Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,044
One difficulty mode - Hard.
Apples and oranges. Combat is a game in itself. It's hard but the system gives you plenty of tools to even the odds. Thus noobs suffer, while more experienced players can ironman it.
Dialogue checks are a passive aspect. It's about making decisions and branching out the story rather than beating the check itself. If we raise the checks, we'll increase the meta-gaming aspect and force people to map out the check values.
My point was that your understanding of the system makes a huge difference despite "stat dependence and dice rolling". The ironman comment is based on observing the testers playing both demos (the save system was added last).Apples and oranges. Combat is a game in itself. It's hard but the system gives you plenty of tools to even the odds. Thus noobs suffer, while more experienced players can ironman it.
I don't believe it. Given my experience of the demo methinks there's too much stat dependence or and dice rolling to ironman it - at least on your first playthrough... Of course if you have prior experience with the game and you know exactly when you will enter into unwinnable fights with the given build it would be achieveable. But that's metagaming, so meh...
I don't think there were ever any disagreements on the passive nature of dialogue skill checks, but just because they are passive doesn't mean that they don't add anything (or are something that should be kept to a minimum).Dialogue checks are a passive aspect. It's about making decisions and branching out the story rather than beating the check itself. If we raise the checks, we'll increase the meta-gaming aspect and force people to map out the check values.
Good thing you have realised it. Bad that this aspect still remains a huge part of the game.
My point was that your understanding of the system makes a huge difference despite "stat dependence and dice rolling". The ironman comment is based on observing the testers playing both demos (the save system was added last).Apples and oranges. Combat is a game in itself. It's hard but the system gives you plenty of tools to even the odds. Thus noobs suffer, while more experienced players can ironman it.
I don't believe it. Given my experience of the demo methinks there's too much stat dependence or and dice rolling to ironman it - at least on your first playthrough... Of course if you have prior experience with the game and you know exactly when you will enter into unwinnable fights with the given build it would be achieveable. But that's metagaming, so meh...
Dialogue checks are a passive aspect. It's about making decisions and branching out the story rather than beating the check itself. If we raise the checks, we'll increase the meta-gaming aspect and force people to map out the check values.
I don't think there were ever any disagreements on the passive nature of dialogue skill checks, but just because they are passive doesn't mean that they don't add anything (or are something that should be kept to a minimum).Good thing you have realised it. Bad that this aspect still remains a huge part of the game.
My point was that your understanding of the system...
I wouldn't call the speech route easy, unless you're metagaming skill points really hard.
Combat long and boring ?
I blame those fucks:Isn't that the critique leveled often enough at Fallout here?
I blame those fucks:Isn't that the critique leveled often enough at Fallout here?
Fucking melcars shuffling around with like 40 action points for movement.
Combat long and boring ?
I didn't exactly see a myriad of combat options in the AoD demo besides going up to someone or hanging back and doing the aimed/quick attack or slash/thrust.
Combat long and boring ?
I didn't exactly see a myriad of combat options in the AoD demo besides going up to someone or hanging back and doing the aimed/quick attack or slash/thrust.
You missed right clicking on the icon/picture of an equipped weapon, eh?
Combat long and boring ?
I didn't exactly see a myriad of combat options in the AoD demo besides going up to someone or hanging back and doing the aimed/quick attack or slash/thrust.
You missed right clicking on the icon/picture of an equipped weapon, eh?
More importantly, it will attract EXACTLY the kind of gamers likely to buy AoD and will only drive away folks who would never have played it to begin with. What more could you possibly want?
RPG Game.
It's been done already, Matt. Let it go.RPG Game.
I like roleplaying game games.
That's Martin.I blame those fucks:Isn't that the critique leveled often enough at Fallout here?
Fucking melcars shuffling around with like 40 action points for movement.