Thing here is we would need to make encounters challenging for a full party of characters. But what if a player fucks up follower recruitment and has to play with only one follower or god forbid solo? If the combat encounters are made to make the game challenging even for a full party, even the weakest enemies would destroy a solo character. Since the player is free to take or not to take a party with him, we need to remove control over NPCs at least a tiny bit or the game will never have proper difficulty without level scaling. And I hate level scaling!
Why not balancing the combat for a full party control and adding some features to ease things for retards going solo ?
Like reducing enemies level and/or numbers and artificially adding speed/initiative/AP (more turns) to solo characters ?
Fallout had that huge success in spite of not having control over all the characters because everything else is damn good but even then, mods fixed that and both Fallout offer full party control.
We decided to go against level scaling and enemy scaling very early on, because the wounds caused by some then new rpgs with scaling were still fresh. Plus we got verbally abused and levelscaling-shamed on the codex! Plus, that system we got there, it's... how should I put it. Rigid as
F. Thus, this was the compromise.
Atomboy thanks for the responses mang (and for making the game!), I'll post pics of the ones I was referring to when I get home (out of state right now).
Got to play with the dead city and the stalker/metro vibes are awesome.
Overall, this is a great game, and I'm 1000000000000% stoked for what you guys do next, as it's a guaranteed purchase/kickstart/whatever from me.
I also convinced 2 other people to buy the game because it's fun as hell and hey were saying they wanted more Fallout 1/2.
I don't see any portraits you posted later on, but I remember checking every possible person you could've meant, and they were all random people we know. Basically, after paying our respects with the first few hundred portraits, we went straight to random people with written permissions, just in case, you know. I don't think there was anyone whom I would like to pay tribute to in the game by the time we got to the hull and other late game locations. Unless you meant that homeless person looking guy, because one of my buds used the photo of a swedish novelist for that one.
I'm really glad you liked the later parts, they stand out for me too. Thank you very much, man! If you only knew the fears Trudograd gives me, you'd know how much this is appreciated! :DD
So the nationality is there
I know I just asked if it's possible them to affect gameplay.
t. As for religion - an Atom cadet cannot have one. If you grew up in this pre-war military atheist society and still developed faith, they'd probably eject you out of a moving helicopter.
Well lore wise make sense. If we had a chance to say fuck ATOM in middle of the game then I would insist about it.
. We're setting all these people with different beliefs we have in Atom for something awesome in the long run. So there's gonna be religion. In like 20 years when we make a sequel.
Xorosho. Sounds really promising. I'm glad you guys considered that.
Well... Sometimes, nationalities do affect the livelihoods of NPCs. It's just that they're their nationalities, not the player's! :D We're too careful for that. I remember Soviet Union being this one big happy family, with every nation having terrible, cruel jokes and offensive stereotypes about the others and it was awesome. iI bet I could get away with nationality-based humor back then. Not anymore! No sir! As for the rest - stay tuned, it's gonna happen somewhat.
Why not balancing the combat for a full party control and adding some features to ease things for retards going solo ?
Like reducing enemies level and/or numbers and artificially adding speed/initiative/AP (more turns) to solo characters ?
Fallout had that huge success in spite of not having control over all the characters because everything else is damn good but even then, mods fixed that and both Fallout offer full party control.
Personally, I don't mind not being able to control companions since I always play solo (or with my faithful Wolfter - but in his case, not having full control makes sense and I believe it increases immersion).
But if you'd like to do it, I think the easiest way to balance it would be through stealth. When you play solo, make combat start with player out of combat with ability to plan his attack or sneak through and when you have a full party, you are loud and easy to spot, hence enemies are always waiting for you. Or at least most of the time - some enemies should be surprised even by your full party just to make it interesting. And sometimes even when you're solo you should fall into traps and end up surrounded and fucked - my favorite Atom fight ever is me and my doggo vs caravan headhunters. Replayed it like 300 times until finally both me and doggo survived. I even continued playing after doggo died, cause I survived by a skin of my teeth and it was glorious fight, but then I reloaded again cause I couldn't let my doggo stay dead and played like 100 more times until we both survived
Oh man, I wished more people liked constantly reloading hard fights to get the outcome they want without hating on us on Steam! I like reloading. I played one fight for a day one time when I was trying to larp a lawful good party in TOEE. It was so cool when the glabrezu or whatever the hell it was dropped.
The balance and skill tree guy is currently playing around with stealth, but I honestly can't say why or what for. Maybe we'll really have cool toggleable sneak with view cones like a metal gear solid game. Probs not!
But you can unlock a lock if you lack one point of lockpick! Same with tech.
Important lock and tech checks have thresholds. Maybe not all of them, but the notable ones do. The message for not meeting the lockpick threshold is different from the message you get when simply failing. And there is no way to repair the death tunnel turbine with tech, use the nuke computer, or use the mountain pass database at the end of the level without meeting the exact threshold.
But savescumming is a choice.
Like I said, it's not about eliminating savescumming. Also if you want to encourage the player who picked Technophobe to actually not try to craft or rely on tech then you can simply do it using the game's rules instead of asking him to LARP the disadvantage.
Sorry dude, I didn't get to test it, but when first planned, every skill check had a success chance, and the fail message popped out when the chance was too tiny, to let the player know he might be there for a while. On the second part of your post, tho, it's a nice suggestion, told the guys to make it so tenchophobic character will never get starting recipes, unless he buys them, and lower the percentage a bit. Maybe it's gonna go into tomorrow's patch!
Atomboy
Where two-handed melee weapons ever considered while making Atom, stuff like spears and sledgehamers, is it a limitation thing?
Couldnt find anything while searching this thread.
Will it be considered for Trudograd game?
That stuff was real hard to animate, but now we have two whole animators helping out part-time, so there's gonna be more of the stuff. Planned for Trudograd are: melee option for rifles with bayonet, kyu gunto katana, a big euro sword, spear, polearm. Some of that is gonna die before being born, but hopefully some will survive.
Atomboy have balance issues of lower perk count on higher difficulty been adressed?
Unfortunately, this is how the balance guy makes difficulty. The reworked skill wheel will also be easier or harder to fill depending on how much points you get and you'll get 3 on hard, 5 on normal and 7 on easy or smth.
Atomboy have balance issues of lower perk count on higher difficulty been adressed?
Yeah, aside traits thats my biggest gripe with the game.
Well, we did fix a couple of traits in ways that nearly do nothing for the trait viability! Update coming up in a day or so!