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What do you think about AoD?

Rate AoD

  • Good

    Votes: 123 58.3%
  • Bad

    Votes: 10 4.7%
  • Meh

    Votes: 78 37.0%

  • Total voters
    211

l3loodAngel

Proud INTJ
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1,452
10 quotes? Big consensus?
I'm only talking about this thread, so yes 10 quotes, well 9 actually, are enough to warrant a "seems like a big consensus, for the Codex that is". So far ITT it's the only recurrent complaint.
That is 6.993% (10) of all people who voted in this thread. So this is Codex consensus?
 

Lonely Vazdru

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That is 6.993% (10) of all people who voted in this thread. So this is Codex consensus?

It's the one complaint that sticks out for me. And it's not in answer to a "yes or no" question, "What do you think about AoD ?" is very open, so I find it unusual to see that many different codexers pointing it out.
 

Cassidy

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Sep 9, 2007
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You must play it at least 7 times to have an opinion.

I think I played the demo more than that(although I doubt the combined playthroughs lasted too many hours), because it is really the way to enjoy it, or at the very least, play a Mercenary and then a Grifter to get the two sides of the "CYOA" coin. And unlike KOTOR, there is no reason to feel ashamed about that. Having difficulty settings would be a good idea, but I suppose writing easier and tougher skill checks and changing encounters to have such settings as relevant would need way too many thursdays.
 
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Brayko

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Good.

Could use better balance considering a pure speech character is cheese whilst a pure combat character has difficulties but other than that it's a good effort. The development time is ridiculously long though.
 

Raghar

Arcane
Vatnik
Joined
Jul 16, 2009
Messages
24,093
If by "consistent and fresh" you mean shit and by "smooth and clear" you meant complete and utter garbage, then yes.

The game is a farrago of innovative, rote, and poorly executed elements, leading to a fun yet frustrating, and ultimately average, experience. There's a max level cap of 15 for each character in your squad, and leveling (or increasing rank) only opens up implant slots for a character and its abilities; there's no distributing stats or upgrading abilities outside of implant mods. Essentially, the character development is based entirely around random loot drops. This is somewhat annoying considering that characters must be recruited (coming with max ranks of 5/10/15), each having different base stats, coupled with the fact that character/ability mods can't be removed from them. Itemization is particularly disappointing, no armor at all, just weapons, character/ability mods (implants), crafting materials/blueprints, (re)usable items, and "valuables," the last of which only exists for selling. They should have been merged with crafting materials, so that you face a strategic choice in whether you keep or sell them, they're pointless otherwise and don't even add "flavor" to the world. Crafting is pretty much standard, which although is OK, it could have been better if you could experiment with different items to find recipes, influence item bonuses by using different materials, etc. It just feels like a missed opportunity. Skill system is innovative yet disappointing at the same time as well. Race and class determine the skill itself, and other variation is only added through mods to it, somewhat like Path of Exile. Unfortunately, the mods are items and are fairly generic (bonuses to damage, healing, etc.), though what is interesting is that you can combine a healing bonus mod to a non-healing skill to make it heal. There's no way to qualitatively change the abilities though, e.g., change the base ability itself, give a melee skill a ranged component or make a skill do elemental damage (the concept of which does not even exist in this game). Combat is engaging and enjoyable, though the hectic pace of fighting and lack of basic skill variety mean that you'll likely end up mindlessly mashing hot keys most of the time. The game sorely needs pausing functionality or slower combat to maximize its strategic potential. Having access to all 3 characters' abilities at once though is a brilliant idea, but it could have been capitalized on so much more. Pathfinding isn't the best, but it works well enough. Enemies are all essentially the same, though, and usually don't require much strategy beyond standard procedure. Nothing except different damage, health, name, and visual representation distinguishes them. Overworld map is cool, again another great idea. You travel between different locations with random encounters in between, and it's pretty much entirely open from the start, though there's no level scaling (another plus) so you can't travel too far. Story and dialogue are unengaging and uninspired, and the voice acting is abysmal, both of which are really unfortunate given how fresh and different the setting is. Character development is lacking entirely, since player characters are randomly generated and replaced throughout the game (there's permadeath too, though it's a bit hard to have that occur). It's a big world, but there's just not enough incentive to explore it given that the characters don't have anything permanent for the player to develop and the gameplay becomes too boring after a while to maintain continued interest. tl;dr Try it if you like new things, don't expect anything amazing, and the game feels too unpolished.
If you actually wrote that large paragraph I quoted, I'd think you'd know what are you talking about. Krater has a lot of flaws, one of them is DX11 so I can't run it on wine, but trying to bitch about that stuff I mentioned is bit crazy. These trees are well done, grass and other stuff fits well together, and that metal textures feel right. Setting is fresh, it isn't a rehash or copy of D2, or Dungeon Siege. And when you look at the interface, you can see easily recognizable items, properly done colors, and properly designed interface.
 

hiver

Guest
Ill have to correct myself about Mitiades fight. It isnt difficult at all and even a ranged character should be able to go through more or less easily - if the player makes a combat character and then invest in his combat skills.
I killed both of dudes in the first ambush as a second fight i did, with spear wielding character even though i made a few bad moves.
 

Marsal

Arcane
Joined
Oct 2, 2006
Messages
1,304
If you actually wrote that large paragraph I quoted, I'd think you'd know what are you talking about. Krater has a lot of flaws, one of them is DX11 so I can't run it on wine, but trying to bitch about that stuff I mentioned is bit crazy. These trees are well done, grass and other stuff fits well together, and that metal textures feel right. Setting is fresh, it isn't a rehash or copy of D2, or Dungeon Siege. And when you look at the interface, you can see easily recognizable items, properly done colors, and properly designed interface.
Bro, stop watching weaboo garbage and pick up some English tutorials. I have to read your every Google Translate enhanced post 3 times to understand what you're trying to say.

Krater is a horrible game, that you would use it as an example is just retarded, no matter how well the trees are done(?!). Who gives a fuck about the trees, when the combat is a generic, broken mess?! Graphics and other cosmetic shit are least of AoD's problems. Stop harping on insignificant, superficial stuff, that isn't going to make the game better.
 
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tumblr_m3bfs1FxIH1r22955o1_500.jpg
 

Infinitron

I post news
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Messages
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
I'm actually, surprised that you are really questioning the overall negative stance towards forced teleporting. So far I was under the impression that your reasoning for not removing it completely was the amount of scripting it would require to switch to a completely optional teleportation system and not because you thought that the majority of players actually likes the system.

He doesn't seem to even want to admit that there's an ulterior motive for keeping forced teleportation. It reminds me of the excuses mainstream companies make when they remove features from their games.
"We removed swimming from the game because... SWIMMING ISN'T HEROIC. Yeah, that's it. Who wants to swim anyway? So now you drown if you step into a puddle."
 
Self-Ejected

Excidium

P. banal
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I don't mind the teleporting. It was very annoying the first time I played the demo because I felt I was missing on exploring the city as the game forced me from one place to the other but then I realized there isn't much to explore, so it just saves time you'd spent walking from A to B.
 

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