BEvers
I'm forever blowing
- Joined
- Aug 14, 2018
- Messages
- 808
Chris Keenan is answering tech support posts at midnight local time on a Friday night: https://steamcommunity.com/app/566090/discussions/0/1733213724901877971/
EDIT: New patch is out now. 5gb. Holy shit.
Of course it can. In terms of visual explanation, I appreciate that these moves are called "opportunity". I enjoy that circumstances don't afford every person a chance to do something every x amount of time like clockwork. Physical combat is far more chaotic than that. Watch a boxing match, you'll see that the contestants don't each swing exactly one punch every six seconds. They wait for good opportunities, then make a flurry of moves. In a group situation opportunities will open up for some while others are still looking for a window. Try walking through a narrow door at the same time as a friend - you can't do it, there's not enough room. Even though you both have the same amount of time to spend, one of you has to wait for the other to go through. Think of Opportunity Points as an abstraction of this idea and it makes sense.The combat system is odd. Under no circumstances can it make sense that one character would have all the opportunity in combat, and another just sits there twiddling their thumbs.
Yes. Watch 10 different fight scenes in 10 different movies. Count the number of punches (sword swings, gunshots etc.) each character makes. Are they all the same number in every scene?That explanation makes sense for one, maybe a few fights... but it's not very likely to happen constantly is it?
Token system is more clear to people who doesn't know RPG'd tropes, while less fluffy. It takes trom immersion but ultimatelly makes sense on some level, and your point was it didn't. I've explained it to you using my superior intelligence. Glad I could be of some help.Those tokens are abstraction representing your growing cred among adventurers. The more shit you accomplish, the more trustworthy other companions will find you and there will be more possible recruits.
It makes sense if not taken literary. Like many systems in RPG's.
There are numerous better ways to handle it, such as the NPC saying something like: "You don't yet have a good enough repuation to hire adventurers to join your party," and then that is backed up by some kind of reputation system. So, no, tokens are not a good abstraction...it's a complete shit abstraction.
I'm waiting for patches and then will play it. Looks decent.
It's isn't. But, feel free to toss your money to the wind all you want.
That's not inherent to vancian system as a rule, only to its early DnD implementations. You can have a vancian system where higher level slots can be used to memorize lower level spells. Hell, you can have a vancian system without "levels" of spells if you think about it. Vancian means a system where spells needs to be "memorized (or prepared)" each time before use and after a single use you "forget" them, regardless of presence of "levels".Well, there's a lot of other unexplainable stuff to it, like the inability to use a higher-level slot to memorize a lower-level spell. It's not a terribly plausible system, however you spin it. The proponents of Vancian seem to hang on to it forcing the player to prepare and manage spells as resources, but in CRPG with no scouting mechanic it has exactly the same effect as BT's masteries - you figure out a universal combination, and just push on without varying your tactics. Or you use die and reload as a substitute for scouting, which isn't the greatest of designs either.Except the spells are actually prepared. I don't think it was ever been really intended to mean that you learn and forget them everyday.
Wording is stupid, but so is hanging on to it as a proof that "omgf lollol vancian is so stuuuupid".
Holy Shit, tried the 7th circle. Absolutely loving it so far. and the soundtrack so far is simply superb.Not drunk enough yet, instead I decided to try The Fall of the Dungeon Guardians from my Steam library and ended up playing it for 70 mins straight. Seems pretty good so far, Real time blobber without dance of death, though you can use the real time nature of the combat to flee from combat and draw enemies into traps. XD
Got about 1/3rd that bottle left, so let's see if I wake tomorrow morning with some ugly broad in my bed—I mean, Bard's Tale IV purchased and sitting in my Steam library!
Try the 7th Circle, if you want to play a turn-based roguelike single-char blobber with a good horror mood, it's more competent than BT4
Oh come on, when we're talking CRPGs, Vancian is basically synonymous with DnD. Nobody's calling the Magic Candle or ADoM systems Vancian, even though they also have a memorization aspect.That's not inherent to vancian system as a rule, only to its early DnD implementations. You can have a vancian system where higher level slots can be used to memorize lower level spells. Hell, you can have a vancian system without "levels" of spells if you think about it. Vancian means a system where spells needs to be "memorized (or prepared)" each time before use and after a single use you "forget" them, regardless of presence of "levels".Well, there's a lot of other unexplainable stuff to it, like the inability to use a higher-level slot to memorize a lower-level spell. It's not a terribly plausible system, however you spin it. The proponents of Vancian seem to hang on to it forcing the player to prepare and manage spells as resources, but in CRPG with no scouting mechanic it has exactly the same effect as BT's masteries - you figure out a universal combination, and just push on without varying your tactics. Or you use die and reload as a substitute for scouting, which isn't the greatest of designs either.Except the spells are actually prepared. I don't think it was ever been really intended to mean that you learn and forget them everyday.
Wording is stupid, but so is hanging on to it as a proof that "omgf lollol vancian is so stuuuupid".
For the record - I'm not a fan of Vancian systems myself* but if you are going to criticize them, then criticize for the correct things.
*an ideal system for me would be one where spells except the most basic ones require costly and hard to obtain materials limiting the usage - of curse it requires a working game economy which is a challenge to make in itself. An example of this system would be Darklands' alchemy
Well it is not that bobby,you could down it in like three turns if it wasn't for the armour. I found the boss battles in this game interesting,at least the side ones. The main bosses are underleveled by the time i get to them.Not gonna lie, this screenshot is making me get dangerously close to buying the game.Found a new obstacle
HP bloat doesn't necessarily translate to difficulty (or well done difficulty anyway). It could just be horribly obnoxious, tedious and time consuming for all I know.
How far into the game am I if I'm after the Sentry Castle and cleared most of the first area outside of the city?
I'm especially disappointed how far away from The Bard's Tale from 2004 this game is. I don't care what they call it, the one most people loved was the one from 2004. Because it wasn't a standard RPG - it was a hilarious and amazing experience. This here just seems so terribly out of date and boring. And on top of that it's horribly optimized and oversized...
So let me get it straight. You're saying that games that use Vancian magic systems have deliberate story intentions for how they're "supposed" to work and what they're supposed to look like in the fiction of their settings ... intentions that are implicit but never described, not in design documents nor anywhere else, yet wholly different and disassociated from their systems' literary source?
Yes. Despite your angling,
That wouldn't explain why a wizard could cast 60 fireballs and 200 lightning bolts in a day but be totally unable to cast a single door opening spell until tomorrow, as we have here.
BT1: 10 classes
BT4: 4 classes
BT1: 6 Races
BT4: 4 Races
[...]
More is only better if it is meaningful and good enough quality. Otherwise it's pointless filler.I never claimed the Bard's Tale games were super deep or complex, that's what makes this so odd. The first game in the series should be the baseline for a sequel. Content is king. More levels, more characters, more classes, more items, more spells, more feats, more monsters, more everything.
Reminder that reviewers don't even play the games they're paid to review. Not a single one mentioned that it's impossible to complete the game(without a Dev explicitly warning you to carefully avoid an area or your save is fucked)
What a joke
I just extracted some of the textures in this game. 2k textures are 10-16mb. LOL so big. No idea why crate textures are 16mb.. and there are a ton of crates in this game. I wonder why it runs poorly.
Token system is more clear to people who doesn't know RPG'd tropes, while less fluffy. It takes trom immersion but ultimatelly makes sense on some level, and your point was it didn't. I've explained it to you using my superior intelligence. Glad I could be of some help.