Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Codex Review RPG Codex Review: ATOM RPG

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,541
the game is actually worse if you're Russian, because most of inside jokes are terrible and immersion-breaking.
The worst aspect of this game is that they spend so much energy trying to make every single NPC unique, but very few of them offer goddam quests. By the time you realise you just waste 20 minutes reading walls of text that will lead to no quest, it’s already too late. The developers feel very strongly about it and won’t acknowledge it was a terrible idea. Most cRPGs will signal to you which NPCs to avoid by making them dummies. They broke this traditional rule and the result is a disappointment.
That is not a problem, problem was that most of these NPCs were boring and conversations with them were boring. Underrail had NPCs that led nowhere but I was never bored by talking to them.
 

Deleted Member 22431

Guest
The "walls of text" in most cases are short enough to skim through quickly if you're not seeing anything important. Some of the NPCs that don't give quests provide useful info and some conversations that aren't quest related still give XP. It is definitely a matter of personal preference, but I liked the custom NPCs better than having mostly generic NPCs with a few relevant NPCs who give huge info dumps in each location.
But you can't tell in advance whether the NPCs are important or not because they all have something to say. This is not a matter of personal preference. It's a design flaw. There is a reason why 99,9% of developers do things differently. They abandoned common sense and you have to read walls of text because of it. It is stupid.
 

Saduj

Arcane
Joined
Aug 26, 2012
Messages
2,598
Whether or not it is better to have quest givers you haven’t spoke to yet be marked on the minimap or appear with a giant exclamation point above their heads certainly IS a matter of opinion.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom