Fenix
Arcane
Lol, a woman...
But we should wait to see what it will like.
I suspect another liberal trap.
But we should wait to see what it will like.
I suspect another liberal trap.
Sounds like Kyros will be similar to the Lady from the Black Company. In addition to her ability to convert Archons (I.e. dominate the new Taken), the empires seem similar in their approach. IIRC, Lady tells Croaker she brings domination, but also law, order and professionalism to the people in the third book. Just as Kyros will kill incompetent or corrupt judges who fail to interpret her will.Woman, apparently. They never used gendered pronouns to refer to her before, now that I think about it. Except maybe in podcasts and live streams in which they could make a mistake.
Definitely a bit of a "Samus was a girl" think going on, even if extremely low-key.
Sounds like Kyros will be similar to the Lady from the Black Company. In addition to her ability to convert Archons (I.e. dominate the new Taken), the empires seem similar in their approach. IIRC, Lady tells Croaker she brings domination, but also law, order and professionalism to the people in the third book. Just as Kyros will kill incompetent or corrupt judges who fail to interpret her will.Woman, apparently. They never used gendered pronouns to refer to her before, now that I think about it. Except maybe in podcasts and live streams in which they could make a mistake.
Definitely a bit of a "Samus was a girl" think going on, even if extremely low-key.
Wow, tranny jokes FTW. Or hermaphrodite maybe?Sounds like Kyros will be similar to the Lady from the Black Company. In addition to her ability to convert Archons (I.e. dominate the new Taken), the empires seem similar in their approach. IIRC, Lady tells Croaker she brings domination, but also law, order and professionalism to the people in the third book. Just as Kyros will kill incompetent or corrupt judges who fail to interpret her will.Woman, apparently. They never used gendered pronouns to refer to her before, now that I think about it. Except maybe in podcasts and live streams in which they could make a mistake.
Definitely a bit of a "Samus was a girl" think going on, even if extremely low-key.
Or not. See here: http://www.rpgcodex.net/forums/inde...-dev-diary-video-1.110461/page-3#post-4692270
Isn't lvl scaling within a threshold actually good?
It will give you consistent challenge and the game world feels less game-y.
No. It's just a shortcut to shortcircuit good encounter design and placement. Not to mention game system balance.
Isn't lvl scaling within a threshold actually good?
It will give you consistent challenge and the game world feels less game-y.
No. It's just a shortcut to shortcircuit good encounter design and placement. Not to mention game system balance.
If the player get's to decide the sequence of areas in the game, then some level scaling is mandatory. However, it doesn't solve other problems...
Isn't lvl scaling within a threshold actually good?
It will give you consistent challenge and the game world feels less game-y.
No. It's just a shortcut to shortcircuit good encounter design and placement. Not to mention game system balance.
If the player get's to decide the sequence of areas in the game, then some level scaling is mandatory. However, it doesn't solve other problems...
This is precisely why we can't have nice things any more.
Pro tip: Using levels as the end all be all in enemy/player strengths is a design crutch. This is the true rotten core of Pillars of eternity's system, and I suspect Tyrannys too.^Here, this was my elaboration. Now give me the counter instead of just a simple retort.
I'm not even sure what you are saying here. Witcher 3 is bad precisely because of its massive EVERYTHING IS ABOUT LEVELS. If a cockatrice was just a cockatrice, and a drowner was just a drowner, the game would have been massively improved.Regular lvling will be quite messy, Witcher 3 is an example of extremely poor balancing, it can be mitigated by using lvl scaling within a threshold, where each enemy type has separate thresholds.
No it will not. Early in the game, ghouls will die to a few bullets. Later on, they'll somehow need an entire clip (not to mention punch through more armor). That is not a cohesive world.Like for instance, we can have death claws to be be lvl 40 and above, and ghouls to be within 10-30, this will create a cohesive world while creating balanced gameplay.
Pro tip: Using levels as the end all be all in enemy/player strengths is a design crutch. This is the true rotten core of Pillars of eternity's system, and I suspect Tyrannys too... . ..^Here, this was my elaboration. Now give me the counter instead of just a simple retort.
...
But unless the game is segmented into multiple phases or designed very well like Gothic it'll be a broken mess.
Nigga please. Level 70 sewers is obviously shit. You may as well say you'd rather have what you mentioned than get an arm chopped off. All you're doing is damning your own argument with faint praise. Would you like to try again or is your only defense of level scaling "well you can make a shittier game that doesn't have it"?I rather have what I mentioned than encountering lvl 70 sewer rats when I'm playing.
Yeah, or age of decadence. HP is constant throughout the entire game. Your max is 5x con, and you can't increase your stats after chargen.The easier, and better, solution would be not to have a lvl70. As I have already said many times before, open world is not the problem, stat bloat is. Look at Voidspire Tactics for example - your chars start with ~20 hp and the tankiest ones may finish the game with ~40 hp. It just requires a bit more effort on the designer part to make enemies that play differently, not just have bigger numbers.
The easier, and better, solution would be not to have a lvl70.
Voidspire Tactics once again has all the answers (seriously, that game is a blueprint of how you do open world RPG with meaningful character development): a level-less system where you buy upgrades directly from XP both provides the satisfaction of frequent upgrades and prevents stat bloat.The easier, and better, solution would be not to have a lvl70.
Unfortunately, people love level ups. If they're not gaining a level every one to two hours, they're going to get upset.
Hey, but that was implemented in Evil Islands first!Voidspire Tactics once again has all the answers (seriously, that game is a blueprint of how you do open world RPG with meaningful character development): a level-less system where you buy upgrades directly from XP both provides the satisfaction of frequent upgrades and prevents stat bloat.
Monster Hunter series doesn't have a lvl up, but then again their weapons have stats. It's all about better equipment just like Dark Souls. And just like Roguey said, a lvl-less system in an RPG might not be appealing to a lot of people.The easier, and better, solution would be not to have a lvl70. As I have already said many times before, open world is not the problem, stat bloat is. Look at Voidspire Tactics for example - your chars start with ~20 hp and the tankiest ones may finish the game with ~40 hp. It just requires a bit more effort on the designer part to make enemies that play differently, not just have bigger numbers.
You are not giving me arguments. If you are able to give me logical reasoning for your stance do so, these retorts give me nothing.Nigga please. Level 70 sewers is obviously shit. You may as well say you'd rather have what you mentioned than get an arm chopped off. All you're doing is damning your own argument with faint praise. Would you like to try again or is your only defense of level scaling "well you can make a shittier game that doesn't have it"?
That's an interesting system, so how does it manage the difficulty of enemies. As the player gets stronger equipment and better skills the earlier enemies become a breeze and the later ones become manageable?Voidspire Tactics once again has all the answers (seriously, that game is a blueprint of how you do open world RPG with meaningful character development): a level-less system where you buy upgrades directly from XP both provides the satisfaction of frequent upgrades and prevents stat bloat.
Many people here are idiots. There are plenty of PnPs where your character is mostly set in stone after chargen.If there is no meaningful character progression to different vocations and systems I think many people here will hesitate to call it an RPG regardless of its role-playing merits.
Sure I am. Level scaling is bad because it undermines player choice and interactivity by lowering the available consequence space. Additionally it undermines the worldbuilding as things *change* along with player level, immediately writing into the physical laws of the universe that the player is the most important dude in existence.You are not giving me arguments.
I'm pretty sure that was Wizard's Crown, if not some PLATO game.Hey, but that was implemented in Evil Islands first!
Neither the PCs, nor the enemies get much stronger in terms of HP/damage output. What they do is get more versatile, with more varied abilities and counters.As the player gets stronger equipment and better skills the earlier enemies become a breeze and the later ones become manageable?
Do the same type of enemies always have the same amt of hp and do the same amt of damage or do they get stronger as the game or player progresses?
All skills are fairly tactically balanced - e.g. AOE spells have a charge-up time, and enemies will move out of affected area if given the chance, so you need to time them very precisely. Others have other limitations. So it's not like you get a powerful ability and become invincible. And starting skills remain viable throughout the game as well - they may be less powerful, but more reliable.Does that mean I can store xp and get a late-game skill early on or do they use a flowchart based system?
You are not giving me the elaboration I require. Regardless I can somewhat see what you mean.Many people here are idiots. There are plenty of..... ...
Interesting, thx. I'll check out the game one of these days.All skills are fairly tactically balanced - e.g. AOE spells have a charge-up time, and enemies will move out of affected area if given the chance, so you ... .. ..
Tags: Brian Heins; Obsidian Entertainment; Tyranny
Shortly after posting about the interview with the Tyranny writing team yesterday, I discovered that GameBanshee had posted their own interview with game director Brian Heins. It's pretty good, four pages long and with many questions about the game's more interesting and/or controversial aspects (although Brian's answers aren't always very satisfying). So to wrap up this weekend of Torment and Tyranny, I've decided to give it its own newspost. Here's a small excerpt:
Of note is that this interview confirms for the first time that Obsidian have upgraded to Unity 5 for Tyranny. Hopefully that will help with the loading times.
GB: Tyranny is set in the transitional era between the bronze and the iron age of its fictional setting. How much will the setting be influenced by that period of our own planet's history, and how much will the presence of powerful magical forces and fantastical creatures make it diverge? How will that influence the plotlines and mechanics of the game?
Brian: Tyranny is a fantasy RPG rather than an historical RPG, so it’s influenced by this period in our history but doesn’t try to emulate it. I decided to set the game at this transition point for a couple of reasons.
First, it creates a plausible reason to explain why Kyros was able to conquer. Creating bronze weapons and armor was expensive. Often you had to trade with neighbors to get the metals needed to alloy bronze. It took skilled smiths to reliably mix the metals in the proper ratio to create bronze hard enough to serve as weapons and armor. Both of these meant that most nations could only afford to outfit a small number of soldiers with bronze weapons or armor.
Iron weapons had the advantage of only needing a single source of metal to create. Once people figured out how to smelt iron ore, it became much cheaper to outfit a larger number of soldiers. Early iron weapons weren’t better than bronze – they were often heavy and brittle. A bronze sword might bend or grow dull in combat, but it wouldn’t shatter. However, when you can outfit ten soldiers in iron for the cost of one soldier in bronze, you’re able to bring a much larger force to the field.
This was one of the things that allowed Kyros to conquer. The Overlord controls the secret of smelting iron ore, so has access to a cheaper source of weapons and armor, and can outfit a much larger army than any other nation that tried to resist.
Secondly, Bronze Age warfare was more up-close and brutal. There weren’t guns or firearms that allowed you to kill enemies from a distance. You fought at sword or spear-length, or hurled javelins from a shorter distance. For a world where evil won, I wanted to capture some of that feel in our combat.
GB: Will Tyranny feature random encounters with enemies, or will most combat encounters be deliberately placed within the game? Random or not, will enemies be static in regard to their level/power or have you incorporated level scaling into the game?
Brian: Combat will occur with placed enemies, as with Pillars of Eternity. Some combats can be avoided or modified through dialogue options, but we don’t have any random encounter systems in place. We had ideas for systems along those lines during development, but ended up cutting them when we didn’t have the time to bring them to an acceptable level of polish.
There is level scaling in the game. Tyranny has a more open, branching structure than Pillars of Eternity did, which means that there are many different ways for players to travel through the world. The same area needs to support players arriving at level 5 or level 10, and provide them with interesting and engaging combat when they do so.
Enemies will scale within a level range, and their level becomes fixed when they are revealed by fog of war. So if you see an enemy and they are level 5, then leave the area, gain several levels and come back, they won’t suddenly increase in level. They’ll still be at level 5. On a different playthrough, if you went to that same area for the first time at level 8, the enemies would be a higher level.
The goal with this scaling is to keep combat interesting and not something you can just ignore on difficulty settings beyond Story mode. So far from our playtests its working out very well.
So, that Kyros is a man or woman?