Has Darth Roxor finally jumped the shark? Oh yes he did.
jumped the shark and rode the tiger
Has Darth Roxor finally jumped the shark? Oh yes he did.
jumped the shark and rode the tiger
Nah, he's just into hating this game. It's well known
It isn't that he's completely wrong, he is just - as you said - overly critical to the point of it being comedic.
Seeing as how persuasion is tied to different stats now are there multiple ways to persuade people within single dialogues? Like a guy wants your money but you can choose to intimidate or diplomacy or lying?
Seeing as how persuasion is tied to different stats now are there multiple ways to persuade people within single dialogues? Like a guy wants your money but you can choose to intimidate or diplomacy or lying?
Yes, but it's typically the same choice repeated with different attributes.
[Persuasion + stranf] I order you to do as I say!
[Persuasion + wits] Come on, you want to do as I say!
[Persuasion + intelligence] Doesn't it make sense to do as I say?
etc.
Ah, yes, that one. I didn't pass it this way, but saw my wife solve it without combat.I do. If you douse the burning cursed piggus in Fort Goy, the undead lizard someone of BRACCUS REX!!! appears to ask wtf do you think you're doing. Successful [persuasion] lets you avoid the fight.
He didn't.You must have some kind of martyr complex if you played this thing all the way through.
Yes, but it's typically the same choice repeated with different attributes.
[Persuasion + stranf] I order you to do as I say!
[Persuasion + wits] Come on, you want to do as I say!
[Persuasion + intelligence] Doesn't it make sense to do as I say?
etc.
Yep, my estimate is the same. Larian has the creativity and systems design abilities to provide for 1/4 to 1/3 of the content of what's considered a full game. I think I wrote some time ago, that D:OS2 would have been agreatdecent game if it ended with the escape from the prison isle. This would have been before the stat bloat has developed into the ridiculous levels of the later stages, before items had scaled 20 times, before all the quest and ambush combat gimmicks had worn off, and with fewer iterations of the "animal is hurt, use perk" oh-so-original-encounter.
And it would have still been a no small game at all, if judged by the amount of content, replayability and time needed to finish it.
Seeing as how persuasion is tied to different stats now are there multiple ways to persuade people within single dialogues? Like a guy wants your money but you can choose to intimidate or diplomacy or lying?
Yes, but it's typically the same choice repeated with different attributes.
[Persuasion + stranf] I order you to do as I say!
[Persuasion + wits] Come on, you want to do as I say!
[Persuasion + intelligence] Doesn't it make sense to do as I say?
etc.
Honestly, I'm pretty fine with that. At least it allows me to define the kind of person I'm playing more or less.
Most certainly or if i were them i would completely ignore the codex from now on.And the Zionist Agenda is exposed.
Negotiations are on with Larian for neutral positive review.
I don't think the persuasion options are equal though because there were times when a lower attribute score would achieve success, while the highest score with the same PC would not. It seems to depend on the situation. If you're talking to someone who's acting like a snivelling coward for example, a 20 strength check might loosen their tongue while a 30 dex check would not.Seeing as how persuasion is tied to different stats now are there multiple ways to persuade people within single dialogues? Like a guy wants your money but you can choose to intimidate or diplomacy or lying?
Yes, but it's typically the same choice repeated with different attributes.
[Persuasion + stranf] I order you to do as I say!
[Persuasion + wits] Come on, you want to do as I say!
[Persuasion + intelligence] Doesn't it make sense to do as I say?
etc.
Honestly, I'm pretty fine with that. At least it allows me to define the kind of person I'm playing more or less.
But in the age of Jagged Alliance and X-Com and Battle Brothers, most look at RNG as a form of percentages, odds, and risk-taking. None of those reside within Into the Breach. Every single aspect of detail is covered with absolute determinism. Like any good puzzle game, things aren’t where they should be and you need to put the pieces where they rightfully fit. The schism between a good score and a smoldered run is solely the responsibility of the player. You have but the greatest weapon at your disposal: time. And, similar to the fantastic and also RNG-less Invisible Inc., there's an even more powerful tool you may be keen on using: the ability to revert time and restart at least one turn a fight.
Reflecting on what I’ve written so far, I must admit, it’s almost impressive that the DOS1 combat formula could be downgraded so much, and that someone, somewhere, actually thought some of these changes were good ideas. The sad fact of the matter is that the combat mechanics in DOS2 are simplified to the point of stupidity. Everything is near-deterministic. To hit rolls might as well not exist. There’s no damage reduction other than elemental resistances. Spell failure and penetration doesn’t exist, neither do saving throws. The only remaining “random” element are damage thresholds, and that’s hardly anything to write about.
It’s a phenomenon I’ve been noticing for a while now among turn-based “tactical” games – this strange desire to remove any and all randomness. If you ask me, it shows a fundamental misunderstanding of what the genre is about. For starters, it’s well-known that no plan survives contact with the enemy, and randomness in tactical games is meant to simulate this. When everything can be solved by a Brilliant Strategy™ executed from start to finish without disruption, you are no longer playing a tactical game but a glorified puzzler, where everything is predictable and by extension repetitive. An important aspect of tactics is adjusting to unforeseen failures and complications, thinking on the fly how to turn a defeat around. In games like DOS2, that aspect is thrown out the window.
And I keep hearing about bloat and inflated stats. How do players keep up if items and skills go up by small incremental amounts?
That its populated by trash like you.What is interesting is that according to this review this is a bad game, yet it won the GOTY poll with a landslide. What does this tell of the Codex?
INB4 Yes, I know those were reviewed by two different people, but come the fuck on. At least try to work out a consensus as to what is incline and what isn't.
What does this tell of the Codex?
Roxor has a thing for generalizing his own preference, but saying that determinist system are somehow inherently worse than variance-based ones is one of the more absurd and obvious examples of this.
What is interesting is that according to this review this is a bad game, yet it won the GOTY poll with a landslide. What does this tell of the Codex?
Haven't received a PM yet so far.I assume that Infinitron will now hire a Larian fanboy to write a positive review.
in an rpg: rng >>>>>>>>>>>>> determinism
however it has to be said that the way crpgs implement rng is usually tarded; there's a reason why you have fate points in most pnp systems - although a lot of this also stems from the st00p3d ways in which crpgs are structured