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The Outer Worlds Pre-Release Thread [GO TO NEW THREAD]

Duraframe300

Arcane
Joined
Dec 21, 2010
Messages
6,395
knowing you take damage when you touch fire is larping now?
i gues you go around asking "whats a paladin?" cos your character cannot know what that is?

Lol, yes. In the way HarveyBirdman described it. Because since mechanics are not needed even an actual 1 intelligence retard wouldn't do it.

Or for example

You know better than to continue sucking anyway, because you're not a retard and you don't need a tacked-on game mechanic to raise your abilities

You know better how to talk, because you're not a retard and you don't need a tacked-on game mechanic to *win* conversations.

The point is moot anyway, because the equivalent of a fire flaw in Outer Worlds would be for example a loss of perception and/or willpower anyway.
 

Kem0sabe

Arcane
Joined
Mar 7, 2011
Messages
13,210
Location
Azores Islands
How is this any more retarded than enemies waiting their turn to attack you instead of it all playing out in real time?

You guys pick on the most inane shit. If you don't like it, then don't, but seriously don't try to rationalize your distaste for a sci-fi game mechanic.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
>If yes -- piss your pants every time you see a fire, but also immediately gain 20 pounds of solid muscle mass
the_hound.jpg
 

HarveyBirdman

Liturgist
Joined
Jan 5, 2019
Messages
1,048
You are fully aware that you describe larping here, are you?...
Do you need the game to have a stat that tells you when you've been damaged?
>gets torched by flamethrower
>healthbar viewing stat too low -- cannot see any change in healthbar
Yeah, that's a good way to make a video game.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,420
Location
Space Hell
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.
If someone will stick their hand in fire they will KNOW that it is a bad idea. 99.999% of people are not having mental breakdowns after they got burnt and see fire again. That's called experience.
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,439
Location
Grand Chien
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.
If someone will stick their hand in fire they will KNOW that it is a bad idea. 99.999% of people are not having mental breakdowns after they got burnt and see fire again. That's called experience.
Ok but some people do have bad psychological reactions to experiences.

It's very 'videogamey' to select a psychological (or physical, which makes much less sense, but still could happen I suppose) weakness to a specific danger or threat in order to get a 'perk' reward, but the concept of having a weakness like that isn't unreasonable.
 

Deleted Member 16721

Guest
It's game-y in execution, but overall it helps with roleplaying. You can roleplay a character who's afraid of spiders or robots, and you get certain boosts in other areas for that. It does add a sort of quirkiness to your character that will differentiate them a bit. And I always like negative traits, with The Dark Eye system has by default. They were executed well in Realms of Arkania where a character could be too claustrophobic to go deeper into a dungeon and wait for you outside, meanwhile the dungeon is still balanced with this in mind. I remember just barely pulling it off with everything we had and feeling so satisfied that we defeated the dungeon even though one guy was too scared to continue. Those sorts of things add to the roleplaying.
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,387
The only problem is that they employed the cancerous modern 'quick select' mechanic for it, nobody would care if Raptiphobia was a trait selection at the character creation stage, but with the quick select everyone loses their minds.
 

Deleted Member 16721

Guest
Well it makes it more dynamic to switch in-game. I'm sure you can't go back once you've chosen a phobia/negative trait, so you have to choose carefully. If you did it at character creation you'd have no idea what you're doing in the game. And the game actually automatically tracks your negative traits, like you're having trouble fighting robots so do you want to take that as a quirk to gain a perk. I think it's a pretty cool system myself. Sort of dynamic perks/quirks.
 

santino27

Arcane
Patron
Joined
Oct 1, 2008
Messages
2,784
My team has the sexiest and deadliest waifus you can recruit.
It's a very gamey-mechanic, obviously, but I like trying to tie it to actual game experiences rather than just throwing it into character generation. We'll see how it works in practice, but I'd rather they try new stuff than not at this point.
 

jf8350143

Liturgist
Joined
Apr 14, 2018
Messages
1,358
I don't see anything wrong with the idea of this "flaw" system.

I know dog bite people and it's bad. But if I was bitten by a dog before, you bet I'll be extra careful and nervous when going near a dog.

Knowing something and experiencing it personally is very different, it's just simple as that.
 

Grampy_Bone

Arcane
Joined
Jan 25, 2016
Messages
3,943
Location
Wandering the world randomly in search of maps
The problem with virtually all drawback/flaw/traits systems:

-the benefits don't outweigh the penalties, so no one takes them
-the benefits do outweigh the penalties, so everyone takes them

Usually I can methodically work through all "flaw" picks and determine on a min/max basis if any of them are worth bothering with or not.

Fallout's "gifted" is the perfect example; the extra SPECIAL points are far more beneficial than the skill points, so you're massively gimping yourself by not taking it.

"Fast shot" is a rare one that is actually pretty good, because the benefits are very nice but the drawback is severe; it is worth considering based on your own choice of playstyle. However, it seems to be that most games want to avoid these kinds of traits because they don't want OP choices.

If the purpose of the system is to create OP/trap choices, they can usually accomplish that. If the purpose is to enhance "roleplaying" or "immersion," they usually fail. I do appreciate having more options, but I've never really had an urge to role-play someone with a fear of clowns or whatever.

I'd rather have something like Vampire's Clans; a class system that can massively change how the game is played, forcing you to feed only on certain people, changing all the dialogue, making it harder to walk around in public, etc.
 

Zep Zepo

Titties and Beer
Dumbfuck Repressed Homosexual
Joined
Mar 23, 2013
Messages
5,233
Retard Devs Gonna Retard.

Especially old, faggot, danger hair wymens, irrelevant ones.

Seriously, you got some faggot who hired 'you go girlfriends!' as the writers. Figure it out, you dumb fucks.

Game will be SJW shit

Zep--
 

Alienman

Retro-Fascist
Patron
Joined
Sep 10, 2014
Messages
18,221
Location
Mars
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
I'm a bit slow so I can't wrap my head around how this "flaw" system is supposed to work?

Do you get perk points for getting damaged by enemies? Can you then use these perks to increase resistance against the enemies that hurt you specifically or can I place my perk point in something else?
If you avoid damage you get no benefit? Is it a mark of shame?
 

Big Wrangle

Guest
Basically, the game tracks something you supposedly suck at. Let's say lizards always damage you, with such flaw you receive even more damage from lizards, but get a free perk point. You're limited to 3 flaws, with 2 added on hard mode.
 

fantadomat

Arcane
Edgy Vatnik Wumao
Joined
Jun 2, 2017
Messages
37,556
Location
Bulgaria
Basically, the game tracks something you supposedly suck at. Let's say lizards always damage you, with such flaw you receive even more damage from lizards, but get a free perk point. You're limited to 3 flaws, with 2 added on hard mode.
Sooo you basically find a pack of lizards,go and jump around them till you are on low health,go back to town to heal and repeat it for the perk points.
 

Duraframe300

Arcane
Joined
Dec 21, 2010
Messages
6,395
Basically, the game tracks something you supposedly suck at. Let's say lizards always damage you, with such flaw you receive even more damage from lizards, but get a free perk point. You're limited to 3 flaws, with 2 added on hard mode.
From what we've seen so far you are not going to *just* recieve damage, but instead flaws will reduce relevant attributes.
 

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