Space Satan
Arcane
Within a wekk everyone will discover most worthless flaws and take them to take best perks in turn. It's like taking "easily addicted" in a game run where you never take any drugs
Never, which is why TES-style skill improvements (ignoring all the other flaws in their leveling system) are a smarter idea than spendable skill points. That is, unless you can come up with a good lore reason as to why that would happen, like in Dark Souls.Well okay, but how often do you suddenly gain the ability to pick more advanced locks after you've killed enough monsters. "Retroactive character building" isn't actually that unusual in RPGs - this is just a more unusual frame for it.
You could say that in a certain sense, your character was ALWAYS a master lockpicker or always afraid of spiders, but you had to play until a certain point before the game allowed you to "reveal" it.
Here's a way you could make the Flaws system less immersion-breaking.
Instead of giving the player the option to select his Flaw immediately upon triggering the relevant condition (like having fought your Nth spider or whatever), you could have the option to select the Flaw appear at the character's next level-up screen after the condition has been triggered. It would be like a perk that you have to have met a certain special requirement to unlock.
Like an anti-achievement?Here's a way you could make the Flaws system less immersion-breaking.
Instead of giving the player the option to select his Flaw immediately upon triggering the relevant condition (like having fought your Nth spider or whatever), you could have the option to select the Flaw appear at the character's next level-up screen after the condition has been triggered. It would be like a perk that you have to have met a certain special requirement to unlock.
Why would you respect Zep?I have nothing against Infinitron but Zep keeps rating your poasts retarded so I felt I had to join in out of respect.
To be fair, they don't "keep pushing it", they've pushed it once and now it's spreading among all the media.I don't mind the system as much as the fact they keep pushing it in media, like it's all they have that stands out in the game's design so far, hopefully that's not the case.
Did you skip over the part where you can slow down time in combat?Oh, and another thing: the fear system is clearly a holdover from turn-based combat and has no place in a popamole.
In a turn-based game, you always have time to think tactically. There isn't any adrenaline. The combat focus is on how well you can manage your resources and abilities to overcome the computer's resources and abilities. You, the player (not the character) never feel fear. Thus a system that places fear mechanics on your character can simulate the effects of live combat.
In a popamole, you don't have much time. Your thinking is on the fly. Here, developers have an opportunity to create real fear -- "oh shit, four fucking deathclaws are rushing me, I have to act now, what do I do!?" The combat focus is on immersing the player into action and the feelings that the action evokes. A 1st person popamole places an even greater emphasis on putting the player in the character's shoes.
This fear system is tacked on and out of place. The fact that the devs obviously think it's a big deal is rather disappointing, and reveals they have failed to understand the pros and cons of turn-based vs popamole combat.
Bullet time is highly tactical. Preview of future plans. Week one isometric turn based patch a la Deadfire confirmed.Did you skip over the part where you can slow down time in combat?
guys, there's nothing unreasonable about your character becoming afraid of... things that hurt him/her. If you don't believe me, stick your hand in a fire, then try to do it again.
How about you degenerates stop trying to tell Tim Cain and Leonard Boyarsky how they should design their RPG
Will call whoever i like on whatever i want! Now bend the knee and clean my boots!How about you degenerates stop trying to tell Tim Cain and Leonard Boyarsky how they should design their RPG
>Puts hand in fire.guys, there's nothing unreasonable about your character becoming afraid of... things that hurt him/her. If you don't believe me, stick your hand in a fire, then try to do it again.
>Puts hand in fire.guys, there's nothing unreasonable about your character becoming afraid of... things that hurt him/her. If you don't believe me, stick your hand in a fire, then try to do it again.
>Dyke: "Are you afraid of fire?"
>If yes -- piss your pants every time you see a fire, but also immediately gain 20 pounds of solid muscle mass
>If no -- you'll know better than to touch fire anyway, because you're not a retard and you don't need a tacked-on game mechanic to teach you that fire hurts
>Dyke: finger guns and smirk "You just keep being you!"
You mean like becoming smarter at matters of science and calculation after punching people enough times?That's retarded logic. What they are saying is, you can make yourself afraid, if you want a perk in something else. A thoroughly retarded concept.