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Obsidian's Pillars of Eternity [BETA RELEASED, GO TO THE NEW THREAD]

Karmapowered

Augur
Joined
Jun 3, 2010
Messages
512
Where do you set your EASY mode in games ? Should any quest-markers be perma-banned, even in video-games in which they absolutely make sense, like WoW, because absolutely no one fucking cares about the WoW lore, or talking to its NPCs for more time than needed to get the daily ? Should someone be labelled as "mongoloid" by their game because they had never played a cRPG before in their life, and suddenly wanted to give it a go in easy mode, which is like, a sensible thing to do for most ?

Where do you set your HARDCORE mode in games ? Oblivion-like HARDCORE (EDIT : this has me chuckling), where monsters get level-scaled and buffed with 2/3/5x health and skills, but have such a terrible AI anyway that one still can sneak-kill them from miles away, provided one knew how to proceed/abuse the system ? Fallout HARDCORE (IIRC), where with the increased difficulty, you get more encounters, and hence potentially level up faster ?

While I can concur with the general sentiment that dumbed down games are BAD, and that we have more than enough of the "I want Life to be easy" people in our population (it's a great strip by the way, thank you, saved for future references), I laugh at anyone pretending that there is a real challenge to be found in a single-player cRPG to date, whatever it is.

Challenge in a Blizzard guaranteed online ironman-mode game ? Maybe, sure.

Challenge in a PvP-enabled MMORPG with perma-death (or at least some sort of equipment loss) ? Yes, definitely.

Challenge in chess games against a proficient AI, since they do exist now ? Now we're talking.

Any other challenge/game, and I can see most of the so-called hardcore players running to the first gamefaqs site to look for ways to lessen, or completely avoid the challenge (EDIT : also see the recent Age of Decadence turmoil about challenging fights, and how much even seemingly RPG vets in general liked them). Rightfully so I even would say, since 9 times out of 10, the challenge in modern games is just pure *frustration* to start with. Challenge should NOT necessarily = to frustration.

If the frustration induced by a challenge leads you to a stronger desire to overcome said challenge, and generally improve yourself, then it's a good frustration/challenge. Playing against a skilled oppponent in chess makes me want to learn better strategies. Getting my ass beat by a human player in PvP, and pay the price for it, makes me want to revise my techniques, and improve my dexterity in the future. One can hardly claim that most devices that generate frustration in modern cRPGs are of such a sort however, or we just don't play the same games.

Also, I don't get why people start moaning about games which offer more options, to lessen the effects of some overly inventive game-designers in matters of needlessly frustrating gameplay. If some people keep finding their challenge in drawing maps of their antiquated dungeons with a pen and paper, or relish in spending hours fighting invisible and respawning encounters every other step, so be it, but please do give me a fucking option to enable my auto-map, with visible encounters (preferably after checking that the tracking skill of the ranger in my party is up to par). In any case, more options are GOOD to have, since players can switch them on or off at their own discretion, at leisure. How could that be popamole bad ? We're all adults, who know how they want to play their games, right ? RIGHT ?

If the true goal was to increase the challenge of our games, instead of the self-centered raving and bitching that has been going on for quite some pages, we would do well to start clamoring for much improved AIs in our cRPGs, for NPCs that have a deeper background, more human-like complex characters and agendas to them than the usual "Fear me because I am da EVIL sitting with 10000 hp in the last area of the last dungeon in the game!", or "Fetch me this, or that, then I'll be happy with ya".

Now that would be a real step towards the INCLINE, and that is something that Devs (looking at ya, Obsidian) can, and should provide challenge-craving players with.
 

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
Should any quest-markers be perma-banned, even in video-games in which they absolutely make sense, like WoW, because absolutely no one fucking cares about the WoW lore, or talking to its NPCs for more time than needed to get the daily ?
WoW is the fucking definition of casual.
Should someone be labelled as "mongoloid" by their game because they had never played a cRPG before in their life, and suddenly wanted to give it a go in easy mode, which is like, a sensible thing to do for most ?
No, they should be called a pussy like in Doom.
 

Hormalakh

Magister
Joined
Nov 27, 2012
Messages
1,503
Normal mode would be the mode that the cRPG fan would play him/herself. Easy or mongoloid would be the casual player. You develop with good gamers in mind, and then think about your not-so-good gamers second. You make a game then make it easy: not first make a "game" then make it "hard." That's why you have stupid frustration-type mechanics.

As for WoW, this isn't an MMORPG, I was thinking about Skyrim and its ilk when talking about quest compasses. I couldn't be bothered to play WoW if they paid me.

The main issue is when developers look at the retardos and imagine them as the "normal" crowd. The retardos are not normal. If Sawyer makes IWDII tough and only a handful of people can pass that stage - then that becomes "normal." Hardcore should be hardcore even for Sawyer. Then we can build DOWN towards the easy/casual player.

This is how you limit HP bloat and difficulty through frustration.As for "hardcores" going onto websites and looking for tips/tricks on how to defeat difficult enemies, I don't think that is bullshit. People like that tried their best, failed a bunch of times and then thought "maybe I should go and find out how to do it." It isn't a problem to ask for help when you need it (LIFE LESSON), but bitching that things aren't to your satisfaction (I realize the irony) makes you just that: a bitch.

As for AI: I've asked OEI on their forums about AI and called their programmer out on it (and he confirmed that he heard me) that I want fucking good AI. So don't tell me that I'm not asking for difficulty.

Another thing: This is an example of emotional range, read the whole fucking thing before you reply (I've warned you). I've never played ME3, but I very clearly recall the outrage about the ending. People were PISSED. I watched the endings (the original ones) and heard the reasons for the complaints. Those that said that ME3 ending was shit because it was clear that they didn't put too much time into them, I could agree with. But those who bitched that Shepard died in all three endings and how you couldn't possibly change that, I thought were retards. Now I'm not one to suggest that the guys who made that game were geniuses or meant this, but I thought that the ending did a good job of showing how sometimes in life, things are really out of your control. You can try to rage against the machine but it's all for naught. Now if that's the reason that the endings were the same in all three wondrous colors, then I thought it was good and that those who whines about that, needed to learn that lesson. It might be frustrating, but that was a frustration that I think is fine. When the hero dies, that's absolutely fucking fine. Deal with it. Grow up. People fucking die. That's just a video game character.
 

Karmapowered

Augur
Joined
Jun 3, 2010
Messages
512
No, they should be called a pussy like in Doom.

Pussy definitely has more charm to it than mongoloid, so objection could be granted, since most people here (me included) will never have to worry about actually selling their games to actual customers ;)

As far as I am concerned, Kamidori (a weeaboo jfag RPG, I know) had a good approach about it, with a dungeon in-game that you could enter to get as much money as you ever wanted, making an otherwise reasonably challenging game piss-easy. The only drawback was that you had to play the rest of the game with a visible, unremovable, tinfoil hat on your MC.
 
Self-Ejected

Excidium

P. banal
Joined
Aug 14, 2009
Messages
13,696
Location
Third World
As far as I am concerned, Kamidori (a weeaboo jfag RPG, I know) had a good approach about it, with a dungeon in-game that you could enter to get as much money as you ever wanted, making an otherwise reasonably challenging game piss-easy. The only drawback was that you had to play the rest of the game with a visible, unremovable, tinfoil hat on your MC.
Haha go away and take your retarded grind with you.
 
Self-Ejected

Excidium

P. banal
Joined
Aug 14, 2009
Messages
13,696
Location
Third World
I don't care about the difficulty other people play, but I care when the "challenge" comes from special, optional modes like HARDCORE or GIVE ME DESU EX or 1999 MODE or whatever, because the game is never designed with that shit in mind to begin with. So either you play the game on the easy mode as intended or with a bunch of dumb, frustrating mechanics added to please the h4rdc04r crowd.
 

Hormalakh

Magister
Joined
Nov 27, 2012
Messages
1,503
Bingo. I give fuckall to everyone else. I just want MY game to be good. I'm not an expert at IE, but if they fucking challenge me then I'll get good. Why the fuck do I have to wait for a god-damn Strategems mod to challenge me?
 

Aeschylus

Swindler
Patron
Joined
Mar 13, 2012
Messages
2,543
Location
Phleebhut
Divinity: Original Sin Project: Eternity Wasteland 2 Divinity: Original Sin 2
Why do people care what other difficulty level people play?
It used to not really matter at all, but now with all the data-collection they do via Steam or whatever online scheme a given developer is using, people at publishers will actually be able to see how people are playing the games. This means they will come to the conclusion that certain features can be eliminated, such as higher difficulties, or greater customization, since statistically 90% of players do not take advantage of these. That's why it matters that most gamers are a bunch of pussies.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,411
Codex Year of the Donut 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
Why do people care what other difficulty level people play?
It used to not really matter at all, but now with all the data-collection they do via Steam or whatever online scheme a given developer is using, people at publishers will actually be able to see how people are playing the games. This means they will come to the conclusion that certain features can be eliminated, such as higher difficulties, or greater customization, since statistically 90% of players do not take advantage of these. That's why it matters that most gamers are a bunch of pussies.

That is such retarded logic, too. Does Microsoft take features out of Word or Excel because 90% of people don't use them?

I know it's not exactly the same thing with games, but the 80/20 rule comes to mind:

A lot of software developers are seduced by the old "80/20" rule. It seems to make a lot of sense: 80% of the people use 20% of the features. So you convince yourself that you only need to implement 20% of the features, and you can still sell 80% as many copies.
Unfortunately, it's never the same 20%. Everybody uses a different set of features.
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,781
Location
Roanoke, VA
Grab the Codex by the pussy
Should someone be labelled as "mongoloid" by their game because they had never played a cRPG before in their life, and suddenly wanted to give it a go in easy mode, which is like, a sensible thing to do for most?

Selecting easy mode is for scrubs. Not once in my life have I played a game on easy mode, including ones I'm unfamiliar with, such as a new (to me) 4x strategy game. In fact, if there's a "normal" difficulty, I usually up it to "hard"—especially these days, since "normal" typically means "a fucking baboon could beat the game by slapping its penis on the keyboard".

Why? Because training yourself to play on easy mode (or even normal mode) introduces laziness and bad habits into the mix. It's a crutch that allows you to play badly and/or make bad decisions with fewer consequences, or even none at all. I enjoy a good challenge. Start on normal, or hard if you're feeling up to it, and work your way up from there. You'll learn a lot more, and faster, too.
 

Hormalakh

Magister
Joined
Nov 27, 2012
Messages
1,503
That's why decline is so obvious to many of us, but not obvious to others. Because we go back and play the old games and we realize the slow degradation of games. It's rarely ever a staircase jump down in quality. It's a gradual mindfuck. We play older games and the decline is obvious.

If we don't keep devs on their toes about this stuff, they'd decline too. I thought that was what the Codex was about. I've actually appreciated the constant cynicism about Obsidian, even though I expect them to do a good job. We've always gotta watch out for little signs of decline and STOMP the fuck out of it.

Decline is always gradual.
 

Aeschylus

Swindler
Patron
Joined
Mar 13, 2012
Messages
2,543
Location
Phleebhut
Divinity: Original Sin Project: Eternity Wasteland 2 Divinity: Original Sin 2
Why do people care what other difficulty level people play?
It used to not really matter at all, but now with all the data-collection they do via Steam or whatever online scheme a given developer is using, people at publishers will actually be able to see how people are playing the games. This means they will come to the conclusion that certain features can be eliminated, such as higher difficulties, or greater customization, since statistically 90% of players do not take advantage of these. That's why it matters that most gamers are a bunch of pussies.

That is such retarded logic, too. Does Microsoft take features out of Word or Excel because 90% of people don't use them?
Yup, it is straight up moronic. Doesn't mean it doesn't actually happen though. In fact, I vaguely recall David Gaider using such statistics collected by Bioware to try to excuse the removal of character customization from Dragon Age 2 as something like 95% of people only played humans.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,411
Codex Year of the Donut 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
That's why decline is so obvious to many of us, but not obvious to others. Because we go back and play the old games and we realize the slow degradation of games. It's rarely ever a staircase jump down in quality. It's a gradual mindfuck. We play older games and the decline is obvious.

If we don't keep devs on their toes about this stuff, they'd decline too. I thought that was what the Codex was about. I've actually appreciated the constant cynicism about Obsidian, even though I expect them to do a good job. We've always gotta watch out for little signs of decline and STOMP the fuck out of it.

Decline is always gradual.

Your attitude about this changed pretty quickly, I must say. Do you regret posting that thread?
 

Hormalakh

Magister
Joined
Nov 27, 2012
Messages
1,503
Nope. I still stand by it. People who are not in the know should have a way of knowing. The first thread was always about teaching those who don't know. I am a firm believer that if there are people who wish to learn, then those of us who know should teach.

By giving up and giving them the answers, we have already failed. That is the point.
 

Karmapowered

Augur
Joined
Jun 3, 2010
Messages
512
Normal mode would be the mode that the cRPG fan would play him/herself. Easy or mongoloid would be the casual player. You develop with good gamers in mind, and then think about your not-so-good gamers second. You make a game then make it easy: not first make a "game" then make it "hard." That's why you have stupid frustration-type mechanics.

I am fine with most of your observations (even the ME3 one). Not going to waste further time with painting a saintly 100% Kodex-compatible figure out of myself, but if we're both here, it's probably not to spend our time voicing illegitimate claims about issues that have existed in cRPGs since like a good time now.

Challenge is welcome in my eyes, I'm just not satisfied by the current norms that are supposed to qualify challenge, or difficulty, in cRPGs.

As for WoW, this isn't an MMORPG, I was thinking about Skyrim and its ilk when talking about quest compasses. I couldn't be bothered to play WoW if they paid me.

I haven't played either, but from what I could gather about both games, quest compass makes sense in WoW (for the reasons I stated). Holding a GPS in my hand, when the game is about discovering landscapes, hidden caves and mysterious beasts, kinda defeats its purpose IMO, so it wouldn't make sense for me in Skyrim.

The main issue is when developers look at the retardos and imagine them as the "normal" crowd. The retardos are not normal. If Sawyer makes IWDII tough and only a handful of people can pass that stage - then that becomes "normal." Hardcore should be hardcore even for Sawyer. Then we can build DOWN towards the easy/casual player. This is how you limit HP bloat and difficulty through frustration.

Again, I am fine with that.

What I am/was not fine with are :

1/ objections in regards to more options, or to be accurate, to more features that a game could offer as optionally enabled/disabled. I can see why some people prefer to play their games with no auto-map, and prefer to draw their dungeons step by step by hand, with a pen & paper. More power to them, I say, and who am I to tell them what they should like. Just leave the auto-map, or any other feature that could be argued about as optional in the interface. If I am a pussy for preferring a feature like this to be constantly activated, so be it. I don't tell people how they should play their "challenging" games, so I simply expect the same courtesy.

2/ defining challenge by health-bloated NPCs, or respawning hordes of just the same. I want the game to force me to think, strategically, tactically, hell, even emotionally, ideally to have each and every battle/NPC be different, so that I would have to adapt in consequence. NPCs which in turn would adapt their agendas to me, if it's warranted, etc. That would be a truly challenging cRPG to me, and not too farfetched an ideal, since it has been done in the past for some rare games. Still, there is room to grow.

As for "hardcores" going onto websites and looking for tips/tricks on how to defeat difficult enemies, I don't think that is bullshit. People like that tried their best, failed a bunch of times and then thought "maybe I should go and find out how to do it." It isn't a problem to ask for help when you need it (LIFE LESSON), but bitching that things aren't to your satisfaction (I realize the irony) makes you just that: a bitch.

A game that forces me to look up a walkthrough is a badly designed game in my eyes. Definitely. Barring some rare exceptions (for adventure games mostly, like Days of the Tentacle), I have never needed walkthroughs in the past. Why should I start needing them now ?

Also, people that use gamefaqs-like sites, cheats, mods and what not without any kind of moderation, and claim to be "hardcore", just need to look at themselves in a mirror again, but then they probably don't care about my opinion either :)

As for AI: I've asked OEI on their forums about AI and called their programmer out on it (and he confirmed that he heard me) that I want fucking good AI. So don't tell me that I'm not asking for difficulty.

There is one like you, which is good, but there should be more, way way more.

I don't understand how people manage to bear with such a terrible status-quo regarding lifeless NPCs that we have been dragging behind our cRPGS for decades now. I am not fucking asking for setting up a whole virtual theater with professional actors in my video-games, nor am I asking for even more same-sex romances, but a good medium ground between what I experience in a (EDIT: mature) movie or book (EDIT: oriented towards an adult mind/population), and what I experienced with unbelievable soap opera casts like Shephard's posse should be within reach, even at our time in 2012.

Recruit psychologists or anthropologists if needed.
 

ZagorTeNej

Arcane
Joined
Dec 10, 2012
Messages
1,980
Where do you set your EASY mode in games ? Should any quest-markers be perma-banned, even in video-games in which they absolutely make sense, like WoW, because absolutely no one fucking cares about the WoW lore, or talking to its NPCs for more time than needed to get the daily ? Should someone be labelled as "mongoloid" by their game because they had never played a cRPG before in their life, and suddenly wanted to give it a go in easy mode, which is like, a sensible thing to do for most ?

Where do you set your HARDCORE mode in games ? Oblivion-like HARDCORE (EDIT : this has me chuckling), where monsters get level-scaled and buffed with 2/3/5x health and skills, but have such a terrible AI anyway that one still can sneak-kill them from miles away, provided one knew how to proceed/abuse the system ? Fallout HARDCORE (IIRC), where with the increased difficulty, you get more encounters, and hence potentially level up faster ?

While I can concur with the general sentiment that dumbed down games are BAD, and that we have more than enough of the "I want Life to be easy" people in our population (it's a great strip by the way, thank you, saved for future references), I laugh at anyone pretending that there is a real challenge to be found in a single-player cRPG to date, whatever it is.

Challenge in a Blizzard guaranteed online ironman-mode game ? Maybe, sure.

Challenge in a PvP-enabled MMORPG with perma-death (or at least some sort of equipment loss) ? Yes, definitely.

Challenge in chess games against a proficient AI, since they do exist now ? Now we're talking.

Any other challenge/game, and I can see most of the so-called hardcore players running to the first gamefaqs site to look for ways to lessen, or completely avoid the challenge (EDIT : also see the recent Age of Decadence turmoil about challenging fights, and how much even seemingly RPG vets in general liked them). Rightfully so I even would say, since 9 times out of 10, the challenge in modern games is just pure *frustration* to start with. Challenge should NOT necessarily = to frustration.

If the frustration induced by a challenge leads you to a stronger desire to overcome said challenge, and generally improve yourself, then it's a good frustration/challenge. Playing against a skilled oppponent in chess makes me want to learn better strategies. Getting my ass beat by a human player in PvP, and pay the price for it, makes me want to revise my techniques, and improve my dexterity in the future. One can hardly claim that most devices that generate frustration in modern cRPGs are of such a sort however, or we just don't play the same games.

Also, I don't get why people start moaning about games which offer more options, to lessen the effects of some overly inventive game-designers in matters of needlessly frustrating gameplay. If some people keep finding their challenge in drawing maps of their antiquated dungeons with a pen and paper, or relish in spending hours fighting invisible and respawning encounters every other step, so be it, but please do give me a fucking option to enable my auto-map, with visible encounters (preferably after checking that the tracking skill of the ranger in my party is up to par). In any case, more options are GOOD to have, since players can switch them on or off at their own discretion, at leisure. How could that be popamole bad ? We're all adults, who know how they want to play their games, right ? RIGHT ?

If the true goal was to increase the challenge of our games, instead of the self-centered raving and bitching that has been going on for quite some pages, we would do well to start clamoring for much improved AIs in our cRPGs, for NPCs that have a deeper background, more human-like complex characters and agendas to them than the usual "Fear me because I am da EVIL sitting with 10000 hp in the last area of the last dungeon in the game!", or "Fetch me this, or that, then I'll be happy with ya".

Now that would be a real step towards the INCLINE, and that is something that Devs (looking at ya, Obsidian) can, and should provide challenge-craving players with.

Problem is that if you overall design the game for the casual crowd, it will still show in its every pore, regardless if you add a few toggle-able options for "old school" gamers as an afterthought.

I also don't know where did you get this "draw your own map of the dungeon" nonsense, it is my impression that most people here (who are interested in PE) don't expect or demand Dark Heart of Uukrul level of difficulty or something but instead would be more than happy with an IE inspired game with all those things CRPG fans took for granted at the time - no quest compasses, health regeneration and people with exclamation marks above their head, the possibility of party members actually *gasp* dying during the combat, normal difficulty actually being reasonably challenging with higher difficulty modes reserved for people who feel they mastered the system etc.

Of course some small improvements would be welcome, such as making plain fighters more fun to play, better pathfinding, more skill/attribute checks (talking about IE games beside Torment obviously, IWD2 also had some unique reactions due to player's race/class).
 

Hormalakh

Magister
Joined
Nov 27, 2012
Messages
1,503
@Karmapower Well the good/bad thing about Project Eternity is that they said they'd listen to our voices. If more people were on the forums saying "hey I want good AI" instead of "Wow Rob! You're hilarious! Can we have a medicine-ball flail, cuz it's like totally bodacious!" then maybe Sawyer would read those posts and get on Weatherly's ass about getting the most top notch AI out there.

It's all a matter of voice in this world, I'm afraid. The buffoons are usually louder than the intelligent ones...
 

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