rusty_shackleford
Arcane
- Joined
- Jan 14, 2018
- Messages
- 50,754
Reminder that Drizzt is a 5'4 manlet
Actually you can retreat, just not during combat. You need to get away from enemies so they decide to not fight you anymore or make your whole team go invisible. Then you can exit map like normal. And this is probably a more realistic way than how IE games did it where edge of map was a magical "I am safe" area.Bugmaker doesn't allow for being able to flee or retreat. You get caught in an overlevelled random encounter, you are basically dead with no recourse.It's called Skyrim Syndrome. Modern gamers want to SEE ENEMY - KILL ENEMY - NO THOUGHT NEEDED. It's pretty sad and steep decline, too. Handmade, non-level scaled worlds often add tough encounters off the beaten path that you will A) die to, then hopefully B) realize you need to come back later. It's fairly simple. Any talk of the "DM got it wrong" is steep, STEEP decline. Sad.
Well, yes you actually have to retreat from combat at one point. Or at least it's in your best interest to for most people. It's when
The nymph whore betrays you and summons a rape welcoming committee on your ass. Hope you got good athletics.
Reminder that the journal literally yells at you "BRING INVISIBILITY POTIONS"
Wererats with unlimited (or close enough; I consider a level 3 PC having enough bombs to kill an entire party with some left over to be infinite enough to not matter, not to mention the Wealth by Level table) bombs is bad encounter design. As I said, I don't mind running into an encounter you are not supposed to defeat until much later. That is why I like Fallout 2. Run towards Navarro or San Fran straight out of Aroyo and you are taking your own life into your own hands. So, the question is, were you directed to another place away from the area? Or is it in the general area of where you are supposed to go and you can stumble onto it accidentally resulting in "Oh snap, you dead!"?Mate, you might be the one that hasn't been following. Your complaint is legitimate, and fair play to you, but the past page and a half has been about the goddamned wererats. Literally 2 posts above yours that I quoted, the guy who started this came back to bitch again about the fucking rats. This is what pisses me off. He didn't come to talk about said legitimate problem, he just wanted to bitch about an optional fight that he couldn't win. This kind of shit got us Oblivion.Son, you obviously haven't been following the discussion
Son, I have been playing cGRP since U4 first came out, and I solved Magic Candle without the Internet (because it didn't exist yet). Magic Candle, where ogres have 5 times your maximum possible HP and kill you in two shots tops when you do get maximum HP, where you chug mushrooms and weed just to survive fights.Bugmaker doesn't allow for being able to flee or retreat. You get caught in an overlevelled random encounter, you are basically dead with no recourse.
So? Do you rather an Oblivion scaled world where every encounter you have is easily defeatable at every level? That's stupid. There should be some tough ones sprinkled in that yes, you die to, make a note of and come back later and wipe them out. Simple. That is called a CRPG, or computer roleplaying game. Classic CRPG design. Gamers just get mad that they die and in essence want every encounter level scaled to be appropriate at all times. Fuck out of here with that nonsense, seriously.
Or you can admit Bugmaker was badly made and a wasted opportunity.you can just admit you suck at the game, nobody will judge you
*holds hand up* I willyou can just admit you suck at the game, nobody will judge you
Which is never what I said. In fact, I decried Dragon Age's level scaling as stupid and a waste of time. There is a difference between crafting a good progression of challenges and playing gotcha. But, of course, that would not play to your fanboi narrative, so you had to make something up to defend your shit.It's not so much that he sucks at the game, it's more of an inability to accept failure or the game mechanics as designed. As if the game should be level scaled and adapt to your every move, providing an even challenge in every encounter you come across.
That wererat is an alchemist, its bombs are a class feature and have nothing to do with wealth by level. Additionally it has an armor that provides additional uses of that class feature, and all three creatures buff themselves after you trigger the alarm outside of their cave. There are many examples of bad encounter design in this game, but this optional area isn't it.Wererats with unlimited (or close enough; I consider a level 3 PC having enough bombs to kill an entire party with some left over to be infinite enough to not matter, not to mention the Wealth by Level table) bombs is bad encounter design. As I said, I don't mind running into an encounter you are not supposed to defeat until much later. That is why I like Fallout 2. Run towards Navarro or San Fran straight out of Aroyo and you are taking your own life into your own hands. So, the question is, were you directed to another place away from the area? Or is it in the general area of where you are supposed to go and you can stumble onto it accidentally resulting in "Oh snap, you dead!"?
Which brings us back to another of my observations about the system: Overpowered classes.That wererat is an alchemist, its bombs are a class feature and have nothing to do with wealth by level. Additionally it has an armor that provides additional uses of that class feature, and all three creatures buff themselves after you trigger the alarm outside of their cave. There are many examples of bad encounter design in this game, but this optional area isn't it.Wererats with unlimited (or close enough; I consider a level 3 PC having enough bombs to kill an entire party with some left over to be infinite enough to not matter, not to mention the Wealth by Level table) bombs is bad encounter design. As I said, I don't mind running into an encounter you are not supposed to defeat until much later. That is why I like Fallout 2. Run towards Navarro or San Fran straight out of Aroyo and you are taking your own life into your own hands. So, the question is, were you directed to another place away from the area? Or is it in the general area of where you are supposed to go and you can stumble onto it accidentally resulting in "Oh snap, you dead!"?
Which brings us back to another of my observations about the system: Overpowered classes.
My salient comment in this entire sage remains the same: Playing rocket tag from level 1 is not incline. It is fucking decline.
Balance isn't fun.
The irony of that statement is... staggering.Balance to the point of making everything equal undermines the entire point of combat in an RPG.
For a good example, look at pretty much any modern MMORPG.
MMORPGs largely share their combat with single player RPGs. It's only a recent trend that they moved away from spreadsheets and number crunching to safety scissor designThe irony of that statement is... staggering.Balance to the point of making everything equal undermines the entire point of combat in an RPG.
For a good example, look at pretty much any modern MMORPG.
I recall an rather infamous WoW video... Leeeeeeee-roy Jeeeeeeenkiiiinnnssssss!!!!MMORPGs largely share their combat with single player RPGs. It's only a recent trend that they moved away from spreadsheets and number crunching to safety scissor designThe irony of that statement is... staggering.Balance to the point of making everything equal undermines the entire point of combat in an RPG.
For a good example, look at pretty much any modern MMORPG.