Lilura
RPG Codex Dragon Lady
- Joined
- Feb 13, 2013
- Messages
- 5,274
Wizardry 8 which I consider the superior SirTech RPG
lol furries
Wizardry 8 which I consider the superior SirTech RPG
What's good about it was evident (for me, at least) the first time I played the demo (whose content is not available in the main game, afaik). Its granularity in terms of combat options is simply peerless. The character building system is intuitive and rewarding without being tedious. The strategic layer gives plenty to do in terms of down time between large battles. The feeling that you are managing one of those 80s Schwarzeneggar/Stallone/Lundgren/etc. action movies is sublime. The only things I found tedious about the game was playing more than one squad at a time and the Deidrianna cutscenes.I can only speak for myself in saying that I loved it from the first moment, but that was also when the game was new.Jagged Allience 2 - Could never get into it.
So I'm gonna give it another go. At what point, and roughly how many hours in, does it really click with everyone?
But then again, I already liked the first Jagged Alliance, even if I was too young to really appreciate it.
Cheers mate. That's fair dinkum.
If Jagged Allience had a penis, Lilura would be leaking spunk out of her ears by now after how much love fluid she's ingested over the years from it. But I keep reading about it, and rarely does anyone say why it's so good, or when those elements fall into place.
I found it really crap & empty at the start though, but bare in mind first time I played it was 2017.
I might try it again, but it'd be nice to know if there's a point roughly where it all starts to click, and all the gameplay & good elements have shown their hand (e.g. in the original X-Com I fell for it the point when Chrissalids first arrived on the scene)
Jagged Allience 2 - Could never get into it.
So I'm gonna give it another go. At what point, and roughly how many hours in, does it really click with everyone?
I don't think you have the gaming aptitude and pedigree to play Jagged Alliance 2; it's only for the elite. Maybe stick with your SNES/Genesis write-ups in General Gaming.
Yesoverused in marketing
Hmmm, in cases where there are few RPG elements, yes.genrehybridization
Hmmm, in cases where there are few RPG elements, yes.
All in order, the RPG genre is not weak. It is just overused in marketing and genrehybridization as mentioned before.
All in order, the RPG genre is not weak. It is just overused in marketing and genrehybridization as mentioned before.
RPG genre is white people of computer games.
I think you sorely overestimate the modern "gamer".Jagged Allience 2 - Could never get into it.
So I'm gonna give it another go. At what point, and roughly how many hours in, does it really click with everyone?
I don't think you have the gaming aptitude and pedigree to play Jagged Alliance 2; it's only for the elite.
That's possibly the dumbest thing you've posted so far. The game is super straightforward and can be finished by practically anyone.
Probably after:Jagged Alliance 2 - Could never get into it.
So I'm gonna give it another go. At what point, and roughly how many hours in, does it really click with everyone?
Gangrelrumbler said:Nope. I enjoyed the game but my biggest gripe is that nothing really changes as you go along. You get more mercs, more varied gear, enemies get better, there are some special encounters later on but nothing really changes that much. If you got past Drassen, conquered one more city and you still dislike the game then your opinion probably won't change later.
Both are very reliable indicators to know whether you will enjoy the game further in after liberating 2 towns.adddeed said:JA2 had too much micromanagement for my taste. Its too many battles in turn based combat that resolve too slowly while you crawl around and try to take out enemies.
Elite gamer? It's like when regular gamer lives in a basement, elite one lives in the attic?What I mean is that you don't need to be "elite game" to appreciate it.
RE: JA2 Strategic AI aka Deidranna's military capabilities/enemy production centers
Enemy composition is upgraded from admins to troops then to elites based on player's highest progress reached, aka progress-scaled to maintain combat challenge. Player's progress factors include current mine income over possible mine income, number of kills (based on difficulty settings) & number of important sectors liberated (like towns & sam sites).
That's possibly the dumbest thing you've posted so far. The game is super straightforward and can be finished by practically anyone.
Says the retard who admits to not only needing walkthroughs and Let's Plays, but also plays on Easy mode, with cheats.
Suppose to, yes. In theory. In some serious simulator-like games like HoI. But if we take a look at Blizzard strategy games, for example, "Sir-Tech design pilosophy" all over there: at the start of most missions, AI, despite having control over the whole territory, doesn't bother player at all. But the more player achieves (or simply the more time passes) - the stronger the resistance (until a certain point, anyway). It just a casual approach to making an AI, nothing genre-related. I was dissapointed with JA2 to be honest when realized what's going on under the hood in that regard (although the reasons are perfectly explained in the post above).That's my point. Classic quest progression as seen in every RPG or action game: the more the player achieves, the stronger the resistance. In this particular case, taking over Deidranna's supposed "production centers" directly makes her military stronger, which is the opposite of how normal strategy games are supposed to work.
Suppose to, yes. In theory. In some serious simulator-like games like HoI. But if we take a look at Blizzard strategy games, for example, "Sir-Tech design pilosophy" all over there: at the start of most missions, AI, despite having control over the whole territory, doesn't bother player at all. But the more player achieves (or simply the more time passes) - the stronger the resistance (until a certain point, anyway). It just a casual approach to making an AI, nothing genre-related.
Are they? Militia is a no joke and takes a vital place in a path to victory. I'd say it's comparable to capturing castles with ~undeveloped creature production buildings. Not to mention that in JA2 player is able to accumulate way, way beyond our usual RPG-expenses amounts of resources, all thanks to these very "production centers".What I was pointing out is that the player doesn't truly occupy "production centers" of the enemy and any comparisons to capturing enemy castles in HoMM are absolutely baseless.
Hmm...what if the rules exist and are important but are deliberately kept out of sight or given vague descriptions (the game wants the player to experiment, to create tension, mystery, etc)To me, an rpg is all about the rule system. If the rule system is at the forefront of the gaming experience then it is an rpg. If it's something that happens in the background for you and the game does its best to hide it from you then it's no rpg. It's just a game with rpg-lite elements or some math hidden in the back somewhere. And if the rule system doesn't have a big impact on my character and how I can shape them, then get it out of there. If it's not embracing the rpg mechanics, then it doesn't matter if it has them, it's no rpg. I want the rule system shoved in my face or I won't accept it as an rpg.
Are they? Militia is a no joke and takes a vital place in a path to victory. I'd say it's comparable to capturing castles with ~undeveloped creature production buildings. Not to mention that in JA2 player is able to accumulate way, way beyond our usual RPG-expenses amounts of resources, all thanks to these very "production centers".What I was pointing out is that the player doesn't truly occupy "production centers" of the enemy and any comparisons to capturing enemy castles in HoMM are absolutely baseless.
If you're still on assumtion that strategy games should always be played with an AI by the same rules, let me remind you that it's not always the case. For example, in Civ V there's massive bonuses for the AI on highest difficulty, units out of thin air included (basically of the same "resistance stronger than it should be"). The best solution which they came up with to provide a challenge for an experienced player, what can you do. It's a matter of conditionality, not some genre-defining feature. Same's here. Yes, capturing settlements doesn't deprieve enemy of resources yet it provide player with them and decision about how to dispose of it lies strickly in a strategic plane.But they are not "production centers", duh. Capturing them does not deprieve enemy of resources and opportunities to hire more troops.Are they? Militia is a no joke and takes a vital place in a path to victory. I'd say it's comparable to capturing castles with ~undeveloped creature production buildings. Not to mention that in JA2 player is able to accumulate way, way beyond our usual RPG-expenses amounts of resources, all thanks to these very "production centers".What I was pointing out is that the player doesn't truly occupy "production centers" of the enemy and any comparisons to capturing enemy castles in HoMM are absolutely baseless.
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Lilura, what would be the top 10 all-time GAMES list? I need to make sure I finish all of those games.