TwinkieGorilla
does a good job.
- Joined
- Oct 19, 2007
- Messages
- 5,480
Regardless of what happens with this game I think it's safe to say it will go down as the most "character-creation" save-scummed game of all time.
It sounds to me as if its the same old issue again. The issue of AoD not playing like another type of RPG, in this case W2, to be precise.But it sounds like the issue here is really a result of the interaction of CYOA skill checks and a generally unforgiving design philosophy.
I have a slight agreement with sea. AoD could have been more involving with little effort (if identified as a design goal early on but not at this stage). His "prepare potions for side quests" example is spot-on.
I'm not bothered by dialogue-hopping by itself to remove A-to-B and B-to-A bloat but the lack of a general sense of leaving the player alone and letting him or her do things as a bridge between A-to-B and B-to-A, which is rather rare in AoD.
All that said, there doesn't seem to much to the Grifter class, unless I missed a lot when I played one. Other than the first quest and one reference to "Grifter" during a skill check with Feng, I didn't see any unique content for this class. Unless I missed a bunch of content, I would think this class could just be removed. A non-combat "Drifter" would be the same thing anyway.
This is what I found. I put all my points into social skills as a starting grifter and the first NPC I came across who had a social challenge I failed them on. Because I had Streetwise 3 and Persuasion 4, instead of Persuasion 3 and Streetwise 4, as I vaguely determined by recreating my character. I found myself just sitting on my skillpoints until a dialogue check came up that I failed, at which point I'd reload and dump one more point into the skill I thought was too low, which usually did it. And that was with ten Charisma and ten Intelligence, too.
We also had a turn-based top-down party-based cyberpunk CRPG earlier this year, and it was also mediocre. Just having all the right things in the back of the box doesn't mean anything
Where was that? We are really interested in balancing and making skill checks more flexible where it makes sense.
I can't help but feel that Fallout itself would have been treated by you as "mediocre, uninspired" if it had been released today. "Rat cave with trash combat. And look at all these boring binary choices! Kill all the scorpions...or just blow up the cave! SO DEEP!! Kill all the raiders...or just convince them with a skill check. SO DEEP!!" Don't you see how any traditional CRPG, no matter how fun, can be reduced to looking "mediocre" this way?
A new Fallout-like post-apoc isometric RPG is the Codex's fucking holy grail. You're on a forum with people who jizzed in their pants at the sight of Troika's 5 minute engine tech demo of such a game. I just don't understand what you want here, man.
True old school then.Regardless of what happens with this game I think it's safe to say it will go down as the most "character-creation" save-scummed game of all time.
Go to Kickstarter, ask for fifty thousand dollars, you will get one hundred thousand.Working on two games at once with an almost non-existent budget is hard.
Absolutely this, besides why people forget so easily Expedition:Conquistador?We also had a turn-based top-down party-based cyberpunk CRPG earlier this year, and it was also mediocre. Just having all the right things in the back of the box doesn't mean anything
Shadowrun Returns most definitely did not have "all the right things".
Or you can barter with Garl for Tandi, or challenge him to unarmed combat or convince him you're his returned father (need a lot of conditions for that though), it's not really a good example no matter with what attitude you approach the game with.
SR:R feature list sure had... isometric, turn-based, party-based, cyberpunk setting, based on the P&P... it even had things like deckers hacking the matrix and a editor. You're only saying it didn't had "all the right things" because you played it and saw it didn't do anything with all those features, implementing them in limited and boring way.Shadowrun Returns most definitely did not have "all the right things".We also had a turn-based top-down party-based cyberpunk CRPG earlier this year, and it was also mediocre. Just having all the right things in the back of the box doesn't mean anything
No, it can't. You just tried to do so and failed; the simplest examples you could think of, one is a trash combat area that can be fully avoid by clever use of skills, the other had various different outcomes and even a completely original one. That's why Fallout 1 is simply unrivaled.I can't help but feel that Fallout itself would have been treated by you as "mediocre, uninspired" if it had been released today. "Rat cave with trash combat. And look at all these boring binary choices! Kill all the scorpions...or just blow up the cave! Kill all the raiders...or just convince them with a skill check. SO DEEP!!" Don't you see how any traditional CRPG, no matter how fun, can be reduced to looking "mediocre" this way?
The other thread, when we were talking about level design, C&C and dialog in W2, the whole defense was "this is not Fallout, different games, different goals, etc...", but now it's Fallout-like?A new Fallout-like post-apoc isometric RPG is the Codex's holy grail. You're on a forum with people who jizzed in their pants at the sight of Troika's 5 minute engine tech demo of such a game. I just don't understand what you want here, man.
We haven't even seen a true gameplay video bro, just a short trailer. And the amount of discussion has nothing to do with how the game will play, the Fallout 4 thread has more pages than the Witcher 3 + Underrail thread, so is F4 a great RPG?Anyway, don't want to derail the thread further, but felipe's statement that "AoD will have more fans and more endorsement, while W2 will just be replaced by any other cRPG", when the Codex's biggest thread by far is about a spiritual successor to the ultimate "going through the motions" RPG is pretty silly.
Jesus Christ, you are ripping the excitment out of me regarding W2. This is one of the Codex Kickstarter darling, is it possible that it will be a failure in terms of quality?FFS, just look at the W2 thread. The game has been out for weeks and all you see are people talking about concepts & mechanics or bugs. Now go to other game threads, from Dark Souls and Wizardry 8 to D:OS or Underrail, and you'll see people talking about how they "did X and it was fun", tried Y and Z, was cool", etc... there's none of that in W2, you're just going through the motions, doing "RPG stuff".
So you are playing a boring, uninspired RPG for 25 hours? You sure like those it seems.I've played 25 hours of it
SR:R feature list sure had... isometric, turn-based, party-based, cyberpunk setting, based on the P&P...
Finishing the beta takes like 6 hours, there's two paths to take and my saves got corrupted, so I had to replay everything...So you are playing a boring, uninspired RPG for 25 hours? You sure like those it seems.
SR:R feature list sure had... isometric, turn-based, party-based, cyberpunk setting, based on the P&P... it even had things like deckers hacking the matrix and a editor.
doing "RPG stuff".
Might as well have one social skill in the game then.I dunno. I didn't hate it, but it didn't feel very...vibrant, and certainly not a fluid way to play the game. If I'm playing a social character who has literally not put a single point anywhere but social skills, I feel like I should reliably be able to pass social checks.
Talk to NPC, get quest, go to area X, kill enemies, get back to NPC for rewards and next quest. That's "RPG stuff", so I guess that MMOs are the RPG Codex true love, since they are all about doing that for days straight.See, your problem is that you consider "doing RPG stuff" to be a bad/boring/mediocre thing. On the RPG Codex, I believe most people happen to like "doing RPG stuff".
BTW Infinitron, what are your impressions of W2? Is it a great and memorable game, that holds up to what was promised and will be the new Codex favorite "Fallout-like" RPG?
Sure it did. It didn't have as much granularity (and had attribute caps like Arcanum), but Fallout's level of granularity is awful. Wasteland 2's not that granular, and even AoD eventually moved away from it.no Fallout-style skill-based system,
Decking was sometimes used as a lockpick and for hacking computers without entering the Matrix. You could also send drones into vents, and there was at least one non-combat situation where that was beneficial. During combat, you could summon monsters from objects in the environment and place your casters on marked squares to boost their abilities.and no environmental interaction using that system (it was a lot like AoD in that respect!),
Not necessarily a "right" thing.and no full party creation,
Full party creation is one of the "right things"? Most of the Codex's top RPGs don't feature it - FO, PST, Arcanum. My ideal RPG would not have full party creation, it works well for certain sub-categories but not the ones I'm most interested in.SR:R feature list sure had... isometric, turn-based, party-based, cyberpunk setting, based on the P&P... it even had things like deckers hacking the matrix and a editor.
...and also ultra-linearity, and no Fallout-style skill-based system, and no environmental interaction using that system (it was a lot like AoD in that respect!), and no full party creation, and it was too damn easy.
No, it didn't have all the right things.