Commissar Draco
Codexia Comrade Colonel Commissar
Add Meat shields Companions in Charisma/2 number VD.
No. AoD is a single-character game for story-related reasons. The next game will have a proper party.Realistically, keeping in mind what kind of criticism Vince was open to and which not my money is on adding controllable companions or mercs (which would eliminate the need for extensive banter dialogue):
- Battles become tactically more interesting.
- As a side effect the complaints about combat being too hard / impossible for certain non combat focused builds are easily fixed, thus giving even diplomat chars more options to tackle quests.
Yeah, the demo had way too much teleporting, an extreme instance of the worst thing in modern CRPGs -- taking control away from the player. I don't know why any self-respecting CRPG-maker would choose to force the player from A to B through fade-out sequences.
I want to spend the next 6 months (or so, it's not a deadline) being focused on nothing but the game and thoroughly enjoying each day. Yes, I'm well aware that the game probably won't sell a lot.
One last try from me on the teleportation matter VD:
Just why don't you consider making teleporting entirely optional? Considering that you said previously, that switching to optional teleporting wouldn't take too long to implement, you would easily eliminate one of the most heavily critized elements of the game.
Yeah, gotta say one thing that struck me is how there's a skill for every type of weapon... but none for Armour. No Heavy Armour skill? No Light Armour skill? Or perhaps "Plate Armour" and "Chain Armour" skills.
I'd turn "Block" into a "Shield" skill so that, much like weapons, it becomes a specific tool with its own training required. I like the idea of DR on shields, so Higher Shield skill improves the DR and means you get that Shield into a blocking position much, much quicker - and so have a higher chance of blocking more attacks and when they do hit, your skill means they hit for less. It also allows you to vary enemies then. As big bad mothers with Heavy Armour & a big shield could be given a poor "Shield" skill to balance them out a bit - without affecting their armour.
Now replace "Block" for armour with a specific "Armour" skill that takes care of all the skill bonuses for Armour. You could go one further - and again, keeping in line with the specific weapon skills - split Armour up into Light, Medium and Heavy Armour. Rate each Armour accordingly so that only the appropriate skill is taken into consideration for that particular piece of armour. It'd mean a bit more work adding in a few more pieces of armour so the spread across tier levels was tolerable, and it narrows player choice considerably (no more "pick the best armour available" if you're the armour type, you'd have to think about your skills as well) but allows some more variation on the defense side of combat. Light Armours would have less negative impacts to movement as you increase your use in them, while Heavy Armours might give bonus defense instead as you get more skilled. Again, allowing you to adjust the enemies a bit more to get the balance right.
You can now have Heavy Armour guys with good Heavy Armour skills but poor Shield Skills - or very good Shield Skills but piss-poor Armour skills, adding for a bit of variety. Or guys with poor quality Heavy Armour but very good Heavy Armour skills giving them a big advantage. Imagine meeting one enemy and figuring out that it's his high Shield Skill that's the problem, and as soon as you get through that Shield, you can take him down easily because of his poor Armour skill, despite his high quality Armour.
Oh shit...We're now entirely responsible for his financial well-being.
Because walking from A to B to A is the most boring and uninspiring "activity" in RPGs that adds absolutely nothing to gameplay unless one's a LARPing faggot? Control? You decide where to go, what to do, and how to go about it. If that's not control, I don't know what is. Certainly not waiting patiently until your character crosses the screen.Yeah, the demo had way too much teleporting, an extreme instance of the worst thing in modern CRPGs -- taking control away from the player. I don't know why any self-respecting CRPG-maker would choose to force the player from A to B through fade-out sequences.
Free will is boring.
Well, that's just mean. What would people bitch about then?One last try from me on the teleportation matter VD:
Just why don't you consider making teleporting entirely optional? Considering that you said previously, that switching to optional teleporting wouldn't take too long to implement, you would easily eliminate one of the most heavily critized elements of the game.
How fuck am I the one deciding what to do if you ferry me into a palace and to the foot of the king? What if I wanted to buy something first, talk to other people first, kill somebody first?
Yeah, that's a time/effort/programming/scripting argument that I might be convinced by.suejak I think the reasoning is that by making quests more self-contained, it's easier to make each individual quest far more powerful in terms of the effect your choices in the quest have on the rest of the game.
No idea what you're talking about here.How fuck am I the one deciding what to do if you ferry me into a palace and to the foot of the king? What if I wanted to buy something first, talk to other people first, kill somebody first?
I don't think you understand how scripts work. In other words, no, there is nothing to break. The characters would have either nothing to say or what they have to say won't affect your current quest(s). The mine is fairly complex and you can go back and forth and do other quests in between, which, again, shows that there is nothing to break.The reason you can't turn teleporting off is because the quest structure assumes you wouldn't talk to anyone in meantime, right? That implies that there is significant freedom to being able to move your own character, something you seem (bizarrely) to deny. This significant freedom would break your game. In other words, you have to railroad us along your choose-your-own-adventure path or your game would break.
I don't. The game reflects my own preferences, nothing more. It's not a statement on what RPGs should be like.I don't know why you pretend that this design decision makes your game a better RPG.
Right. The best parts.You are just taking out the parts that make CRPGs actual games.
In the demo, I was literally teleported to the king's palace from, I think, the alchemist or loremaster's hut. This was very jarring and frustrating, and I honestly thought it was just a debug thing for the alpha version to accelerate testing.No idea what you're talking about here.How fuck am I the one deciding what to do if you ferry me into a palace and to the foot of the king? What if I wanted to buy something first, talk to other people first, kill somebody first?
The characters would have either nothing to say or what they have to say won't affect your current quest(s).
I play games to make my own path, not have one handed to me through dialogue options.
So you're going to script in everything I could ever want to do?I play games to make my own path, not have one handed to me through dialogue options.
I don't think so.In the demo, I was literally teleported to the king's palace from, I think, the alchemist or loremaster's hut.
What? Where am I? What's happening to me?This was very jarring and frustrating...
No, we're not going to script every retarded fucking thing.So you're going to script in everything I could ever want to do?I play games to make my own path, not have one handed to me through dialogue options.
Just everything that occurs to you?No, we're not going to script every retarded fucking thing.So you're going to script in everything I could ever want to do?I play games to make my own path, not have one handed to me through dialogue options.