Mrowak
Arcane
- Joined
- Sep 26, 2008
- Messages
- 3,952
This is not going to end good....
Same thing as in Fallout... everyone suggesting cutting skills out instead of adding content and changing specific situations in order to create more usage for all skills...
:shakes head:
Exactly. I think the game is too late in development to add many new things others would want.
I mean, I would love to see expanded dialogue trees with mechanics like that:
Mrowak said:As much as I love skillchecks system, as many have noted before in AoD it all too often resembles clicking [I WIN!!111] button. Frequently there's little thought involved in picking the option, other than "well, I have shitloadz of points in this skill, so let's go for it". I think AoD could use the way some skillchecks worked in Mask of the Betrayer. In that game you could get options like these (ok, I "enhanced" the options a little):
a). [Diplomacy] AAAAAA (consequence A, if success)
b). [Diplomacy] BBBBBB (consequence B, if success)
c). [Diplomacy] CCCCCC (failure if success, critical failure if check failed)
d). [Bluff] DDDDDD (consequence A, if success)
e). [Bluff] EEEEEE (consequence B with some bonus if success, but critical failure if check failed)
A short explanation is in order. Choices a), b) and d) lead to different consequences. Choice c) goes against beliefs/agenda of the interlocutor or challenges some special abilites he may have (e.g. Gann didn't like when you tried sucking up to him, and Kaylin could discern lies) so in the best case scenario you just fail, in the worst you fail critically. Node e) is a gamble reflecting e.g. a snarky remark - depending on the skill score/roll you enjoy extra benefits or penalty. The consequences of critical success or failure don't have to be anything serious - e.g. reputation boost/reduction.
However, at this stage it's simply not feasible. I think VD should stick to what he did in the demo, and start improving stuff after the feedback from the whole thing. As it is now - sure, the game is rough, but it is fun and accomplishes all the goals VD aimed for. I, for one thing, can't wait for its release.
And cutting things out? Guys, seriously? It's not that making things not appear, will improve anything :/
The only change I want at this point is making picking skill-options in dialogues more sensible e.g. so that after selecting from these the first option:
1). [Persuasion/Streetwise]
2). [Trade]
... after a successful check one node later I am not faced with this:
1). [Trade]
Da fuck? What's the point of selecting [Persuasion/Streetwise] and passing when I still have to pick [Trade] to succeed.