Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Disco Elysium Pre-Release Thread [GO TO NEW THREAD]

barghwata

Arbiter
Joined
Sep 13, 2019
Messages
504
Yes i agree, I did not say you can't be stong and intelligent at the same time, that was not my point at all, my point is if your character has really weak strength but can still be somehow really good in hand to hand combat, something is really wrong with the rpg mechanics that allowed that to happen.
Why? Being weak is not and impediment to learn the fighting techniques (in boxing you can win by points instead of KOing the opponent). Of course your perfectly executed moves won't do any damage if you're weak, but that's another problem and I don't see why the game should forbid me to make such a useless character if I want to.

Hard limits to skills based on attributes are shit, just make them only partialy usefull in a real situation if not combined with the right attributes. For example if you learned all your science text books and can repeat them like a parrot (big science skill) then you're good to take the Vault City exam, or to occasionally have a useful data to share in dialogue or to use to solve something; but if you want to actualy investigate something new or discover the formula againt jet's addiction then you also need to pass a big intelligence check, because you have to think by yourself/outside the box.

I know that someone weak can still learn fighting techniques, it was just an example, my point was directed at games like FNV where if you spend enough points on combat skills you can become a powerhouse regardless of how shitty your stats are, making the stats effectivley pointless.
I am sure there are better solutions to this issue then simple "hard limits" but if the alternative is to just let the player make whatever character they want, regardless of stats then i prefer the hard limits cuz in that case why have stats in the game to begin with, i am sure you agree.

Also, i think there are some cases where hard limits are required, i mean if you have a character that has like 1 Perception, in other words nearly blind, they shouldn't really be able to get good at aiming with guns AT ALL.
 

Deleted Member 16721

Guest
Can I be an alcoholic slob detective who's also a prophet of some strange religion? Are there disadvantages for your character as well?
 
Joined
Dec 4, 2017
Messages
195
Insert Title Here
At first I'll probably try to make a character loosely based on myself, but my mind is racing with the possibilities... Columbo, Sherlock Holmes, Rust or Marty from True Detective...
 

HoboForEternity

LIBERAL PROPAGANDIST
Patron
Joined
Mar 27, 2016
Messages
9,463
Location
liberal utopia in progress
Steve gets a Kidney but I don't even get a tag.
Guys, this is a detective story—there’s always a dame.

The good news is, you'll finally have a girlfriend.

The even better news is, this is her:

15492_500.jpg

Edit: Who did you expect, Emily Ratajkowski? You're a terminally alcoholic middle-aged failure with a beer belly and bad hair, let's be realistic here
at least she looks like she can cook very well.
 

111111111

Guest
I'm glad we finally have a date now at least. Trailer looks pretty good as far as I can see.
 

Momock

Augur
Joined
Sep 26, 2014
Messages
670
I know that someone weak can still learn fighting techniques, it was just an example, my point was directed at games like FNV where if you spend enough points on combat skills you can become a powerhouse regardless of how shitty your stats are, making the stats effectivley pointless.
I am sure there are better solutions to this issue then simple "hard limits" but if the alternative is to just let the player make whatever character they want, regardless of stats then i prefer the hard limits cuz in that case why have stats in the game to begin with, i am sure you agree.

Also, i think there are some cases where hard limits are required, i mean if you have a character that has like 1 Perception, in other words nearly blind, they shouldn't really be able to get good at aiming with guns AT ALL.
Yes, I agree. It should be decided for each skill individually and not be a general rule though.

I don't know why devs are so stubborn about making every skill behave exactly the same (having the same amount of points, growing by similar means, etc). It should be way more varied in that regard. The only exception I know is Gothic/Risen where the "secondary" skills need fewer points to be maxed out (a game like Divinity Original Sin needed that a lot for some "usefull but not worth the price" skills). But they could do more: some skills might grow by use, others by studying a book or with a teacher at each milestone you reach, others to spend time by yourself to study or practice (if time is a thing in the game as it should). Some might grow over time by themselves and others decrease if not used, or even might need to be updated periodicaly with magazines or something (hacking for example. If the programing stuff and computer hardware evolves and changes all the time then you need to be aware about the latest new thing or you'll lose hacking points over time).

They don't have to follow the same rules.
 

Zombra

An iron rock in the river of blood and evil
Patron
Joined
Jan 12, 2004
Messages
11,936
Location
Black Goat Woods !@#*%&^
Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
I don't know why devs are so stubborn about making every skill behave exactly the same (having the same amount of points, growing by similar means, etc). They don't have to follow the same rules.
I hope there are devs out there listening or sharing this idea. I love the idea of some skills simply increasing through practice, others only through conflict, others making sudden jumps by certain lore discoveries, etc. In effect every single skill would be its own minigame with its own advancement system. This sounds interesting as hell. Of course a beast like this would be a goddamn nightmare to build and balance. But a deeply prestigious change from the cartoony, childproof
rating_sawyer.gif
systems we get nowadays.
 

Momock

Augur
Joined
Sep 26, 2014
Messages
670
Of course a beast like this would be a goddamn nightmare to build and balance. But a deeply prestigious change from the cartoony, childproof
rating_sawyer.gif
systems we get nowadays.
The games with classic systems aren't that balanced anyway. In most of them you can master every skill and be a god. With a more varied system it will at least require some effort to understand how everything works and to find a way to grow everything (in particular if time is involved as a ressource).
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,727
Enjoy the Revolution! Another revolution around the sun that is. 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


https://zaumstudio.com/2019/09/24/disco-elysium-is-a-colossal-game/

DISCO ELYSIUM IS A COLOSSAL GAME

Let’s talk content richness and playtime.

We’ve had enough people finish the game from start to end now. We can finally say how big the game is. And Disco Elysium is, in every sense of the word, a huge game. It’s bigger than *giant* and (a little) smaller than *gargantuan*, so I would say it is about colossus-sized.


SO — A COLOSSAL GAME.
How long is a colossal game? Well, it takes 60+ hours of continuous playtime to finish Disco Elysium if you’re a reasonably completionist player, as I am. It takes 90 hours if you’re absolutely savouring every detail. And 30 hours if you’re rushing it. Back-of-the-box, I would put playtime at: 60+ hours.

Map-wise, Disco Elysium takes place in one city district – Martinaise, in the city of Revachol. Martinaise is divided into five major areas – call them biomes if you like. Video game people love biomes:
  • Martinaise proper, comprised of modern, renovated buildings. A dilapidated cityscape.
  • The Industrial Harbour. Big machinery and containers upon containers of goods.
  • The wild, abandoned urban coastline, full of ruins from a long lost Revolution.
  • A plethora of underground areas meant to be explored with your flashlight.
  • And a fifth area that I won’t reveal here.
All four non-underground areas are one seamless, isometric open world that you can approach in any order.

The world is about the size of Planescape: Torment. Or a sizeable chunk of the first Pillars. A sizeable chunk of Fallout: New Vegas… But the resolution – the level of detail, content density – of these areas is, I would say, about 5 times denser than any RPG I’ve played. Disco Elysium is a detective game and thus you have to be able to put it under a magnifying glass. Any part of it. Every apartment, hallway, street corner, lamp, or even trashcan needs story, writing, details and interactivity that, to me, exceeds even the most detail-oriented adventure games.

None of these areas reuse assets or look the same like games that are asset-assembled do. Sure, people have the same radio every now and then, every little room is 100% unique when it comes to layout and art. And music, too.

There are four major weather states – snow, rain, mist and clear. And four times of day – morning, day, evening, night. These all combine to make an unpredictable, moody city where time moves in a very realistic manner. Getting through one day is a massive thing. Shadows fall. Sodium lights flicker. The music changes. Tomorrow brings new NPC’s to old locations, as the world changes each day. It takes about one real life day to complete one in-world day, if you’re being meticulous.

WHAT IS THERE TO DO WITH ONE MASSIVE DAY?
Disco Elysium has about 100 “quests” – or whatever you call them. We call them “tasks”. Tasks range from minor to-do’s a la “have a bath” to side-adventures that take a whole day to complete. We don’t differentiate between side-quests and main quests, by the way. It’s all one big thing — the story of your life in another world, as a detective of the Revachol Citizen’s Militia.

LET’S TALK STUFF TOO.
You have about 100 inventory items to mix and match from. These include tools – crowbars, guns, a boombox, a magnum sized bottle of wine… – and a plethora of clothes and even shiny armour to protect yourself with. Then we also have over 50 thoughts to choose from. These go in your head, they’re a kind of special item that evolves over time, giving you all manner of perk-like effects and role playing options. So – you’re playing physical and mental dress-up, draping your detective in ceramic armour, disco duds or tracksuit trousers – all the while filling your head with notions like: poetry, technology, para-natural nonsense, or trying to remember how old you are.

40 original pieces of music play as you explore the city. Some 6 different psychoactive substances get you high as you do so. Wine, beer, smokes, anti-radiation drugs… some good old fashioned trucker speed. And so on.

Jesus, and then there’s the skills! There are 24 of them and I swear to god – the least used has around 50 cases where it does something. The really active ones have (I’m not even kidding) around 500 uses. So yeah… There are thousands of skill checks. There are literally too many to count, for various technical reasons I won’t go into it right now. Safe to say, this is the skilliest game ever skilled. The skill list of 3.5 edition d’n’d is but a baby compared to Disco Elysium.

IT IS ONE MILLION WORDS LONG.
There are 70 characters, all have partial VO. Each you can spend hours talking to, each has hours of secret content.

Aaaaaand you’re gonna have to play the thing from beginning to end three times to get to see most of it. To see all of it… I don’t think a single human being can. But the internet has proven many a boast wrong, so let’s see.

It’s honestly inconceivable how we managed to do this. I guess time is the answer. Disco Elysium took 5 years to produce. We only managed to make it so fast because we had a head start with worldbuilding. A whopping 13 years worth of D&D style pen and paper games in the Elysium setting beforehand.

So this is Disco Elysium. I think it’s gonna rock your socks off, to be honest. I realize listing all this made me sound like James Franco from Spring Breakers talking about all the “shit” he’s got, but it just had to be said…


All of this shit is for you. We’re beyond excited to see how you’ll react to it. To a game that’s just… new. A new type of game — of which there’s suddenly a metric shit tons of. On your hard drive — to approach in your own way, order, and style.

On October 15, 2019.

Steam Wishlist
GOG Wishlist
 
Last edited by a moderator:

Dishonoredbr

Erudite
Joined
Jun 13, 2019
Messages
2,578
The artstyle is 10/10 , really nice. Gonna wait for review and how te forum feels about this one tho, not 100% sold on it. Also really sad that has only english subs.. It looks like it has a shit ton of dialogue and it sucks not having my language sub pt-br . Also how much it will cost? There's no price yet in Steam.
 

CaesarCzech

Scholar
Joined
Aug 24, 2018
Messages
445
Didnt they also claim that the game we get is only subsection on what they planned but had to downscale ? if 50 hours is large subsection i honestly dont know how big would game that was completed as envisioned would be.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom