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KickStarter Darkest Dungeon AKA the Celerity Attention Whore Thread

Angthoron

Arcane
Joined
Jul 13, 2007
Messages
13,056
Dude, why don't you publish your mod, anyway? Or did you do that already? I'd check it out if it's available somewhere.
 

DwarvenFood

Arcane
Patron
Joined
Jan 5, 2009
Messages
6,421
Location
Atlantic Accelerator
Strap Yourselves In Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Wasteland 2 Codex USB, 2014 Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire
How about removing it because it's shallow under-delivered over-"designed" decline and in no way belongs in the company of most of those other games.
I can think of about 20 other games I could remove by this same premise.
Perhaps they should be?
Yeah, and then people will cry because Pillars of Eternity is no longer there.
"good fucking riddance" - Vince D. Weller
 

prodigydancer

Arcane
In My Safe Space
Joined
Feb 16, 2015
Messages
1,399
So, what I've got out of this thread so far is that DD may be worth playing, but not for long. Fair enough.
It mostly depends on how much you are into gambling. If you powergame like Pope Amole II or play it safe by mitigating risks and pulling out at the first sign of trouble, your DD burnout will happen quickly and overall experience will probably end up being rather dull. But if you're ready to accept RNG as a core mechanic and push your characters really hard just for the sake of seeing whether fortune will smile at you today, then DD can be fun.

I'd say not playing this game suicidally is more or less cheating. You don't break any rules but relying on safe strategies turns the whole thing into an endless grindfest. You really want to bluff here and see if you can get away with it. And that's why I see recent endgame nerfs as counter-productive. "Balanced" in DD is a synonym of "boring" and nothing else. If I were the project lead I'd push to make the game less predictable and then focus on adding more content.
 
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Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,735
Pathfinder: Wrath
So, the only fun in this game is by not using winning strategies? Seems legit. I don't think that's good design :p
 

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
So, the only fun in this game is by not using winning strategies? Seems legit. I don't think that's good design :p

There are various winning strategies, but some are (potentially much) more efficient than others - although setting them up can require some grinding and they become stale much faster than others.
 

prodigydancer

Arcane
In My Safe Space
Joined
Feb 16, 2015
Messages
1,399
So, the only fun in this game is by not using winning strategies? Seems legit. I don't think that's good design :p
It'd be more fun for everyone if there were no winning strategies at all. ) A game like DD can be good only when every expedition has just two possible outcomes: a) monsters completely rape you in the ass no matter how prepared you are and b) you win against all odds. Balance leads to predictability, predictability leads to grind and grind leads to boredom. That's why the same people who cried "less RNG!" last summer now whine about the game being too grindy.

So yes, it should be hard and often enough impossibly hard. But when you do get your lucky roll, everything in your way should just melt. I recall how they nerfed player crit modifier to be 1.5x (from 2x) and the game instantly became less... just less. It was fun to see those huge numbers even when they were a total overkill!
 
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Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,735
Pathfinder: Wrath
It'd be more fun for everyone if there were no winning strategies at all. ) A game like DD can be good only when every expedition has just two possible outcomes: a) monsters completely rape you in the ass no matter how prepared you are and b) you win against all odds. Balance leads to predictability, predictability leads to grind and grind leads to boredom. That's why the same people who cried "less RNG!" last summer now whine about the game being too grindy.

Then the game might as well play itself if RNG is king. Balance is not the enemy, the enemy is not knowing how to work around it to provide challenges. It's only grind if all battles end up playing the same (like DD with its damage spam). If we go with what you are saying then the cost for losing should be almost inconsequential, since the outcome of a battle is arbitrary and it's not fair to lose something you've built up for hours only to lose it to RNG.
 

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
It's only grind if all battles end up playing the same (like DD with its damage spam). If we go with what you are saying then the cost for losing should be almost inconsequential, since the outcome of a battle is arbitrary and it's not fair to lose something you've built up for hours only to lose it to RNG.

They only play the same if you restrict yourself to running with the same team and strategy all the time (because that is perceived as the "optimal" one).
It's still grindy in the long run though, because even with different teams and compositions, you will be doing similar things, drawing from a relatively small pool of options.
The complaints about RNG being an issue (although that complaint can probably be largely nullified eventually by exploiting some things to enable damage spam) could have been mitigated by offering the player tools to counteract the RNG fringe cases.
Unfortunately the game doesn't really have this, short of abandoning combat/quests.
 

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
Dude, why don't you publish your mod, anyway? Or did you do that already? I'd check it out if it's available somewhere.

So, as I suspected he actually hasn't released any mod. Still he was acting like a PTSD-afflicted Vietnam veteran.

"MY GOD DONT REMIND A MODDER!!!!!!"

:lol: :lol: :lol:

Such a pathetic little shit.
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,927
Dude, why don't you publish your mod, anyway? Or did you do that already? I'd check it out if it's available somewhere.

So, as I suspected he actually hasn't released any mod. Still he was acting like a PTSD-afflicted Vietnam veteran.

"MY GOD DONT REMIND A MODDER!!!!!!"

:lol: :lol: :lol:

Such a pathetic little shit.
I think he said he had, but the most up-to-date version only works for the build associated with the corpse and the hound patch.
 

Angthoron

Arcane
Joined
Jul 13, 2007
Messages
13,056
Dude, why don't you publish your mod, anyway? Or did you do that already? I'd check it out if it's available somewhere.

So, as I suspected he actually hasn't released any mod. Still he was acting like a PTSD-afflicted Vietnam veteran.

"MY GOD DONT REMIND A MODDER!!!!!!"

:lol: :lol: :lol:

Such a pathetic little shit.
I think he said he had, but the most up-to-date version only works for the build associated with the corpse and the hound patch.
I'm not even being sarcastic or anything, I would really like to try out the mod, assuming it's not too much work to bring it up to current version.
 

Alienman

Retro-Fascist
Patron
Joined
Sep 10, 2014
Messages
18,230
Location
Mars
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
tumblr_inline_mrc5zn01T41qz4rgp.gif


Now this is drama I joined Codex for
 

Murk

Arcane
Joined
Jan 17, 2008
Messages
13,459
It's popamole not popeamole. Am I the only one who gets massively triggered by this?

Well, we do have an actual Pope Amole II so I can sorta understand the confusion.

If it was called 'whack-a-mole', fewer people would be confused I think.

None-the-less, popamole is a p gud term and fun to say.
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,927
I'm not even being sarcastic or anything, I would really like to try out the mod, assuming it's not too much work to bring it up to current version.

https://steamcommunity.com/app/262060/discussions/4/618453594742695196/#p5

I THINK it is out of date, from what I understand he moved to Lords of Xulima (but kept the same mod name which is dumb).
Based on this post, the most up to date version of the mod requires build 9172. I don't know where to get that build (haven't checked the stormy waters) nor that version of the mod.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,735
Pathfinder: Wrath
The soundtrack is incompetent as well, it's stylistically confused and it's incoherent. Not to mention that it's just boring.
 

Celerity

Takes 1337 hours to realise it's shit.
Village Idiot Possibly Retarded
Joined
Nov 20, 2015
Messages
1,096
So I see that the Codex is taking the very shill like tactic of deliberately breaking the site for just me, so that responding on any post is a chore with extreme load times and constant RPG Watch redirects and then telling blatant lies, knowing I would now have difficulty dispelling them. Pathetic. Worthless and pathetic. Again, at least the Derpest shills have a motivation. You're just being fucktarded because apparently "popeamole" meant cover based shooter, because people are obsessed with Fallout 3 for some reason which was entirely non intuitive given how the term was used and it actually would make more sense if the guy who constantly complains about certain types of mechanics would have something named after him than a shooter meme on an RPG site, which of course, being the fuckwits you are you could not just offer a simple one line explanation that would dispel the mystery. Now, as for the "points".

Dude, why don't you publish your mod, anyway? Or did you do that already? I'd check it out if it's available somewhere.

Deepest Dark for Derpest Dungeon was released Feburary 6th, 2015, a mere 3 days after release. That is how little time both beating the trivial vanilla game, and getting an initial mod version available required. Granted, that was version 0.1 and didn't do much, but it was also quite stable and mostly bug free even them. Development continued very rapidly from there, with version 1.0 only taking a few weeks and adding better caliberated enemy modifications as well as AI and formation changes. Beginning in 1.09, I began addressing class balance because while the difficulty increase did not make much less viable, it did illustrate what already was well enough. By the final version, 1.27 I had a completely different game. It superficially looked the game, there were still 3 areas and 6 bosses because that's what we had then and 12 classes, but each area was very distinct because the enemies were actually different from one another and not just trivialized by damage spam. So, instead of the game making you be a complete fuckwit and deliberately make wrong choices (which explains a lot), it instead required you be smart, and punished you if you were not. Each boss was very different from one another, at least as much as I could given most of their mechanics were hardcoded. The most blatant change was the Necromancer, who started as this joke boss that somehow farms dumbass streamers anyways and became such an obscenely hard thing it might actually provoke that reaction from a normal person. Indeed, exactly 2 people EVER beat the Necromancer Lord. One was me, and one was my main tester with almost as much gametime as me. Incidently, that's what prompted my look at class balance because Necromancer Lord is basically do high damage vs rank 4 or immediately lose... very, very few things actually can, so it was overcentralized as fuck. As for said class balance, you could use a Plague Doctor or a Grave Robber and this was actually a smart choice instead of ignoring math, both because they actually did something on their own, and I added a bunch of shit like bonuses vs bleeding, or poisoned, etc as a means of promoting interclass (instead of class spam) based synergy. I also specifically made sure the mindless damage spam didn't work from the beginning, if you tried it enemies would live, then kill your glass cannons in 2 hits. The main thing that really kept the balance working was that protection was flat damage reduction, which checked AoE. The instant the May/June patches made it % damage reduction and added in a bunch of power creep, the balance broke in a hardcoded way, and the instant Corpse and Hound came out and was just a complete clusterfuck, combined with all the things I seen regarding the developer's marketing and such I could no longer deny? This wasn't a company I could support anymore, so I removed the download link and cut support before 1.3 (which would have contained such things as dark only "fallen heroes" based on actual characters that attack you, an idea incidently stolen months later by tedium/grind modder "Joey" after I discussed what would have been with "Sarah", who I learned months later was actually a two faced little bitch.

Now, it should go without saying that if the game was such a disaster at the beginning of the clusterfuck in July, and has only gotten worse for the 6 months since then that I definitely haven't changed my mind, and certainly will not even consider any attempt at making this hardcoded one dimensional grindy clusterfuck an actual game as that is not possible. I am a modder, and despite what certain people say that doesn't make me think I am a fucking God because omnipotence and omnicompetence is exactly what is required here. I could more easily learn 10+ degree requiring fields and solo make an indie game than make this become one, and doing that would actually result in money.

Now, regarding the current modding:

I'm not even being sarcastic or anything, I would really like to try out the mod, assuming it's not too much work to bring it up to current version.

https://steamcommunity.com/app/262060/discussions/4/618453594742695196/#p5

I THINK it is out of date, from what I understand he moved to Lords of Xulima (but kept the same mod name which is dumb).

I am modding for Lords of Xulima now. I also kept the same name, which is not dumb because it does have a certain identity as a brutally hard, yet diverse and ultimately fair game and after making a walking simulator a real game, and even getting praised by Beagle right before he gets rekt hard that's a pretty solid quality reputation.

Now, it's worth mentioning at this point my absolute first post here was because someone linked the Xulima modding support thread, and I posted in it. Absolutely no one cared, and I'd have not said anything else here until a certain Obsidian employee made a remark about this game that went viral, resulting in me seeing this thread linked, realizing you were talking about it, and joining in. As an actual game, Xulima has always been the focus. Just no one here cares about that. Not about my initial post in that thread, not about my posts currently in the Xulima thread, and not about my post in the Codex Workshop about the mod. You do sit here and obsess over this Derpest Drama, even repeatedly calling me back in and literally making the thread all about me. So it's pretty clear what people here DO want, because if people DO want my mod work in action on a real game, it's available and if people actually cared about that development would come off pause. So I'm calling you out Angthoron. Remove this garbage that breaks the site for me so I can actually talk here. You can even keep the idiot tags if it makes you feel better about yourself, I don't give a fuck about petty insults on the Internet.

Here's my current work: http://steamcommunity.com/sharedfiles/filedetails/?id=538266546

Test and post about that. My Codex Workshop thread is still there, and if you're legitimately interested in my modding efforts then let's have some productive conversations about that, instead of this shit. Anyone else interested, there's the link.

Or just keep derping about Derpest while insisting I should let go. Your call mother fuckers.
 

Celerity

Takes 1337 hours to realise it's shit.
Village Idiot Possibly Retarded
Joined
Nov 20, 2015
Messages
1,096
The Derpest Dungeon shills like suppressing people, then discrediting them when they cannot counter. What the fuck are you doing? I rest my case.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,695
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
I have to say that the game itself is kinda meh. (Not utter and complete shit, just simplistic and samey all the way).
There's better representatives in rogue-lite genre like FTL or Invisible Inc.

Though modder drama is best I've seen since there was this one dude posting about Cataclysm: DDA in Bay12 forums. Some butthurt about Kickstarter campaign.
He kept posting pictures about monopoly guy and the other side had standardized copy/pasta for response for it.
 
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Reinhardt

Arcane
Joined
Sep 4, 2015
Messages
32,042
If we talk about mod, not modder, then Deepest Dark was pretty good.
 

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