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Fair enough.
The problem with the combat system in AoD is not that it's bad, but rather that it would be much more fitting in a party based game.
As it is, the RNG can screw you quite quickly and many encounters are directly opposing one of the alleged design philosophies behind the game: You are a lone, rather puny guy in a dangerous world, no super hero.
Yet most combat will pit you against multiple strong enemies on your own.
Sure, but on paper, it's "like Fallout, only better!" The Codex loves Fallout, right? Surely they'd love this even more.
Except they didn't.
Personally I think that AoD's combat would be 'fine' if there are ample opportunities to go somewhere else and level up (fallout/BG principle). I missed that in the demo.
You CAN do that. And there is NO level up as in some finite amount of XP after which you get a fixed amount to spend. Just do side quests before big battles and get those extra skill points.
I think that the game is designed specifically to avoid the 'master of all crafts' syndrome of many RPGs.Well, I'm hoping for more opportunities for hybrid characters in the full game. Non-combat skills could then be used to reduce the difficulty of a battle, e.g. by luring some enemies away, or such.
I think that the game is designed specifically to avoid the 'master of all crafts' syndrome of many RPGs.Well, I'm hoping for more opportunities for hybrid characters in the full game. Non-combat skills could then be used to reduce the difficulty of a battle, e.g. by luring some enemies away, or such.
Actually, Saint and I championed the concept of choices & consequences in RPGs on the Codex. It wasn't a buzzword, it's a feature, but it's not a traditional (in a sense of clearing dungeons and slaying monsters) feature. It's a storytelling element, whereas the main RPG aspect was always combat. Still, I liked it and wanted to make an RPG based on it.AoD takes three aspects of Fallout - C&C and reactivity, skill-based character building and interaction, and turn-based combat - and massively expands and improves them.
Those who are disappointed with AoD have discovered, to their horror, that those three elements weren't the most important thing for them in an RPG after all.
Poor Vault Dweller is merely guilty of listening to the Codex's favorite CRPG buzzwords and actually taking them seriously.
Where do you see the discrepancy? Realistically, a 'lone guy against the world' always meant that you have to deal with multiple opponents because nobody would fight you honorably, one on one. If you're a real badass, you can just attack and fight your way through. If not, there are always ways to lower the odds against you, like using raiders against the Aurelians or using poison to weaken them, or just plain ignoring them if they're too much for you.As it is, the RNG can screw you quite quickly and many encounters are directly opposing one of the alleged design philosophies behind the game: You are a lone, rather puny guy in a dangerous world, no super hero.
Yet most combat will pit you against multiple strong enemies on your own.
You are an expendable noob in the demo, not a high ranking officer. You have to stick with what you do best at first (to survive and advance), then slowly develop other skills.The Praetorian sounds like one: You have a guy that knows how to fight, but as a higher-ranking officer of a noble house he also knows a bit about etiquette and diplomacy. In the demo however it was not possible to play him like that, you again had to focus on either extreme to be successful (and then also be lucky and choose the right combination of skills).
Where do you see the discrepancy? Realistically, a 'lone guy against the world' always meant that you have to deal with multiple opponents because nobody would fight you honorably, one on one. If you're a real badass, you can just attack and fight your way through. If not, there are always ways to lower the odds against you, like using raiders against the Aurelians or using poison to weaken them, or just plain ignoring them if they're too much for you.
You are an expendable noob in the demo, not a high ranking officer. You have to stick with what you do best at first (to survive and advance), then slowly develop other skills.
I always forget to mention. The graphics are poorly optimized. They heat up the graphics card of THREE machines with AMD 4650 Mobility, Nvidia 8500 GT and Inter HD 3000 make on 3 computers I saw them used. I am guessing you don't have enough resources to play test?
but can the name be changed to "age of decline", to make it more codex-friendly?
Sure, but on paper, it's "like Fallout, only better!" The Codex loves Fallout, right? Surely they'd love this even more.
Except they didn't.
I think that the game is designed specifically to avoid the 'master of all crafts' syndrome of many RPGs.Well, I'm hoping for more opportunities for hybrid characters in the full game. Non-combat skills could then be used to reduce the difficulty of a battle, e.g. by luring some enemies away, or such.
No jack-of-all-trades character, a hybrid that can strike a balance between a fighter and a smooth talker/sneaky guy.
The Praetorian sounds like one: You have a guy that knows how to fight, but as a higher-ranking officer of a noble house he also knows a bit about etiquette and diplomacy.
In the demo however it was not possible to play him like that, you again had to focus on either extreme to be successful (and then also be lucky and choose the right combination of skills).
Is there going to be a translation into period correct Latin for true language authenticity? Romans speaking modern English really is kind of silly.
Except its not.The problem with the combat system in AoD is not that it's bad, but rather that it would be much more fitting in a party based game.
As it is, the RNG can screw you quite quickly and many encounters are directly opposing one of the alleged design philosophies behind the game: You are a lone, rather puny guy in a dangerous world, no super hero.
Yet most combat will pit you against multiple strong enemies on your own.
Sure, but on paper, it's "like Fallout, only better!" The Codex loves Fallout, right? Surely they'd love this even more.
Except they didn't.