Well...So, while writing this, for demonstration purposes, I decided to start a new game using a Mercenary. I used 5 points on Axe, Block, Persuasion and Streetwise.
First fight with the assassin (after buying a shield)... died 7 times, was victorious 2. Is this how it is supposed to go?
Yeah I know you're given the option to let him go, but... you're a mercenary. Are you supposed to pussy out from all combat encounters?
If THC is too low, make a different character. That's the main reason you start the game with a tough fight - to see what works (for you) and what doesn't. Overall, THC is affected by stats (PER can easily increase it), skills, weapon type, attack type, helmet, and shield.About attack modes... yeah, the problem for me was that for most encounters (right from the start) the probability to hit was so low, that I was forced to go for fast attack almost every time, which then produced little to no damage on armored opponents.
It may be hard for you to swallow but this thread isn't about what *you* think about the game.Is it out? I wrote about some flaws, you ignored it. So why do you expect you can see better in this thread?
Krater? A game that "combines the combat mechanics of action-rpgs with the top-down view of the classic old-school RPG and RTS games"? In which ways does it compete with AoD?Have you seen Krater? It might be one of programs that is competing with that.
Doesn't this lead to a lot of save scumming and min/maxing type playing? I can kind of understand people save scumming for skill checks, but doing it for combat where you just save your stats until you fail at combat and then try to spend the minimum to beat that combat encounter. It's like rolling a 20 sided die until you get a 20. Seems more tedious than fun. Maybe it's just not my thing.me: Here is how I see it (at leas that's how I play games):
- make a balanced build first, enter combat, see what happens.
- if almost beat your opponents (i.e. if you were very close), try again
- if not even close, change stats - see what you can do without. If a charismatic fighter can't win a fight, see if an ugly bastard can't. If he can't, see if a dumb and ugly fighter can.
- simultaneously, start decreasing skills' spread. Start with a balanced distribution, see where it gets you. If nowhere, start decreasing. It's a trial-n-error style approach, but in 3 attempts you should have a very good idea of where you stand and what's required to beat the fight you're stuck on it.
- so, eventually you should lock down the stats and skills and move to weapons and attack types.
Vault Dweller For the love of all that is holy, STOP! Please, just STOP!
Combat is too hard! "It's my game, fuck you!"
Combat isn't tactical enough! "It's my game, fuck you!"
I want to have a party! "It's my game, fuck you!"
CON should give AP! "It's my game, fuck you!"
GUI is shit! "It's my game, fuck you!"
Hybrid characters are weaksauce! "It's my game, fuck you!"
You were supposed to reply with: "It's my game, fuck you!" and not post again on the Codex until AoD is finished. I was trying to help you by giving you advice, but I now realize the magnitude of my folly. Sorry for interruption, don't mind me. Carry on!As of opposite to what exactly?
Trying to please everyone? Ignoring people who like the game and chasing people who don't in some hope that if I make enough changes, they will finally like the game?
I like the difficulty. I think that combat is fairly tactical. Quite a few people seem to think so too - check the quotes (taken from the Codex) on our front page. But some people disagree. What an unexpected twist of events. All my years on the Codex have not prepared me for this.
You know that we listened to the feedback and made a number of tweaks in R2. You've even brofisted some of my posts on the topic. So why bitching about it now?
Not really. I'm talking about creating your character and testing a few real fights, not playing the entire game in this fashion.Doesn't this lead to a lot of save scumming and min/maxing type playing?
They are very useful and can make quite a difference. Some beta testers relied on them a lot and did much better than I expected.I'm curious about what you think of nets?
Then you miss, plain and simple. I think that 30-50% chance is decent, considering the benefits. I'm playing Silent Storm: Sentinels now. Hard difficulty (no saving in combat). Many attacks are 35-60% chance. If all attacks were 85+, the game wouldn't be as interesting. Maybe it's just me though.Do you think people should save scum a battle if there is a 30-50% chance to hit with a net disabling an enemy? What happens if the net misses?
I prefer not to reload. I use different attacks and think that 30-50% chance (one in three or 50/50) is fairly decent. If I miss/fail, so be it.Do you think they should just reload until it works? What do you do when you play RPGs? Do you just never use the attack or do you reload until it hits giving you the advantage of using the risky attack without ever having invested in it?
I think that combat should be hard enough to push you to take risks to gain advantage.Do you think combat should be so tough you can't afford to waste a turn missing a risky attack that has a chance of disabling an enemy?
It seems a little counterproductive to ask for feedback then start arguing with those who do.
Unless it isn't really a "what did you think of AoD" thread, and more of a "let's discuss AoD" one.
Helton said:Seems the spirit of this place has seriously changed.
It's very different in that game though. You've got a party so more shots during a turn and during an engagement total, so randomity evens out more in the long run. Another thing is that you can actually maneuver for a better THC, something not possible in AoD.They are very useful and can make quite a difference. Some beta testers relied on them a lot and did much better than I expected.I'm curious about what you think of nets?
Then you miss, plain and simple. I think that 30-50% chance is decent, considering the benefits. I'm playing Silent Storm: Sentinels now. Hard difficulty (no saving in combat). Many attacks are 35-60% chance. If all attacks were 85+, the game wouldn't be as interesting. Maybe it's just me though.Do you think people should save scum a battle if there is a 30-50% chance to hit with a net disabling an enemy? What happens if the net misses?
And if you lose the combat after failing that net throw, what will you do? Retry? If it's a hard enough fight that you actually want to waste a net on it, you'll probably be reloading until it hits regardless if you reload straight away or only after death.I prefer not to reload. I use different attacks and think that 30-50% chance (one in three or 50/50) is fairly decent. If I miss/fail, so be it.Do you think they should just reload until it works? What do you do when you play RPGs? Do you just never use the attack or do you reload until it hits giving you the advantage of using the risky attack without ever having invested in it?
I think that combat should be hard enough to push you to take risks to gain advantage.Do you think combat should be so tough you can't afford to waste a turn missing a risky attack that has a chance of disabling an enemy?
Thats not arguing at all.It seems a little counterproductive to ask for feedback then start arguing with those who do.
It's very different in that game though. You've got a party so more shots during a turn and during an engagement total, so randomity evens out more in the long run.
Believe it or not, but throwing nets even at 55% THC can make a mighty difference. Sure, you will only hit like 50% of the time, but IF you hit the tide of the fight might be turning. Consider this example. You can sneak into the compound, make a few CS checks for dialogue-killing a few dudes and then you will face one of Antida's Centurions. For my character, a pretty much unwinnable fight. Yet I've bested him, by throwing a net. When it hit my THC suddenly made a big leap upwards. My THC was now so good that I could use an Aimed Strike to the head, which hit him critically and caused him to get knocked down. I get a free round of attacking (again trying aimed head), then in the next round I'm throwing a net again , rinse and repeat. Using Aimed strikes to the head + high CS can be pretty devastating even to very powerful opponents. The difficulty comes with the hefty to hit penalties of aimed strikes. Webbing the enemy helps with that. The bottom line is, *only* having 55% THC with nets doesn't mean using them won't help you winning those extremely difficult fights.Without throwing, my THC with nets never got above 55%. Are you saying with a straight face that the correct play is for the player to take his chances with his 55% attack?
You don't need to reload. A good throw will give you some advantage, but won't kill your enemies for you. I don't reload after missing several attacks in a row or taking a critical or bad wound, so I'm not sure I even understand what you're talking about. Throwing a net and failing won't doom you, that's for sure.And if you lose the combat after failing that net throw, what will you do? Retry? If it's a hard enough fight that you actually want to waste a net on it, you'll probably be reloading until it hits regardless if you reload straight away or only after death.
I don't think that trying to wrestle a axeman makes a lot of sense, but in the end it's about resources - animations, items, etc. If we have time (and money), I'd rather add 'Divine' weapon class, which was planned originally but was put on hold because the animator was overloaded.Vault Dweller did you give any consideration to adding something like pancratium into the game?
IF you hit the tide of the fight might be turning.
I didn't want to get into it, but since it was QFT'ed...It's very different in that game though. You've got a party so more shots during a turn and during an engagement total, so randomity evens out more in the long run.
QFT
why would you save scum...?IF you hit the tide of the fight might be turning.
And if I don't the turn is wasted, and a reload is incoming. Is that good combat to you? Relying on a 55% chance to win you the day?
I was thinking as a secondary combat skill to compliment 1H weaponry but maybe I'm watching too many Spartacus.I don't think that trying to wrestle a axeman makes a lot of sense, but in the end it's about resources - animations, items, etc. If we have time (and money), I'd rather add 'Divine' weapon class, which was planned originally but was put on hold because the animator was overloaded.Vault Dweller did you give any consideration to adding something like pancratium into the game?
If your chance is 90%, where is the excitement? I always prefer early levels' combat in RPGs because nothing is guaranteed yet and your victory isn't assured. Combat becomes boring (for me) the moment you become a demigod and start steamrolling over your enemies.IF you hit the tide of the fight might be turning.
And if I don't the turn is wasted, and a reload is incoming. Is that good combat to you? Relying on a 55% chance to win you the day?