If anything, this seems backward to me. A game that expects the player to have metaknowledge of what is ahead is worse than a game that expects the player to accept bad dice rolls, particularly because random chance adds a "personal" drama to the game that metaknowledge doesn't.
Lots of us here have played our favorite cRPGs for hundreds and even thousands of hours. 90%+ of the time we have spent with them is with metaknowledge. If a cRPG is not fun with metaknowledge, it is not a good cRPG.
It is the same with books, movies and music. If it is good only the first time you experience it, it is trash, and it is not worth owning.
I don't fully agree with this.A game, despite its genre, is supposed to give you all the tools and the information needed to win at your first try
I think it is welcome for some optional things. Challenges that are there only for the select few veterans who want to grind their teeth out.Making victories impossible without metaknowledge is definitely a bad thing.
I don't fully agree with this.A game, despite its genre, is supposed to give you all the tools and the information needed to win at your first try
Imagine a game where you enter some dungeon or lair, but are immediately annihilated by some strong spell you can't do shit about.
You can, however, find an item in the game (maybe at a later point?) which allows you to ignore or disable that spell - the game won't tell you about it, though, you either find the item and connect the dots or you don't.
I'm not sure if this counts as metaknowledge, though, or just as a kind of puzzle to figure out, akin to adventure games.
I think it is welcome for some optional things. Challenges that are there only for the select few veterans who want to grind their teeth out.Making victories impossible without metaknowledge is definitely a bad thing.
But an entire game or campaign like that? That's just nonsensical.
There's a good and cheap solution to that: alignment limitations. Let's say, neutral evil skelly boy uses +2 sword of fuckfacery. Now, you can loot that, but sword is usable only by evil characters... and evil characters can't use some good or neutral locked items. And so on.Either accept the player's fighting groups of unique enemies with their own unique equipment and let the player get all their equipment after the fights, and accept that the player will get a lot of magic items after most fights, it's alright, and in this game with few, all relevant, encounters, this approach makes sense, it's fine, or do like other games do, give thugs less relevant equipment, for example skeleton warriors would get the same, only moderately good, weapon, maybe only would bosses have rings, necklaces and other accessories, that's what other games do but I'm not sure it fits this exact campaign's approach since I like that more than often an average group of skeletons may be a cool gang instead of a group of generic monsters, I think the first approach could be better for this campaign of a big mess of cool, relevant encounters. I don't unreasonably hate KOTC2's approach but I am not very fond of it either.
To quote Vault Dweller once again: outcome=player skill+character strengths+RNG, where any two outweigh the third. If player skill is high and character strengths are impressive, then RNG is irrelevant. If player skill is low and character is shit it's all about RNG. That's the cornerstone of good RPG design.Fundamentally: A game (especially one as this) should be hard, but a player who
- knows all mechanics AND
- all content AND
- executes perfectly
should be winning 100% of the time.
resolving every turn takes you seconds because you just push the same hotkeys that you do all the time
I'm surprised that the Codex does not like 12 dragons dropped on your head in every encounter. I thought that's exactly what autists who enjoyed the first game would get off on.
Truly, the refined, elevated and inclined roleplaying gameplay that the Codex loves!
I'm surprised that the Codex does not like 12 dragons dropped on your head in every encounter. I thought that's exactly what autists who enjoyed the first game would get off on.
I don’t know if a series that is dead everywhere except Japan because everyone realized it was stupid bullshit is a great counter to the argument that KotC2 is stupid bullshit. Maybe Pierre should get KotC2 published by Atlus to reach his true audience, glorious Nippon.
This is probably also the one case when replacing all the art with anime would actually be an improvement. Match made in heaven!I don’t know if a series that is dead everywhere except Japan because everyone realized it was stupid bullshit is a great counter to the argument that KotC2 is stupid bullshit. Maybe Pierre should get KotC2 published by Atlus to reach his true audience, glorious Nippon.
I'm surprised that the Codex does not like 12 dragons dropped on your head in every encounter. I thought that's exactly what autists who enjoyed the first game would get off on.
You haven't even touched the first game, have you?
think MRY was quite spot on with his post. IF metaknowledge is a prerequisite to win an encounter, then this specific encounter is ill designed.
Being a veteran shouldn't mean remembering how all the encounters of a game are laid out. A game, despite its genre, is supposed to give you all the tools and the information needed to win at your first try, as long as you've learned the lessons required to win (a.k.a. you have mastered the game systems, a.k.a. you are a veteran).
Why does your highest difficulty level demand mastery of the system but not mastery of the content?
Game systems are not divorced from the content they interact with, you can't master one without the other. Not in any kind of tactics/strategy game at least, and definitely not in an RPG, where gear and character choices are half the game.If you have truly mastered all the game systems, you should by extension be able to adapt to all the encounters the game throws at you. The highest difficulty level should simply be the level with no room for errors.
Game systems are not divorced from the content they interact with, you can't master one without the other. Not in any kind of tactics/strategy game at least, and definitely not in an RPG, where gear and character choices are half the game.If you have truly mastered all the game systems, you should by extension be able to adapt to all the encounters the game throws at you. The highest difficulty level should simply be the level with no room for errors.
In an action game mastery of mechanical elements might indeed result in not needing any kind of foreknowledge about what's ahead.
I'm surprised that the Codex does not like 12 dragons dropped on your head in every encounter. I thought that's exactly what autists who enjoyed the first game would get off on.
You haven't even touched the first game, have you?
I tried, but the 1990 menus, UI/UX and general experience turned me off before I could actually start playing it properly.
Smash the wizard button six times during character creation. Somebody allegedly got through the module that way (hey I got through KOTC1 with two clerics and two wizards). I suspect the six wizard person required a lot of reloading that wasn’t divulged, but that’s the KOTC2 experience anyway.Is there any way to create an OP party here?
Is there any way to create an OP party here?
Smash the wizard button six times during character creation. Somebody allegedly got through the module that way (hey I got through KOTC1 with two clerics and two wizards). I suspect the six wizard person required a lot of reloading that wasn’t divulged, but that’s the KOTC2 experience anyway.
That was me, worst part and reload heaven was the goblin arena and goblin king. After that it was much easier
Is there any way to create an OP party here?
Smash the wizard button six times during character creation. Somebody allegedly got through the module that way (hey I got through KOTC1 with two clerics and two wizards). I suspect the six wizard person required a lot of reloading that wasn’t divulged, but that’s the KOTC2 experience anyway.
That was me, worst part and reload heaven was the goblin arena and goblin king. After that it was much easier
If you play a wizard party, you absolutely need to bring your pet Death Knight along, if anything, he'll help your wizards spells to land.
An overpowered party is a well balanced one.
If you're going to bring a lot of mage types along, a Death Knight is really good.
Then, you add a wizard, a psionicist, a cleric and a druid and the last spot goes for a fighter for the wade-in feat.
This feat is important for crowd control, it means he won't lose his extra attacks after moving, which he'll do most of the time.
If you don't pick a fighter, a Barbarian or a Samouraï are also very good for their moving capabilities (samourai isn't slowed down by armor penalties, barbarian gets moving bonuses) and their to hit bonuses (samourai makes any weapon he wields a +X weapon up to +8 i think, barbarian uses rage)
I played such a party DK, Samourai, Wiz, Psion, Cleric, Druid + Erz and Pizarra (and then removed Erz) and the game was quite easy* up to chapter 4 where i stopped after the first fight.
*Aside from some optional fights like the shark shaman (ch 1), the spider Queen (ch 3), the hydra from ch 2 can be tricky too, specially if she spawns with the lizard king (feels like KotC 2 has more kings and queens than ToEE has bugbears...)