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Game News Age of Decadence Released on Steam Early Access

Infinitron

I post news
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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
If I was Cosmic Misogynerd, I'd be telling everybody who fell for that troll to kill himself
 
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Shadorwun: Hong Kong
I once played under a DM that killed off my character because there was a trap in her way, and he did under the guise of, "You never asked to check for traps.". Ridiculous.

I am pretty sure he did that because you are retarded. I would have killed you within the first 10 minutes of a PnP game myself, based on your posts.
Well you're just a naughty bear and naughty bears have to go sit in the time-out corner.

Vault Dweller Was Northernlion one of the people that asked for beta access, by the by? This is one I watch a fair bit, and I find myself devilishly curious as to how he'll take the game's atmosphere, as well as to how thunderously Age of Decadence crushes him under its heel. I know, at the very least, that he'd claim it his incompetence over the game's if it does beat him.
 

ERYFKRAD

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Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
How do you even REACH a Balor's head with a staff on an elf? I thought those things were huger than that, aren't they?

As long as I'm not drowning in skillpoints in AoD, I'm happy.
 
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Glass Fields, Ruins of Old Iran
Sometimes I understand how Roguey can take us for a ride so easily.

Well obviously I didn't mean a definitive "Choose this if you're a merchant", but the descriptions during chargen giving me some idea of what, say, a loremaster is expected to be proficient in isn't the same as telling me how to play.

Yeah, maybe something like "Preserving and understanding pre-war knowledge and technology is a booming business. An increasing number of people see their salvation in the ashes of the past and the market is becoming saturated with icons and objects from the old empire, most without any real value. Loremasters are at the front line of this trade, cataloguing and appraising items, always on the lookout for something of real worth."

Something like that. I don't see why it's such a mortal sin to give a bit more than the bare minimum of help at the very beginning, considering the game itself is already unforgiving about skills. It's like being mad at being offered a cup of water before running a marathon, as if that would jeopardize the entire event. Are you looking down on me? Don't you trust my running skills? Fuck you, buddy.
 

hiver

Guest
Should i tell him or someone else is going to do it? I dont have a heart...

-edit-
nope, it seems i do.

Your wish has been granted clocky!

TA - DAAaa:
Ej41Yz8.jpg


:dance:
 

Tigranes

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"A Loremaster is typically skilled in Lore, and may be expected to know a few things about Lore. Keep this in mind when you choose a Loremaster."
 

UserNamer

Cipher
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Stil trying to work out why removing something's brain is an intelligence procedure.

I mean...the 'intelligence' part of surgery is keeping the patient alive while you remove the organ. Organ transplants are pretty easy if you aren't bothering with the reattachment or patient survival parts.

that poster was joking. In the same vein I would propose attempting the same action with a very low int character should result in "you retardedly flail your staff around adding retard strength to your strike, STUPIDLY sending the baelor gonads to another plane of existence with your sheer retard power, drastically lowering his morale"

you do get some awesome options, some of the best in the genre, but I think such playthroughs only shine in conjunction with other playthroughs where you also get through the combat bloody and worn.

that was precisely my impression from the last public demo. I was always skeptical about playing a pure diplomat character in AoD but playing as an assassin and then as a mercenary and then exploring the diplomatic characters really made the demo shine for me.

I didn't think the combat was unreasonable, unless you expect to be able to clear the 1 vs 5+ (optional) fights from the get go. I liked that no fight was to take for granted, just a chore (show up and deliver death and click on the chest)
 

hiver

Guest
Not necessarily, but it does seem to provide the fullest experience since you dont spoil lore/plots related content that way. And the combat is just too damn good anyway.

"A Loremaster is typically skilled in Lore, and may be expected to know a few things about Lore. Keep this in mind when you choose a Loremaster."
how about... "Loremaster is a ninja who also likes to be skilled in lore, which he uses for his deadly nunchaka attacks and awesome epic acrobatic stunts while he slaughters evil legions of Zamedi with his left hand holding the trusty epic Celestial Fury forged in the fires of Baldurs Gate - while it also comes very handy to impress ladies in his harem. And those that are yet to become members in this selected elite group of beauties of...Age of Decadenceeeee." :huge boobs CGI:

Apart from making myself sick just now i think this would work nicely.
 

ERYFKRAD

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Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
So I gather it's best to start more combat-oriented to get the grip of the game than explore the talkie paths?
If you're unused to the system you might as well start with combat and get to grips with it. Just don't put heavy-armour on a dodger. EVER.
 

Lhynn

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So I gather it's best to start more combat-oriented to get the grip of the game than explore the talkie paths?
Im guessing the opposite, go down the non combat path, as skill checks dont really require player skill, thought or planning. Could be wrong, but seems like the way to go.
 

tuluse

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
It's an RPG, just play it how you want to play it. If you like going through dialog trees, go with a talker. If you like killing things, go with a fighter.

I mostly try to avoid combat, and have enjoyed the game.

Just make sure your characters are focused. If you try to make a jack of all trades character, you will die.
 

Lhynn

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It's an RPG, just play it how you want to play it. If you like going through dialog trees, go with a talker. If you like killing things, go with a fighter.

I mostly try to avoid combat, and have enjoyed the game.

Just make sure your characters are focused. If you try to make a jack of all trades character, you will die.
well, problem with combat for first timers is that it requires actual effort put into it, figuring out what goes well with what can be a bit tricky, and i doubt VD would make the talky talky tree less rewarding than the combat one.
 

Deleted member 7219

Guest
Just tried to play a retard character but I noticed you can't lower intelligence past 4. A shame.

I'd also like to play a character with really low charisma... so his dialogue mostly consists of him being obnoxious to everyone around him. But I realise for both of these, you'd have to write new dialogue across the whole game.
 

Lhynn

Arcane
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Just tried to play a retard character but I noticed you can't lower intelligence past 4. A shame.

I'd also like to play a character with really low charisma... so his dialogue mostly consists of him being obnoxious to everyone around him. But I realise for both of these, you'd have to write new dialogue across the whole game.
:Mpeople seem to underestimate fallout 1&2.
 

Deleted member 7219

Guest
Just tried to play a retard character but I noticed you can't lower intelligence past 4. A shame.

I'd also like to play a character with really low charisma... so his dialogue mostly consists of him being obnoxious to everyone around him. But I realise for both of these, you'd have to write new dialogue across the whole game.
:Mpeople seem to underestimate fallout 1&2.

Huh? I know I can play those kinds of characters in FO1 and 2, but I'm saying I want to be able to do the same in AoD.
 

Lhynn

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Huh? I know I can play those kinds of characters in FO1 and 2, but I'm saying I want to be able to do the same in AoD.
Just saying, i dont think any other game has done that sort of thing +M something similar in bloodlines with malkavians, but thats it.
 
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May 18, 2009
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Hmm. It does seem a tad petite.
Hardcore RPGs rarely (as in never) sell well, so we certainly didn't expect to take the world by storm.
Here's hoping you can gradually work your way up to something of a sleeper hit, though, as it's also true that quality games that lack immediate appeal tend to grow in stature over time (and eventually accumulate pretty decent sales numbers, too). It's a pity that it's going to be quite an uphill struggle against the modern era Elder Scrolls mentality which I'm surprised to find even many old timers seem to have adopted, where they simply can't get out of the mindset of expecting to be able to see all content and succeed in every situation with a single character build, which of course is the exact opposite of how AoD is designed. Maybe you should make some sort of tutorial video that explains this and how it is sometimes actually fun to fail and see completely new things and angles with a different character? I agree with DefJam101 that most people are capable of understanding these sort of things if someone takes the time to show them that they're not really difficult to grasp at all.
 

AbounI

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Here's a WIP of the new character screen we are working on. Basically, we converged the bonuses and penalties into attack and defense ratings, and then we check those for deciding THC.

Also, we are planning on adding combat and civil SP, along with the general one. Combat will be awarded for winning fights, while civil for finding non-combat solutions to the problems. General will be awarded for progressing through the story, which can be used in any skill in the case that combat or civil points are not enough to increase it. These points are on top of the current quest rewards, they are not meant to replace them (except for the current combat ones, which were already planned to be combat only ones). Plus we are making quite a bit of re-balancing on quest rewards and checks.

Not sure to understand very well the maths for the Defense Rating.

In your exemple, what is the training (5)?Dodge level or Axe/hammer or crossbow assuming the "training" is determined by the weapon used by any ennemy, which could mean "training" is a variable : training = skill in the weapon the ennemy is currently using. So, if a 1st ennemy is using a dagger, the "training" will be 8, but if a 2nd ennemy is using a spear, so "training" become 6?
The second meaning for "training" will bring more tactical during combat.In this way, Players should first defeat ennemies who are using weapons in which the player is the less skilled, then the other who are using the weapon in which players are better skilled. And more than that, it would bring an immersive dimension: the more the PC is trained ina kind of weapon, not only his attack rate is higher, but also the more his defense is higher against this same kind of weapon.Could be interesting
 

Ismaul

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Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech A Beautifully Desolate Campaign My team has the sexiest and deadliest waifus you can recruit.
I see the whole problem with people raging not as a fault with the game or the players (though it might be for some), but a problem with expectations differing from the brutal realtiy of the game, and therefore requiring proper introduction.

Most players come from a modern RPG background, and have expectations based on what they played. They are conditioned to expect easy popamole shit. When faced with a hard game, with something unusual, their typical reaction is to fault that strange and unconventionnal thing. It's human nature to attack what is not immediately familiar to us. I think the game should acknowledge that, and not immediately reject those players like those players reject the game. After all, you're the one trying to sell, and with an unusual game, you have to create the market for it. To do that properly you need to educate the new players to a different / classic way of playing.

Now how do you that? Not by dumbing down obviously, and warnings are clearly not enough. I'd do an introduction / turorial to the game, not specifically to the mechanics, but to the tone, difficulty, and the world logic, before it stabs you in the back and the player just wants to throw the game away. Show how the characters and situations in the game are scheming and unforgiving, how you don't always succeed at what you want, how brutal the combat is and how it should be avoided. Have the player die and start again against a simple combat encounter, and educate him to look at strategies (show him a couple he can try) instead of rage-quitting. Simply put, teach them they have to use their brains and put a little effort to advance in the game. Because all the other games teach the opposite, not because your game is not for those players.

Also let's not shit on transparency. It's not hard and in no way dumbing down to put a line under a Background's description saying "Commonly used skills:..." Or to specify in which situations a skill is useful in the skill description. Because other games use them differently, or simply do not have those skills at all. Having clear and transparent rules of interaction between the player and the game in no way diminishes the quality of the interaction, quite the opposite.

Also, by teaching the players what to expect of your game, you therefore set the criteria on which it should be judged. People will reject the game by saying "It's not for me" rather than "It's shit". And game "journalists" will hopefully take it into account. In a game with a lot of failure, you what the players to be frustrated at their loss as a motivation to try again, rather than at the game, leading to ragequit. And this is sometimes only a question of perspective, which you have to set.

My point is selling a game to the current market is hard mode, and if you just fault the players, then you're just doing what they're doing to your game. You've just ragequit in the face of a steep acceptance curve. Don't. I want this game to succeed. Sure, it's not for everyone, but some of those quitters could've been made adopters.
 
Self-Ejected

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What kind of "commonly used skills" would you list for backgrounds that aren't strongly associated with just one guild (Grifter/Drifter/Merc), or that end up getting some leeway between combat and non-combat options (Praetor and Thief)? And that's already 5 out of 8 backgrounds.
 

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