Luckmann
Arcane
They really didn't have a fucking clue what they were doing.
Huh.
Huh.
stuff
In truth, he admits they went a little far with the steepness, because players complained about their super weapons getting superseded too soon, and so they patched in a slightly gentler curve.
So, what I get (even though it's hard since the text is not very...coherent) is that their goal was to reduce "randomness" and make combat and effects more "deterministic"...
But who gave them this feedback though? Who told them that D:OS combat is not "deterministic" enough and needs to be changed? I don't get this at all. Wrong goals lead to obviously wrong decisions.
What this clown is talking about? Saving throws kind of mechanics are how many RPGs roll since the beginning, it doesn't prevent you thinking ahead, if something goes wrong, you adapt your plan, they are there to not make battle too predictable causing fear on the player that thing might go bad at any minute, driving tension because you don't know if that crucial spell you need will work out when you need it or that dangerous enemy attack will hit making you feel that feeling of relief when the bad guy miss it. How making a deterministic system makes easier to plan ahead?Armor had the chance of blocking status effects, meaning that if you planned to knock a bunch of enemies out with a stun attack, you didn’t know for sure it’d work in every case. “The good part about this was that every encounter felt different, so when you started a fight it felt fresh. Things went wrong and right in very different ways,” says Pechenin. “But at the same time it really prevented long-term planning, because you didn’t know how many people you’d stun, so you couldn’t predict what you’d do next turn, and because of this you just wouldn’t think about the next turn.”
So, the ones that do the biggest single type damage will win the fight faster. Hurray for diversity on tactics!So one of the big changes to DOS2’s combat design was to its armor system. Rather than absorbing a proportion of incoming damage, armor completely negates it. There are two armor types: physical and magic, which negates any magical attack, including negative status effects. But as these values take damage they’re whittled down, and once gone, the character is left open to losing HP and vulnerable to status effects.
As if this would mean anything, this doesn't change the nature of the deterministic system, you still will have one or two guaranteed rounds of pure boredom on every single fucking fight on the game, not counting the times the bosses cheat and always act before you, so you will have three or more turns of helplessness as you just watch the enemy do as he pleases as nothing you can do except raw damage will help.So far, so deterministic, but Larian wanted attacks to retain a ‘spicy’ feeling. The solution was a small variability in incoming damage which may entirely knock armor out, or it may not. “So there’s still some RNG there and you don’t know exactly how things will turn out, but you have a high chance that things will go as you want them to,” says Pechenin. “But at other times the game will throw a curve ball at you and make you scramble to find a new plan.”
This is a fools errand, who set the pacing of the battle should be the player, not the designer, this is very, very wrong for an RPG. If the player is underleveled and undergeared, the fight should take longer than a player that is on a higher level and is more prepared. This is the whole point of a leveling system, if you want all fights on your game to take the similar number of turns to all players, the only way to achieve this is to make the leveling system kinda redundant, that was exactly what Larian did, it seems this guy wasn't aware of the consequences of what he wanted to do.The next challenge was to set the pacing of battles. Larian wanted each to last an ideal number of turns. They wanted the time it took to destroy the armor on an enemy to feel good, as well as the number of turns that it’d take to stun an enemy, to destroy the armor on a player character, or to kill them.
So the solution was to make all items irrelevant at each leveling up so this would stop being a problem.“Getting that curve nailed down was quite a challenge, just because of how much extra content we have,” says Pechenin. Some players might have discovered an amazing sword that allows them to one-shot enemies, which effectively reduced the challenge to nothing.
I guess this guy doesn't really understand the meaning of overpowered, overpowered means you have more power than something else, not that numbers are bigger, if I do 1 of damage and the enemy has 10 of life but after a few levels, I do 1.000 damage but the enemy has 10.000 of health, well... unless by OP he mean meaningless number inflation...But rather than balance out these extremes, Larian embraced them. “Our usual philosophy is for player to be as OP as they want to be,” says Pechenin. But to mitigate the effects of a player finding an amazing sword, they also steepened the HP curve so that in a few hours that sword will be next to useless, returning the character to the baseline – unless they’ve found an excellent replacement.
How about having low level, middle level and high level enemies spread through the game? You know, low threat enemies on low level areas, middle threat enemies on higher level areas and ultra powerful enemies on hard to reach places? You know, like any decent non linear RPG handles this.In truth, he admits they went a little far with the steepness, because players complained about their super weapons getting superseded too soon, and so they patched in a slightly gentler curve. “This is completely valid, but in general the curve allowed us to give something very impactful to the player but still present them challenges even after 50-60 hours of playtime.”
Sure, the new approach meaning grinding their armor bar until they are dead... so much fun!One of the ways Larian discourages exploits – and players favoring certain tactics too much – is in DOS2’s combat design. In Act III of the game, many of the encounters are specifically set up to flummox certain powerful tactics. So, for example, in one fight the player faces enemies with the Fortify ability, which prevents them from being teleported by the player. If they’ve been playing so far by teleporting enemies into killzones, they’ll need to scramble to come up with a new approach.
Is this guy talking about the game he actually designed? If you aren't on the right level with the right level randomly generated sword, there is no tension, you WILL die (unless on easy mode), there is no doubt about that, if you are on the right level, there is no tension, because on the first two turns of each character, you can't do anything beyond using the most powerful damaging ability you have and cross fingers you out damage the enemy so you can permastun them. Such tension!Still, whether you have a good strategy or not, DOS2’s battles have the knack of making you feel you’re hanging on by your fingernails. “We see the best tactics when the player realizes a fight that’s going OK goes for the worst,” Pechenin says. If you see a chunk wiped off your mage’s physical armor it can often seem if it’s about to become dangerously vulnerable, even if across the party you have suite of fantastic powers that will see you victorious.
Or you guise could stop being control freaks and stop trying to play the game for me? This whole control freak system means you are controlling the player and not letting the player have freedom to do whatever the fuck he wants, lets say I just didn't do what you guise expected and got to this guy but instead of killing me on 4.5 blows, he kills me on 2 blows but I found a way to to avoid death by turning him on a chicken and move my guise to a more defendable position while I teleported water barrils and electrified the puddle between me and him so he couldn't reach me while I could kill him from afar before he could reach me? Ohhh... the armor system... sorry... When you guise said you designed a fight expecting the player character to die on 4.5 hits, you LITERALLY mean it.One of the ways the game conjures this feeling is by managing armor and HP values in relation to the number of hits Larian wants it to take for them to be eliminated. So, if they want a player’s character to ideally be killed in five hits, they have enemies’ damage output kill them in 4.5 hits. The character still dies in five hits, but their HP bar will look more depleted and have just a sliver left before they receive the final blow.
Maybe because most RPGs tend to not expect the player changing his whole equipment after each level up?Balancing DOS2 was a major challenge, one which has continued after its release in September of last year. The process has led to various surprising observations about the way players approach kitting out their party. Pechenin says that, overwhelmingly and regardless of skill, players buy skillbooks over any other item from shops. Then they’ll invest in upgrading their weapons. But even good players tend to skip buying armor.
Well, if you make you game overly dependent on level ups with this kinda drastic level scaling mechanic, if a player turn on a corner and found an enemy group that is a few levels above them and they've been not updating their armor because everything was working well, guess you designed a system that would inevitably create difficulty spikes, to the players, those new enemies don't look any different from the ones he was fighting before and why how of sudden they are so hard? HP bloat on level up is the answer. A player assume he only needs to change his gear if he will enter on a hyped dangerous area where he suspects there are high threat enemies in there, he will assume he will need a better gear to fight that fucking scary powerful dragon not to fight regular mooks that are one or two levels higher. You should train the player to change his equipment a few times but not at every fucking level up, that is insanity.That’s particularly true when they’ve experienced a period of being overpowered, and it’s only countered when they’ve felt threatened across several successive battles, after which they tend to blame the game for having a difficulty spike. But it was their gear that was the issue.
This is why I totally belief that to make a good system, a game designer must be a good player too, this has nothing to do with psychology, you fool, the 50 armor and 50 health guy is immune to your crowd control effects while the other dude is not, guess why the player chosen to attack and eliminate the most vulnerable threat?Armor continues to pose problems in combat itself. To put it simply, players hate to hit armor. Pechenin says that if, for example, you have two enemies next to each other, one with 100 HP and the other with 50 HP and 50 armor, the player will almost always go for the unarmored enemy first. “Just for the pure psychological joy of digging into HP,” says Pechenin.
This kind of simple minded schematic thinking is really funny.But it’s the wrong choice: since armor blocks such status effects as stuns, it’s more tactically sound to clear it before hitting HP. ”It’s kind of counterintuitive; as a systems designer you don’t always think about this stuff.”
It's extra funny considering that because of the round-robin turn orders and the way environmental effects work now, combat in D:OS2 is much, much more of a clusterfuck than D:OS1 ever was. It's a complete fucking mess compared to D:OS1, and in terms of "randomness", they seem to have made it a point to actually compensate for the systemic reduction of "randomness" by making inherently "random" encounters (enemies coming out of nowhere, etc) - except that they're only "random" the first time you're exposed to them, meaning that there's literally no fucking point to doing that.So, what I get (even though it's hard since the text is not very...coherent) is that their goal was to reduce "randomness" and make combat and effects more "deterministic"...
But who gave them this feedback though? Who told them that D:OS combat is not "deterministic" enough and needs to be changed? I don't get this at all. Wrong goals lead to obviously wrong decisions.
Even without the aspects of "randomness", issues such as the prioritization of targeting and pure damage-dealing is self-evident. Was he just phoning it in? I just don't get it.
Rpgcodex game of the year, a modern classic according to many codexers...
I still like the game for completely unrelated reasons. If it didn't have these very obvious issues, I would unironically call it a modern classic and one of the best games of the past decade. This, in no way whatsoever, means that these issues are of lesser importance or priority, but rather underlines just what kind of monumental fuckups they are. Again, I simply do not understand it, and I think that it just reinforces the oft-repeated belief that Larian struck gold but they themselves don't even understand how they did it, and are now immune to criticism because they do not see the issues, as far above them as they are right now.Rpgcodex game of the year, a modern classic according to many codexers...
I still like the game for completely unrelated reasons. If it didn't have these very obvious issues, I would unironically call it a modern classic and one of the best games of the past decade. This, in no way whatsoever, means that these issues are of lesser importance or priority, but rather underlines just what kind of monumental fuckups they are. Again, I simply do not understand it, and I think that it just reinforces the oft-repeated belief that Larian struck gold but they themselves don't even understand how they did it, and are now immune to criticism because they do not see the issues, as far above them as they are right now.Rpgcodex game of the year, a modern classic according to many codexers...
If Larian would be interested in what we have to say anyway, they can come in here and read the fucking thread. It's painfully obvious that they haven't, and haven't listened to the mountain of criticism or understood it (based on the interview), so it rather feels like they wouldn't give two shits about a review either.This is one case where the absence of a Codex review may actually be inflicting real harm to the RPG genre.
Swen is not a systems guy, systems designers are very rare, let alone good ones. Also, it doesn't matter what grognards say next to to the game's reception, which validates the game's design as far as they're concerned. They're aware of some issues, such as having to upgrade your gear often and some players feeling stuck, but I'd bet they believe that's as far as it goes and it's just a matter of tweaking the stats.Why the hell didn't anyone step in? Swen should've seen how fucking awful this thinking is from a mile away.
This is one case where the absence of a Codex review may actually be inflicting real harm to the RPG genre.
He might not be a systems guy, but as project director he should be able to tell if the systems are shit or not, something that even the average Codexer is capable of.Swen is not a systems guy, systems designers are very rare, let alone good ones.Why the hell didn't anyone step in? Swen should've seen how fucking awful this thinking is from a mile away.
Swen also loves the Diablo style item fever, which is why you have to upgrade your fucking gear almost every damn level.
Yes, at the end of the day it's his responsibility. I'm just saying I don't think he has the chops to foresee the consequences of these bad design decisions, let alone fix them. Although apparently it's a problem they've had before, so even if he's not a good systems designer, I guess he should've known better:He might not be a systems guy, but as project director he should be able to tell if the systems are shit or not, something that even the average Codexer is capable of.Swen is not a systems guy, systems designers are very rare, let alone good ones.Why the hell didn't anyone step in? Swen should've seen how fucking awful this thinking is from a mile away.
Swen also loves the Diablo style item fever, which is why you have to upgrade your gear almost every damn level.
What is funny is that Larian already made this mistake with Divinity 2 with stat bloat extremely dependent of leveling with the railroaded exploration that result from that and they fixed it with the expansion for that game, guess the designers that fucked up now are new hires.
Just because he's not a number-crunching designer doesn't mean he's not a systems guy. He talks about how important they are every chance he gets. It's funny, we actually know very little about how Swen operates as a manager. For most people he's just the funny old guy in the Kickstarter update videos, which makes it tempting to dismiss him as a hands-off delegater who lets his young designers "find the fun". I think the man may in fact have some definite ideas about things.
I'd be curious to see how capable a character that skipped fights and (presumably) ended up under-leveled would be. My concerns with that approach would be twofold:
1) Would the mandatory combat then put you at a stark disadvantage when it comes around?
2) Is the content outside combat engaging enough to warrant an approach like that, all things considered?
I have no clue as to relative exp gains via non-combat-oriented solutions but I imagine there'd be a point where the game started to punish you if it doesn't give direct 1:1 experience and you, for instance, were to sneak by a sizable portion of optional battles and thus exacerbate the fundamental issues with combat even further.
As far as the second issue goes I don't think the writing, story or c&c is up to snuff to carry the load of the game on its shoulders alone but I suppose that'd vary person to person.