Lhynn
Arcane
- Joined
- Aug 28, 2013
- Messages
- 9,970
Told you.I am pleasantly surprised
Told you.I am pleasantly surprised
Finally my queue reached this game. Never played the original release, just the DC at Supreme Jerk.
I was veeeery skeptical as I usually am with modern games, but I am pleasantly surprised, after 25h in including a few restarts. The game is a bit easy, but I love the pacing and flow, the skill system is robust and combat is fun enough. Writing ranges from very good to tolerable, although the constant references to WL1 feel sometimes a bit forced and pointless. How many different times do I need to re-read the Cochise story from different NPCs?
I find the combination of AP and CI a bit strange. The game already has APs to represent characters' ability to make actions, putting CI on top feels wrong (and a bit game-breaking, a party with starting CI 13-15 is OP).
Ultimately this is a problem of scaling. If they would have toned down the CI formula or capped it at like let us say 14 CI it would have been ok as well.
I think this dual system is great and makes perfect conceptual sense. Just like "smarter" can mean "intelligence" or "wisdom", "faster" can mean more actions all at once (like a gunslinger who rapid fires), or someone who can respond easier to new developments. A guy with low CI but high AP is the gunslinger; he takes time to make up his mind but explodes in a flurry of action. Low AP but high CI is more fluid and responsive on a changing battlefield, with quick actions after every enemy move but less able to focus a burst of attacks. The only issue is balance - high CI and high AP together are simply overpowered.I don't think it is a scaling problem, but a concept one. If you want to design a system based on turn frequency (CI) then turns must be equal for all characters, but faster characters will get more turns. If you have an AP-based system then you have a faster character by giving them more APs. How do you represent here a character that is "faster" than another? gets awfully complicated to translate into game stats.
I think this dual system is great and makes perfect conceptual sense. Just like "smarter" can mean "intelligence" or "wisdom", "faster" can mean more actions all at once (like a gunslinger who rapid fires), or someone who can respond easier to new developments. A guy with low CI but high AP is the gunslinger; he takes time to make up his mind but explodes in a flurry of action. Low AP but high CI is more fluid and responsive on a changing battlefield, with quick actions after every enemy move but less able to focus a burst of attacks. The only issue is balance - high CI and high AP together are simply overpowered.I don't think it is a scaling problem, but a concept one. If you want to design a system based on turn frequency (CI) then turns must be equal for all characters, but faster characters will get more turns. If you have an AP-based system then you have a faster character by giving them more APs. How do you represent here a character that is "faster" than another? gets awfully complicated to translate into game stats.
Take heed there is a serious difficulty spike after about the half of the gameThe game is a bit easy,
Take heed there is a serious difficulty spike after about the half of the gameThe game is a bit easy,
How did you solve Titan Canyon?
I mean, I stop at the point, when I already went past Canyon, was nice too and all, saved in monks camp(?).
I just tried to calculate maxxximum munchkin way to complete it - with maximum loot and exp and content, and stuck.
I remember there was some weapon inside, so I want this, that and that too.
And to kill everything if possible.
So can you tell in details?
Just started this, made my first character. Fiddled around with the system and ended with a fugly (1 CHA) imbecile (1 INT) gimp (1 STR, 1 DEX) with 9 AP and 16 CI. The character concept was a loner sniper Assassin, but still feels bad man... but those bonuses for 10, best value!
idk, game's giving me 2 skill points per level at 1 INT, 3 skill points is 4 INT and 5 skill points is 10 INT. While 3 is 50% better than 2, that's a lot of stat to dump...
Just looking back a few pages, it seems like the typical party is 1 CHA talker/ leader, 1 INT smart guy, and 2 Hanzies.
idk, game's giving me 2 skill points per level at 1 INT, 3 skill points is 4 INT and 5 skill points is 10 INT. While 3 is 50% better than 2, that's a lot of stat to dump...
Just looking back a few pages, it seems like the typical party is 1 CHA talker/ leader, 1 INT smart guy, and 2 Hanzies.
You are right, you get +1SP at 4, 8 and 10. My mistake. But I think you gain +1 extra AP at 2 then? I seem to remember some gain at INT 2.
idk, game's giving me 2 skill points per level at 1 INT, 3 skill points is 4 INT and 5 skill points is 10 INT. While 3 is 50% better than 2, that's a lot of stat to dump...
Just looking back a few pages, it seems like the typical party is 1 CHA talker/ leader, 1 INT smart guy, and 2 Hanzies.
You are right, you get +1SP at 4, 8 and 10. My mistake. But I think you gain +1 extra AP at 2 then? I seem to remember some gain at INT 2.
Nope, not on that character since I have Awareness maxed and there's some formula.
I double checked too. 10 Awareness, 10 Coordination, 4 Speed, 1 STR, 1 CHA, 1 INT, 1 LUCK. -> 9 AP, 17 CI. I guess I could dump Speed instead?
I guess I'll do some legwork and come up with a theme party of some sort. Characters from David Simon tv shows? Or is that already The Walking Dead?
Marlo
Herc
Omar
Melvin (the pimp that Clark Peters plays in The Deuce)
Or hell just the Clarke Peters party...
Lester (The Wire)
Albert (Treme)
Melvin (The Deuce)
Nelson Mandela
Hm... probably too charismatic.