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Solasta Solasta: Crown of the Magister Thread - now with Palace of Ice sequel DLC

Myzzrym

Tactical Adventures
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177
Yea they're really good.

But I might be biased. Something about working on the game, I dunno.
 

Myzzrym

Tactical Adventures
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Grunker

RPG Codex Ghost
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Something about working on the game, I dunno.
Should have played it

oof-old-man.gif


wtf dude that's like 1.565.827 boring ass autowin sorr-akkath fights total

It's truly sad how accurate this is. Especially when late game challenge is just enemies with big hp.

yeah this game has everything it needs to be a fantastic, tactical battler... you know, except the fantastic, tactical battles
 

Humbaba

Arcane
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Aug 12, 2021
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2,940
Location
SADAT HQ
I'm surprised the custom modules aren't getting more attention. Some of them are good:

Ruins of Ilthismar
https://steamcommunity.com/sharedfiles/filedetails/?id=2645808195

Silverquick's modules
Temple of Evil on Witch Mountain https://steamcommunity.com/sharedfiles/filedetails/?id=2503131905
Secret of the Black Flame https://steamcommunity.com/sharedfiles/filedetails/?id=2506412231
Halls of the Ogre Lord https://steamcommunity.com/sharedfiles/filedetails/?id=2513141207
Why couldn't the base game launch with a good campaign then?

Yea they're really good.

But I might be biased. Something about working on the game, I dunno.
Same question Mr. developer sir. With all due respect, I understand that game development is the worst, but you guys could've saved a lot of resources scrapping the Tesco ad voice acting and instead focussing on better quest/encounter design, cnc and a decent plot.
 

Grunker

RPG Codex Ghost
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This game DEFINETELY didn't need more feature creep on a shoestring budget (more involved quests, cnc and more money into writing). It needed better encounters, encounters, encounters.
 
Last edited:

Grunker

RPG Codex Ghost
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The most basic of goals had to be good encounters, everything else is a bonus. Too bad we didn't even get there.

Exactly

I found the PCs making fumble/success comments on skill checks kind of endearing and P&P-like, but that's about all I have to say about non-combat features.
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,582
This game DEFINETELY didn't more feature feature creep on a shoestring budget (more involved quests, cnc and more money into writing). It needed better encounters, encounters, encounters.

Better encounters you said. Looking at the encounters in what you consider to be a great 5E module, temple of annihilation :
Camp righteous , CR3 , 300xp 8 goblins, its not any better that anything in solasta, same use of verticality to ambush you . Pterafolk nest 4 pterafolks CR4 800Xp, only added tactical layer more is they can push you down . Lets browse further in the adventure for a boss fight, the king of feather in an arena they dont even provide, one trex with misty step at will CR9, one swarm of insect that's all, hardly better than any solasta boss fight. Very final encounter , wont spoil it, but its clearly not anymore tactical than solasta final encounter.
 

NJClaw

OoOoOoOoOoh
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Pronouns: rusts/rusty
Pathfinder: Wrath I'm very into cock and ball torture
I'm playing this weird custom module where each level has a boss like that with two hundred million HP. I just finished an encounter against these four guys:

Screenshot-284.png


The black ones make 5 attacks per turn, the other two only 3. Without Hypnotic Pattern and Hideous Laughter this fight would have been unplayable. Not because of its difficulty, but because sitting through all those attacks for something like 20 rounds would have been unbearable. Either the guy who made this module is insane or he has never played the game.

Also, I think the game hates me:

die.png
 

Myzzrym

Tactical Adventures
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Developer
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Messages
177
Why couldn't the base game launch with a good campaign then?

Same question Mr. developer sir. With all due respect, I understand that game development is the worst, but you guys could've saved a lot of resources scrapping the Tesco ad voice acting and instead focussing on better quest/encounter design, cnc and a decent plot.

This was asked with such candor and kindness (cough cough) that it would be a shame not to answer. Now, remember that I'm not in the design team so take my words with a grain of salt. Actually, grab the entire salt shaker just in case.

When it comes to "good encounters", keep in mind that not everyone's looking for the same thing - fights that some of you experts in RPG may deem trivial can be challenging for newer players. "But Myzzrym, you dumb fuck" I hear some of you clamor, "Why cater to game journalists and those lacking opposable thumbs?". Well my good folks, simply put making video games is expensive, and only targeting certain niche is not enough to actually be profitable - which you know, is kind of important if the goal is to pay your developers and hopefully make other games in the future.

That being said, I'm not saying our encounter design is flawless. There are quite a few fights that would benefit from being reviewed and tweaked - not necessarily just in terms of difficulty, but in terms of monster compositions for instance, or maybe the level design needs a bit of adjustment. So why didn't we? This one comes down to time and budget. You might have heard the saying "Perfect is the enemy of good" - at some point we need to say "alright, this may not be the best we can do but we need to move on, otherwise we won't have the time to finish the game before we run out of budget".

And all of this is before going into the subjective "what makes a good game", which differs from one person to another. So yea, hopefully that answers your question about "I think base game campaign poopoo".

As for the voice acting, it's also one of those subjective things - some people (myself included) think that full voice acting is not necessary in a video games. Other people highly appreciate it. In any case, when we first sat down to discuss the core pillars of Solasta, it was decided that Solasta would be fully voiced acted. Now hindsight 20/20, was it worth it? Eeeeh, debatable. But know that it's something we are putting on the table again internally.
 

Grunker

RPG Codex Ghost
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There are plenty of games similar to Solasta with great encounter design. Blackguards and Dungeon of Naheulbeuk for instance. Your encounter design is simply uninspired. It's a massive shame considering everything else is in place for the game to be good, but when you make a game entirely about tactical RPG combat, having uninspired encounter design is a dealbreaker. It's that simple. It's the one thing the game couldn't fuck up, everything else is tangential.

Like you can read in my Naheulbeuk-review, I'm a massive fan of these small games with focused scopes. And I wanted hard to love Solasta. Unfortunately I was bored out of my skull, and it wasn't because of all the corners you had to cut (like quest design and voice acting) which I don't give a fuck about. It's because the core feature of the game simply wasn't very good.

That said, I've praised the system design many places in this thread - everything from the 5E implementation to the verticality to the itemization is very promising - and I hope your next game nails those encounters. Then I might write a full-fledged, glowing review. But I cannot in good conscience recommend a game that is bad at the only thing it should really be judged on.
 

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