But all things being equal, RNG trumps deterministic systems. I know some people can drive with their feet and eat meat with a pen, but that does not make neither feet more appropriate than hands in driving nor does it make pens more suitable than a fork to eat a steak. When you design a simulationist system that removes the RNG you are ditching one of the aspects of real battles. Is it impossible? No. Is it a good idea? Not really.I am not sure where you are going there. But I am sure you are wrong about deterministic games not being good simulations. I have a PnP system I wrote right before me which is almost entirely deterministic and fully simulationist.
I, myself, prefer simulationist approaches where I try to gamify as many real-life aspects of combat into the rules. So I think you are convoluting two different things here.
This Josh Sawyer is le master of le balance meme needs to die.
I've never been one to like Belgians.
Not their "chocolate" (with apologies to actual chocolate)
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
Hey Darth Roxor it looks like Josh hijacked your account.
Nice review. Agree about everything, more or less.
The game quickly falls apart after you leave the first island. It just stops offering new challenges, instead of that it simply inflates the numbers of stats, for the player and for the enemies.
This isn't all that bad, considering you can spend about 50 hours in the first island alone
The difference is that by the time you mastered the system, there is very little challenge involved, the situation being unequal or not. At least in a RNG system you can have some bad rolls.Computers always compensate this deficit by just throwing you in unequal situations - this is true for variance-based systems as well. It's a false problem, in other words, and the same goes for all of Roxor's examples.
But then again, if there is no RNG involved, it is easier to predict the effects of each ability. Besides, this line of reasoning is self-defeating. If it is good to provide different abilities to make battles less repetitive, it seems only natural that you will provide the possible of different rolls to make each battle more unique.Battles become repetitive? No, they don't, if you and your foes have sufficiently differantiated abilities that you have to use different ones in different ways based on the obstacle you are facing.
You are missing the big picture here. A deterministic strange game with interesting abilities and combos would even better with RNG. The point is that all things being equal, RNG trumps deterministic systems.Determinist vs. variance is not a case of better or worse, they're different things and can both be done very poorly or well.
i have become what i hate the most
The balance that Sawyer strives for is synonimous with making things achievable by every flight of the fancy that any player may have. The result of this doctrine is that character building seems meaningless. What Roxor is arguing is that character building in DO:2 is meaningless because you need to make every character into a glass cannon. It has nothing to do with Sawyer's doctrine. It's the opposite.This Josh Sawyer is le master of le balance meme needs to die.
The balance that Sawyer strives for is synonimous with making things achievable by every flight of the fancy that any player may have. The result of this doctrine is that character building seems meaningless. What Roxor is arguing is that character building in DO:2 is meaningless because you need to make every character into a glass cannon. It has nothing to do with Sawyer's doctrine. It's the opposite.This Josh Sawyer is le master of le balance meme needs to die.
But all things being equal, RNG trumps deterministic systems. I know some people can drive with their feet and eat meat with a pen, but that does not make neither feet more appropriate than hands in driving nor does it make pens more suitable than a fork to eat a steak. When you design a simulationist system that removes the RNG you are ditching one of the aspects of real battles. Is it impossible? No. Is it a good idea? Not really.
On the other hand, it was striking how Joshist the underlying assumptions in the review are. Roxor simply takes it for granted that trap choices are bad, that putting points in different abilities in different ways should be a meaningful choice with different outcomes, that having different pools for combat and non-combat abilities is good, and so on and so forth. A few years ago all of these were massively controversial opinions, now nobody bats an eyelid.
Considering the vitriol he raises, he's had a massive impact on how the Codex thinks about RPG systems.
Hey Prime Junta it looks like Roguey hijacked your account.This Josh Sawyer is le master of le balance meme needs to die.
Maybe.
On the other hand, it was striking how Joshist the underlying assumptions in the review are. Roxor simply takes it for granted that trap choices are bad, that putting points in different abilities in different ways should be a meaningful choice with different outcomes, that having different pools for combat and non-combat abilities is good, and so on and so forth. A few years ago all of these were massively controversial opinions, now nobody bats an eyelid.
Considering the vitriol he raises, he's had a massive impact on how the Codex thinks about RPG systems.
O rly, I totally didn't see that coming after the first two tiny paragraphs on the character system.
im full of surprises
It begs the question what exactly is the problem here. Are the attributes not interesting enough if you look at the game as a combat simulator (which isn't a problem for many people but for you)? Or is it that the attibutes are entirely gamey and not simulationist (which isn't a problem for many people but for me)?
The problem is that every stat is the exact same (boring) thing but with a different name, so you are not dropping points into X, Y, Z but into Xa, Xb, Xc. With shit like this you might as well drop the character system altogether, and the game would probably be better off for it.
Did you use magic to solve any puzzles, and if yes how frequently, and how obvious was this solution?
Oh this is actually a gr8 thing in itself that I didn't mention because I had no good place to squeeze it into.
Puzzles are solved by activating your Witcher Vision (tm) and following the superobvious cues it gives you.
You know you're reading a Roxor review scribbled on toilet paper when skills are written off with a few sentences.
I was writing this revio from the perspective of someone who knows the first game, so I didn't dwell too much on things near-identical to it, because it would just clog things up. If you skipped dos1 and are thus confoos, tough luck.
Just what is so terrible about a hidden mechanic remains unclear though, I mean you could make the connection between Strength and intimidation after all.
The problem is you're making blind choices based on an opaque (not "hidden") mechanic, while said choices can bar you from progressing in a quest. Because, from memory, multiple quests in DOS2 hinge on a single persuasion chokepoint somewhere, and if you fail that all you have left is going guns blazung.
You don't even give a list of what 'civil' skills there are, contrary to your detailed run-down on combat skills.
and yet i dont give a list of combat skills either
All Larian games have always had unbalanced abilities and, before D:OS, shit combat, so those must be fine too.
this is not a review of all larian games
I see I must reiterate because mentioning this once was not enough:
A lot of people took offence to the silliness of DOS because it was badly written and badly placed.
Divinity 2's ratio of lulz to epix is about equal to DOS1, but there it's inserted in just the right moments and written competently, so it's funny and not stupid (for fuck's sake it has power rangers). These "a lot of people" are focusing on the trees when there's a forest to be seen, but it's not exactly something uncommon.
Btw I don't know if you've ever played Divine Divinity, high fantasy but still down to Earth flair, not even remotely the later Larian goofiness, on par with Ultima VII for homour.
I did in fact play DivDiv. You are correct that it's the most down to earth of the Larian games, but let's not forget that the first thing you encounter after leaving starter town is a black knight with an existential crisis.
Uuuhhh, excuse me? I know it's acceptable on the Kodex to dismiss any writing with the words 'it sucks' and gain 50 Kool Kredits in the process. But just for the off-chance you want anyone else to read this crap, as does happen nowadays, you may want to lay off the edge a bit... a lot, and actually share some details about the writing.
I'd think at the very least the bit about animal abuse would be a good example of stupid grimdarkery.
A question I've asked people who have played the game is "could you identify any MCA in the game, and how much of it is there?", for example. I mean you had someone like Chris working alongside wet-eared nu-humans, it should be possible to see some stark contrasts.
Ah, the MCA in DOS2 meme. Spoiler, MCA didn't write shit for this game. He only came up with a backstory for one of the origin characters (Fane), but only that - he didn't even write it.
Dude, I didn't know you're that kind of prude. Or rather, you come across like the classical conservative, who doesn't give a shit about ethics but simply doesn't want to be bothered with things he doesn't want to think about.
If this is what you mean by 'grimdark', that sex and violence are treated in prose form rather than as 'tasteful cutscenes', bro, that's actually a good thing.
There's a question of taste, scale and competence. When it comes to taste, those bits are cringefests of the worst Biowarian kind. When it's scale, they are all over the place, and often unavoidable or coming out of the blue. As for competence, when a bit like this comes up, I shouldn't be shaking my head and thinking "what is wrong with you, writer", I should be thinking "that was fucked up, but p. cool". Clive Barker is fucked up but cool. DOS2 is a dog humping your leg.
OTOH ham-fisted reviewing using broad strokes offers a great opportunity to re-re-re-review the game after it has received the updates and expansions that have already been confirmed by Larian. I'm holding my breath for a "it's slightly less shit now but still shit, you could enjoy it if you're dumb, I sank 100 hours into it but it was a pain" Roxor verdict in the coming months.
hurr durr o u got me here
That's not necessarily bad, as it allows for better planning, which is great.if there is no RNG involved, it is easier to predict the effects of each ability
But by the time you've mastered the system, it's time to play something else, if combat is all there is to it. The possibility to have bad rolls wouldn't make it better, or even less challenging since the RNG is balanced for a certain difficulty which you've mastered.the difference is that by the time you mastered the system, there is very little challenge involved, the situation being unequal or not. At least in a RNG system you can have some bad rolls.
Why? There's a point where variation is useful and there's a point where it's just too much to be able to plan moves and character builds properly. If the encounters are unique, with different setups, terrain, positioning, enemy composition, player composition, and power levels, that could be enough variation.If it is good to provide different abilities to make battles less repetitive, it seems only natural that you will provide the possible of different rolls to make each battle more unique.
No we're fucking not you fucking faggot.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.
Belgians are p. much would-be French that ended up being a separate country because of Spanish and English anyhow.
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.
Considering the vitriol he raises, he's had a massive impact on how the Codex thinks about RPG systems.
at least you can get smashed in combat if you do stupid as opposed to smart things.
Determinist vs. variance is not a case of better or worse, they're different things and can both be done very poorly or well.
There's nothing wrong with balance™ when done properly. If a game lets you pick between +5% melee damage and +5% damage in all forms of combat, it's not so much about removing choice but removing pointless choices. It's simply trimming the fat. People against this may as well play RPGs drowned in pointless stats and numbers, where the excitement comes more from "I've found the only worthwile skill" as opposed to "I had to choose between many good skills and picked the one I think is the best". I don't know about you guys, but I personally prefer making tough decisions as opposed to pointless busywork because the dev was too much of an imbecile to properly balance his game and making sure there was a reason to use each skill instead of making many of them redundant. It also makes the worthwile elements of a game more visible. Sure, one game may have 100 stats. But only 10 may be useful. Whereas another may have 20 stats, and ALL of them have a good use.
Quality > Quantity, any day.
Pretty much. "Balancing" a game by making all action equally pointless, boring numeric tackons is what is wrong with these games.