Ol' Willy
Arcane
Comparing linear Dysco that requires one playthrough and heavily branching AoD that requires multiple playthroughs. Good job, mate.
Person with animu userpic calling other people cocksuckers. How ironic.Eh, its a good game, just massively overhyped here, mostly by cocksuckers.
You're not very good at reading, are you?Comparing linear Dysco that requires one playthrough and heavily branching AoD that requires multiple playthroughs. Good job, mate.
Platitudes by a moronic newfag. How fitting.Person with animu userpic calling other people cocksuckers. How ironic.
Dysco requires rolls because game is linear and fixed checks will cockblock a lot of players - and eliminate the need to experiment, giving you one ultimate build to progress unhindered.You're not very good at reading, are you?
Or because that's how an actual RPG works: you roll some dice and see if you made it or not.Dysco requires rolls because game is linear and fixed checks will cockblock a lot of players - and eliminate the need to experiment, giving you one ultimate build to progress unhindered.
Some people savescum, ergo the system is worse? What kind of argument is that? If they want to savescum: let them. Who cares? It's not like we're talking about a multiplayer-oriented game here. Do you mind people using cheats in singleplayer too?AoD is branching and fixed checks do a job to funnel you to a different path or outcome. Adding skillrolls to AoD will casualise it, making it closer to "I want to see everything in one playthrough" crowd; it will make you savescum even more, now outside of combat too.
You played Fallout 3? I didn't.Remember how awesome skillrolls were in Fagout 3?
Do you mind people using cheats in singleplayer too?
Savescumming wasn't the main argument. My argument was that hard skillchecks are here to direct player to different paths and outcomes. With rolls you can just bruteforce your way through, invalidating the entire concept VDweller had in mind.Some people savescum, ergo the system is worse? What kind of argument is that? If they want to savescum: let them. Who cares? It's not like we're talking about a multiplayer-oriented game here. Do you mind people using cheats in singleplayer too?
You either pass a skill check or not (because you can't even attempt it). Rolls fulfill exactly the same function: you either succeed or not. The only difference is that you have a bit more leeway when attempting the skill check, which depends on how hard the roll is versus how high your skill is (plus the unpredictable dice).Savescumming wasn't the main argument. My argument was that hard skillchecks are here to direct player to different paths and outcomes. With rolls you can just bruteforce your way through, invalidating the entire concept VDweller had in mind.
What are you talking about? What variables? The outcomes are still binary: success or failure, so nothing really changes when it comes to you failing the skill check. The result would be identical to you not having enough skill points to attempt pass a hard check in AoD.I don't mind variables in skillchecks, but it's a hell to account for and properly code. Like, you repair the elevator engine - it may work alright, it may work just couple of times, or it may stop working midway down, trapping you inside. Or it could just straight up malfunction and send you down at full speed. Cool, but just too many variables for modern games.
In original PnP RPG you have DM that will account for aforementioned variables. You don't have to code for you have the superior human brain to account for all that stuff, you don't need to have more graphical assets for you have your own brain to imagine all that stuff.
Do you mind people using cheats in singleplayer too?
Do you mind people using cheats in singleplayer too?
YES!
Rolls are indispensable in combat, adding much needed RNG: hit or miss, how much damage, critical hit or critical failure... Variables. Binary skillrolls are pointless: it either yes or no. It's like roll 1-6 to miss or roll 7-12 to deal 35 damage every time, with no variation. Hard skillchecks are better for binary outcomes.What are you talking about? What variables?
That's what I'm talking about. Hard skillcheks - or skillrolls with new outcomes. 1-3 faillure, 9-12 success, and 4-8 some new situation that adds some more new stuff.This only changes if a failed skill check introduces a new situation to the player, but this can be accounted for by developer deciding what happens after that.
Do you mind people using cheats in singleplayer too?
YES!
Explain why. How someone cheating in a SP game impact your game or your life...
Rolls do serve a purpose: they bring an element of uncertainty, while at the same time offering you a possibility to attempt something, no matter how likely or unlikely it is to succeed. Fixed skill checks force you to have a specific skill at specific level in order for you to be able to automatically pass a skill check.Binary skillrolls are pointless: it either yes or no. It's like roll 1-6 to miss or roll 7-12 to deal 35 damage every time, with no variation. Hard skillchecks are better for binary outcomes
It's not really "either-or" type of situation, which is why you got me confused. This makes the whole talk about "coding variables" an argument against a case nobody really made.That's what I'm talking about. Hard skillcheks - or skillrolls with new outcomes. 1-3 faillure, 9-12 success, and 4-8 some new situation that adds some more new stuff.
Such systems are easily abused and lead to heavy savescumming. Ever engaged in Pickpocket Rodeo in Fallout 1 or 2? And savescumming is the most powerful tool that any player has: no game has ever withstood it. Once again, VDweller had the vision, and allowing player to break his system at ease wasn't a part of it.The first creates tension by making the outcome less predictable (neither failure nor success are guaranteed, but they are more or less likely to occur) and keeps your skills always relevant to a degree
Fallout 3 was cancelled in 2003. There's only Fagout 3.You played Fallout 3? I didn't.
Anyway, talking again about templarGR, this RETARDED idea that popularity = quality really triggers me. And is so retarded.
AoD is the greatest RPG of the post-Renaissance era.
You played Fallout 3? I didn't.
"Savescumming wasn't the main argument", huh? It seems to be a pretty big deal after all, since you keep bringing it up. I don't see savescumming as a problem, nor do I think a game designer has an obligation to prevent players from savescumming, so the "VDweller's sacred vision" is irrelevant from where I am standing. Like I said before: "Better" is a matter of opinion at this point. Because it all boils down to what system one finds preferable.Such systems are easily abused and lead to heavy savescumming. Ever engaged in Pickpocket Rodeo in Fallout 1 or 2? And savescumming is the most powerful tool that any player has: no game has ever withstood it. Once again, VDweller had the vision, and allowing player to break his system at ease wasn't a part of it.
I never played a single Call of Duty game. Where's my fucking cookie?
post-renaissance era is definitely the Sims 4 with all its expansions. Endless roleplaying possibilities, stats, the whole package.
Even my grandma couldn't confuse a proper CRPG like Fallout 3 with a first person shooter like Call of Duty, and she had altzhaimers.
Bad students get punished and go back home to do their homework.