Excidium II
Self-Ejected
PEBCAK
You almost make it sound like choices and deep reactivity it’s a bad thing. Every time I read those complaints about teleporting, the message I’m getting is that your inner teenager is saying something like this “Please, I want moar exploring and moar things to kill.
he only difference between you and Skyrm fans, is that they don’t pretend to care about stats.
When I've attempted a second AoD playthrough, my character accidentally teleported himself out of the first city maybe 15 minutes into the game; I have uninstalled the game after that. I prefer exploration without cattle prodding of the "in this direction you will go" variety. Ironic that you mention Skyrim, because this feature is actually worse than the "quest compass".You almost make it sound like choices and deep reactivity it’s a bad thing. Every time I read those complaints about teleporting, the message I’m getting is that your inner teenager is saying something like this “Please, I want moar exploring and moar things to kill. I don’t give a shit about serious writing and choices. Fuck this. I just want to kill more things and walking in my air pee gees!” Don’t get me wrong, but you guys deserve all the mainstream popamole cRPg crap with boring reused settings that come your way. The only difference between you and Skyrm fans, is that they don’t pretend to care about stats.
And this is how I rationalise my wasting time here.tl;dr: Codexers hate Fallout, Final Fantasty and shitty jRPG bullet storm games.
I didn't got my character killed; he simply progressed to the second city, as to why it happened - I don't remember the details anymore. Like I wrote, I find this sort of design worse than Skyrim's quest compass. (choose option A, go to page 24 is not the sort of exploration I enjoy)Accidentally? Nothing happens "accidentally" in the game. More like you clicked on a text option without reading or agreed to a proposition without thinking about it and then you got teleported or killed.
I played a grifter and I think it was something to do with the mines quest. It's not like the quest or character class matter; I'd be fine - had I played an assassin - with failing a quest, because my character was supposed to escort someone, but got busy with something else and forgot to do it, for example. Teleporting on the other hand, not so much.Except it's really not. If I have to guess, you played as an assassin, your target offered you a deal and asked you to escort him to the second city, you said sure and lo and behold you were taken to the second city. Exploration has nothing to do with it.
Let's not take choices out, let's stop pretending picking from a plate of pre-defined scenarios served by the developer has the right to be called choice in something trying to be an RPG in the computer. That ain't how RPG works, that's a CYOA.
I understand that the attention span of posters on codex is short, but reallyYou said you uninstalled the game after 15 minutes, is that what you mean by 'the impression I was left with after finishing the game'?
When I've attempted a second AoD playthrough, my character accidentally teleported himself out of the first city maybe 15 minutes into the game; I have uninstalled the game after that. I prefer exploration without cattle prodding of the "in this direction you will go" variety. Ironic that you mention Skyrim, because this feature is actually worse than the "quest compass".
I understand that the attention span of posters on codex is short, but reallyYou said you uninstalled the game after 15 minutes, is that what you mean by 'the impression I was left with after finishing the game'?
When I've attempted a second AoD playthrough, my character accidentally teleported himself out of the first city maybe 15 minutes into the game; I have uninstalled the game after that. I prefer exploration without cattle prodding of the "in this direction you will go" variety. Ironic that you mention Skyrim, because this feature is actually worse than the "quest compass".
I don't know how you reached the conclusion that I'm asking for a content-creating computer GM, when what I'm talking about is hardly ground-breaking specially in strategy genre which is like a wiser brother to RPGs. I'm talking about less completely handmade scenarios where everything is already scripted and all possible player actions are manually accounted for. Now, THAT is working agains impossible odds.Let's not take choices out, let's stop pretending picking from a plate of pre-defined scenarios served by the developer has the right to be called choice in something trying to be an RPG in the computer. That ain't how RPG works, that's a CYOA.
I think if you step back and re-read what you typed, you'll realize you're making an impossible request of the developer.
Even the most open sandbox has limited resources, quest hubs, art assets, etc. and the only way to include a start-to-finish story arc involves a narrative, which is inherently linear. I.e. requires railroading the player through the story elements for it to work. The trick is to disguise the railroad so the player thinks things happened according to their choices.
What you're asking for is a dynamic GM in a computer game, and since art assets (graphics, good writing, voice, music) are always scarce, a cRPG will always be inherently finite in what it can deliver.
I honestly don't remember the quest details anymore, so I'll have to take your word for it. As for the back-and-forth in RPGs - I'm not really a "completionist"; usually I don't follow a quest immediately (and I am fine with failing one as a result), sometimes I abandon quests, if they are not interesting enough, or even forget about them. That's why I don't often get the impression of doing a back-and-forth in RPGs, unless the game is very linear.I should, indeed, learn to read.
From what I remember the mine teleport can be a little bit ambiguous, i.e. it doesn't have a huge red flag going WARNING U WILL LEAVE ACT 1 whereas other similar cases often do. It's sloppiness rather than a game-ruining feature, especially after most teleports were removed / signalled properly since the first Beta.
Not sure anything would be improved by taking out those teleports, and it's sure as hell better than going back and forth and back and forth adn back and forth and back and forth in most other RPGs.
When I've attempted a second AoD playthrough, my character accidentally teleported himself out of the first city maybe 15 minutes into the game; I have uninstalled the game after that. I prefer exploration without cattle prodding of the "in this direction you will go" variety. Ironic that you mention Skyrim, because this feature is actually worse than the "quest compass".
Well, it certainly tells something about cRPG players, who think that getting teleported around as part of quest progression is "serious consequences".When I've attempted a second AoD playthrough, my character accidentally teleported himself out of the first city maybe 15 minutes into the game; I have uninstalled the game after that. I prefer exploration without cattle prodding of the "in this direction you will go" variety. Ironic that you mention Skyrim, because this feature is actually worse than the "quest compass".
If the spirit meter in MotB is a moron detector, the choice at the mines is a functional illiterate detector. It tells a lot about cRPG players. They want to click fast without reading whole dialogues in order to kill more things. If your choices has serious consequences, you can't play without reading. Therefore, the game sucks.
And I have already stated that the reason my impression turned negative wasn't just due the teleporting (codex short attention span, I guess). I've already posted my main issue with AoD some time ago on these forums, but that was before the atmosphere started to resemble a boy band concert.You're stuck on that teleporting thing and unable to let go. No, teleporting isn't a consequence, it was done as a matter of convenience because not everyone likes walking back-n-forth.