rusty_shackleford
Arcane
- Joined
- Jan 14, 2018
- Messages
- 50,754
Interesting cheat menu, but why do you have the cheats enabled by default?The only thing worse than dialogue is putting skill check tags on dialogue.
Interesting cheat menu, but why do you have the cheats enabled by default?The only thing worse than dialogue is putting skill check tags on dialogue.
Just to upset you.Interesting cheat menu, but why do you have the cheats enabled by default?The only thing worse than dialogue is putting skill check tags on dialogue.
"Fallout successor" that takes 5 hours for a playthrough, with one playthrough showing 60% of the content. If more than $9.99 on release it's a ripoff.
For example, I find it extremely frustrating to have a very high skill in something, but then the roll fails critically and I get locked out of something that my char realistically should really be able to do.
Flat skill gates are the most realistic - when you use a skill that you have, there is no "chance", you are either good enough to do it or you are not.
Now, in Space Wreck, as you say, getting locked out by bad RNG might even open up alternative routes, making it less punishing or even rewarding in a way. But most games don't do it like that.
Cool now do the same with the dice roll animationThe only thing worse than dialogue is putting skill check tags on dialogue.
I still don't understand why you'd use dice for this on a computer.
If the style is meant to be "hipsters who like to pretend they're playing a tabletop game", then fine, but I just don't get it.Why bother with art and audiovisual design in general, all you need is an .xls file with your game's combat rules.
For some backwater rejects, the mere mention of a woman or a third gender option will ruin everything.Is it woke? The first comments says so...
you live in finlandFor some backwater rejects
Yeah, in the 2nd largest cityyou live in finlandFor some backwater rejects
I still don't understand why you'd use dice for this on a computer.
You're simulating something that was used to approximate what you can easily calculate.
As far as I understand, these accusations are just a culmination of inter-slavic tribal feuding. Don't bother to try to understand slavic matters if you're a human.Is it woke? The first comments says so...
Nigger.Last time I checked Female starts with F. What does the N stand for?^^It's happening again.
The sad thing is that people fall for these retarded innuendo campaigns about games they don't really know anything about. "I heard this game is woke, somebody in an RPG Codex thread said so. Look, there's a female character! Into the trash it goes."
It seems like something that's cool maybe once or twice, but then immediately starts to get boring, annoying and feel like my time is being wasted.
Skill gates I find the best solution. You can either open the the lock or you can't.
Skill checks only lead to reload bonanzas unless roll results are fixed / not seeded on reload.
I disagree.
First of all - I started out with skill gates and found it ... sort of boring. There is no risk/reward; if you create a min-maxed character with max skill, you can just click through the dialogs without thinking. I mean, this is what happened. Skill gates were in the very first public version of the game.
Secondly, most rolls are seeded and permanent. If you fail this one specific skill check, you are done. There are exceptions, like door lockpicking where you spend resources (hairpins) for every attempt, but in dialogs, you don't get to reroll.
And third - Space Wreck is about failure. Skill check does not have to be a gate. In fact, sometimes in Space Wreck it acts as a fork - if you succeed you get one quest, if you fail - you get a different one. And this is where randomness (normalized according to Gaussian laws of nature) comes in and adds to the excitement - you cannot just rely on your maxed-out skill, there's always a risk of failure and then you have to adapt quickly.
Having implemented both ways, I prefer dice rolls.
Fallout 1 is hardly a long game and you would probably see 60% of the content in a single playthrough if you go through the game in the way the developers gently guide the story (not going directly to the cathedral from vault 13, etc, although it is an important part of Fallout 1 that you can do that). And Fallout 1 was a game made by a full team with a large budget with the backing of a major publisher released at $50 or whatever the standard regional price was back then (which if a game of the same scale came out now at that price people would say its a ripoff because not enough content ie padding. in fact you would have people going straight from vault 13 to the cathedral and mariposa and finishing the game in 10 minutes and then refunding it). Also has the developer themselves actually called this a "fallout successor"?"Fallout successor" that takes 5 hours for a playthrough, with one playthrough showing 60% of the content. If more than $9.99 on release it's a ripoff.
"Fallout-inspired" are first words on Steam blurb.Also has the developer themselves actually called this a "fallout successor"?
Well, if it's the 60's or earlier, someone will call the police...What happens if an "N" person goes into the female bathroom?
Is it removable through the options menu? I do hope so.Remove the dice animation, hide skill tags and SW still functions as intended - your success or failure being dependant on the character model you built by defining your strengths and weaknesses.
are there fake rolls like in disco, that are lost even on natural 20?If maxed out character loses the roll, then the alternative roll needs to be a lot easier because it's dependent on stats that the character invested 0 points into. This can easily descend either into the unsurmountable roadblock or something silly.
Based on what?We get a proper Fallout spiritual successor