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Game News Age of Decadence Released on Steam Early Access

Repressed Homosexual
Joined
Mar 29, 2010
Messages
18,011
Location
Ottawa, Can.
Those games created cult following due to a lot of factors but one of those was the challenge. CRPG's these days have, for the most part, ridiculously easy combat encounters and mechanics, so much so that the audience is so focused on this Dragon Age difficulty curve that when AoD comes along and shakes things up, they can't adjust and more importantly, are not willing to.
Not willing to because most of the time, the difficulty in AoD is not very interesting. Difficult combat is something exciting in those mentioned games, or in Gold Box games, or in modded Baldur's Gate. But the combat system in AoD is very limited, skill does make a difference but the system is so toned down that learning it is not terribly exciting for most people. And the challenge out of combat, is mostly trial and error of where to put your skillpoints at any given time. Not something terribly exciting or cerebral. When you go into non-combat encounters for the first time, they are still fresh and interesting, using your head matters - but as the difficulty forces you to go through the same sequences so many times, unless you got the character creation right on the first try, it turns the potentially interesting CYOA sequences to be more about min-maxing your character point use than actually making smart decisions.

If the game was easier the strong points of the game would still all be there. But the retarded reload rumba in a game like this, does not sit well for most people.

Difficult games are great, but only when the systems in place that bring that difficulty are actually interesting to overcome.

Yeah. Seriously, 98% of people who buy the game will end up being pissed of seeing the same scenes all the time, they will lose all their punch. The only ones who will have an experience as VD wishes people will are the four people who designed it and know it inside out.
 
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Joined
Nov 19, 2009
Messages
3,144
Please no fantastic telepathy in my AoD, thanx.

Clearly knowing anything more about someone other than whether they're "almost dead" or "wounded" is telepathy. Like I said, you can keep it this minimal at rock bottom PE, but somebody with 10 PE should be able to understand to some detail the capabilities of his opponents. I personally wouldn't ever like it to be presented in terms of stats, like with FO's awareness perk (30/60 HP, 12 max AP, etc.; could be that that's your main gripe), but you can make descriptions increasingly granular.
 

hiver

Guest
Please no fantastic telepathy in my AoD, thanx.

Clearly knowing anything more about someone other than whether they're "almost dead" or "wounded" is telepathy. Like I said, you can keep it this minimal at rock bottom PE, but somebody with 10 PE should be able to understand to some detail the capabilities of his opponents. I personally wouldn't ever like it to be presented in terms of stats, like with FO's awareness perk (30/60 HP, 12 max AP, etc.; could be that that's your main gripe), but you can make descriptions
increasingly granular.

Yes it fucking is. Psychic powers.

When you and me get into the ring you have no idea what my exact skills and abilities are. You can just guess - generally.
And then learn as we fight, more directly.
In AoD, seeing what kind of weapon and armor the oponnent is weilidng is more then enough to adjust youtr tactics and approach.

You have been demanding an easy mode from the start and this is just another way youve come up with - in which you can get it.

Well you cant. Deal with it.
 

hiver

Guest
Please no fantastic telepathy in my AoD, thanx.
save/load = fantastic telepathy.

Save - load means youve already experienced something. Therefore the price of direct experience has been payed.
Unless you have some ingenious way how to remove saves and loading from every game that exists...
 
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Joined
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Messages
3,144
Don't ever change hiver.

When you and me get into the ring you have no idea what my exact skills and abilities are. You can just guess - generally.

Which is what I'm saying: you can never tell the exact stats of an opponent, but your guess as to what these skills are becomes more educated the more perceptive you are.

edit: besides, it wouldn't hurt to give perception a boost because it's always a bit of an odd man out in a combat build, what with supplying civil points and all.
 
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hiver

Guest
Its not about PERCEPTION Jim. Its about experience and seeing each action directly at work. If youre just going to GUESS from that info perception would give you - then it doesnt make any sense to have it at all. Since you can guess your bloody self.

Its not an odd man in a combat build because your damn THC depends on it. Though making it give just civil points is an unfortunate consequence of there beign just six attributes so some evening out was needed. It does have a big role in text adventure skill checks though so - its not entirely inappropriate decision.

No EASY for you JIM san. hohoho.
Sweat! Blood and tears a great Samurai make!

:hits Jim with a wooden plank over the head:

Work harder! Eat more rice!
 
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tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
Your character can see things the player can't. How big muscles are, the stance the opponent is in, how quickly he reacts, how much it hurts him when you land a blow, etc.
 
Joined
Nov 19, 2009
Messages
3,144
Your character can see things the player can't. How big muscles are, the stance the opponent is in, how quickly he reacts, how much it hurts him when you land a blow, etc.

Besides that, the player can only see the effects of an enemy's actions in an extremely simplified way: you can only tell whether you dodge an attack or not, not whether the opponent's swing went miles wide or just missed you.
 

hiver

Guest
Bullshit. I extensively felt one of my eyebrows being shaved at the outpost.

- added some annotations to the video, btw -

Your character can see things the player can't. How big muscles are, the stance the opponent is in, how quickly he reacts, how much it hurts him when you land a blow, etc.
Pointless. Muscle size isnt everything and has no meaning or mechanic in AoD. (str is not muscle size) There are no stances either. You can see yourself how quickly someone reacts, and you can see how much it hurts.
You can never tell or know the exact miniscule details of a wound - during a fight, in reality - and so you shouldnt see it here either. Not only because of realism but because such details dont matter and are not supported in AoD gameplay.

Of course, Vince can barge in this second and say they will do it but thats not my problem.
Im just telling you that requesting hand holding because you want an easy mode is not a good idea.

Its a pointless crappy idea that is not necessary at all, since the game provides more than enough cues and visual details for the player to make informed decisions.

Not to mention the enemies would have no way to process or use such information so youre really, actually - just asking for a gimmick that would make the game easier for you.
 
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tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
Pointless. Muscle size isnt everything and has no meaning or mechanic in AoD. (str is not muscle size)
The point is your character should have a rough idea if he is fighting Arnold Schwarzenegger or Jaleel White

There are no stances either.
Weapon skill/dodge/block are abstractions for how well you carry yourself in combat. That's what I mean.

You can see yourself how quickly someone reacts, and you can see how much it hurts.
Actually, you're right, you can see how quickly characters do things, but you can't see how much it hurts. You have no idea if 10 damage is 1/3 of their health or 1/5. That's quite a difference and in real life such a change would elicit different reactions.

Of course, Vince can barge in this second and say they will do it but thats not my problem.
Im just telling you that requesting hand holding because you want an easy mode is a stupid idea.
I don't think anyone is asking for an easy mode here, we're just brainstorming ideas.
 
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hiver

Guest
Well, you have a rough idea.

As for the rest i can just repeat what i said already. You cannot get that kind of detailed info in reality and the games mechanics dont support that either.

You can tell if the enemy is wounded, seriously wounded or almost dead - and thats more than enough.
There is no point in knowing exact STR because a guy with 8 str will kill you as dead as a guy with 10.

You can tell whose a dodger and whose a Heavy, which gives you enough of a rough idea about all you need to know. You dont really need their spreadsheets - and if you had that the game would become much more of a mix-maxing affair then it is.

Which means - that specific idea would work against gameplay as it is.
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
So I tried the new demo. I like the skills going from 1-10, made the whole thing feel more reasonable.

I have a question about the AI though. Is it coded to always target the player first? Because it seems to have a thing for attacking my dude even when he's the least dangerous guy in range.

Nope, it's not.

EDIT: Regarding the discussion about the opponents, something that you might notice in R4 is that fast, regular and power attacks have unique textbox descriptions.
 
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ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
29,844
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Yeah, swift and powerful and such. Say, can we control what attack we use during counter, if we have enough ap for them? Annoying as fuck to have my merc dodge and then counter with a low THC attack.
 

hiver

Guest
That would be a cool perk to get, say... after 5 or 6 in a weapon skill.

-
my tone in few previous posts was too crude, needlesly - although i kinda didnt mean anything special by it. however, colloquial figures of speech are better left where they belong, ... im gonna edit but today my internet is horrible. its like im on a modem again.
anyway - not to be taken seriously.

...
-oh fing hell what n... post damn you!

-edit-
ha, its working now. i fixed the internet by shouting at it.
 
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CappenVarra

phase-based phantasmist
Patron
Joined
Mar 14, 2011
Messages
2,912
Location
Ardamai
So, my Godslayer Loremaster was last seen on the road to Ganezzar, humming a strange tune...

when the world was milk and honey
and the magic was strong and true
then the strange ones came and the people knew
that the chains were on
that the chains were on

my my my in the land of no tomorrow
where you pray just to end each day
and your life just slowly melts away
each day you hear the sand as it moves and whispers
come and sail on my golden sea
maybe one day you'll be just like me and that's free
but still your chains are on
yes your chains are on
still your chains are on

you've seen them walking on the water
you've seen flying through the sky
they were frightening in the darkness
they had rainbows in their eyes

when the world was milk and honey
and the magic was strong and true
then the strange ones came and the people knew
that the chains were on
that the chains were on
 

t

Arcane
Patron
Joined
Aug 24, 2008
Messages
1,303
Codex 2014 PC RPG Website of the Year, 2015 Serpent in the Staglands Divinity: Original Sin Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
Is there a "reload with the recently used missle" anywhere for the crossbow? Kinda tedious to always click three times in order to reload.
 

Kem0sabe

Arcane
Joined
Mar 7, 2011
Messages
13,208
Location
Azores Islands
Hi Vince, The problem is folks may not wish to restart to explore the other content. Making a new character also suggest not deep character development. What this game needs is this in my opinion... From my experience to finishing it one time to the end it needs to be about 100-250 times bigger + deeper character design... Then that woudl warrent a $25 price point. I've seen spiderweb software makes games for cheap offer 100 hours of gameplay and deep character design and ask for less money. As for this game the graphics are a bit better, events are interesting but then I think of never winter nights they where a big game, deep character design and was a classic... At any rate the game is way to small, I think what you should concentrate on is adding a way for maybe the houses to constantly be at war a sort of never ending war with one another ... It would be interesting to join a house and to have your house raided. There is a game called Depths of Peril try that game and you'll see and get some ideas how you can make this game more enjoyable. What they do is they have guilds fight one another in real time adding a pvp element of heroes fighting each other... That was in real time even if it was in turn based that still be ok... I think doing quests for your house is ok but to set a way for you to fight for your house and be raided, or having joint invasions this will compensate for the lack of a small world..... Another good game was warlords battle cry 3, the game itself is not great however because it's a deep hero development design it makes up for it and will cause the player to keep playing leading his armies ... Having one thing to keep people coming back will be good... One thing I'd love to see rpg developers do is having rivaling heroes who do what you do they quest, they get parties and they hunt u down it would be nice to see a house recruit adventurers who try to beat u to goals laid out .... Dungeon Keeper 2 kinda got it right but doing that with this rpg style I think would be more enjoyable.... Just some ideas for you, aside from that the short time playing it was fun but it's not worth $25 and if that was 60% of the game that's not good

Vault Dweller How do you cope with this crap is beyond me. First thing i thought when i read that post was... Architect, this guy has to be one, bunch of sissies with their demands and criticisms... drown the lot of them. :decline:
 

Rake

Arcane
Joined
Oct 11, 2012
Messages
2,969
Hi Vince, The problem is folks may not wish to restart to explore the other content. Making a new character also suggest not deep character development. What this game needs is this in my opinion... From my experience to finishing it one time to the end it needs to be about 100-250 times bigger + deeper character design... Then that woudl warrent a $25 price point. I've seen spiderweb software makes games for cheap offer 100 hours of gameplay and deep character design and ask for less money. As for this game the graphics are a bit better, events are interesting but then I think of never winter nights they where a big game, deep character design and was a classic... At any rate the game is way to small, I think what you should concentrate on is adding a way for maybe the houses to constantly be at war a sort of never ending war with one another ... It would be interesting to join a house and to have your house raided. There is a game called Depths of Peril try that game and you'll see and get some ideas how you can make this game more enjoyable. What they do is they have guilds fight one another in real time adding a pvp element of heroes fighting each other... That was in real time even if it was in turn based that still be ok... I think doing quests for your house is ok but to set a way for you to fight for your house and be raided, or having joint invasions this will compensate for the lack of a small world..... Another good game was warlords battle cry 3, the game itself is not great however because it's a deep hero development design it makes up for it and will cause the player to keep playing leading his armies ... Having one thing to keep people coming back will be good... One thing I'd love to see rpg developers do is having rivaling heroes who do what you do they quest, they get parties and they hunt u down it would be nice to see a house recruit adventurers who try to beat u to goals laid out .... Dungeon Keeper 2 kinda got it right but doing that with this rpg style I think would be more enjoyable.... Just some ideas for you, aside from that the short time playing it was fun but it's not worth $25 and if that was 60% of the game that's not good

:retarded: What is this i don't even...
 

J_C

One Bit Studio
Patron
Developer
Joined
Dec 28, 2010
Messages
16,947
Location
Pannonia
Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Hi Vince, The problem is folks may not wish to restart to explore the other content. Making a new character also suggest not deep character development. What this game needs is this in my opinion... From my experience to finishing it one time to the end it needs to be about 100-250 times bigger + deeper character design... Then that woudl warrent a $25 price point. I've seen spiderweb software makes games for cheap offer 100 hours of gameplay and deep character design and ask for less money. As for this game the graphics are a bit better, events are interesting but then I think of never winter nights they where a big game, deep character design and was a classic... At any rate the game is way to small, I think what you should concentrate on is adding a way for maybe the houses to constantly be at war a sort of never ending war with one another ... It would be interesting to join a house and to have your house raided. There is a game called Depths of Peril try that game and you'll see and get some ideas how you can make this game more enjoyable. What they do is they have guilds fight one another in real time adding a pvp element of heroes fighting each other... That was in real time even if it was in turn based that still be ok... I think doing quests for your house is ok but to set a way for you to fight for your house and be raided, or having joint invasions this will compensate for the lack of a small world..... Another good game was warlords battle cry 3, the game itself is not great however because it's a deep hero development design it makes up for it and will cause the player to keep playing leading his armies ... Having one thing to keep people coming back will be good... One thing I'd love to see rpg developers do is having rivaling heroes who do what you do they quest, they get parties and they hunt u down it would be nice to see a house recruit adventurers who try to beat u to goals laid out .... Dungeon Keeper 2 kinda got it right but doing that with this rpg style I think would be more enjoyable.... Just some ideas for you, aside from that the short time playing it was fun but it's not worth $25 and if that was 60% of the game that's not good

Vault Dweller How do you cope with this crap is beyond me. First thing i thought when i read that post was... Architect, this guy has to be one, bunch of sissies with their demands and criticisms... drown the lot of them. :decline:
These kind of comments really hurt my brain. Although the last suggestion is pretty cool about the rival heroes.
 

Monty

Arcane
Joined
Mar 24, 2012
Messages
1,582
Location
Grognardia
Yes, at first glance some of those comments come across as a poor trolling attempt.... then you gradually realise they're serious.
 

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