Shannow
Waster of Time
Well, their aim was to make all fights unique and interesting. Seems like they fucked that up. BUT DR just played a few hours in. This is one part where I'd wait for the final release before judging.
I wish I could.Blaggardz 1 is a great game, and you really shouldn't deprive yourself of playing it just because the sequel is shit.I have not played Blackguards 1, but wanted to play both once part 2 is out. But this pretty much makes me want to play none of them. Playing part 1 while knowing part 2 is so much worse would just suck the joy out of it.
This is obviously not true, unless you mean 'at the start of the whole game' (obviously not) not 'at the start of the combat encounter'. Many people enjoy devising plans and seeing them come to fruitition. There are many great games based on that (like Rainbow Six). It only gets boring if your master plan for each new combat encounter can be a copy-paste from the previous one, and it still works, not requiring to to adapt and think.Darth Roxor said:There is nothing fun about steamrolling every combat setpiece because you’ve hatched an infallible master plan right at the start.
The 'you can only dodge and parry once per turn' approach seems borrowed from Warhammer Fantasy Roleplay P&P system, maybe?
Well, yes. This is why it somewhat works in WFRP (even if it is not a very good rule overall), but will be easily exploitable in Blackguards 2. Daedalic try to employ a 'halfway there' approach where it would be much better to either keep to hit rolls, or morph defense into something reducing damage instead (like in HoMM). I am hoping that maybe they will come to their senses before release - we will see.You still have to roll to hit in WFRP, dodge/parry there is an active defensive manoeuvre.
interesting diceless stuff
interesting diceless stuff
I read the words but they make no sense!
interesting diceless stuff
I read the words but they make no sense!
I read the words but they make no sense!
Chess? Backgammon? Age of Empires? starcraft?
What made the game good vsHmmm - bad news. I don't know why a game developer does not make the sequel more complicated rather than simpler each time.
I understand the need to reach a more varied audience - but there is a danger of losing what made the game any good in the first place.
Tell me more about this diceless backgammon.interesting diceless stuff
I read the words but they make no sense!
Chess? Backgammon? Age of Empires? starcraft?
Tell me more about this diceless backgammon.interesting diceless stuff
I read the words but they make no sense!
Chess? Backgammon? Age of Empires? starcraft?
Tell me more about this diceless backgammon.interesting diceless stuff
I read the words but they make no sense!
Chess? Backgammon? Age of Empires? starcraft?
Edit: Starcraft and AoE have random elements too (damage ranges specifically)
This is a low budget slam-dunk sequel, not a high investment quasi-reimagining meant to introduce a franchise to new audiences. Dumbing down the systems makes no sense. Slam-dunk sequels are supposed to capitalize on the core audience of the first game. You're supposed to make them MORE complex.
Yeah, pretty much. This game will never earn money off of a mainstream crowd. Alienating the core user base seems like a really stupid decision. We know from Logic Artsts that the trifecta of Codex-Watch-RPS means a ton for games like these.