Excidium
P. banal
What the fuck.Doing better encounter design than BG2 is impossible. If he's able to pull that off then Sawyer's a genius and should get his cock sucked by all the doubters here on the Codex.
What the fuck.Doing better encounter design than BG2 is impossible. If he's able to pull that off then Sawyer's a genius and should get his cock sucked by all the doubters here on the Codex.
He's right.What the fuck.Doing better encounter design than BG2 is impossible. If he's able to pull that off then Sawyer's a genius and should get his cock sucked by all the doubters here on the Codex.
stuff
First of all, "things I like" are the things that come together to form my opinion on a game. For example, I don't like DAO because I don't like: "list of stuff". Or I like Fallout because I like: "list of stuff".
So it's perfectly relevant for me to refer back to "things I like" when I am speculating about whether I will like an upcoming game or not.
Second, the old argument "Mechanic X is not evil in itself, it's how it is implemented that counts." True. But. If I have 5 games and all five are bad and all have a list of common elements, then statistics dictate that those elements are probably the cause. Think of smoking causes cancer. They can't prove a direct link between smoking and cancer but the statistical proximity between the two events makes it very likely that smoking indeed may cause cancer. Now replace smoking with cooldowns and you will see what I mean.stuff
Third, there are some half-valid points in that wall of text. I can't say agree but I accept the possibility that you may be right.stuff
Which IE game had better encounters?No he's not. Almost every encounter in BG2 consists of a seemingly random quantity of monsters spawned on the same spot. Except for the EPIC ENCOUNTERS BRO that consist of 4~6 thugs covering the 4 archetypes inside a 20x20 room, Dragons that don't fly and liches with contigency, time stop and insta death spells up their ass.
Anyone with a monstrous manual on their lap could do the same encounters if not better ones...
BG2...But it benefits from already starting at mid-levels which gets you tougher opponents and more powerful spells to mess with. The merit of encounters in IE games goes to AD&D, with the large variety of monsters and spells.Which IE game had better encounters?No he's not. Almost every encounter in BG2 consists of a seemingly random quantity of monsters spawned on the same spot. Except for the EPIC ENCOUNTERS BRO that consist of 4~6 thugs covering the 4 archetypes inside a 20x20 room, Dragons that don't fly and liches with contigency, time stop and insta death spells up their ass.
Anyone with a monstrous manual on their lap could do the same encounters if not better ones...
Hmm...I don't know. Encounter design has always been passable in CRPGs. There's more to encounter design than just spawning monsters, where the battle happens is just as important as what you are fighting. CRPG devs often forget that.Maybe this is something for an other thread but which cRPGs have the best encounter design according to you?
You're out of your damn monkey mind."Best" encounters: AoD of course. Fallout to some extent. Arcanum (although combat mechanics is bad). BG2. River of Time excepting the temple.
"Best" encounters: AoD of course. Fallout to some extent. Arcanum (although combat mechanics is bad). BG2. River of Time excepting the temple.
It is a deal because it is health that regenerates rapidly.Why wouldn't stamina regenerate outside of combat? What's the big fucking deal?
Fixed.Doing better encounter design than BG2 is impossible. If he's able to pull that off then Sawyer's a genius and should get his cock sucked byall the doubters here on the Codexa $50 crack whore.
FUCK ME. You guys are the fucking worst. 10 pages of straight shitposting. Seriously. The worst. I used to come here for news on RPGs not on who wants their dick sucked because they're the RPG Elite. How many of you fuckers are high schoolers vying for acceptance on these boards anyway?
God damn. seriously. can we mod this non-relevant shit out please? feel free to get rid of this post too if you want, but i'm tired of hearing about Josh Sawyer when it's not related to Project Eternity in any shape of form. We got it guys, he plays Skyrim. You're scared about his mechanics implementations. Can someone say something relevant please?
10 fucking pages...
edit: nevermind. Found the ignore button. can't take it anymore...
This is why we can't have nice things."Best" encounters: Arcanum
Despite being a harsh criticizer, I'm easy to please.It's not terribly difficult to troll the Codex, and doing so in the same way for months on end paints someone as more of a pathetic imbecile than a clever puppetmaster.
In the Kickstarter comments Vincke said both OS and DC cost less to make than Divinity 2, which was more than 8 million. It might be around 3 million or so?Correct me if I'm wrong, but I'd have thought that Divinity Original Sin has had more resources put into it than $ 4 m, that they have had plenty of creative freedom (if Swen's words about how they're making the game they've always wanted are to be believed), and that they never "proved" they can make a good turn-based game.
http://forums.obsidian.net/topic/53770-elegance-in-crpg-rulesets/Does anyone have the full quote and context of "Pretty much all games get it wrong"? Google doesn't turn up anything. Roguey?
Hi Obsidian developers.
Most of us have now played Dragon Age and enjoyed it to varying degrees. For me it was great fun despite the ruleset not because of it. Quite an achievement if you think about it.
I'm not asking you to comment on DA whatsoever (unless you'd like to) but if you were to make a similar game with an original IP then what principles would you follow? Would you choose to abandon classes? What other games have got it right and which have got it wrong?
Am interested in your thoughts.
Short answer: pretty much all games get it wrong IMO. I'll write up the long answer later.
Basically I think that most designers are overly concerned with what's come before when they sit down to write CRPG mechanics. When looking at mechanics that typically go into CRPGs, it's pretty hard to reverse-engineer a plan of intent. The conclusion I'm usually left with is that they wanted the system to "look like an RPG" on a UI screen. They have classes and stats and skills and skill/talent trees and a ton of derived stats when probably not all of that is necessary.
I believe that game designers, whether working in the RPG genre or otherwise, should establish what they want the player to be doing within the world. That is, they must ask themselves what they want the core activities of the player to be. Within those activities, the designer can find ways to allow growth over time in a variety of ways. How they want that growth to occur and what sort of choices they want to force the player to make -- that's what should drive the design of the advancement/RPG system.
Instead it usually seems like most designers sit down and say, "Well what are the ability scores going to be?"
RE: Moving units: Nobody cares enough about the advancement mechanics to make or break sales. Mass Effect and Oblivion both show that you can have extremely simple (from a player perspective) advancement mechanics and as long as people enjoy the core gameplay, the apparent simplicity/non-traditional nature of the mechanics doesn't matter.
Basically I think that most designers are overly concerned with what's come before when they sit down to write CRPG mechanics. When looking at mechanics that typically go into CRPGs, it's pretty hard to reverse-engineer a plan of intent. The conclusion I'm usually left with is that they wanted the system to "look like an RPG" on a UI screen. They have classes and stats and skills and skill/talent trees and a ton of derived stats when probably not all of that is necessary.
I believe that game designers, whether working in the RPG genre or otherwise, should establish what they want the player to be doing within the world. That is, they must ask themselves what they want the core activities of the player to be. Within those activities, the designer can find ways to allow growth over time in a variety of ways. How they want that growth to occur and what sort of choices they want to force the player to make -- that's what should drive the design of the advancement/RPG system.
Instead it usually seems like most designers sit down and say, "Well what are the ability scores going to be?"
one of the advantages of a CRPG where the enemies are all computer controlled and there's no DM to adjudicate abuse is that imbalance becomes obvious really quickly (IMO).also i don't care how pro anyone is, it's gonna be tough to balance 'daily' resources against 'encounter' resources, altho a no doubt lot easier for a crpg dev than a ttrpg dm
ppl get rill mad at me when i talk about degenerate gameplay but it's not actually a criticism of them but of badly designed mechanics that encourage the player to do boring, path-of-least-resistance shit.
Some tidbits from the OEI forums. A discussion about ethnicity/race. Answers from our lord and savior, the holy father, Josh Sawyer Peace Be Upon Him, etc etc.
Holy smokes, information about the game! Are you sure you're on the right thread Hormalakh ?