All your system does is force them to reload much more of the game than they otherwise would have
You are ignoring a few very basic facts here:
1) No, you can just opt to not do the quest that is killing you. I.e. reload to before the quest. Same as you do when you die in an encounter. That's a basic component of most RPGs. Locking the option down doesn't force you to reload more than you would have to in a normal RPG - it forces you to accept that you cannot do everything.
2) We do not have the full game. It is very possible that the open nature of it will offer a "come back later" resolution to some quests. Which is something I would love. I've faced many "dragons" in many games that required reloading and forgetting for an hour and I was fine with it.
On top of this, I agree that the save-or-die checks suck immensely - ESPECIALLY in essential plot-lines. A removal (i.e. redesign) of those might be possible, and I'd encourage them (replace with consequences of different nature).
Quote where I said the game was unplayable.
I concede that I apparantly misunderstood you here (but seriously, saying "the game is broken and needs a redesign" is pretty easy to misunderstand for "the game is unplayable"), so sorry. But given the amount of direct inventions of motives you've done on my part I find it stunning that you think the one point where I misunderstood you is so bad.
That was - and always has been - a strawman you threw up
Wow. Throughout this discussion you've been quoting me saying: "THIS NEW THING I WRITE NOW IS WHAT YOU'RE REALLY SAYING", essentially reading shit into my posts and presenting it as the only true meaning of my words, and now you're accusing ME of strawmen because I misunderstood you once? Seriously?
Right now, the game is too binary. As you've pointed out, it's either all combat or all talky. Not even a little bit of both? It also means the game is too harsh and unforgiving on players who dare to put a point in anything other than their focus.
I agree. Completely.
Well to be honest, I've never been particuarly interested in "choose your own adventure" books with broken combat systems (seriously, this combat system has been tested, right? Did none of the testers bother to try Dodge?). I also prefer RPGs with world exploration and a point to walking around towns (you know, useful loot you can find, stuff you can steal from people - using non-combat skills in the game-world rather than just in dialogue). And yeah, magic dialogue teleportation... In Oblivion they called that fast-travel and AOD's method is actually worse.
I've said my piece on lack of exploration before (a cat is not a dog, and it's idiotic to say that it should be because you say so), but I agree partly when it comes to combat. But again, you're the one accusing me of being bombastic and yet after all your "yeah I never said unplayable" you end your post "IT'S JUST A CHOOSE YOUR OWN ADVENTURE WITH A BROKEN COMBAT SYSTEM" so we're back to the absolutes.