Prime Junta
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They decided to swith into photorealism ?
Lazy bums, they just don't want to get out of their chair to snap reference photos
They decided to swith into photorealism ?
@Vault DwellerYeah, KVK did a good job of explaining the difference with how AoD did that.
Honestly I really liked the kind of checks in AoD, but I believe I’ve been pretty outspoken elsewhere on the forums about my opinion of the rigid nature of the system they used. In that sense I’m glad Disco went with rolls instead..
@GoralNah, AOD had hard skill checks. There were no rolls. There were no do-overs. There were no interesting failure states.
It looks a lot better than any generic dev studio out there! I give it/10!
That is a caricature. Take the very first quest of Thief’s Guild, for instance.Nah, AOD had hard skill checks. There were no rolls. There were no do-overs. There were no interesting failure states..
We got a glimpse of thought cabinet stuff in the Tigranes preview, go check it out.Tomorrow will be a month since the first part of the friday recap, also 10 months and half since the promise of the thought cabinet.
You might be eligible to buy smokes by the time DE comes out.Fuck it is nearly two years since i joined the codex....and the game is not out yet.....18 more to go then.
You might be eligible to buy smokes by the time DE comes out.Fuck it is nearly two years since i joined the codex....and the game is not out yet.....18 more to go then.
Also, sorry, no we won’t be at Gamescom this year.
Also, sorry, no we won’t be at Gamescom this year.
I think AoD did pretty good job of giving players an idea of what set of skills to invest in, starting all the way from character creation where they highlight the skills needed to play the starting class/desired playstyle and character archetype. Naturally, every time you get enough SPs you'd want to immediately invest in those set of skills to ensure being able to pass the next encounters and checks. But people's tendency to get the optimal outcome drives them to hoard the SPs, encounter checks and/or fights, reload, increase the relevant skills, pass the checks/win the fights, repeat. So, I wouldn't necessarily attribute the ability to hold on to skills points as bad game design, more like degenerates are degenerates.It can be, and is. Not just to pass checks either, but to dynamically respond to what the game throws at you in terms of combat, enemies, weapons etc.being able to hold onto skill points until they're needed is bad game design
Why can’t holding on to skill points to spend them strategically in order to pass specific checks be good game design?
Investing heavily in a skill set before being aware of how that translates to gameplay is pretty silly, but has been reinforced in this millenium’s “no wrong choices” culture of game design.
I think AoD did pretty good job of giving players an idea of what set of skills to invest in
You’re being an owl about it.I can't believe an RPG with the name "Disco" in the title made it past the RPGCodex doormen. That ain't right.
Yes and no. AOD gave you a sense of what skills to invest in, but critically gave you no barometer for how much to invest in each skill. The numbers had no context and were therefore meaningless. I took my recommended skills and a few more for good measure which I thought would give me more options, but it turned out I simply couldn't do anything. It sounds like DE will communicate better in this regard. I hope.I think AoD did pretty good job of giving players an idea of what set of skills to invest in, starting all the way from character creation where they highlight the skills needed to play the starting class/desired playstyle and character archetype.Investing heavily in a skill set before being aware of how that translates to gameplay is pretty silly
There was, but it was not communicative. 1 point was like "starving baby" and 10 was "500x Chuck Norris" or some crap. It may have tried, but didn't map to actual game capability at all. Dude just picked 10 hilarious adjective phrases at random and then ranked them in order.You fucking kiddin, mate? There was flavour text that would describe which level of proficiency you were attaining every time you would add a point.
Of course, but that still doesn't mean anything. Is a 5 skill in Barrelmaking "sufficiently competent to make a decent living"? Does that mean a 3 is "incompetent but able to hold down a job as a barrelmaker's assistant"? Or is 1 point sufficient to assume basic competence and it just gets better after that? Is every point twice as big a material increase, or is it a strictly linear scale? And what about the fact that all challenges get harder as the game progresses? Are we to believe that everyone in the starter town is just dumb and easy to lie to, while the next town over everyone is smarter, by simple virtue of being farther away from the PC's starting point? There's just no way to know without playing the game, and a strict pass/fail system leaves no margin of error.But that aside, just fiddling a bit in the character creation screen made it quite obvious that the range was 1-10.
They weren't random.Dude just picked 10 hilarious adjective phrases at random and then ranked them in order.
It snuck in under a different name.I can't believe an RPG with the name "Disco" in the title made it past the RPGCodex doormen. That ain't right.
Wasn't it No true furries.If memory serves, it was "No Quarter to Furries" or something like that.