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Colony Ship Early Access Release Thread [GAME RELEASED, GO TO NEW THREAD]

FreeKaner

Prophet of the Dumpsterfire
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Mar 28, 2015
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Devlet-i ʿAlīye-i ʿErdogānīye
While I agree in principle AoD system was better in terms of building character in a vacuum, in practice combined with the gameplay flow I just walked around with 150+ points floating to test the waters. I think tag system has potential but it is true it is running off a bit cargo cult from Fallout, just need to emphasize its flow more in actual gameplay which probably will work better with more acts.
 

FreeKaner

Prophet of the Dumpsterfire
Joined
Mar 28, 2015
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Location
Devlet-i ʿAlīye-i ʿErdogānīye
just need to emphasize its flow more in actual gameplay which probably will work better with more acts.
Could you go into detail by what you mean by this?

That builds should come together and have more leeway in later levels, with more feats and more checks with possibly greater distribution of difficulty. Hopefully also the game won't have linear skill point scaling by act so there can still be instances for partial or full success for some of the lower level skills. Essentially having flow late game for trailing skills just by volume and scope.
 

1ttffsse

Literate
Joined
Jul 20, 2022
Messages
16
being able to bank skillpoints is degenerate gameplay behavior

Realistically it should be after reaching some base proficiency in skills you need to seek out trainers to further level up skills....but oh boy would that piss off the crowd who wants level up=oh yeah I am stronger now.
 

Pink Eye

Monk
Patron
Joined
Oct 10, 2019
Messages
6,279
Location
Space Refrigerator
I'm very into cock and ball torture
Some pictures of upcoming changes that devs posted in discord:
ZOpVabs.png

Y3WVNwg.png

dHvDSHg.png
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,255
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Color coded nades will be real nice, it's annoying having to mouseover them now to see what is what. The one on the flashbang is perhaps a touch too subtle.

Any chance of getting some better inventory filtering/autosort? It would be nice if it could sort all the bad/obsolete items consistently at the top/bottom for easy selling.
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,255
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Any chance of getting some better inventory filtering/autosort? It would be nice if it could sort all the bad/obsolete items consistently at the top/bottom for easy selling.

Yes, we are working on improving that.
Just a simple "tag as junk" in inventory and a "sale all junk" button at merchants would be a big QoL improvement.
Maybe. But I frequently want to keep X copies of a certain item, say a gas mask, in case I need to switch to helmet+goggle+mask instead of mandalorian helmet. And I might want to keep 1 copy of each of the light armor subtypes, one for melee heavy encounters and one for ballistics.

Tag as junk would not be bad though, very useful for weapons as long as it persists after selling.
 

Takamori

Learned
Joined
Apr 17, 2020
Messages
928
Some pictures of upcoming changes that devs posted in discord:
ZOpVabs.png

Y3WVNwg.png

dHvDSHg.png
Thats pretty bad ass to reflect the item quality and condition. Hate when games do Mk1, 2 and whatever and its just the same item. The nades having their effect as graffiti is pretty neat solution for UI also keeping maintaining immersion, because whoever is stocking then wanna know what the fuck they do.
 

Eyestabber

Arcane
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Messages
4,733
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HUEland
PC RPG Website of the Year, 2015
I wanna see the death animations they plan to implement, hope they are gory specially with those weapons :terminate:
Fallout had AMAZING 2d animations for every form of gruesome death available in the game and that's a significant part of what made the game memorable. AoD/DR also had very good animations, especially with spears:



Underrail's "tripping on a banana peel" default animation was very unsatisfying. IMO having a ton of death animations is a very worthwhile investment of the dev's resources.
 

Pink Eye

Monk
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Joined
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Messages
6,279
Location
Space Refrigerator
I'm very into cock and ball torture
I wanna see the death animations they plan to implement, hope they are gory specially with those weapons :terminate:
Fallout had AMAZING 2d animations for every form of gruesome death available in the game and that's a significant part of what made the game memorable. AoD/DR also had very good animations, especially with spears:



Underrail's "tripping on a banana peel" default animation was very unsatisfying. IMO having a ton of death animations is a very worthwhile investment of the dev's resources.

Agreed. I too love the death animations in Dungeon Rats. Dagger also had a couple of good ones too. Death animations are so good because they make combat feel impactful and exciting. I always get excited whenever my characters in Dungeon Rats performed an execution on an enemy.
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,255
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
The monk class should be excised from RPGs.
Everyone hates on monks until they dip 1 level for the passives.
The level 1 dip is just one more great reason to excise them. Lawful characters get out, REEEEEEEE.

(I think an RPG that actually focused on monks could be cool, but the fact that they don't use weapons or armor tends to make them dull when placed next to other classes)
 

Jaedar

Arcane
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Joined
Aug 5, 2009
Messages
10,255
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
but the fact that they don't use weapons or armor tends to make them dull when placed next to other classes
Unarmed combat is so cool though. If the attack animations support it, and the mechanics are there, then it'll a whole lot more diverse and fun to play.
I mean Tale of Wuxia exists, and is arguably a monk RPG, and pretty fun. So I don't disagree on that, I just think it doesn't slot that well into the normal rpg mechanics set.
 

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