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Warhammer Warhammer 40,000: Rogue Trader - turn-based Warhammer 40k RPG from Owlcat Games - now with Void Shadows DLC

Shaki

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Dec 22, 2018
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:lol:https://www.pcgamer.com/most-rpgs-are-getting-character-creation-wrong/

Most RPGs are getting character creation wrong​

By Fraser Brown
published 34 minutes ago
Making a new character shouldn't feel like taking an exam that you can fail.
Rogue Trader key art

(Image credit: Owlcat Games)

Despite occasionally indulging in the popular videogame critic pastime of making wild predictions, I am not, I must confess, a soothsayer. As hard as I have tried, I am entirely incapable of peering into the future. This is unfortunate for many reasons, but for the purposes of this article the one I am going to focus on is how it makes character creation in most RPGs a bit of a pain in the arse.
Broadly, I love making RPG characters, whether it's yet another alt in an MMO or a new hero (or more likely a villain) in a chunky singleplayer RPG. I will often spend an inordinate amount of time fleshing them out, poring over starting traits, potential backstories and ability scores. According to Larian, players have spent a combined 8,196 years in the Baldur's Gate 3 character creator, and I am not remotely surprised.

Baldur's Gate 3 character creation's Gate 3 character creation's Gate 3 character creation's Gate 3 character creation



(Image credit: Larian Studios)
My problem with character creation isn't that it often takes a long time, it's that too many RPGs expect you to be able to predict how these choices you make will affect your playthrough. Sure, you're probably going to know what picking a Fighter means, but when it comes to picking more granular things, how can you possibly know you're making the right choice if you've never played the game before?
I mentioned Baldur's Gate 3 above, but I should add that my experience of character creation in Larian's RPG was pleasantly smooth. You don't need to make too many choices, and I've played enough D&D and RPGs based on D&D to know what I'm getting into. Having played all of Larian's previous games, I could also be confident that I'd get plenty of opportunities to see my choices reflected in the game. Making a deceitful, charismatic Bard, I knew that I'd be able to trick people and talk my way out of lots of fights, because that's the kind of games Larian makes.
Developers cannot expect this kind of foreknowledge, however, and even Baldur's Gate 3 features some character creation choices where the outcomes are hard to predict. Take the Dark Urge origin, for instance. Playing as a Dark Urge character means giving up some of your agency. Fantasising about ripping off a hand leads you to actually ripping off said hand, ensuring that you'll never be able to recruit the Wizard Gale. The Dark Urge narrative is brilliant, but it's easy to imagine some players being turned off by this. Without doing their homework they wouldn't know to avoid this origin.

Maths homework​


Rogue Trader character creation



(Image credit: Owlcat Games)
Rogue Trader is the specific RPG that inspired me to write this. Owlcat RPGs always feature complex, elaborate character creation systems, and while that's a plus for a lot of players, Rogue Trader just expects too much from newbies. Selecting abilities brings up tooltips that contain more maths than I've seen since I left school, full of sums and formulas that will make absolutely no sense unless you've done some extra legwork.
As Jody explains in his Rogue Trader review, it's a bit ridiculous. "You'll be staring at options like adding +(50 + 10 x Ballistic Skill bonus) / number of enemies in the area of effect)% damage with an additional +(10 + 2 x Ballistic Skill bonus)% dodge reduction to your next ranged area-of-effect attack, and wondering who thought making it all so bitty was a good idea." It's not that even that the mechanics are too complicated—the problem is that no effort has been made to make these important choices remotely legible. How can a new player, who has perhaps never played an Owlcat RPG before, or is maybe even new to complex CRPGs of this breed entirely, be expected to parse all of this before they've even spent a second playing the actual game?
A lot of RPGs these days also get you to select backgrounds for your characters that are independent of their classes, which can confer mechanical bonuses but also lots of flavour. In Rogue Trader, it makes you do this twice. You've got your origin, and then how you spent your years before the game. I tried to make a character that felt cohesive, so I created a fella who was born in space (void born), became a naval officer, and then selected the buff-heavy Officer archetype (what Rogue Trader calls its classes). The bonuses to being void born weren't very appealing, but from a narrative perspective it made sense for my character. Unfortunately, this never actually comes up in the game at all.

Worshippers gather around a holy relic



(Image credit: Owlcat)
Talking to other void born characters, it's as if I'm completely clueless about what being void born means. And when I talk to the many bigots of the Imperium who don't trust the void born, they never acknowledge that I'm one of them, nor am I given the ability to defend my kind. If I'd known Rogue Trader was the type of RPG that didn't really refer back to these kinds of choices, I wouldn't have picked what I did—but that's not something I could have possibly known before I'd even started playing.
Rogue Trader is an egregious example, but the issues that its character creator surfaces are pretty common.
Rogue Trader is an egregious example, but the issues that its character creator surfaces are pretty common. For instance, my very first companion shared some of my abilities, and while this can sometimes be helpful, in this instance the abilities in question weren't really things I wanted to double up on. But I've taken this companion everywhere anyway, because so far he's proved to be my best tank. Once again, if I'd known this before making my character, I would have probably made other choices. This happens all the time in RPGs, and I often find myself starting again when I realise that a companion I want to keep around shares far too much with my player character.
In fairness, quite a lot of RPGs have tried to find a way around the above problem, and some of the others, by letting you respec your character. Sometimes you can even respec your companions. So, if you've made a Wizard in Baldur's Gate 3 but still want Gale to stay in your party, you can respec him into another class so that you're not doubling up. This, however, often comes at a cost, or includes some limitations. I've yet to encounter this option in Rogue Trader, but it exists in Owlcat's previous RPGs, which is great—except that you need to spend gold for each respec. The same is true of Baldur's Gate 3. Why? What is the purpose in making you burn in-game cash just to experiment or rectify mistakes?
One of the most annoying types of restrictions crops up in Cyberpunk 2077, where you can respec your perks as many times as you want, for free, but can only respec your attributes once. Again, what purpose does this limitation serve except for punishing players for not knowing exactly what kind of character they want to build?

The spectre of D&D​


Baldur's Gate 3 - Withers the necromancer holds up his hand while talking to the player in camp's Gate 3 - Withers the necromancer holds up his hand while talking to the player in camp's Gate 3 - Withers the necromancer holds up his hand while talking to the player in camp's Gate 3 - Withers the necromancer holds up his hand while talking to the player in camp



(Image credit: Larian Studios)
Many of these issues stem from western RPGs frequently using D&D as a template, but what makes sense around the table doesn't always translate as well to a videogame. I'm currently playing a Star Wars TTRPG campaign with some of my colleagues, using the fairly breezy Black Star RPG rules. Having not played Black Star, however, I had a lot of questions during character creation as I tried to figure out what was viable. For instance, I wanted to make a pilot, but wasn't sure how useful their skills would be, or if we'd be using vehicles much. If this was a videogame, I'd just have to wing it and hope for the best, but since this is a TTRPG campaign I was simply able to ask Robin, our GM.
TTRPGs also benefit from the fact that the GM can tailor the campaign around your choices, making sure you all have opportunities to use your skills and see your choices reflected in the gameplay. Sandbox RPGs with heavy sim elements like Baldur's Gate 3 can sort of replicate this by just being incredibly flexible, but most RPGs are a lot more constrained.

Skyrim character creation



(Image credit: Bethesda)
Bethesda offers my favourite solution in The Elder Scrolls, where character creation is an ongoing process. Aside from picking a race and customising your appearance, everything else happens as you play. My first Skyrim playthrough (of approximately 1,000) saw me initially consider an axe-wielding warrior, but I ended up finding the magic system a lot more engaging than whacking things in melee, which was reflected in my magic skills increasing, allowing me to spend perk points on making myself an even more powerful sorcerer. Skyrim, like the other games in the series, lets you actually experience the game before making these decisions, and you end up levelling up the skills you use the most.
Now, I'm not suggesting that every RPG should ape Skyrim's progression system. The philosophy behind developing your character, though? Yeah, I'd absolutely like to see that more. Any kind of way to make sure you're not immediately leaping into character creation without any kind of foreknowledge would be an improvement. Something that lets you get a taste of the game and how its systems work before you commit. A prologue, perhaps, where you develop your character and get to make considered choices.
The D&D-style character creation system has been too ingrained for too long, however, so I suspect we'll see it continue for a long-ass time. If we can get a few more RPGs that eschew it, though, I'll be happy.

He is right of course, it's a fundamental flaw in the design of most RPG and Tactical games that unless you have the progression tree exposed (which many games still refuse to do in any sensible way that's easy to parse), you won't, as a newbie, know what's a good pick until you've gotten a better sense of the game - which usually "spoils" the initial character you lovingly created and got into while the game felt fresh and new and everything seemed precious.

Well, I say that, but of course as an experienced player of these games, I usually do have a sense of the conventions and the "usual" - especially if it's D&D or a system similar to D&D. But for the newer influx of people who are discovering RPGs and are in it for the gameplay and not the bear fucking, it's bound to be a frustration.

It also doesn't make sense from an rp perspective - as a putative specialist in something, you'd have a good idea of possible lines of development.
Mastering new character systems is the best part of these games, what the fuck is frustrating about it? If you're in it for bear buggery you can use journo/normal difficulty, follow recommended talents and dont worry about anything, otherwise having deep and complicated systems is pure goodness.

The whole problem is the fact that journos and zoomers, want to FEEL like they mastered the system and accomplished something, without actually putting in the effort. They want a "hard" difficulty option like in BG3, where you solve character building by picking haste or any push ability to throw enemies into pits, and you feel like a tactical genius even tho you have 80IQ.
 

Nikanuur

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Don't get how on earth this is "xcom inspired", the onlly thing nu-xcom brought to the world was the retarded pod activation system, railroaded GEOSCAPE.EXE, board-game like two phase turn system, and here we have movement / action AP + willpower, which is simillar to what Gollop made in Phoenix Point, not the 40 IQ brainchild of Jake Solomon
Geoscape.exe made my day. I can rest in pieces now, thank you :-D
 

gurugeorge

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Joined
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Messages
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Strap Yourselves In
:lol:https://www.pcgamer.com/most-rpgs-are-getting-character-creation-wrong/

Most RPGs are getting character creation wrong​

By Fraser Brown
published 34 minutes ago
Making a new character shouldn't feel like taking an exam that you can fail.
Rogue Trader key art

(Image credit: Owlcat Games)

Despite occasionally indulging in the popular videogame critic pastime of making wild predictions, I am not, I must confess, a soothsayer. As hard as I have tried, I am entirely incapable of peering into the future. This is unfortunate for many reasons, but for the purposes of this article the one I am going to focus on is how it makes character creation in most RPGs a bit of a pain in the arse.
Broadly, I love making RPG characters, whether it's yet another alt in an MMO or a new hero (or more likely a villain) in a chunky singleplayer RPG. I will often spend an inordinate amount of time fleshing them out, poring over starting traits, potential backstories and ability scores. According to Larian, players have spent a combined 8,196 years in the Baldur's Gate 3 character creator, and I am not remotely surprised.

Baldur's Gate 3 character creation's Gate 3 character creation's Gate 3 character creation's Gate 3 character creation's Gate 3 character creation's Gate 3 character creation's Gate 3 character creation's Gate 3 character creation



(Image credit: Larian Studios)
My problem with character creation isn't that it often takes a long time, it's that too many RPGs expect you to be able to predict how these choices you make will affect your playthrough. Sure, you're probably going to know what picking a Fighter means, but when it comes to picking more granular things, how can you possibly know you're making the right choice if you've never played the game before?
I mentioned Baldur's Gate 3 above, but I should add that my experience of character creation in Larian's RPG was pleasantly smooth. You don't need to make too many choices, and I've played enough D&D and RPGs based on D&D to know what I'm getting into. Having played all of Larian's previous games, I could also be confident that I'd get plenty of opportunities to see my choices reflected in the game. Making a deceitful, charismatic Bard, I knew that I'd be able to trick people and talk my way out of lots of fights, because that's the kind of games Larian makes.
Developers cannot expect this kind of foreknowledge, however, and even Baldur's Gate 3 features some character creation choices where the outcomes are hard to predict. Take the Dark Urge origin, for instance. Playing as a Dark Urge character means giving up some of your agency. Fantasising about ripping off a hand leads you to actually ripping off said hand, ensuring that you'll never be able to recruit the Wizard Gale. The Dark Urge narrative is brilliant, but it's easy to imagine some players being turned off by this. Without doing their homework they wouldn't know to avoid this origin.

Maths homework​


Rogue Trader character creation



(Image credit: Owlcat Games)
Rogue Trader is the specific RPG that inspired me to write this. Owlcat RPGs always feature complex, elaborate character creation systems, and while that's a plus for a lot of players, Rogue Trader just expects too much from newbies. Selecting abilities brings up tooltips that contain more maths than I've seen since I left school, full of sums and formulas that will make absolutely no sense unless you've done some extra legwork.
As Jody explains in his Rogue Trader review, it's a bit ridiculous. "You'll be staring at options like adding +(50 + 10 x Ballistic Skill bonus) / number of enemies in the area of effect)% damage with an additional +(10 + 2 x Ballistic Skill bonus)% dodge reduction to your next ranged area-of-effect attack, and wondering who thought making it all so bitty was a good idea." It's not that even that the mechanics are too complicated—the problem is that no effort has been made to make these important choices remotely legible. How can a new player, who has perhaps never played an Owlcat RPG before, or is maybe even new to complex CRPGs of this breed entirely, be expected to parse all of this before they've even spent a second playing the actual game?
A lot of RPGs these days also get you to select backgrounds for your characters that are independent of their classes, which can confer mechanical bonuses but also lots of flavour. In Rogue Trader, it makes you do this twice. You've got your origin, and then how you spent your years before the game. I tried to make a character that felt cohesive, so I created a fella who was born in space (void born), became a naval officer, and then selected the buff-heavy Officer archetype (what Rogue Trader calls its classes). The bonuses to being void born weren't very appealing, but from a narrative perspective it made sense for my character. Unfortunately, this never actually comes up in the game at all.

Worshippers gather around a holy relic



(Image credit: Owlcat)
Talking to other void born characters, it's as if I'm completely clueless about what being void born means. And when I talk to the many bigots of the Imperium who don't trust the void born, they never acknowledge that I'm one of them, nor am I given the ability to defend my kind. If I'd known Rogue Trader was the type of RPG that didn't really refer back to these kinds of choices, I wouldn't have picked what I did—but that's not something I could have possibly known before I'd even started playing.
Rogue Trader is an egregious example, but the issues that its character creator surfaces are pretty common.
Rogue Trader is an egregious example, but the issues that its character creator surfaces are pretty common. For instance, my very first companion shared some of my abilities, and while this can sometimes be helpful, in this instance the abilities in question weren't really things I wanted to double up on. But I've taken this companion everywhere anyway, because so far he's proved to be my best tank. Once again, if I'd known this before making my character, I would have probably made other choices. This happens all the time in RPGs, and I often find myself starting again when I realise that a companion I want to keep around shares far too much with my player character.
In fairness, quite a lot of RPGs have tried to find a way around the above problem, and some of the others, by letting you respec your character. Sometimes you can even respec your companions. So, if you've made a Wizard in Baldur's Gate 3 but still want Gale to stay in your party, you can respec him into another class so that you're not doubling up. This, however, often comes at a cost, or includes some limitations. I've yet to encounter this option in Rogue Trader, but it exists in Owlcat's previous RPGs, which is great—except that you need to spend gold for each respec. The same is true of Baldur's Gate 3. Why? What is the purpose in making you burn in-game cash just to experiment or rectify mistakes?
One of the most annoying types of restrictions crops up in Cyberpunk 2077, where you can respec your perks as many times as you want, for free, but can only respec your attributes once. Again, what purpose does this limitation serve except for punishing players for not knowing exactly what kind of character they want to build?

The spectre of D&D​


Baldur's Gate 3 - Withers the necromancer holds up his hand while talking to the player in camp's Gate 3 - Withers the necromancer holds up his hand while talking to the player in camp's Gate 3 - Withers the necromancer holds up his hand while talking to the player in camp's Gate 3 - Withers the necromancer holds up his hand while talking to the player in camp's Gate 3 - Withers the necromancer holds up his hand while talking to the player in camp's Gate 3 - Withers the necromancer holds up his hand while talking to the player in camp's Gate 3 - Withers the necromancer holds up his hand while talking to the player in camp's Gate 3 - Withers the necromancer holds up his hand while talking to the player in camp



(Image credit: Larian Studios)
Many of these issues stem from western RPGs frequently using D&D as a template, but what makes sense around the table doesn't always translate as well to a videogame. I'm currently playing a Star Wars TTRPG campaign with some of my colleagues, using the fairly breezy Black Star RPG rules. Having not played Black Star, however, I had a lot of questions during character creation as I tried to figure out what was viable. For instance, I wanted to make a pilot, but wasn't sure how useful their skills would be, or if we'd be using vehicles much. If this was a videogame, I'd just have to wing it and hope for the best, but since this is a TTRPG campaign I was simply able to ask Robin, our GM.
TTRPGs also benefit from the fact that the GM can tailor the campaign around your choices, making sure you all have opportunities to use your skills and see your choices reflected in the gameplay. Sandbox RPGs with heavy sim elements like Baldur's Gate 3 can sort of replicate this by just being incredibly flexible, but most RPGs are a lot more constrained.

Skyrim character creation



(Image credit: Bethesda)
Bethesda offers my favourite solution in The Elder Scrolls, where character creation is an ongoing process. Aside from picking a race and customising your appearance, everything else happens as you play. My first Skyrim playthrough (of approximately 1,000) saw me initially consider an axe-wielding warrior, but I ended up finding the magic system a lot more engaging than whacking things in melee, which was reflected in my magic skills increasing, allowing me to spend perk points on making myself an even more powerful sorcerer. Skyrim, like the other games in the series, lets you actually experience the game before making these decisions, and you end up levelling up the skills you use the most.
Now, I'm not suggesting that every RPG should ape Skyrim's progression system. The philosophy behind developing your character, though? Yeah, I'd absolutely like to see that more. Any kind of way to make sure you're not immediately leaping into character creation without any kind of foreknowledge would be an improvement. Something that lets you get a taste of the game and how its systems work before you commit. A prologue, perhaps, where you develop your character and get to make considered choices.
The D&D-style character creation system has been too ingrained for too long, however, so I suspect we'll see it continue for a long-ass time. If we can get a few more RPGs that eschew it, though, I'll be happy.

He is right of course, it's a fundamental flaw in the design of most RPG and Tactical games that unless you have the progression tree exposed (which many games still refuse to do in any sensible way that's easy to parse), you won't, as a newbie, know what's a good pick until you've gotten a better sense of the game - which usually "spoils" the initial character you lovingly created and got into while the game felt fresh and new and everything seemed precious.

Well, I say that, but of course as an experienced player of these games, I usually do have a sense of the conventions and the "usual" - especially if it's D&D or a system similar to D&D. But for the newer influx of people who are discovering RPGs and are in it for the gameplay and not the bear fucking, it's bound to be a frustration.

It also doesn't make sense from an rp perspective - as a putative specialist in something, you'd have a good idea of possible lines of development.
Mastering new character systems is the best part of these games, what the fuck is frustrating about it? If you're in it for bear buggery you can use journo/normal difficulty, follow recommended talents and dont worry about anything, otherwise having deep and complicated systems is pure goodness.

The whole problem is the fact that journos and zoomers, want to FEEL like they mastered the system and accomplished something, without actually putting in the effort. They want a "hard" difficulty option like in BG3, where you solve character building by picking haste or any push ability to throw enemies into pits, and you feel like a tactical genius even tho you have 80IQ.

It's not that, it's a difference in attitude to the game. Compare and contrast: old school design of games in which you have to repeat sections or "learn" sequences. From a gameplay point of view, that can be fun; from an RPG point of view, it's terrible. From an RPG point of view which includes immersion and story, you want only forward momentum, retracing steps is painful.

Similarly, those first few hours of playing a game are where you either get into the vibe of it or don't, and the first character you create you usally put your hopes and dreams into it (so to speak). To have to "master the new character system" is fine if you don't have an attachment to that first character you create, but if you do have that attachment, it's like going back and having to re-do something you've already done. Frustrating.

I can see both sides of the argument, as I've been caught out by thinking I understood a system and then realizing that my understanding was shallow and having to restart. To me, that's not such a painful thing as I do indeed like learning systems, but I can see that it could be frustrating for someone who's taking the story/immersion/rp side seriously.
 

Hellion

Arcane
Joined
Feb 5, 2013
Messages
1,688
Speaking of bugs, I just encountered a pretty significant one in Chapter 4.

Essentially the Colony Management menu has suddenly disappeared and cannot be restored no matter what I do. This transparent backdrop is all I see when clicking on it:

Screenshot_2023-12-08_222856.png


I can no longer do colony projects, or even the special planetary events that pop up every now and again.

Already submitted a bug report, but pinging Owlcat_Eyler as well just in case.
 

Fedora Master

STOP POSTING
Patron
Edgy
Joined
Jun 28, 2017
Messages
31,772
Speaking of bugs, I just encountered a pretty significant one in Chapter 4.

Essentially the Colony Management menu has suddenly disappeared and cannot be restored no matter what I do. This transparent backdrop is all I see when clicking on it:

Screenshot_2023-12-08_222856.png


I can no longer do colony projects, or even the special planetary events that pop up every now and again.

Already submitted a bug report, but pinging Owlcat_Eyler as well just in case.
DON'T MAKE ME TAP THE BINGO CARD
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,141
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
View attachment 44352

Time to get fucked up. :evilcodex:
Please tell me that mobs have simultaneous turns otherwise I'm already having a flashback from defending the tavern.
If every fight in this game is like this, I lose any desire to play it.
Yeah, unless you can win initiative and kill half of them with a single grenade / flamer attack, that amount of fodder in turn based is going to get old fast.
 

Rhobar121

Scholar
Joined
Sep 22, 2022
Messages
1,280
View attachment 44352

Time to get fucked up. :evilcodex:
Please tell me that mobs have simultaneous turns otherwise I'm already having a flashback from defending the tavern.
If every fight in this game is like this, I lose any desire to play it.
Yeah, unless you can win initiative and kill half of them with a single grenade / flamer attack, that amount of fodder in turn based is going to get old fast.
What kind of idiot thought this gameplay was a good idea?
Is there really no half-intelligent fight designer in Owlcat?
Incompetence was forgivable with Kingsmaker but not with their third game.
 

Lord of Riva

Arcane
Patron
Joined
Jan 16, 2018
Messages
2,862
Strap Yourselves In Pathfinder: Wrath
So I am stuck at the end of Chapter 1, the Boss does not spawn. I'm getting my Kingmaker PTSD triggered again.

Owlcat_Eyler Are you guys able to fix a save right before heading back to the landing pad in after fighting Aurora?
The only one good way to know that is to send a bug report

I already sent it, there have been reports about this since january on reddit. What is your average response time?

I got the game on GoG I can still return it, I would rather not but I am not willing to wait weeks until you got your bugtracker unclogged. (I worked in QA I can imagine there is a lot right now)
 

The_Mask

Just like Yves, I chase tales.
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Messages
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The land of ice and snow.
Strap Yourselves In Codex Year of the Donut Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
Please tell me that mobs have simultaneous turns otherwise I'm already having a flashback from defending the tavern.
Do you think Owlcat has learned not to put infinite spawn encounters in their games? ROFL


Solid lesson for any RPG developer out there: unless you're Chris Avellone, Hidetaka Myiazaki or George Ziets DON'T PUT INFINITE SPAWN ENCOUNTERS IN YOUR GAME.
 

Lemming42

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Nov 4, 2012
Messages
6,806
Location
The Satellite Of Love
The number of enemies is fine because you have so many AoE attacks (plus the Psyker's chain lightining which just turns everyone to mincemeat). It's the sluggishness of movement combined with the scope of the arenas that's causing the pacing issues in combat I think.
 

Hellion

Arcane
Joined
Feb 5, 2013
Messages
1,688
Plus there's the eternal bug that's present in nearly all turn-based combat games of the last 20 years, random enemies freezing in their turns and just standing there doing nothing for 30 seconds to 2 minutes before they decide to finally move.
 
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Messages
1,876,733
Location
Glass Fields, Ruins of Old Iran
Really, what is going on with the achievements? I just fired up the game and it immediately awarded me one for dodging 500 enemy attacks (I'm just post-prologue). I can't imagine how such a thing could even get messed up?
Cyberpunk also handed out random achievements after the 2.0 update. I think the game just checked variable X instead of Y and saw a number higher than 500.
 

Jermu

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Joined
Aug 13, 2017
Messages
1,644
psyker backlashes can be pretty brutal I just summoned 350 hp demon randomly that crit my tank for 100+ (fully buffed tank build, 40~ hp)

also I just figured out that you can save in middle of battle, Im fine with this since I have loaded battle 3 times so far because of bugs (2 times graph fuckness where screen starter shattering, 1 softlock) and some fights takes 20-30 minutes
 

Vyvian

Educated
Joined
Jul 11, 2023
Messages
340
I don't like that the game pushes my GPU to the 68-70 degree range for no apparent reason and no amount of fiddling with settings seems to effect it at all.
Yes I know it's still the safe range but it doesn't feel good to me.
 

processdaemon

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Joined
Jul 14, 2023
Messages
614
I found the combat a bit slow in beta but now you can set the combat speed settings to 'Always' in the 'Game' submenu and automatically whizz through the trash mobs the pace is fine.
 

Roguey

Codex Staff
Staff Member
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Messages
36,707
I hear that this thing doesn't have an option to automatically level your companions, which is concerning because both Pathfinder games had this, and it is quite exhausting to make a bunch of comparison-decisions for half a dozen or more people. Something worth patching in later.
 

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