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Game News Age of Decadence September Update

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,957
Ive only played like an hour or so, but i feel the combat could use more micromanaging, after all you are only controling one dude. Would be cool if you could chose how youll face each and every attack that comes your way. Like trying to endure it, dodge it, parry it, block it, deflect it. Also id apretiate if you could protect people, like using your defensive moves to guard any adjacent ally.
Implementing stances would also be cool, they could give you bonuses/penalties to your combat stats, some could favor attack, others defense, precision, etc. Usable with different weapons or armor.
This would add several layers of depth to the combat without too much of a problem.

Vault Dweller What do you think? is it doable? are these good ideas? because it feels like all there is to combat is proper preparation before it (and dont get me wrong, theres an astounding depth to this) maxing stats and skills, choice of gear, and less choice in the battle itself, more about waiting for your next turn, and less on deciding what you are going to do next.

Anyway, these are just superficial thoughts, when i get some free time again ill give it another more indepth spin.
 
Self-Ejected

Excidium

P. banal
Joined
Aug 14, 2009
Messages
13,696
Location
Third World
Ive only played like an hour or so, but i feel the combat could use more micromanaging, after all you are only controling one dude. Would be cool if you could chose how youll face each and every attack that comes your way. Like trying to endure it, dodge it, parry it, block it, deflect it. Also id apretiate if you could protect people, like using your defensive moves to guard any adjacent ally.
Implementing stances would also be cool, they could give you bonuses/penalties to your combat stats, some could favor attack, others defense, precision, etc. Usable with different weapons or armor.
This would add several layers of depth to the combat without too much of a problem.

Vault Dweller What do you think? is it doable? are these good ideas? because it feels like all there is to combat is proper preparation before it (and dont get me wrong, theres an astounding depth to this) maxing stats and skills, choice of gear, and less choice in the battle itself, more about waiting for your next turn, and less on deciding what you are going to do next.

Anyway, these are just superficial thoughts, when i get some free time again ill give it another more indepth spin.
I agree with you but I also agree with hiver, let's not delay this thing for another year again.

But yes a a game like AoD where every blow counts (specially when it's against you) really needs defense to be an active choice.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
Ive only played like an hour or so, but i feel the combat could use more micromanaging, after all you are only controling one dude. Would be cool if you could chose how youll face each and every attack that comes your way. Like trying to endure it, dodge it, parry it, block it, deflect it. Also id apretiate if you could protect people, like using your defensive moves to guard any adjacent ally.
Implementing stances would also be cool, they could give you bonuses/penalties to your combat stats, some could favor attack, others defense, precision, etc. Usable with different weapons or armor.
This would add several layers of depth to the combat without too much of a problem.

Vault Dweller What do you think? is it doable? are these good ideas? because it feels like all there is to combat is proper preparation before it (and dont get me wrong, theres an astounding depth to this) maxing stats and skills, choice of gear, and less choice in the battle itself, more about waiting for your next turn, and less on deciding what you are going to do next.

Anyway, these are just superficial thoughts, when i get some free time again ill give it another more indepth spin.
Good idea (and I had a neat system in mind that does exactly like that - I call it Turn-Based Xtreme!), but we don't have time for that at the moment.
 

mikaelis

Prophet
Patron
Joined
Nov 28, 2008
Messages
1,448
Location
Land of Danes
Codex 2013 Codex 2014
Ive only played like an hour or so, but i feel the combat could use more micromanaging, after all you are only controling one dude. Would be cool if you could chose how youll face each and every attack that comes your way. Like trying to endure it, dodge it, parry it, block it, deflect it. Also id apretiate if you could protect people, like using your defensive moves to guard any adjacent ally.
Implementing stances would also be cool, they could give you bonuses/penalties to your combat stats, some could favor attack, others defense, precision, etc. Usable with different weapons or armor.
This would add several layers of depth to the combat without too much of a problem.

Vault Dweller What do you think? is it doable? are these good ideas? because it feels like all there is to combat is proper preparation before it (and dont get me wrong, theres an astounding depth to this) maxing stats and skills, choice of gear, and less choice in the battle itself, more about waiting for your next turn, and less on deciding what you are going to do next.

Anyway, these are just superficial thoughts, when i get some free time again ill give it another more indepth spin.
Wouldn't it need a hell lot of balancing each and every encounter? As much as I appreciate the idea, this is NOT something that should be prioritized at this point (polishing the last third part of the world, with the system as it is, SHOULD be).
 

hiver

Guest
If it comes in this decade

Meh, with all this experience points they grinded ... plus they will level up, which, this all being played in Iron Man mode means several perks, extra traits, full mana, and automatic upgrade of barter - to say the least.
Of course, ever member of the party will get their own build-class based perks, new spells, they will buy new tools, weapons, equipment...


maybe find - add a few more NPCs to the party...

- upgrade their stronghold...


:P



- i think you also get cash for this quest :lol:
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,957
Wouldn't it need a hell lot of balancing each and every encounter? As much as I appreciate the idea, this is NOT something that should be prioritized at this point (polishing the last third part of the world, with the system as it is, SHOULD be).
Eh, frankly? ive got no idea whatsoever,
With the system being simple at its core, if the numbers are consistent, it shouldnt be too unbalancing (Ive seen mods for games that have done a hell of a lot more), it would just allow you to play around with the numbers youve already got (ultimately making it less luck based, also easier if the player knows what hes doing).
Biggest hurdle i can think of is adapting the scriping of the enemies and breaking down the combat into smaller parts would require more coding.
But i know 0 of how to make a game, so thats about as much weight as this post has.
 

hiver

Guest
nah man, if i remember correctly... it was too late for any major changes from general public suggestions a year or even two ago.

There are huge amounts of ideas and suggestions left just from those times. basically for every inch of the game :lol:
Just fixing and improving skills and mechanics that were already in took huge amount of work - every little thing affects many if not all others, and then there was the natural progression of all of games features as it was developed.
Then first combat demo came and only that produced like mountains of all kinds of ideas and things to adjust, - then the first demo... - all of this time since then was basically spent upgrading from that, fixing, adjusting - then balancing it all with everything else connected - across the board, not just in combat
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,957
nah man, if i remember correctly... it was too late for any major changes from general public suggestions a year or even two ago.

There are huge amounts of ideas and suggestions left just from those times. basically for every inch of the game :lol:
Just fixing and improving skills and mechanics that were already in took huge amount of work - every little thing affects many if not all others, and then there was the natural progression of all of games features as it was developed.
Then first combat demo came and only that produced like mountains of all kinds of ideas and things to adjust, - then the first demo... - all of this time since then was basically spent upgrading from that, fixing, adjusting - then balancing it all with everything else connected - across the board, not just in combat
eh, just an idea, i hope i get to see this on AoD 2.
 

hiver

Guest
Its a good idea. Of course, movement could also use a bit more diversity and effectiveness, attacks from the back counted for, left over APs made useful (could fit perfectly for your idea), Ai updated for all that of course, then tested, adjusted, all combat encounters at least somewhat "re-designed" or looked over... maybe add elevation to combat, ... and several other thingies more, etc, etc. :)

Of course, were yet to see this whole new big demo, which was the biggest overall change since public demoes started coming out.
 

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