rusty_shackleford
Arcane
- Joined
- Jan 14, 2018
- Messages
- 50,754
the disco faggots are at it again
Thinking is good, kid. Just don't overdo it, k?Nice comment faggot. Super eye opening. You've given me so much to think on and I see the error of my ways now.Joined: Jan 2, 2020
He is a creative voice at least in the sense of establishing the tone and overall story. He talked about this on a GDC panel, they started by inviting basically everyone in their Google group but they noticed quite early on that that's retarded, so they started kicking out people one by one until only Swen was left to say what must be done.Swen Vincke, who's basically the project lead and also an owner, but not necessarily a creative voice.
That said, I think BG3 should be TB, but I think a RTwP mode would be a welcome addition and one which they have the resources to provide. Most of all, I hope Larian breaks from its prior encounter-centric map design sensibilities in order to preserve that BG feeling of exploration.
It's a pointless argument at best."No, no, it just wasn't the right kind of RTwP!" - cope
(from what i can see, i have yet to play it).
Exactly.
I don't understand what people get out assuming the worst all the time. Games can have other merits than the one you're looking to be recreated with the exact same vibe, but nooooo that's being a Bioware cuck innit.
They want the same game re-created indefinitely, using the same engine, same visual style, same core mechanics, etc. Such a boring way to approach games and kills any innovation in the genre.
Yeah, instead, what we are getting is the same game everybody is making, with the same boring colorful 3D graphics, the same retarded Dragon Age style dialog wheels, the same retardation splattered all over the place as every other game made today. Much better, right?
Your argument is retardation in two ways anyway, first, because if you are branding your game as being a continuation of those of old, then you set up a certain expectation. There's nothing unreasonable about expecting a game called fucking Baldur's Gate 3 to bring back all of the things people loved about Baldur's Gate, you dumbfuck.
Second, the visuals, engine and some aspects of the core mechanics were much better in those older games. I replayed Icewind Dale lately and when i look at those retarded modern 3D isometric games i feel like puking. They look like fucking mobile games by comparison. The beauty and atmosphere of those "visual styles" you speak of is unmatched, no wonder people are asking for that shit to make a came back.
The 2020 vintage of dumbfucks is showing great potential. :DThe latest crop of newfags are quite edgy
Larian made hack and slash, RTS with kingdom management, third person action RPG and 3 Turn Based RPGs. Based on the phrase "d&d is turn-based, so BG will be too" they just don't like RTwP.That said, I think BG3 should be TB, but I think a RTwP mode would be a welcome addition and one which they have the resources to provide. Most of all, I hope Larian breaks from its prior encounter-centric map design sensibilities in order to preserve that BG feeling of exploration.
Larian has established itself as the leader in this genre (turn-based isometric RPGs). They aren't strongly motivated to water down their brand by attempting to implement or balance a RtwP mode.
Second, the visuals, engine and some aspects of the core mechanics were much better in those older games. I replayed Icewind Dale lately and when i look at those retarded modern 3D isometric games i feel like puking. They look like fucking mobile games by comparison. The beauty and atmosphere of those "visual styles" you speak of is unmatched, no wonder people are asking for that shit to make a came back.
Both D:OSes had regular initiative and it worked fine.I suspect team-based initiative is an unfortunate concession for the new multiplayer changes. One of the new "features" of BG3 multiplayer is that players can act simultaneously when it is their side's turn. Individual initiative doesn't facilitate such co-op play, but the team-based initiative is tailor made for it.
Then how come JA2, aka the best TB squad tictacs money can buy, was team-based initiative?The most recent crpg I played that had team-based turns was Expeditions: Viking, and the team-based turns had a profound negative impact on the tactics employed. Rushing and focus firing down the nearest or the most dangerous opponents on the enemies' side with all of your team while they were helpless during your turn was something the encounter design had no answer to.
https://rpgcodex.net/forums/index.p...prefer-if-baldurs-gate-3-was-2d-or-3d.128020/Second, the visuals, engine and some aspects of the core mechanics were much better in those older games. I replayed Icewind Dale lately and when i look at those retarded modern 3D isometric games i feel like puking. They look like fucking mobile games by comparison. The beauty and atmosphere of those "visual styles" you speak of is unmatched, no wonder people are asking for that shit to make a came back.
True, 2D environmental art in isometrics is unequivocally superior and pretty much irreplaceable. But we can't have it because zooming in the camera, rotating it and making it look as an ugly 3rd person game clearly takes precedence.
REEEEEE WHY WON'T LARIAN ADAPT A TURN-BASED RULESET AS SOME RTS-RPG MONSTROSITY REEEEEEEEEEEEEE
oh yeah I guess they were just rolling for nothing at the start of combatno initiative
There literally is an alignment choice tab in character creation and there is an initiative system, it's team roll based instead of per character roll.no multiclassingREEEEEE WHY WON'T LARIAN ADAPT A TURN-BASED RULESET AS SOME RTS-RPG MONSTROSITY REEEEEEEEEEEEEE
no initiative
no alignments
adapted ruleset lmao
I never understood this argument and I still don't.RE: Initiative - there's nothing worse than your entire team going first and completely annihilating the most threatening of the enemies' people, throwing pretty much all encounter design in the garbage bin. This was one of the problems of D:OS1, you going first and using the same abilities each time to great success.
but until photorealism dies, excessively glittery, plastic fantasy is here to stay across the board.
How do you plan to stack initiative in D&D 5?I never understood this argument and I still don't.RE: Initiative - there's nothing worse than your entire team going first and completely annihilating the most threatening of the enemies' people, throwing pretty much all encounter design in the garbage bin. This was one of the problems of D:OS1, you going first and using the same abilities each time to great success.
Issue: players having too much initiative makes them too strong.
Solutions: increase the tradeoff needed to get such high initiative, add enemies that also have high initiative, add enemies that begin combat in stealth.
The issue isn't initiative, the issue is that it's too easy to stack initiative and the stat that gives it also boosts crit.
He is a creative voice at least in the sense of establishing the tone and overall story. He talked about this on a GDC panel, they started by inviting basically everyone in their Google group but they noticed quite early on that that's retarded, so they started kicking out people one by one until only Swen was left to say what must be done.
That post had nothing to do with D&D.How do you plan to stack initiative in D&D 5?I never understood this argument and I still don't.RE: Initiative - there's nothing worse than your entire team going first and completely annihilating the most threatening of the enemies' people, throwing pretty much all encounter design in the garbage bin. This was one of the problems of D:OS1, you going first and using the same abilities each time to great success.
Issue: players having too much initiative makes them too strong.
Solutions: increase the tradeoff needed to get such high initiative, add enemies that also have high initiative, add enemies that begin combat in stealth.
The issue isn't initiative, the issue is that it's too easy to stack initiative and the stat that gives it also boosts crit.
if you win, your toons go first, if you lose, mobs go firstoh yeah I guess they were just rolling for nothing at the start of combat
There's already plenty of great 80s and 90s style dungeon crawlers and FPS games from indies in the past few years. IE style games are probably next (I mean we've already had a real fallout successor in UnderRail from what I've seen of it), but it'll demand more than most of these games. Y'all are looking in the wrong place expecting Larian to be the answer.
Except that is a contradiction, because the glittery, plastic fantasy has nothing to do with "photorealism", where as the Infinite Engine games did.