I am a spreadsheet strelets. I made a spreadsheet to distribute the buffs instead of using mods that are not from Nexus.
Why should I not use spreadsheets for builds?
Why should I not use spreadsheets for builds?
Just get a fucking writer. Or scratch that, soon enough AI will write more interesting characters.Devs need to read.My main beef with recent crpgs is simple. The story and quests are completely unremarkable. Pillars had the same issue. Maybe crpgs need to go small in scope. I dont know.
Hideously ugly art
retarded/generic nuD&D setting
shitbad writing plus extra western cringe
feature bloat ruleset
Completely irredeemable garbage that should never have been made, decline of Codex is total.
Your ancestors already did.Just get a fucking writer. Or scratch that, soon enough AI will write more interesting characters.Devs need to read.My main beef with recent crpgs is simple. The story and quests are completely unremarkable. Pillars had the same issue. Maybe crpgs need to go small in scope. I dont know.
My sweet summer child:
So what are some RPGs or RPG-like games with a good complexity of builds, squad-based combat, decent encounter difficulty, and preferably not too bare-bones outside that?
My sweet summer child:
So what are some RPGs or RPG-like games with a good complexity of builds, squad-based combat, decent encounter difficulty, and preferably not too bare-bones outside that?
There's really few , if you go d&d syle , there's kotc2 you already mentioned and solasta, both are quite barebone outside combat, nothing better than those besides the top 10 classics, but thats like 20 years+ ago now. You could include some jrpgs and stuff like troubleshooters, it does have everything.Eventually baldurs gate 3, non ironically, even lacking many classes, which will turn out the best of them.So what are some RPGs or RPG-like games with a good complexity of builds, squad-based combat, decent encounter difficulty, and preferably not too bare-bones outside that?
We usually do not agree with each other — basically, about everything — but it seems you are absolutely correct here. When people are comparing Diablo-clones to isometric role playing games, the case is lost.The forces of decline all assembled in one place, this topic.
And they demand:
- short dialogues or just plain sentences
- voice acting
- cinematics
- easy gaming, a challenge is too much to endure
- short games (because their girlfriend's boyfriend has no time for it).
What's next? Microtransactions?
Yeah, a typical sign of a bad writer is the fact that they feel that their readers HAVE TO be explained what is happening in the world. It reveals that they've realized that their ideas are so weak that simply showing isn't enough.
This is made even worse by the complete inability to be concise. Every phrase or word that that can be cut should be cut. That is the first thing I was taught in a high school literature lesson. Once you've cut the fat, then you tighten the sentences, usually with multiple iterations. The end result is something that resembles the way that an actual human thinks and speaks.
I agree that there's too much focus on "show, don't tell". It's true for fiction books or films, but it is not true for games, which can incorporate things like encyclopaedias that don't have to be woven into the narrative. If anything, the attempt to incorporate all that lore into the dialogues ("show! show!") instead of simply having a civilopedia is what produces these unrealistic walls of text.Yeah, a typical sign of a bad writer is the fact that they feel that their readers HAVE TO be explained what is happening in the world. It reveals that they've realized that their ideas are so weak that simply showing isn't enough.
This is made even worse by the complete inability to be concise. Every phrase or word that that can be cut should be cut. That is the first thing I was taught in a high school literature lesson. Once you've cut the fat, then you tighten the sentences, usually with multiple iterations. The end result is something that resembles the way that an actual human thinks and speaks.
There's no clear answer, a high school lesson answer might be a cookie cutter for things set in this world, biographies, real world novels, thrillers, crime books, but when you are put in completely distant fantasy setting, with customers who have no idea about the pathfinder series, you need some exposition, it's virtually inescapable. You can't just show everything through narrative, actions or the worldbuilding, because the game would be way too costly and require way more effort, something that can be prevented with just few words of exposition, instead of building a custom quest, scene of a humungous battleship destroyed across the desert of grazing tribes.
The forces of decline all assembled in one place, this topic.
And they demand:
- short dialogues or just plain sentences
- voice acting
- cinematics
- easy gaming, a challenge is too much to endure
- short games (because their girlfriend's boyfriend has no time for it).
What's next? Microtransactions?
Actually what i said is the opposite. Exposition is often overused over narrative or worldbuilding means to explain the world or actions in said world. Granted, exposition through too much of cutscenes/small movies[hello death stranding] can be as annoying as overuse of text.I agree that there's too much focus on "show, don't tell"
I liked the difficult fights that had some meaning, but I didn't like the drawn out trash mobs. Why are you not understanding this?
On my Unfair playthroughs, it was extremely rare for a fight against trash mobs to last for more than 2 Turns after the first Chapter.
I am referring to this: "There's no clear answer, a high school lesson answer might be a cookie cutter for things set in this world, biographies, real world novels, thrillers, crime books, but when you are put in completely distant fantasy setting, with customers who have no idea about the pathfinder series, you need some exposition, it's virtually inescapable. You can't just show everything through narrative, actions or the worldbuilding, because the game would be way too costly and require way more effort, something that can be prevented with just few words of exposition, instead of building a custom quest, scene of a humungous battleship destroyed across the desert of grazing tribes."Actually what i said is the opposite. Exposition is often overused over narrative or worldbuilding means to explain the world or actions in said world. Granted, exposition through too much of cutscenes/small movies[hello death stranding] can be as annoying as overuse of text.I agree that there's too much focus on "show, don't tell"
And this is bad, why?On my Unfair playthroughs, it was extremely rare for a fight against trash mobs to last for more than 2 Turns after the first Chapter.
So we are fine now with "nuking the pod" system notoriously used in xcom 2 in rpg games? This just shows the game difficulty tuning rely on stat padding, similar thing happens in underrail, or other games where initative is highly prized for end game content.
While I agree with this in general, a link to the Encyclopedia in Seelah's speech when the party finds the Radiance is too Tyranny for me. Let her say it explicitly."Don't show, tell in a specially designated place."
So we are fine now with "nuking the pod" system notoriously used in xcom 2 in rpg games? This just shows the game difficulty tuning rely on stat padding, similar thing happens in underrail, or other games where initative is highly prized for end game content.
That it makes an ass out of you?You know what you, Westerners, say about "assume"?
As I said, it's not about it being too difficult, it's about it being tedious. And I've got a lot of people clicking agree under my post. This isn't just me saying this.Translation: "I picked the difficulty that is too much for me." Moving on...
I'm not playing it. That's my point.I ASSuME, that playing games from Owlcat is not your job. If so, why are you doing it?
Given that I beat every fight I encountered, I already 'got gud'.@Non-Edgy Gamer have you tried to
Protip: when you have to strawman this hard, you've probably lost the argument already.The forces of decline all assembled in one place, this topic.
And they demand:
- short dialogues or just plain sentences
- voice acting
- cinematics
- easy gaming, a challenge is too much to endure
- short games (because their girlfriend's boyfriend has no time for it).
What's next? Microtransactions?
lmfao. I thought spreadsheet builds were a meme.I am a spreadsheet strelets. I made a spreadsheet to distribute the buffs instead of using mods that are not from Nexus.
Why should I not use spreadsheets for builds?
Oh wow. Scintillating gameplay. I can't wait to pay $60 for spreadsheet munchkining and two-turn combat so that I can read some tranny's longwinded backstory.If fights on higher difficulties are "drawn out" for you, then you're doing it wrong.
It's precisely that ridiculous stat bloat on enemies that forces you to end fights ASAP, so that you provide as little opportunity as possible for the enemy to counter-attack. Unlike in Kingmaker, even a superbly built uber-tank won't last forever under direct fire from multiple high-level enemies, so you're incentivized to wrap up battles quickly. On my Unfair playthroughs, it was extremely rare for a fight against trash mobs to last for more than 2 Turns after the first Chapter.