Fenix
Arcane
There is some much to understand and explore on Codex...
WTF is happening? Why Azrael the cat gives "Racist" to VD?
It is happening all the time no matter what?
I'm too curious and lifr is too short.
Edit
DA FUCK IS GOUNG ON????
It's just so typical, and 99% of all negative reviews derive from that.The developers have lost the plot. They claim to try move away from the mainstream RPGs of overpowered characters. Please note that the reason most RPGs work that way is because that’s what the players want! This is game too difficult to be fun. Good storyline, but not recommended for casual gamers. Hardcore gamers might find it fun provided they cheat through the impossible combat scenarios with console commands.
I knew within 10 minutes that I wanted a refund. Clunky controls, choppy animations, and tinny sound breaks immersion completely.
Not really impressed to be honest. The game is running off code that really makes me think the engine for this was built in the 90s (like when you see the system message telling you its switching from 8 bit to 16 bit color because it detected a Super VGA Driver). The character animations are exactly what we got in games in the 90s....that jerky stiff arm n leg movement.
He couldn't figure out how to load an arrow or how to use a map .From the reviews, I thought this might be a good game. So it was on my list, and it came up for sale at a really good price. I got it, and now I'm thinking I know why it was on sale. Though it has some of the elements of D&D, it seems like a game that needs more work. For example, I have a bow and 10 arrows, but while I can equup the bow, the game says there is no ammunition. There is no place to put the ammo on the player. So what is the point in having bow and skill in it, if you cannot even shoot the arrows?
The map is cumbersome and difficult to navigate. While the rotation speed is good, you have a hard time figuring out how to explore. From dialogues, you learn that leaving the town is a bad idea because the air and water are contaminated and there are nasy raiders "out there". I've only found about three things to do as a Rogue, and once those are done, there is no clue as to what to do next. I'm still exploring the town, but have found almost nothing.
I'd have to say the sale price was still too high for this game.
It's one of the few ones (out of all negative reviews) with actual arguments and examples and from someone who played more than 10 hours. But saying that you can't be a forger because you're working on a street is just silly. Firstly, at the very start, just after you've created your thief there's info about your background and you can learn that you've been working for Cado for quite a while so you're not low-level. Secondly, it's a post-apocalyptic world so as a thief you don't have THAT many opportunities with just pickpocketing so it's understandable that you should also have some different skill set ready (like a cutthroat who's good with a knife or a forger). Thirdly, if you go with your typical thief skills, i.e. pickpocketing, stealing, sneaking and traps you shouldn't have problems finishing the main quest.You're not playing the way you want to in this game; you are playing the way you must do to succeed. That is, you're not role-playing your character, rather you're manipulating your character's stats once you've found out through trial and error what stats your character needs to have to progress.
For example. One scenario for the thief is to ambush a caravan. If you want to avoid a fight you need to convince your boss to trick the delivery into rerouting. But if you take that option, you, the lowest member of the thieves guild, has to have enough lore to personally forge the papers. So, to do your job, you need at least level 3 in sneak, theft, lock-pick, persuasion and now lore. You need high thieves skills to steal the signet ring later on but you have to dilute your skills to pick up lore, which is way out of your skill set. Advanced level thieves might also be forgers but not the guys working the street for goodness sake. What you end up doing here is repeatedly restarting this scenario with different skill arrangements to find the one that actually works. This is not an RPG, this is a trial and error, skill-search mini-game.
The alternative, the combat scenario, requires you to have high enough combat skills to take on five mercenaries in full armor, with shields and military grade weapons while you're in a T-shirt attacking them with a knife. Granted you've got four friend with crossbows, but you've at least got to take on one of these guys; maybe two or three at once. Reload, reload, reload hoping for a string of lucky rolls is how this scenario is done.
This is why this game is frustrating rather than, say, difficult. You either do the skill-search mini-game or the RNG combat lottery. Neither one of which is fun. Granted, the combat is skill-based, but with these sorts of combat scenarios, it is the RNG that will determine the overall outcome. Apparently, if you get really good at it, that is not true. But getting to that level, it sure is.
On top of this, there are actually very few quests. There are a bunch of alternatives, but any given character type has only a few that they can reasonably do. A smooth-talker, for example, cannot do the heavy combat scenarios. Nor vice versa. And aside from the quest givers, some merchants and a few thief targets, the rest of the population are mannequins. Exploration is minimal and the game is on rails.
Clearly, a lot of people think that this game is great, but be warned: to have fun in this game you have to fit that niche.
Not recommended.
This is game too difficult to be fun. Good storyline, but not recommended for casual gamers.
It's one of the few ones (out of all negative reviews) with actual arguments and examples and from someone who played more than 10 hours. But saying that you can't be a forger because you're working on a street is just silly. Firstly, at the very start, just after you've created your thief there's info about your background and you can learn that you've been working for Cado for quite a while so you're not low-level. Secondly, it's a post-apocalyptic world so as a thief you don't have THAT many opportunities with just pickpocketing so it's understandable that you should also have some different skill set ready (like a cutthroat who's good with a knife or a forger). Thirdly, if you go with your typical thief skills, i.e. pickpocketing, stealing, sneaking and traps you shouldn't have problems finishing the main quest.You're not playing the way you want to in this game; you are playing the way you must do to succeed. That is, you're not role-playing your character, rather you're manipulating your character's stats once you've found out through trial and error what stats your character needs to have to progress.
For example. One scenario for the thief is to ambush a caravan. If you want to avoid a fight you need to convince your boss to trick the delivery into rerouting. But if you take that option, you, the lowest member of the thieves guild, has to have enough lore to personally forge the papers. So, to do your job, you need at least level 3 in sneak, theft, lock-pick, persuasion and now lore. You need high thieves skills to steal the signet ring later on but you have to dilute your skills to pick up lore, which is way out of your skill set. Advanced level thieves might also be forgers but not the guys working the street for goodness sake. What you end up doing here is repeatedly restarting this scenario with different skill arrangements to find the one that actually works. This is not an RPG, this is a trial and error, skill-search mini-game.
The alternative, the combat scenario, requires you to have high enough combat skills to take on five mercenaries in full armor, with shields and military grade weapons while you're in a T-shirt attacking them with a knife. Granted you've got four friend with crossbows, but you've at least got to take on one of these guys; maybe two or three at once. Reload, reload, reload hoping for a string of lucky rolls is how this scenario is done.
This is why this game is frustrating rather than, say, difficult. You either do the skill-search mini-game or the RNG combat lottery. Neither one of which is fun. Granted, the combat is skill-based, but with these sorts of combat scenarios, it is the RNG that will determine the overall outcome. Apparently, if you get really good at it, that is not true. But getting to that level, it sure is.
On top of this, there are actually very few quests. There are a bunch of alternatives, but any given character type has only a few that they can reasonably do. A smooth-talker, for example, cannot do the heavy combat scenarios. Nor vice versa. And aside from the quest givers, some merchants and a few thief targets, the rest of the population are mannequins. Exploration is minimal and the game is on rails.
Clearly, a lot of people think that this game is great, but be warned: to have fun in this game you have to fit that niche.
Not recommended.
Anyway, thief background is the hardest to play because it requires the widest range of skills to succeed in EVERY thief quest but in reality you can finish the game even if you fail in most thief quests. This happened to me when I went to work for thieves as a mercenary.
I agree with many points the last guy quoted by Goral mentioned.
I don't disagree, that's why I said that "It's one of the few ones (out of all negative reviews) with actual arguments and examples" and mentioned only one thing that I find silly.You know, I agree with this review a lot.
And yet he keeps playing. He had 14 hours when he posted the review, now it shows 24.I agree with many points the last guy quoted by Goral mentioned. They are not dealbreakers for me, in fact, I enjoy the chellange, but this guy clearly knows what he is talking about, put time and effort into the game and just doesn't like the design. I have not problem with people like that.
And yet he keeps playing. He had 14 hours when he posted the review, now it shows 24.I agree with many points the last guy quoted by Goral mentioned. They are not dealbreakers for me, in fact, I enjoy the chellange, but this guy clearly knows what he is talking about, put time and effort into the game and just doesn't like the design. I have not problem with people like that.
The thief background is the hardest because VD wanted it to be like this, because the solutions that VD offered for the quests he invented only work that way. But in several moments of the game you could think of 4 or 5 different ways to fulfill a certain quest that aren't offered by the game. Well, of course we can't say that's the "fault" of the game, after all, it's impossible to predict and think of all possible ways to achieve some goal, and even if the designer could think of most of them, it would be impossible to implement them all. No one have infinite money/time. But the fact that certain paths are particularly harder than another is a design choice. Thief could very well be the easiest way of the game if VD wanted it to be that way. But he didn't.
In the overwhelming majority of games, quest solutions are "extra" options beyond the basic combat path.
In AOD, we traded the "combat path" as the baseline for the "specific path created by VD's mind for the type of character he envisioned with this specific backgroud".
I don't think it's a problem that can be fixed (not even sure it's a problem) as some players would always feel that there should have been another solution that fits their character better. In general, I feel that we should provide at least 3 options (fighter, talker, thief) and that each option should involve 2-3 skills (1 main, 1-2 supportive). To a certain degree that's what we did in that thief quest:But in several moments of the game you could think of 4 or 5 different ways to fulfill a certain quest that aren't offered by the game.
Which isn't a good thing.In the overwhelming majority of games, quest solutions are "extra" options beyond the basic combat path.
Which is a bad thing.Even in Fallout, virtually any character has a good chance to win most of the fighting challenges in the game, and the other solutions to the quests are built around it.
You didn't really trade it because you can play a fighter in all questlines but the merchant.In AOD, we traded the "combat path" as the baseline for the "specific path created by VD's mind for the type of character he envisioned with this specific backgroud".
I'd agree with you if the quests had a single solution requiring very specific skill levels. Since most quests have 3-4 solutions (some even 5-6) you aren't forced to do things a certain, designer-approved way.Of course with a good knowledge of the game (metagame) you can get some freedom in your choices, but this isn't the point. The point is that there is a specific ideal path created by you for the different stories and you need to think like him (and agree with him) that certain skills/characteristics would be needed for this kind of path. If you don't agree, you are simply wrong, and need to try again. It's his way, or no way. Do it again.
The thief playtrough is one of the easier campaigns by far, especially at Teron. In most quests you have 4 or 5 paths.
In most games you have little choices and the alternatives are fluffy. In AoD you have plenty of choices, but gamers get insulted because they can suffer from mistakes. Thus, the game that is most restrictive and linear is wrongly perceived as the one that has more freedom, and the one that provides more choices is perceived as more restrictive because you have actual limitations and you can die from your mistakes. It's an inversion of values. When you complain about lack of freedom you are actually complaining about the relevance of your variety of choices that you didn't have in other games.
VD's mind... compared to what?
I don't think it's a problem that can be fixed (not even sure it's a problem) as some players would always feel that there should have been another solution that fits their character better.But in several moments of the game you could think of 4 or 5 different ways to fulfill a certain quest that aren't offered by the game.
Which isn't a good thing.In the overwhelming majority of games, quest solutions are "extra" options beyond the basic combat path.
Which is a bad thing.Even in Fallout, virtually any character has a good chance to win most of the fighting challenges in the game, and the other solutions to the quests are built around it.
In AOD, we traded the "combat path" as the baseline for the "specific path created by VD's mind for the type of character he envisioned with this specific backgroud".
You didn't really trade it because you can play a fighter in all questlines but the merchant.
I'd agree with you if the quests had a single solution requiring very specific skill levels. Since most quests have 3-4 solutions (some even 5-6) you aren't forced to do things a certain, designer-approved way.Of course with a good knowledge of the game (metagame) you can get some freedom in your choices, but this isn't the point. The point is that there is a specific ideal path created by you for the different stories and you need to think like him (and agree with him) that certain skills/characteristics would be needed for this kind of path. If you don't agree, you are simply wrong, and need to try again. It's his way, or no way. Do it again.
You missed the point. That's great for you, but your definition of freedom isn't the same as the other people. It's not "how many option the game offers for you", but how you can access these options.
Compared to the mind of everyone else.
The thief background is the hardest because VD wanted it to be like this, because the solutions that VD offered for the quests he invented only work that way. But in several moments of the game you could think of 4 or 5 different ways to fulfill a certain quest that aren't offered by the game. Well, of course we can't say that's the "fault" of the game, after all, it's impossible to predict and think of all possible ways to achieve some goal, and even if the designer could think of most of them, it would be impossible to implement them all. No one have infinite money/time. But the fact that certain paths are particularly harder than another is a design choice. Thief could very well be the easiest way of the game if VD wanted it to be that way. But he didn't.
Sucker is at 35 hours already.And yet he keeps playing. He had 14 hours when he posted the review, now it shows 24.I agree with many points the last guy quoted by Goral mentioned. They are not dealbreakers for me, in fact, I enjoy the chellange, but this guy clearly knows what he is talking about, put time and effort into the game and just doesn't like the design. I have not problem with people like that.
Because at least 70% of people who play games never bother to finish them. I could see both sides of the argument for allowing/not allowing these people to review. If a game is truly terrible should you have to complete it to warn others from those rocks? Granted there are many examples of tards being tards so you kind of have to take the good with the bad.Why do people even bother writing reviews before they've finished a game? That makes no sense.
There should be some penalty.
Customers that received the game from a source outside of Steam (e.g. via a giveaway site, purchased from another digital or retail store, or received for testing purposes from the developer) will still be able to write a review of the game on Steam to share their experience. These reviews will still be visible on the store page, but they will no longer contribute to the score.
Perhaps people looking in search of alternatives after Numenera, then failing to see AoD offers a more balanced experience atb.Positive review ratio has dropped from 84% to 81% suddenly. Don't know how that's possible to be honest, just a week ago it was 84% and now it's 3% lower when there weren't that many negative reviews? I suspect that some of the older reviews must have been taken out of the equation, otherwise I don't see how that's possible. It seems that all negative reviews are taken into account but about 150 positive reviews are not.
Vault Dweller
Not sure if serious but most of these are customers who bought the game directly from IT using BMT Micro so they have receipts. In most cases the price was higher than Steam one too. It's especially annoying when you see them counting reviews of "customers" who didn't play even 2 hours, wrote a negative review and got a refund but real customers can't review it. Even if I would buy another key drectly via Steam my review would still would not count because these jews are retarded. My guess is they've changed it to discourage developers from giving an option of BMT Micro and the like. Jews are gonna jew.PAID SHILLS BTFO