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X-COM Firaxis - XCOM: Enemy Unknown + Enemy Within Expansion

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True, no matter if your UFO wreck is in USA or African Jungle, it plays always the same, forever: A big open area with some trees and elevation. I would love some enviromental diversity - Explore a (burning) coal mine hit by a UFO, scale a snowy hill, walk and swin through amazon jungle and its watery and muddy riversides and swamps, etc.
The farms, I miss them greatly.

You can tell he's sort of surprised/disappointed at how only the more hardcore audiences ended up playing the game.
Weird that to me Ironman was a no-brainer. The games gets too frustrating if you start to savescum, you simply start to reload after each death/important miss and spent more time reloading than playing the fucking game...

YES, the farms! And not just farms, with a random map generator, modern computing power and a grasp at the many many many enviroments in the world, they could easily offer the player a pletora of enviroments and maps that would make you truly feel like you're fighting them on the beaches, fighting them on the streets and all that Churchill. Instead, it feels like you're fighting aliens in the same places, no matter if you're in Shanghai, Manaus, Darkest Africa, Siberia, Chicago, etc.

Oh yeah, I miss missions in the Artic or Antartica. I would love to have "Hostile Enviroment" missions where the enviroment itself is a hazard both to you and the aliens. Think fighting inside a Nuclear Rector or a wharehouse full of explosives, or trying to survive both aliens AND snow in the poles.


Yeah, I don't understand the iron-manners being a new and non-essential idea for people who supposedly are "l33t rr@rdkore X_COM Playas." Anyone who plays X-COM knows that X-COM is to be played ironman. To be fair, XCOM is a lot more punishing to play Ironman with, four-six soldiers (compared to 14-25 in the original) leaves a lot less margin of error, hell, I think few soldiers are bad and the maps are mostly too small, like you're firefighting in a alley or something. The fact promotions and higher soldier price make losing some soldiers more FUUUUU worthy doesn't help.
 

Infinitron

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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
Jake Solomon the liar: http://www.rockpapershotgun.com/2013/01/15/firaxis-jake-solomon-post-mortems-xcom-part-two/

RPS: Do you have a sense of how the player base is skewed in terms of platform? From my corner of the world people only seemed to be talking about the PC version.

Jake Solomon: All I know is that it’s done really well, but in terms of what the breakdown is, I don’t actually know. I think that, and this is anecdotal, on Steam it did awesome. I think that it resonates with PC players, and that’s good, and for Firaxis that’s our bread and butter, and we’re extremely comfortable. For me, if PC players are happy, and that’s a big audience for us, then that’s certainly what we’re happy with. But I don’t actually know what the breakdown is. I think it’s done pretty well across the board.

Bullshit.:killit:

More decline:

RPS: Do you have any theories for what this means for the future of real time strategy or just strategy in the mainstream? Do you feel you’ve disproven speculation that mainstream turn-based strategy is dead?

Jake Solomon: I’ve thought about this a lot actually, but that doesn’t mean any of what I say has any authority whatsoever. I don’t know that XCOM means anything for strategy as a whole. I really don’t. I think that that’s like pointing to Civ, which is a multi-platinum game every time we put one out, but that doesn’t really mean anything for turn-based games really.

It’s almost like you can’t point to Starcraft, not that I’m making a comparison to Starcraft; nobody wants to do that, but you can’t point to Starcraft and say ‘oh RTSs are fine’, because they’re not, but it’s almost like there are some outliers and Civ is one of them. It’s incredibly successful every time we make one but that doesn’t mean that there’s a lot of room for other products like that.

RPS: Yeah, it’s kind of in its own bubble.

Jake Solomon: Right, and if I were to hazard a guess, these are the kinds of games I’d like to play to some extent, but XCOM is a game that one, was made by Firaxis and we have a lot of institutional knowledge of these types of games, and two, these are the kind of games we’re interested in making.

I don’t know how many designers and teams out there are like ‘oh right, let’s make a turn-based strategy game’, but for us we’re like ‘Fuck, yeah, let’s make a turn-based strategy game.’ And then on top of that, XCOM is basically the game of the entire career before my career, this is the game I’ve wanted to make. I love Jagged Alliance, and we have Sid [Meier] in-house, and I think that’s helped us, it seems like it’s a unique mix but maybe that’s just because I’m internal here, maybe it’s not that unique. I don’t know that because people play XCOM that means that they’re interested in playing other turn based games. I dunno, I hope people want to play more turn based games, that’s my personal favourite mechanic for strategy.

There’s also this effect that design-wise, I’m not like a hardcore strategy fan. I know that this sounds weird, I’m not sure how this is going to come off, but I’m not the most hardcore strategy fan there is. I certainly like Civ, and I actually worked on Civ Revolution with Sid. But I think that there’s a danger in genres sometimes, and I think you see this with strategy games as a whole actually, where the people who love strategy, a lot of times the design defaults to ‘well if you like this, we can give you more of that.’ What you need is more in-depth and what you need is more ‘we can simulate more of this’ instead of trying to pull back and say, try to make a game that I think operates on simpler principles.

It’s not because I have some deeper understanding of design or anything, I think I honestly benefit from the fact that I’m typically not the smartest guy in the room, I’m pretty much a lowest common denominator-type guy. And so for me I love Sid Meier type games. Sid’s brilliant, but his brilliance is that he tends to focus on simpler systems that then hopefully create complex behaviour.

It’s trite to point out things like flight simulators, but I think RTSs are the exact same way, they become so distilled because the people making them are so fucking hardcore that they become distilled, and distilled again/ Like I used to love Age of Kings, it’s one of my favourite games of all time, but RTSs for me became harder and harder to play…

RPS: Same here, I guess. I need to prepare myself for vast amounts of learning rather than just sitting down to play.

Jake Solomon: Flight sims went through this period when it just became this really complicated thing, and it was just a turn off because unless they’re your number one favourite thing to do, to play RTSs towards the end, it felt like RTSs had to be your favourite type of game. To play flight sims, flight sims had to be your favourite type of game, because you had to really invest a lot of time to understand all these concepts.

I think a lot of times you get strategy games that just really become harder and harder to get into because they’re complicated. You go through these tutorials and think ‘my god, for some people this may be second nature but for me it’s very difficult.’ But you see some are great like Unity of Command, which is a brilliant game. I’m excited by games like that, but I don’t know what kind of parallels you can draw between XCOM and other games. Maybe tactics games…

I hope that doesn’t come off pompous, I’m not trying to say that we did something that other people can’t do, I just don’t know what something like XCOM means for the rest of the industry. I hope it means more turn based strategy.

Trash You should post this shit on TacCancer
 
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Jake Solomon: It probably requires a smarter man than me to evaluate it, because Civ always does incredibly well, and there have been some Civ- like type games but they just don’t… it’s hard to find that recipe. Civ is a deep, deep complex game, but Civ starts very simple so it’s very easy to play, and I think that that has a lot to do with it. And also, the other side of it too is that when people joke about Terror from the Deep and stuff like that and say ‘Oh, you should make Terror from the Deep’, I think that’s also part of it too.
A lot of times, for whatever reason, when you talk strategy games for some reason things like science fiction and fantasy start creeping in there, and I know that a lot of people like that stuff but I actually believe that that stuff is a major hindrance to games. I think that it becomes harder to find that type of resonance and find meaning in fantasy worlds. The science fiction can get a little too hardcore in strategy games, but you get some war games.
I think Civ always benefited from the fact that it’s based in history and so people can automatically be like ‘Oh the wheel, I know about the wheel,’ or gunpowder. XCOM has a little of that, where the maps are gas stations. I think that stuff matters quite a bit, that you’re on Earth and you’re fighting in gas stations. Terror from the Deep to me always felt very weird, I didn’t feel as strong an emotional connection to things like the underwater levels, it all really looked alien, so the aliens didn’t seem all that out of place to me.

WTF is this shit. Heretic fails to understand the point of Science Fiction (and Fantasy) as well as the core idea of TFTD.
 

felipepepe

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FFS, the one thing that Mass Effect did was prove that people can and will be emmotionally engaged by blue aliens in spaceships fighting evil robots... bloody kwas that can't defend the world if they are defending AMERICA... that's probably why every level feels like kwanzania...
 

Modron

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Man, those fucking sectopods...
Are they just that bugged or did some designer decide that rules don't apply to them?
I used disabling shot with one of my snipers, nevertheless the Sectopod shoots at me in the next round.
I then move one of my soldiers - the sectopod gets a reaction shot - hitting both the moving soldier and my non-moving Hover-SHIV WITH THE SAME SHOT.
I want to finish the Sectopod off (still the same round), so I move the SHIV a little bit closer to get a better THC - the sectopod gets ANOTHER reaction shot, destroying my SHIV.

:rage:

As if the teleporting bug or the Sectopod not being hit by rockets is not enough allready.

Sectopods have shoulder rockets and a main cannon so in theory one disabling shot would not be enough to disable them and in practice 2-3 disabling shots should render them toothless; in reality disabling shots do not affect them because this is from a developer who will not be adding new weapons/items/armor/units/research/buildings to the game because "balancing is hard".

That said who the hell runs at a sectopod with anything other than a lightning reflex assault character and Sectopods do get hit by explosives though the highest tier launcher only does a meager 12 damage to them and I was not silly enough to shoot them with a lowly starting gear one so I do not know if there is a DT involved there.
 
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FFS, the one thing that Mass Effect did was prove that people can and will be emmotionally engaged by blue aliens in spaceships fighting evil robots... bloody kwas that can't defend the world if they are defending AMERICA... that's probably why every level feels like kwanzania...

Indeed. Its all about the delivery and Emotional Engagement.
I can defend the world if I'm not defending Brazil. After all, foreigners make for nice fodder. :troll:
 

Multi-headed Cow

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"RPS: Do you have any theories for what this means for the future of real time strategy"

But what does Xcom have to do with RTS? Even the geoscape is essentially TBS. I HATE YOU RPS STOP BEING SO GODDAMN AWFUL.

Regarding sectopods, disabling shot certainly does (Or at least did. Did they patch it?) work on them. It's especially useful if you see one bracing and getting ready to do a giant fuck-you rocket swarm, since the disabling shot will snap it out of it. Also you don't want to use a launcher on a sectopod, launchers are best saved for either destroying cover or taking out mobs of weak enemies at once. You're better off just firing with a heavy that has the HEAT ammo perk which you should pretty much always take. The level you get that is kind of a no brainer, +100% damage on cyberdiscs and sectopods, or... A second shot of overwatch only if the first hits. If you're leaning on overwatch that much you're a console gamer.
:rpgcodex:

Edit: Well, I guess rockets are also useful for when you REALLY WANT TO BE SURE you take out a wounded enemy. The 10% miss chance is usually a hell of a lot lower than firing regularly for a heavy, though I've had it happen where he misses the rocket that would've killed 2-3 mutons and instead hurts himself and kills a rookie.
 

Gozma

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IIRC the bug is that if you use disabling shot on an enemy that's in overwatch, they get infinite overwatch shots until their next turn. Sectopods have a special deal where they get free overwatch at the end of every turn using a smaller secondary plasma gun, therefore disabling them always gives them infinite overwatch shots.

Disabling shot is butt anyway, much better to abuse the visionball thing snipers get at the same perk level.

I always had two colonel plasma snipers and/or a solid mind controller by the time I saw sectopods, you have too many tools at that point for anything to be a threat except maybe getting dogpiled at the start of a terror mission. They also have the same HP on higher difficulties that they do on lower ones.

Re: that interview, I was hoping for a "GOSH INTERNET WE REALLY PUT OUR FOOT IN THE BUCKET THIS TIME!!" admission about the shitty DLC
 

Zeriel

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IIRC the bug is that if you use disabling shot on an enemy that's in overwatch, they get infinite overwatch shots until their next turn. Sectopods have a special deal where they get free overwatch at the end of every turn using a smaller secondary plasma gun, therefore disabling them always gives them infinite overwatch shots.

Disabling shot is butt anyway, much better to abuse the visionball thing snipers get at the same perk level.

I always had two colonel plasma snipers and/or a solid mind controller by the time I saw sectopods, you have too many tools at that point for anything to be a threat except maybe getting dogpiled at the start of a terror mission. They also have the same HP on higher difficulties that they do on lower ones.

Re: that interview, I was hoping for a "GOSH INTERNET WE REALLY PUT OUR FOOT IN THE BUCKET THIS TIME!!" admission about the shitty DLC

Wasn't there one? I mean, nothing on the level of "We are a pile of shit, please forgive us", but he did say they realize Slingshot is not what people were looking for, and they want to provide more concrete, systems-based stuff that adds to every game, not just more scripted missions.
 

Gord

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Sectopods have shoulder rockets and a main cannon so in theory one disabling shot would not be enough to disable them and in practice 2-3 disabling shots should render them toothless; in reality disabling shots do not affect them because this is from a developer who will not be adding new weapons/items/armor/units/research/buildings to the game because "balancing is hard".

That said who the hell runs at a sectopod with anything other than a lightning reflex assault character and Sectopods do get hit by explosives though the highest tier launcher only does a meager 12 damage to them and I was not silly enough to shoot them with a lowly starting gear one so I do not know if there is a DT involved there.

They have another additional small plasma weapon and can fire the main weapon two times per round - but only at different targets.
The thing is that the Sectopod didn't go into overwatch as far as I could tell and there's no reason why he should get more than one reaction shot, unless they have an ability similar to that "free reaction shot if alien comes closer than 4 squares"? Although it would have to be something like 6 squares for them then.
The bug with rockets happens esp. if you have two sectopods close by (happens not often, admittedly). If you fire a rocket that should hit both, it might be that it hits none or only one of them, despite the rocket clearly hitting them.
But shooting a rocket at them can make sense if you want a sure hit. Also I think that HEAT ammo applies to rockets as well (might be mistaken, though).

IIRC the bug is that if you use disabling shot on an enemy that's in overwatch, they get infinite overwatch shots until their next turn. Sectopods have a special deal where they get free overwatch at the end of every turn using a smaller secondary plasma gun, therefore disabling them always gives them infinite overwatch shots.

Maybe that's what happened then...
 

Zeriel

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Sectopods have shoulder rockets and a main cannon so in theory one disabling shot would not be enough to disable them and in practice 2-3 disabling shots should render them toothless; in reality disabling shots do not affect them because this is from a developer who will not be adding new weapons/items/armor/units/research/buildings to the game because "balancing is hard".

That said who the hell runs at a sectopod with anything other than a lightning reflex assault character and Sectopods do get hit by explosives though the highest tier launcher only does a meager 12 damage to them and I was not silly enough to shoot them with a lowly starting gear one so I do not know if there is a DT involved there.

They have another additional small plasma weapon and can fire the main weapon two times per round - but only at different targets.
The thing is that the Sectopod didn't go into overwatch as far as I could tell and there's no reason why he should get more than one reaction shot, unless they have an ability similar to that "free reaction shot if alien comes closer than 4 squares"? Although it would have to be something like 6 squares for them then.
The bug with rockets happens esp. if you have two sectopods close by (happens not often, admittedly). If you fire a rocket that should hit both, it might be that it hits none or only one of them.
But shooting a rocket at them can make sense if you want a sure hit. Also I think that HEAT ammo applies to rockets as well (might be mistaken, though).

It does. So a Mayhem-buffed normal rocket does 16 damage. Not bad for aoe. I've never bothered to get the blaster launcher in the new XCOM, so I don't know what the base damage of that is, but I presume it's even higher.
 

Morgoth

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Latest patch notes say that the teleport bug has been diminished, other people however claim the teleport bug is now occuring even more often.

What the fuck.

I wanna start playing this turd already but with such a gamebreaking bug I might just hold back longer. Is it really that problematic, and how often does this bug occur anyway?
 

Gord

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In two games it happened only a very few times for me.
Certainly no gamebreaking bug, but potentially very annoying when it happens, esp. if you play Ironman.
Seems that certain maps are affected more than others, so it might just depend on your luck with the maps you get.
I'd anyway not really recommend Ironman at the moment, as there are a few other bugs and UI atrocities that can quickly screw up a mission.
If you don't want to savescum, I'd play Ironman "für Weicheier", with a single save at the beginning of each mission.
 

Multi-headed Cow

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What Gord said. I played at launch, had teleport happen maybe a couple times out of 1 complete campaign and 2 or 3 partials that I lost. If you're not playing ironman it's no biggy, if you're playing ironman it's not common enough to be an issue but if it does happen it could fuck you.

Assuming it doesn't happen more often now after patches. Haven't played since the last patch or two (Or all of them?) so I can't say. Just like with guys mentioning that sectopod bug I'm 99% sure didn't happen to me when I disabling shotted them.
 
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I can defend the world if I'm not defending Brazil. After all, foreigners make for nice fodder.

I've played quite a lot of XCOM, and rarelly get a BR soldier... at first I was pissed at it, but then I thought it was very realistic. :lol:


I don't see anything realistic with Greece getting more soldiers than BR... unless unemployment by 2015 is so bad that most of the country signed em masse for XCOM cannofodder duty. Otherwise, we have many Special Forces, and quite good ones too.

Unless you're one of those BRs who suffer at eternal defeatism and will probably be the first to kneel and suck foreign cock the moment the Bolivarian/Amerikwan/Chinese armies cross the border.
 

felipepepe

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It's not about the number or quality of soldiers, but on how most brazilians wound't give a fuck until the aliens raided their favorite bar or attacked a Corinthians x Flamengo match...
 

fizzelopeguss

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Wow at those interviews, it's no wonder this game turned out to be a bag of shite. And the cock sucking from RPS is beyond putrid. Game development is a fucking echo chamber.
 

Zewp

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Codex 2013
Is this Jake Solomon guy somewhat daft? Why does he keep repeating things he's said previously? In the first four questions of Part 2 he says;

-He blames himself (said it twice)
-The design came together so late (twice)
-They have patched 3 times (twice)
-New patch coming with Second Wave (twice)
-They are committed to their products and will support them for a long time (five times)
-"such a shame" (twice)
-consoles require certification for patches (twice)

And that's just the first four questions. I didn't even bother reading the rest of the interview.

Seriously? All he does is repeat himself without actually giving any concrete answers? "Hopefully" the patch addresses a lot of the bugs? Wow.
 

Zeriel

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What Gord said. I played at launch, had teleport happen maybe a couple times out of 1 complete campaign and 2 or 3 partials that I lost. If you're not playing ironman it's no biggy, if you're playing ironman it's not common enough to be an issue but if it does happen it could fuck you.

Assuming it doesn't happen more often now after patches. Haven't played since the last patch or two (Or all of them?) so I can't say. Just like with guys mentioning that sectopod bug I'm 99% sure didn't happen to me when I disabling shotted them.

Teleport bug only seems game-killing on Impossible + Iron-Man. On Classic it's just a much-needed additional spice to keep things interesting. Although the patch notes are... well, I know software engineering is an unpredictable science, but I never saw the teleport bug before this patch, and I've seen it countless times in one playthrough since the patch.
 

Shadenuat

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Just how the people who can't understand a simple fact that players will just skip voiced cutscenes, but will feel irritated that their soldiers all talk the same english as they will spend 90% time playing with them become game designers... that just eludes me.
 

Infinitron

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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
Just how the people who can't understand a simple fact that players will just skip voiced cutscenes, but will feel irritated that their soldiers all talk the same english as they will spend 90% time playing with them become game designers... that just eludes me.

:bro: It's like the act of working with consoles lobotomizes all the developers involved. For fuck's sake even Creative Assembly get this shit right.
 

Gord

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Did anyone get what nationality Dr. Vahlen is supposed to be, by the way?
Someone said she's german, but honestly, whenever she talks german (I think once in the tutorial and one time later on during some cutscene), she has a terrible accent.
And her other accent when talking english doesn't exactly sound like a native german speaker to me, either.
Not mentioning that "Vahlen" isn't exactly a typical german name.

If she is, however, they could at least have put her in some dirndl, given her blonde hair and some mug of beer (maybe also a cutscene showing her eating Bratwurst mit Sauerkraut) to really drive it home that she's supposed to be german.
 

Infinitron

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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
Did anyone get what nationality Dr. Vahlen is supposed to be, by the way?
Someone said she's german, but honestly, whenever she talks german (I think once in the tutorial and one time later on during some cutscene), she has a terrible accent.
And her other accent when talking english doesn't exactly sound like a native german speaker to me, either.
Not mentioning that "Vahlen" isn't exactly a typical german name.

If she is, however, they could at least have put her in some dirndl, given her blonde hair and some mug of beer (maybe also a cutscene showing her eating Bratwurst mit Sauerkraut) to really drive it home that she's supposed to be german.

German enough to be NAZI http://en.wikipedia.org/wiki/Theodor_Vahlen
 

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