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KickStarter Darkest Dungeon AKA the Celerity Attention Whore Thread

Celerity

Takes 1337 hours to realise it's shit.
Village Idiot Possibly Retarded
Joined
Nov 20, 2015
Messages
1,096
Well strictly speaking, the odds of 8 85% hits in a row is 27.25%, which is about the chance a typical noob misses a single attack. That's not that unlikely. I'm talking about stuff you can observe happening again and again and again, very consistently over a long period. And this being the sort of grindy game it is, such things will manifest and be obvious.

And there's a lot of hidden mechanics in the exe, usually the shit they don't want you knowing because it's worthless (like scouting, virtue...).
 

Lucky

Arcane
Joined
Apr 28, 2015
Messages
672
The big update is in Steam-beta for those that want to try it. Biggest changes are the new class and being able to recruit high level heroes. The gist of the new class seems to be trading combat strength for increased profitability, which seems like an odd choice.

The Antiquarian Update – Build #13843 PATCH NOTES:

  • New Class: Antiquarian!
  • New Stage Coach upgrade tree: higher level heroes to recruit!
  • Quest Rewards: Heirloom type is no longer tied to each region. Instead, a random heirloom reward is generated for each individual quest.
  • Heirloom Exchange: trade heirlooms in town! You lose a little in each trade, but this is a quick fix to get that upgrade you really need.
  • Town upgrade pricing adjustments:
    • reduced crest costs for Nomad and Survivalist
    • reduced deed costs in blacksmith
    • slightly increased deed costs in Stage Coach
    • increased crest usage in most buildings by 25%
    • added costs for new stagecoach upgrade tree
  • Trophy Trinkets now find their way back to the hamlet after losing one.
    • This means also means Trophy Trinkets will now reward retroactively.
  • changed never again buff to 50% (was 30%)
  • Roster Size Increase: 9/12/16/20/24/28

Class Changes

Highwayman

  • Duelist Advance
    • Added Riposte
  • Open Vein
    • Added Bleed Resist Debuff
  • Wicked Slice
    • Increased DMG mod to +15%
  • Increased Min Damage for L4/L5 weapons from 7/8 to 9/8
  • HP changed from 22/26/30/34/38 to 23/28/33/38/43
Arbalest

  • Field Dressing now always heals for 35% and has a 50% chance to heal for 50%
  • Blind Fire
    • Bonus SPD changes from 5/6/7/8/9 to 4/5/6/7/8 SPD
    • Now applies even on Miss
Misc Fixes

  • Added Never Again bearers to roster group when sorting by Level
  • Added Characters in party to be grouped up when sorting roster by activity.
  • Removed ability to use Firewood while in the middle of camping, thus starting a new camp. You can no longer camp, while you camp, even though you all like to camp.
  • Added NG+ Crest to Embark and Provisioning screens.
  • Added The Siren’s version of the Cove Music to the Soundtrack DLC.
  • Backer Heroes and Trinkets are now unique to the estate and can be reacquired after losing one.
  • Fix to Abominations who stayed in beast form after being teleported out of combat.
  • Fix to Narrator lines not playing when starting New Game +
  • Fixed to NG+ tutorial using wrong backgrounds.
  • Fixed Cursor selection issues around Party Roster on Embark/Provisions screen.
  • Attempt at fixing problem where secret room icon on the map disappears.
  • Fixed roster entry splat when looking at a hero in the guild or blacksmith.
  • UI polish when selecting combat/camping skills in the character screen and when selecting a hero to go into the guild/blacksmith or to display the character screen.
  • Added secret room scout sound.
  • You can no longer sell 0 value trinkets.
  • Fix plot quest order so crypts tutorial shows up first crypts.
  • Fixed Heart Attack Achievement to proc off of any death resulting from a heart attack.
  • Fixed “Dysfunction: Kill any boss with a party of four afflicted heroes” not counting on DD bosses.
  • Fix for Fungal Giant’s Confusion Spore skill chance

Not enough to go back to for me, though I might give it a shot if those upcoming town events turn out to be great.
 

Celerity

Takes 1337 hours to realise it's shit.
Village Idiot Possibly Retarded
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Messages
1,096
TL;DR: Blacksmith grind reshuffled and now requires 60 fewer deeds (but still > 300), and 120 more crests. All other grind more or less intact, especially Never Again. Also, Highwayman is still a worse Hellion.

Just the usual smokescreen bullshit (and Early Access patches after more Kickstarter delays, LMFAO), move along.
 

Cadmus

Arcane
Joined
Dec 28, 2013
Messages
4,280
Bah I gave up on this game cuz I couldn't stand the grinding in order to have a go at the higher level dungeons. It was fun while it lasted though.
 

Infinitron

I post news
Patron
Staff Member
Joined
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Messages
99,668
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Celerity makes Kotaku:

Darkest Dungeon's Harrowing Journey Through Steam Early Access
tfu791sj6lgaj4c4h3gk.jpg


When Darkest Dungeon first launched on Steam Early Access in February 2015, it was almost universally beloved. A unique, polished, fleshed-out experience on Early Access? It was practically unheard of. So it was all happily ever after from there, right? Hardly.

For a few months, things went according to plan. The punishingly difficult dungeon-crawler RPG/trauma simulator soared on wings of praise from critics and masochistic fans alike. As our own Kirk Hamilton said at the time: “Darkest Dungeon feels remarkably far along. It’s got a lot of levels to play through, a bunch of characters, a ton of different gameplay elements all woven together and apparently fully functional. It’s deep, chewy, and complex. You can’t currently play it to completion, but that doesn’t make it feel any less complete.”

Eventually, though, honeymoon periods end, and some end nasty. ForDarkest Dungeon, the wake-up call came when developer Red Hook Studios added two controversial mechanics in July 2015: corpses and heart attacks.Darkest Dungeon’s combat is all about positioning, and corpses added an extra layer of sometimes frustrating complexity to that. Meanwhile, heart attacks could cause characters to permanently die when they reached a certain level of stress, causing some players to complain that the game relied too much on randomness rather than authentic difficulty.


soesglc56455k3ucwhvw.jpg

Red Hook defended their design decisions, and the response from some players became increasingly vitriolic. “I remember asking, ‘Is this the right feature for the game?’” game designer Tyler Sigman said to me in an interview. “And then, ‘Even if it is, should we walk it back because there are enough people upset? Even if we believe in this feature in our hearts?’”

“We would just sit on Google Hangouts, me and Tyler, and try to argue every possible perspective,” added creative director Chris Bourassa. “We’d switch camps on each other. We did a lot of soul searching. The prevailing dread was just that we’d had such universal accolades that it was a bit of a system shock for us. We were worried that all of that was suddenly gonna go away because of one change. But aren’t we allowed to make changes in Early Access?”

In August 2015, things reached a fever pitch. Darkest Dungeon’s forums were overrun with angry messages, some aimed at the game, others questioning the development team’s integrity as people. Some were just profanity and yelling. Plenty devolved into verbal war between players for and against the changes.

Ultimately, Bourassa, Sigman, and co decided to make a tough but necessary alteration to Darkest Dungeon. Acknowledging that heart attacks and corpses weren’t tuned to the point of being the pulse-pounding, dead-waking features they’d envisioned, they gave players the option to turn them off. It wasn’t an ideal situation, but it was a smart way to deal with an Early Access change that brought out the pitchforks and torches in droves.

This quieted some of the outrage, but not all of it. A vocal contingent of angry players continued banging down Red Hook’s doors, to the point that they had to institute a strict code of conduct for their forums in October 2015.

xpa4kzrsegzd6y44iv4z.jpg

“We split all the social media 50/50, essentially,” said Bourassa of the game’s Early Access launch. “It was just insane. The moment we sold so well, we should’ve hired a community manager. I think it was naive of us to think we could drop into forums and be judged only by our content, our work ethic, or whatever it might be.”


“There was such a high, good general feeling around the game at first,” said Sigman. “It was like, ‘Maybe we don’t need tons of help.’ That was definitely a mistake.”

As time went on and Darkest Dungeon approached its full 2016 release, it became known for having a small yet vocal group of spurned protesters following in its wake, latching onto conversations and voicing their dissatisfaction. Some of them felt like the developers fucked up a near-perfect game by changing key mechanics and making the game too easy or too hard. Others accused Red Hook of “censoring” their forums of what they perceived to be legitimate and civil criticism.

At one point, they began spamming game critic Jim Sterling to get him to go after Red Hook for old changes (the aforementioned corpses), newer stuff that arguably made the game easier, and their decision to clamp down on discussions. These things apparently constituted “Early Access corruption.” Sterling, known by some as Steam’s official unofficial boogeyman, flatly refused. He’d taken a long, hard look at Darkest Dungeonafter the corpse and heart attack updates, but he ended up liking the game’s full release a lot.

hgbs0elmkiyhxez1trg1.jpg

Bourassa and Sigman, though, didn’t really feel like the game’s quality was even the focus of the anger at that point. It’d become personal. It’s why Red Hook ignored or shut down some of said discussions, despite the controversy doing so caused: they weren’t productive.

“For me there’s two kinds [of criticism],” said Bourassa. “There’s the strong negative reactions based around a game itself and tactile, demonstrable changes that went into a game. But where it gets tough for us—especially when it comes to the summer, last-year-type issue—is that the feedback went from purely about the change to about our motivations, our integrity as people, our competence as developers, and became hyperbolic in that sense. That’s painful.”

“We’re human,” said Sigman, “and we always joked even before that stuff that it’s like being in Darkest Dungeon. One of the hardest parts of the game’s development was still trying to read all that feedback. Some of the stuff that was really intense or crazy, we’d still read to try and find good feedback. Some people are intense about how they voice things, and there can be a nugget in there. But there are some people who are kinda lost causes. It’s no longer about the game.”

Bourassa described it as “a campaign to do damage,” and while it was tempting to try and dissuade those people, efforts to do so ultimately proved futile. You could make a case that, early on, Red Hook tried too hard to please everybody—folks who wanted nails in their cereal instead of marshmallows and people who were hoping for something less brutal. In the end, Red Hook had to pick a path and stick to it.

On its face, it was an odd situation. Red Hook released a really good game, but they were ultimately met with a bile storm that even the nastiestDarkest Dungeon boss would have trouble belching out. They didn’t doeverything perfectly, but they tried to give players options when they felt like it wouldn’t compromise their overall vision of the game. But that’s what happens when you disturb a holy grail, even when you explicitly tell people the thing you’re making is not meant to be a holy grail yet.

rxiopokl99tvywovn30d.jpg

Darkest Dungeon must’ve been within sight of something that they felt would be exemplary,” said Bourassa. “But we didn’t steer it in exactly those directions in exactly the way they felt we could’ve done it. That can create frustration.”

The whole situation is, however, exemplary of the nature of Early Access. It’s a system that’s come to symbolize player influence. Thing is, it’s easy to mistake influence for complete control and overriding authority, to buck and stomp like an angry bull when control’s wrested away. Early Access offers developers opportunities for feedback and revenue that never would’ve been possible before, but it’s also fundamentally changed the conversation between developers and players. In many cases, it’s good and helpful, and players help make games better. But sometimes they’re wrong, or their suggestions don’t mesh with developers’ visions for their own creations. With a complex and punishing game like Darkest Dungeon, the line becomes frighteningly blurry.

“We’ve always committed to it being a very tough experience with lasting consequences that’s putting you in an uncomfortable decision space,” said Sigman. “Sometimes when you give players the tools they want, it will actually reduce enjoyment.”

“It’s tough because we really like our community. We wish everyone could be happy.”
 

Celerity

Takes 1337 hours to realise it's shit.
Village Idiot Possibly Retarded
Joined
Nov 20, 2015
Messages
1,096
You're slow as fuck. That happened days ago. You do know the guy that wrote that has a long history of writing favorable false articles for his dev friends right? "Nathan Grayson did nothing wrong".

You also know the whole reason that article exists is because they were stalking me, saw me hinting I'd release an extensive breakdown of their failings, and went full on panicked damage control immediately right?

Of course you are. That's why you never posted said article yourself even after I submitted it. Never did one on Lords of Xulima getting new languages and announcing a sequel either after I notified you of it.

Fucking Shillitron slacker. :troll:

Anyways, going by certain news I'm recieving the entire dev team just uses each other as well as everyone else and one of the members is... Heh heh heh.

I will be in talks with both my source and gaming media so that we can work out what parts of the amazing story should be shared and which should be redacted for the protection of my source.
 

Infinitron

I post news
Patron
Staff Member
Joined
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Messages
99,668
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
That was a pretty entertaining submission. Why not post it in this thread?
 

Celerity

Takes 1337 hours to realise it's shit.
Village Idiot Possibly Retarded
Joined
Nov 20, 2015
Messages
1,096
I submitted it as a news article. Post it as a news article if you want your lulz. And post the non trolling news I submitted as well.
 

Celerity

Takes 1337 hours to realise it's shit.
Village Idiot Possibly Retarded
Joined
Nov 20, 2015
Messages
1,096
It seems Infinitron is holding your lulz thread hostage. Do you not want entertainment? Do you not want the best breakdown of their failures of all time?
 

Serious_Business

Best Poster on the Codex
Joined
Aug 21, 2007
Messages
3,957
Location
Frown Town
I'll give you some strong mechanics boy, bend over

You gotta go, man. You just gotta go

Game is still pretty cool. Yeah, you angry or something. Suck my dick, it'll cool you off

Bah, usual shit. Posts were much better in 2007
 

Celerity

Takes 1337 hours to realise it's shit.
Village Idiot Possibly Retarded
Joined
Nov 20, 2015
Messages
1,096
Oh look, a flamboyant homosexual. How about you go fuck yourself, because I won't be doing it for you.
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,927
So Town Events still haven't been rolled out? I think there's at least a nugget of truth in celerity's ramblings.
 

Celerity

Takes 1337 hours to realise it's shit.
Village Idiot Possibly Retarded
Joined
Nov 20, 2015
Messages
1,096
Nope. No ETA either, which when you consider they're just Giant Alien Spiders curios, but in town is telling. Merchant was 2 months late, in beta, and doesn't actually make you money. They're just bullshitting narratives while their sales fall off the map. They're not even getting clickbaited anymore after Kotaku defended their shilling and censoring.
 

Ziem

Arbiter
Joined
May 17, 2014
Messages
324
Nobody cares about this garbage anymore (20ish viewers on twitch in total for a game thats supposed to target this platform lmfao)
It's fucking dead, stop bashing the corpse dude.
 

Matalarata

Arcane
Patron
Joined
May 8, 2013
Messages
2,646
Location
The threshold line
Delusion. Delusion is a bitch. You look around yourself, to what you've achieved, and everything is so pathetic your mind spinns a narrative of his own. Shit is scary, I kid you not.
 

Celerity

Takes 1337 hours to realise it's shit.
Village Idiot Possibly Retarded
Joined
Nov 20, 2015
Messages
1,096
In other news, SJW cucklords don't like it when you 1: Dispel their MUH MISOGYNY narrative by pointing out the reason female writers at the Guardian drew slightly more hostility is because they wrote clickbaity articles that insulted their audience and not because they were women. 2: Dispel their narrative as being a "fair" news site by repeatedly illustrating what sorts of content they will and will not promote. 3: Point out the obvious fabriciation of their "review" by pointing out no one who made it past the title screen would claim there was only one save slot.

wAdiMYO.png


The little censoring fucks are pretty quick, that second post is something I added immediately after the first. Can we just get past the whole "Celerity the modder buttfucked us!" :butthurt: long enough so that we can really appreciate the Watch getting a good hard smackdown?
 

Space Insect

Arcane
Joined
Sep 23, 2015
Messages
868
Location
Shaggai
Celerity, I think I have a great PnP game that would fit both your obsession with mechanics and what seem to be your own personal interests. It's called FATAL.

(May the gods forgive me for posting in this thread)
 

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