chess is not an rpg
unless i missed something but the definition changes so fast these days
unless i missed something but the definition changes so fast these days
Is the hell-hamster trying to tell me that my hopes for another DOS1 with non-random loot, a solid story, non-idiotic writing and less of a drop in content-quality in the second half of the game were indeed rather foolish?
except i believe the hell-hamster doesn't ascribe any of the above qualities to dos1 and in fact explicitly states it's guilty of them too
chess is not an rpg
unless i missed something but the definition changes so fast these days
That most codexers want to indulge in dumbdown games with pretty graphics and will rationalise any criticism that puts their self-delusion in jeopardy. “The Witcher 3” is considered here to be the best cRPG of the past 5 years. That tells you a lot about the “refined tastes” and “highbrow players” of this place.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?
cRPGs are not games with small number of moves, so your point about the merits of deterministic systems is moot.Mechanical elements of being deterministic or RNG have nothing to with being an RPG. What if the pawns could gain ability points by kills and open different moves?chess is not an rpg unless i missed something but the definition changes so fast these days
Into the Breach:
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.
Divinity Orginal Sin 2:
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.
Oh the consistency...
While the game isn't clear in communicating its mechanics, this passage shows you don't even know what you're talking about. One-handed is admitedly a terrible skill, but not for the reasons advanced. One could take One-handed instead of Warfare, because one-handed attacks are not all physical damage. That much should be obvious to anyone with 0 knowledge of the game given the information in your review. Same kind of reason applies for Hunstman vs Ranged. Huntsman also appplies to magical ranged attacks, while Ranged only works with bows and crossbows, contrary to what you said.The Review said:It’s also very apparent just how little thought went into this system. Tell me, why would you raise One-handed, when the ability Warfare gives +5% damage with all physical attacks, and also governs warrior-type skills? Why would you raise Huntsman above the level required to unlock ranger-type skills, when it only increases damage made from high ground by 5%/point, while Ranged increases all ranged damage by 5% and also gives additional crit chance on top?
Wait, do I know you? I'm sorry, but I can't remember every nobody on the Codex.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?
While the game isn't clear in communicating its mechanics, this passage shows you don't even know what you're talking about. One-handed is admitedly a terrible skill, but not for the reasons advanced. One could take One-handed instead of Warfare, because one-handed attacks are not all physical damage. That much should be obvious to anyone with 0 knowledge of the game given the information in your review. Same kind of reason applies for Hunstman vs Ranged. Huntsman also appplies to magical ranged attacks, while Ranged only works with bows and crossbows, contrary to what you said.
Now, you clearly also have no idea about how damage is calculated in this game.
Your analysis of the skill system is as shallow as you claim the skill system to be.
Take an example. Say we're using a bow, doing 100 damage. We put 20 pts in Finesse, 10 points in Ranged. That gives us 100 x (1+ (30 x 5%)) = 250 damage. Let's put the 10 points in Huntsman instead of Ranged. That gives us 100 x (1 + (20 x 5%)) x (1 +(10 x 5%)) = 300 damage.
If you really want to get a Belgian's goat, remind them that the French ended up receiving credit for their fries.Their waffles are nothing to talk about either, forgettable like Larian games.
If you really want to get a Belgian's goat, remind them that the French ended up receiving credit for their fries.Their waffles are nothing to talk about either, forgettable like Larian games.
in an rpg: rng >>>>>>>>>>>>> determinism
Oh yeah I forgot to factor in the default +20% for high ground. That would be 300 (ranged) vs 320 (hunstman) instead. The example was just to show that not alll +5% are equal anyways. The difference would be much bigger in a real scenario of someone maximizing the damage formula vs someone failing at it. And there's still the factor where Ranged applies to bow/crossbows while Huntsman also applies to wands/magic.That 300 is only from high ground. How will the 250 compare on basic high ground bonus without huntsman?
I'll repeat myself: it fails at showing where and why the system fails, while you claim you actually do. You can't just say "Oh hey, at least I got the conclusion right, even if whatever came before is bullshit, so it's all good." This is supposed to be a review/critique, not "Fuck you: Suck my dick: Roxor's muh personal opinion on DOS2". And even if it was, you're still wrong, and it deserves to be pointed out. One thing is for sure, it reduces your credibility as someone that can accurately review this title.Yet I don't see how all the above makes muh shallow analysis any different or wrong. I say you should pump everything into one ability. You say you should pump everything into one ability. Much difference.
I remarqued on that. That would be a good criticism.And the game is not at all helpful in communicating that given the tooltips for warfare or weapon skills wrt damage increases are identical
cRPGs are not games with small number of moves, so your point about the merits of deterministic systems is moot.
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.
So, to sum up Roxor's arguments: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. Also, I think most importantly, unless Skynet happens, players will always have an advantage over the enemy AI when it comes to plan development and execution, which is exactly why the AI needs a little leg up in the form of RNG throwing a spanner into the player’s schemes. Though it’s important to remember that the player can benefit from RNG-induced failures on the enemy’s side too, which always leads to memorable and fun battles. But I digress.
Well their origins are French. The spread/popularisation was by a German who learned how to make fries in Paris, then brought em to Belgium to sell em on fun fairs and it kinda spread from there to become a Belgian classic. It's a very Belgian tale all in all.If you really want to get a Belgian's goat, remind them that the French ended up receiving credit for their fries.Their waffles are nothing to talk about either, forgettable like Larian games.
No arguments, no examples. No nothing.
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?
You'd think the reviewer would properly learn the system before criticizing. Darth Roxor, I am disappoint.
The advantage that players already have over the enemy AI becomes even more staggering in a deterministic system
Your comparison is too reductive and simplistic to work. One of the many differences between chess games and cRPGs is that the last attempt to provide some of the adrenaline and unpredictableness of real battles. In fact, they attempt to simulate many features you have in actual battles such as different classes of combatants, stats, the use of weapons, injuries, health, penalties, death, etc. Strategy games and especially cRPG’s are simulationist games by nature. You would have to be blind to ignore this aspect, even with all the simplifications and abstractions. Chess, on the other hand, is completely abstract, and the fun lies in the different tactics that result from the ungodly amount of variations and combinations. In order for that to work, you need simple basic principles and pieces the will generate complexity in the long term. It’s a completely different system with entirely different needs. The idea that you can do the same system in a cRPG or a strategy game reflects a shallow understanding of both systems. I don’t want a chess game to become like a strategy game, or vice-versa. That sucks.How does that even compute? My point is that those complex systems are well suited for deterministic mechanics. If cRPGs are complex (i.e. with a large number of moves per event) then they *are* well suited for deterministic results.
Your comparison is too reductive and simplistic to work. One of the many differences between chess games and cRPGs is that the last attempt to provide some of the adrenaline and unpredictableness of real battles. In fact, they attempt to simulate many features you have in actual battles such as different classes of combatants, stats, the use of weapons, injuries, health, penalties, death, etc. Strategy games and especially cRPG’s are simulationist games by nature. You would have to be blind to ignore this aspect, even with all the simplifications and abstractions. Chess, on the other hand, is completely abstract, and the fun lies in the different tactics that result from the ungodly amount of variations and combinations. In order for that to work, you need simple basic principles and pieces the will generate complexity in the long term. It’s a completely different system with entirely different needs. The idea that you can do the same system in a cRPG or a strategy game reflects a shallow understanding of both systems. I don’t want a chess game to become like a strategy game, or vice-versa. That sucks.How does that even compute? My point is that those complex systems are well suited for deterministic mechanics. If cRPGs are complex (i.e. with a large number of moves per event) then they *are* well suited for deterministic results.
Here at RPG Codex, first we shit on the game. Then someone shits on he who shat upon the game. Then more people shit upon the shitters, and so on, and so on.
We are buried in nothing but shit.
Tell me, why would you raise One-handed, when the ability Warfare gives +5% damage with all physical attacks, and also governs warrior-type skills? Why would you raise Huntsman above the level required to unlock ranger-type skills, when it only increases damage made from high ground by 5%/point, while Ranged increases all ranged damage by 5% and also gives additional crit chance on top?
Fortunately, they have a separate ability point pool, because they are mostly uninteresting and would hardly warrant investing any points that you could instead pump into 5% damage increases.
Depending on your character archetype, a few of them will be must haves, and the rest will be either trap options or very minor boosts to pick once you’ve run out of the useful stuff.
Balance is not a function of firepower