Ol' Willy
Arcane
![Zionist Agent](/forums/smiles/titles/zionist_agent.png)
![Vatnik](/forums/smiles/titles/vatnik.png)
Just farm crits and laugh at armor. Especially as vsCS stat was completely removed
There's a couple of dialogues you get which state an encounter is optional, see:There's no clue or information about whether something is optional or not
Your main job is to investigate the machine that Tanner sent you to do. Once you get to it, Tanner will tell you that you can learn more about it at Habitat. To get there you will need to solve the Jonas v Braxton questline. Once you do, you can leave for the habitat and continue the main quest of figuring the machine out. Stick to the main road and you won't have to deal with too many problems, heck, I don't think you'll even deal with combats if you only do the main quest.nor any guidance on the best order to tackle things.
Ahem, so I am indeed at the Jonas vs. Baxton part. However, it says, 'Are you sure you want to continue? You should explore other things.' As I understand it, it's suggesting that I should do the other stuff around first.There's a couple of dialogues you get which state an encounter is optional, see:There's no clue or information about whether something is optional or not
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Your main job is to investigate the machine that Tanner sent you to do. Once you get to it, Tanner will tell you that you can learn more about it at Habitat. To get there you will need to solve the Jonas v Braxton questline. Once you do, you can leave for the habitat and continue the main quest of figuring the machine out. Stick to the main road and you won't have to deal with too many problems, heck, I don't think you'll even deal with combats if you only do the main quest.nor any guidance on the best order to tackle things.
Yeah that's just there to notify that some encounters will disappear when you come back later - for example the creeper gets killed off screen by some other group.However, it says, 'Are you sure you want to continue? You should explore other things.'
Impressive. I don't get the math though maybe something has changed regarding that since release. I've had at the endEnd of Act I and I am already at 57% base crit chance
Headshot has organic +15% for a total of 72%. And remember - no more vsCS, armor - what armor?
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Also finally killed the fucking frogs before moving to factory so I am all done here
The point above also you don't have Dodge This. It's 20% of accuracy instant bonuseven though your pistolero should give the exact 6% as lone wolf and my cs skill level is 3 more there. What am I missing? Does perception affect cs?
The point above also you don't have Dodge This. It's 20% of accuracy instant bonuseven though your pistolero should give the exact 6% as lone wolf and my cs skill level is 3 more there. What am I missing? Does perception affect cs?
Avoid quoting me ever again and stop littering my PMs with your butthurtThe point above also you don't have Dodge This. It's 20% of accuracy instant bonuseven though your pistolero should give the exact 6% as lone wolf and my cs skill level is 3 more there. What am I missing? Does perception affect cs?
I beat the game with a 22% crit chance and it was still too easy lol
Avoid quoting me ever again and stop littering my PMs with your butthurtThe point above also you don't have Dodge This. It's 20% of accuracy instant bonuseven though your pistolero should give the exact 6% as lone wolf and my cs skill level is 3 more there. What am I missing? Does perception affect cs?
I beat the game with a 22% crit chance and it was still too easy lol
Kill yourself niggerAvoid quoting me ever again and stop littering my PMs with your butthurtThe point above also you don't have Dodge This. It's 20% of accuracy instant bonuseven though your pistolero should give the exact 6% as lone wolf and my cs skill level is 3 more there. What am I missing? Does perception affect cs?
I beat the game with a 22% crit chance and it was still too easy lol
cry more fetal alcohol baby
I know what build I will try next
76% base crit already at Detroit; he has Master Blaster so for energy it's 88% base. Great synergy with shotguns because they have double-shot special attack with smol THC penalty. That's like ~50HP of damage per successful attack if all rolls are good. Plenty of AP and good accuracy too
Gameplay like this reminds me of Underrail, I was playing crit+energy build very similarly
I know what build I will try next
76% base crit already at Detroit; he has Master Blaster so for energy it's 88% base. Great synergy with shotguns because they have double-shot special attack with smol THC penalty. That's like ~50HP of damage per successful attack if all rolls are good. Plenty of AP and good accuracy too
Gameplay like this reminds me of Underrail, I was playing crit+energy build very similarly
That fight is, IMO, the toughest in the entire game. If you beat it, you'll beat anything that comes after it.
Really? I didn't have nearly as much trouble with it as with this one.The ambush in the factory was much tougher than this fight.
I know what build I will try next
76% base crit already at Detroit; he has Master Blaster so for energy it's 88% base. Great synergy with shotguns because they have double-shot special attack with smol THC penalty. That's like ~50HP of damage per successful attack if all rolls are good. Plenty of AP and good accuracy too
Gameplay like this reminds me of Underrail, I was playing crit+energy build very similarly
That fight is, IMO, the toughest in the entire game. If you beat it, you'll beat anything that comes after it.
Nope, several indie RPGs have come out in recent years that did pretty alright financially.VinceRPGs simply wouldn't sell well, no matter what you do. They simply go against nearly every preconception instilled in an average player since the start of RPG Death era. In a way, they are the statements against pseudo-rpgs flooding the market
To make a game that will sell better will mean to betray the core principles of studio's game design
It was a hopeless fight from the start, but it gave us three beautiful games
Assuming they were even aware of these games, I assume most people find the binary success/failure structure of the games as well as the bleak, "literally everyone is a piece of shit" characterizations off-putting.Nope, several indie RPGs have come out in recent years that did pretty alright financially.VinceRPGs simply wouldn't sell well, no matter what you do. They simply go against nearly every preconception instilled in an average player since the start of RPG Death era. In a way, they are the statements against pseudo-rpgs flooding the market
To make a game that will sell better will mean to betray the core principles of studio's game design
It was a hopeless fight from the start, but it gave us three beautiful games
Black Priory, Drova, Caves of Lore, Atom...
Despite what I'm about to say, I thoroughly enjoyed the game, especially for its atmosphere, exploration, skill development, and then some. I liked some NPCs, too.
However, something seems to have gone awry in the game’s design, marketing, or who knows what else. The game itself was solid, and the setting was fantastic.
I don’t mean to twist the knife in the wound, but I’d put my two cents in the faction's blurred goals, ideologies, and histories.
There was only one moment where I truly felt rooting for someone, and that was during the bridge sequence.
For a game built around choices, that felt weird and unfortunate.
Beyond that, I never really understood who stood for what, no faction gave me much reason to believe in them.
Everyone seemed ambivalent, there didn't seem to be clear villains, do-gooders, or promising underdogs—things that typically drive the narrative, I'd say.
I understood the sentiment behind it—the "nothing’s black and white" theme—but it didn’t help me navigate the story.
So, in hindsight, it's easy to ruminate, but I think that it all needed a tad simpler factions, or key elements of each faction’s ideology made clearer, with less emphasis on minor aspects.
"Literally everyone is a piece of shit" is a mischaracterization – there are characters that are likeable and with integrity, such as the companions or the guys in the Foundry, etc. Other games have similar ratios of dickheads, be it new games like Stoneshard, or classics like, arguably, Gothic (many a dickhead there). Speaking of Gothic, even there you have the situation that each faction is somehow shitty. The difference is that they're shitty in different ways and have more distinct beliefs, rather than each one being literally the same thing but with different coat of paint. Furthermore, your actions when working for these factions matter and actively change the balance of powers. In CS, it is repeatedly hammered in that nothing you do matters in the least, that everything is shit forever and nobody can change it (and when you do change it at the very end, they don't even mention the faction by name. Just say that the faction you chose won). Furthermore, the story where you try to pawn off a McGuffin is uninspired and boring, especially when, as stated before, it doesn't fucking matter who you pawn it off to since everyone's the same. It also shares its weakness with AoD's story in that it's fairly disconnected from everything else (it was easy to forget you're on a quest to find the Temple in AoD, and it's easy to forget there's a machine you want to sell in CS).Assuming they were even aware of these games, I assume most people find the binary success/failure structure of the games as well as the bleak, "literally everyone is a piece of shit" characterizations off-putting.Nope, several indie RPGs have come out in recent years that did pretty alright financially.VinceRPGs simply wouldn't sell well, no matter what you do. They simply go against nearly every preconception instilled in an average player since the start of RPG Death era. In a way, they are the statements against pseudo-rpgs flooding the market
To make a game that will sell better will mean to betray the core principles of studio's game design
It was a hopeless fight from the start, but it gave us three beautiful games
Black Priory, Drova, Caves of Lore, Atom...
Despite what I'm about to say, I thoroughly enjoyed the game, especially for its atmosphere, exploration, skill development, and then some. I liked some NPCs, too.
However, something seems to have gone awry in the game’s design, marketing, or who knows what else. The game itself was solid, and the setting was fantastic.
I don’t mean to twist the knife in the wound, but I’d put my two cents in the faction's blurred goals, ideologies, and histories.
There was only one moment where I truly felt rooting for someone, and that was during the bridge sequence.
For a game built around choices, that felt weird and unfortunate.
Beyond that, I never really understood who stood for what, no faction gave me much reason to believe in them.
Everyone seemed ambivalent, there didn't seem to be clear villains, do-gooders, or promising underdogs—things that typically drive the narrative, I'd say.
I understood the sentiment behind it—the "nothing’s black and white" theme—but it didn’t help me navigate the story.
So, in hindsight, it's easy to ruminate, but I think that it all needed a tad simpler factions, or key elements of each faction’s ideology made clearer, with less emphasis on minor aspects.
Yes, you are right. I sort of trivialized the concept of driving the narrative through clearly and simply motivated actors / parties. That was a mistake. Good stories are rarely simple, and good characters are rarely 2-dimensional, that much is true.Assuming they were even aware of these games, I assume most people find the binary success/failure structure of the games as well as the bleak, "literally everyone is a piece of shit" characterizations off-putting.