Trying to help? "The game is too hard. It must be broken! PS. Swords are useless." Yeah, that was incredibly helpful.
I also like "I was going to give you my money, but now I won't!" posts. As if I give a fuck.
![ziQ2w.gif](http://i.imgur.com/ziQ2w.gif)
Trying to help? "The game is too hard. It must be broken! PS. Swords are useless." Yeah, that was incredibly helpful.
I also like "I was going to give you my money, but now I won't!" posts. As if I give a fuck.
Yes because a large part of your attributes and skill points are going to non-combat characteristics in this demo.Seriously? If you didn't choose to spend each skill point in the best manner you were boned.It's a lot harder than in the combat demo.
Glad you like it, Bee. These "combat is too hard, I don't want to play anymore" posts on the Codex (of all places) scare me, so it's good to see that some people still remember how to kick ass without a cover system.
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- Is there a way to make the game unwinnable, like by killing the wrong persons
THC is determined by your stats, skills, weapon, attack type, enemy's dodge/block, and enemy's status. No bugs there.Perhaps there's some bug that affects hit chance and/or damage numbers that lead to people having vastly different experiences? There's really not that much in terms of tactics you can do differently to "fuck up".
I brought up stupidly low hit chances in the first few fights earlier, now I did the encounter in the warehouse against the two thugs, and hit chance was much higher across the board - ~60-90%. Either a bug or these thugs aren't as tough as the earlier ones. Cba restarting to check.
He IS easy to take out if you know what you're doing.Just because he's an assassin doesn't mean he is invulnerable, he should be easy to take out for a straight up fighter in an honest fight.
In which way?As it is, you better avoid combat unless you're a combat focused praetor or a mercenary. Which is how it should be of course, but it doesn't change the fact that damage absorption is completely broken.
Some fights are a sequence and the trick isn't to beat the first encounter, but to be able to handle all of them. Without healing, of course.I like the combat a lot, I just don't like the idea that after combat you may not get a chance to properly rest and heal before getting into more combat. Like with the assassin, I killed him, but was left with little health, my next option was to either forgo delivering the contents of the merchant's chest or continuing on to another potential combat encounter. Now, granted, I said potential and I see that you can avoid that fight, but it felt cheap having to do so only because I was very low on health. Happened again after trying to join the Imperial Guard, killed the caravan guards, then couldn't get by fighting the two other recruits.
Middle button or Ctrl + mouse or Ctril + Del & other keys above the arrow keys.How do you change the camera angle?
No.Do skill checks all end in multiples of 5?(can't think of the correct english term)
1 to 10 is easier to grasp, i.e. it's easier to understand what 7/10 means than 4/6. 1-3 means too low to succeed at anything. You're either too weak, too stupid, or too fucking ugly.Why do stats only go from 4 to 10? as opposed to 1 to 6 or something
No.Can you wipe cities out by (somehow) killing everyone?
No.Is there a way to make the game unwinnable, like by killing the wrong persons?
Fuck 'em.Do you expect to get panned by reviewers? I think if the actual game starts out like the demo there's gonna be a lot of journalist butthurt and some spread of prejudice.
No.Does the game reach a point where you can one hit kill regular people or something like that?
In the way that everyone can shrug off a dozen blows before dying.In which way?As it is, you better avoid combat unless you're a combat focused praetor or a mercenary. Which is how it should be of course, but it doesn't change the fact that damage absorption is completely broken.
Fuck 'em.Do you expect to get panned by reviewers? I think if the actual game starts out like the demo there's gonna be a lot of journalist butthurt and some spread of prejudice.
In the way that everyone can shrug off a dozen blows before dying.In which way?As it is, you better avoid combat unless you're a combat focused praetor or a mercenary. Which is how it should be of course, but it doesn't change the fact that damage absorption is completely broken.
Using an example, when I was ambushed by the merchant on my praetor, I chose to fight the thugs. Bashed the weak-looking one with my shield, he got knocked down. Then I stabbed him in the (unarmored) head with my gladius, over 90% hit chance, leaving him just lightly wounded. Didn't even bother trying to fight the other guy when his friend can stand almost unscathed after taking a sword to the face.
You're acting as if you've never heard about TB combat and DR before. Shrug off a dozen blows? Isn't that how pretty much ANY tb combat works? In any decent TB system you need to be able to last long enough to trade a dozen of blows otherwise the system would indeed be luck based.
If you could be killed with a single attack to the head, combat would be purely luck based. You could just spam these attacks until you roll a lucky number and kill anyone you want regardless of your skill.
In TB combat, for you to have a chance to win, you need to stay alive long enough, i.e. you need to be able to absorb a number of successful attacks, using your HP pool. Same applies to your opponents, obviously. From this point of view it doesn't really matter if you smacked someone over the head with a two-handed axe. We roll for damage, reduce it with DR and subtract it from your HP. Like I said, it's abstract and it works. If you could be killed with a single attack to the head, combat would be purely luck based. You could just spam these attacks until you roll a lucky number and kill anyone you want regardless of your skill.
Bullshit, games like JA2 have shitty TB combat! People dying after being stabbed or shot in the head is fucking absurd and game-breaking.What the fuck? I hope this is a case of too many hours spent on replying at forums and too little sleep.
You can have a perfectly good turn based system where ONCE you get into a position where a defenceless enemy receives a direct hit, it results in instant death. In fact, such a system is clearly superior to one where you "trade a dozen of blows" just to not be "luck based".
If you could be killed with a single attack to the head, combat would be purely luck based.
If you could be killed with a single attack to the head, combat would be purely luck based.
Tried another game with a praetor. Combat is still random crap and everything else revolves around clicking '[stat] Let's win this!' or '1. Bye!' while reading rather banally written dialogues.
If I have to be perfectly honest here, I don't see any appeal this could have to me. Short dialogues work on a basis of '1. Bye!', long dialogues are seriously boring and I found myself just clicking through most of them, playing a text adventure with [win] options (yeah, that can fail, but it's not like the other options don't imply 'failure' either) is not exactly my cup of tea, no environment interaction is BAD BAD BAD and with the rather derp combat I think I'll just stay away. My combatfag nature has been pissed off, my storyfag nature is not satisfied and my explorationfag nature has not even been woken up. Shame.
Having "coup de grâce" as an attack option would indeed be nice for those kind of situations, although aimed attacks seem to do the trick in some cases. Maybe it only works when you get a critical hit, I don't know. 5-foot steps would also be a welcome addition to the combat system. Maybe also different defensive stances that would increase your dodge/block chance while lowering your To Hit chance (or vice versa) or something. I don't know if it's too late to implement any of those things at this point since I'd like to play the finished game some day, but I feel that a single fighter in ToEE has more options than this (not that it'd be very fair to expect ToEE level combat, but still, you only control one character in AoD). When you get to close combat, your tactical options are heavily reduced especially since there are no consumables you can use in battle. In close combat you can't throw anything at enemies and you can't really even move since you'll only get stabbed. I'll still need to try out a pure combat build to check out how the shield bashes, spears and some other stuff works, though. So far combat has been enjoyable but still lacking something, much in the same way Fallout's combat system was.Using an example, when I was ambushed by the merchant on my praetor, I chose to fight the thugs. Bashed the weak-looking one with my shield, he got knocked down. Then I stabbed him in the (unarmored) head with my gladius, over 90% hit chance, leaving him just lightly wounded. Didn't even bother trying to fight the other guy when his friend can stand almost unscathed after taking a sword to the face.