Cassidy
Arcane
Age of Decadence, like KOTOR, is a game you have to finish at least seven times before coming up with a definite conclusion about it.
Age of Decadence, like KOTOR, is a game you have to finish at least seven times before coming up with a definite conclusion about it.
- it's one more RPG where i feel we got too many classes for our own good. Would have been better served with a condensed version, where grifter was merged into assassin, drifter into merchant and praetor into loremaster. There are classes where the game encourages you (CYOA + logically thinking about how they'd play) to spread out your capabilities into both the social and combat factor, except oops, VD doesn't like spread out characters. Whatever allusions to a different gameplay are stopped short, and only at a point where you got to delete said char entirely and start over. In much, much stricter patterns.
As if the above is not bad enough, the number crunching appears to have been stopped way short of its goal. Barring alchemy, i just don't see how they even think a Dex-based character can play through this game.
Guys, wtf really. So Roxor has some trolly comments, big fucking news. No reason to white knight the shit out of the game.
We'll take a look but can't promise it at this point.Still waiting for dialogue selection via the numpad to get acknowledged as a feature request Elhoim and Vault Dweller
Thanks. I think it should be a simple input polling option, not a large backend overhaul.We'll take a look but can't promise it at this point.
Elhoim deep respect for your work mate. But forgive me for failing to reply when:
- You pick one line, separate it, quote it, and reply in a way that has nothing to do with the context in which it belonged
- 'neglect' addressing all the other points mentioned
- cherry pick between superficial categorisations (backgrounds you called them, classes i called them) in order to eschew an issue that is quite prevalent, and described adequately. Regardless on whether it is ameliorated by the quality of the rest of the game
Pretty much.Regarding hybrid character builds, I haven't played the game that extensively, but I don't feel like they're quite as impossible to play successfully as they're sometimes made out to be. They require more preparation and familiarity with the systems, but you also tend to get some sort of middle ground where your non-combat skills may not be quite high enough to allow you to avoid combat completely but at the same time make it easier (diversions, extra helpers, elimination of enemies in dialogue) compared to the way it is for a straight fighter. To me at least a lot of the game's appeal comes from trying to figure out how to deal with situations where you've seemingly painted yourself into a corner -- and I've found even those that I initially thought were completely out of the question can often be quite manageable.
- it's one more RPG where i feel we got too many classes for our own good. Would have been better served with a condensed version, where grifter was merged into assassin, drifter into merchant and praetor into loremaster. There are classes where the game encourages you (CYOA + logically thinking about how they'd play) to spread out your capabilities into both the social and combat factor, except oops, VD doesn't like spread out characters. Whatever allusions to a different gameplay are stopped short, and only at a point where you got to delete said char entirely and start over. In much, much stricter patterns.
a) If you force me into very specific character builds (and do not forget the above, "drifter" my ass), i'd expect them to be more or less equally viable and/or capable of taking me through the whole story in a way that justifies a difference between say Assassin and Grifter. Currently? Come here and tell me where you skill your assassin, and how combat as an assassin differs from combat as a drifter. Or where.
b) Harsh world and harsh circumstances may or may not call for harsh combat, but when you do have it, you cannot have a loremaster creaming through everything. Way too antithetic. Especially when high Int/Cha playthroughs require the least amount of thinking. Am i being rewarded for taking the easy way out?
As if the above is not bad enough, the number crunching appears to have been stopped way short of its goal. Barring alchemy, i just don't see how they even think a Dex-based character can play through this game. I honestly don't. See above regarding spread-out skills and stats.
Aenra, let's try again:
I don't really understand what you mean with merging them. That's what I mean with the distinction of backgrounds, which are more like the ones in Arcanum that gave a few differences but you could take them in any direction. I don't see the benefit of merging the backgrounds. For example, I don't understand what you mean, mechanically, to merge "Drifter and Merchant". How do you see that done?
Now, you might be referring to archetypes, like Talker, Fighter, "Thief", etc, which is something we took into account when doing questlines. For example, MG questline: Talky Merchant, Tough Merchant. IG questline: Fighter, and Smart Soldier. AG: Fighter, "Suave" Assassin (we could have had some more options for this one), TG: Burglar, Fighter, Speech (yes, 3, damn us ), Praetor: Fighter / Talker. The game works quite well when following them, but certainly the middle route is hard.
Again, my point of drifter just being a story background, not a mechanic one. Even for Assassin. Anyone who becomes a member of the AG becomes an Assassin. We give training in CS to point towards that skill being like the "assassin" skill. The rest of combat skills you can develop as you want.
Maybe I'm stupid today, but I don't fully get what you mean. By creaming you mean kinda like killing everyone? Or avoiding it? What's exactly the critique?
What is a dex based character? Where are the issues of having a dex 10 character? Dex helps with Dodge, climbing, AP that determines number of attacks, sword, dagger... Just trying to get both to talk the same language and understand your suggestions.
The plan is to continue adding side content like that, more "spread out" over the 1-10 scale of skills, instead of having just a few instances. Lore is a skill we did really great, IMO, since there is meaningful content for every point you invest, and it always pays off in some way or another.
Thieving will get some love in the upcoming updates.
Personally, I do not want blanket solutions like "Just add more SP!" or "Make a combat difficulty option!", but instead focus on expanding the content you can get with the skills, and add the SP based on that content. While AoD is a finished game, and we are really proud of it, it's not a perfect masterpiece, and we want to continue refining it.
Don't flatter yourself, I'm not one of your 22 stalkers. You don't have to be Sherlock to know that attention whore like you will run to your followers seeking approval and comfort after you got butthurt.help i'm being stalked by angry cultists
i better hire a bodyguard before it's too late
Don't flatter yourself, I'm not one of your 22 stalkers. You don't have to be Sherlock to know that attention whore like you will run to your followers seeking approval and comfort after you got butthurt.
Yep. I could explain the reasoning behind the monastery decisions, and we could talk about how it could have been done in another way, maybe even "showing" via dialogue what happened between the first fight and the second (in which the stairs the leader had next to him where already placed in the wall) but I have the feeling those were not the points of the post.
In any case, Roxor, can you tell me any other location the collision is missing? I know about Maadoran and this one. Thank you.