MetalCraze
Arcane
No way, VD is perfect. If something is broken it means the player is dumb. Didn't you see that witty button in a new AoD demo
The Word of AoD reacts if you kill someone for no reason. Now if VD would remove C&C from dialogue and make combat obligatory, the result would be Majestic.Replace YOU RETARDS with VD and congratulations, you just figured out what we were saying.
Meh, C&C is interesting when influences the gameplay... Combat is gameplay, solving puzzles is gameplay, finding secrets is gameplay... Picking dialogue options is not gameplay.
AoD's C&C is for storyfags.
If by "gameplay" you mean "stuff you do in the game" (as opposed to more passive activities like appreciating the visuals or listening to the music), then it totally is gameplay.
The Word of AoD reacts if you kill someone for no reason. Now if VD would remove C&C from dialogue and make combat obligatory, the result would be Majestic.
You fucking tard, you haven't even played the game have you?When you are presented with options like "solve this in A way, solve this in B way" it's not C&C it's retarded. Especially when option A is always "teleport past the trouble" and option B is "teleport into the trouble". What am I going to pick here?! Them choicez!
Whole AoD design is like that - VD thinking that people want nothing but clicking on dialogues. That's why combat is so unbalanced and added as an afterthought.
But hey what do I know when even Harvey Smith appreciates VD's design. Dishonored is like a spiritual successor to Age of Decadence with teleporting past enemies and all.
And so the Codex comes full circle and realizes it doesn't actually like CnC, but likes combat instead. FALLOUT IS VINDICATED! IT IS TOTALLY IMPOSSIBLE TO AVOID COMBAT IS NOW IRRELEVANT!
I'd say good but too close to meh in my opinion. I agree with most of everything good that's been said (likaq brings up a lot of the good points), except for the combat, which I think is a pretty big let down. There is simply too little player control. Having AI companions would have made use of the combat system to a much wider degree, and on top of this, there are too few actual tactical choices to make in combat. You might say "well, not fewer than other RPGs", but in a game as hard as AoD, where you only have control over a SINGLE character, there needs to a pretty big tactical depth to make up for the lack of tactical decisions (because of only controlling on character) and/or the difficulty (so the combat relies more on player decisions and less of hoping on catching a break).
Just to be clear, is it criticism of all single-character systems in general or our system in particular? I thought that the post-combat demo consensus was that the combat system is fairly tactical. If you disagree, what's missing, in your opinion?
Certainly. It's practically impossible to stay objective after spending a few years with your project, so you do need constant feedback. However, when it comes to 'controversial' games like AoD, you get a very wide range of opinions, so finding the objective opinions isn't easy (and debating merits is the only way to find them).One thing that needs to be observed is the loss of objectivity each and every artist that ever set up to create something goes through.
The more complex the creation, the greater the self investment - the bigger is the loss of objectivity.
See above.you're asking for feedback just to refute it? huh?
The problem with AP was that C&C weren't integrated into the game. They existed outside of your missions and choices you made affected very little beyond "red shirt, green shirt". It was a combat game with stealth elements and 'glorious' boss fights, and some choices during the cutscenes.OLD. It was proven that C&C -the only redeeming feature of the game- alone doesn't make a game when Alpha Popamole came out. And the gameplay itself was entirely made up of sucky combat.
Why? Isn't repetitive crap, well, crap?I think the main shortcoming of AoD (as far as the demo goes) is that it has a heavy emphasis on skipping a lot of repetitive filler crap, thereby replacing game systems with text adventures whereas the way to go (ideally speaking) is integrated game systems with the option of skipping repetitive crap, not removing the choice towards either altogether.
Oh of course... i didnt even think it is necessary to especially point out that this fact does not mean every suggestion has to be taken in account or implemented.Certainly. It's practically impossible to stay objective after spending a few years with your project, so you do need constant feedback. However, when it comes to 'controversial' games like AoD, you get a very wide range of opinions, so finding the objective opinions isn't easy (and debating merits is the only way to find them).One thing that needs to be observed is the loss of objectivity each and every artist that ever set up to create something goes through.
The more complex the creation, the greater the self investment - the bigger is the loss of objectivity.
Not every bit of criticism is objective and should be immediately taken under consideration. Different people like different things in games and the RPG genre is the most diverse one. On top of it, plenty of people simply wish the game was something else, which doesn't help at all but only muddies the waters.
As for teleporting, it has pros and cons. I knew that it would be the most controversial decision, but thought that it would benefit the game in the end. Of course, some people don't like it. The question is, would they have liked the game if it didn't have teleporting?
Teleporting was inspired by ToEE's Hommlet. The quests weren't that bad, but the running around between NPCs made replaying Hommlet unbearable. Running between NPCs in the Witcher or in Arcanum's Tarant or in Mysteries of Westgate wasn't a memorable experience either.
The problem with AP was that C&C weren't integrated into the game. They existed outside of your missions and choices you made affected very little beyond "red shirt, green shirt". It was a combat game with stealth elements and 'glorious' boss fights, and some choices during the cutscenes.OLD. It was proven that C&C -the only redeeming feature of the game- alone doesn't make a game when Alpha Popamole came out. And the gameplay itself was entirely made up of sucky combat.
The problem with AP was that C&C weren't integrated into the game. They existed outside of your missions and choices you made affected very little beyond "red shirt, green shirt". It was a combat game with stealth elements and 'glorious' boss fights, and some choices during the cutscenes.OLD. It was proven that C&C -the only redeeming feature of the game- alone doesn't make a game when Alpha Popamole came out. And the gameplay itself was entirely made up of sucky combat.
I am not sure emoticons with a timer can considered as C&C. Your choices were: ,,
http://www.youtube.com/watch?v=NwyR0opiAas
Help me understand it then.As for the issue of fast traveling teleportation : It isnt the issue of having it or not - at all
Its just whether it should be under the players control - as an option to choose, or not.
It is the fact that it is not a choice that is actually most galling and irritating here. Set up like this it actually has an unintended effect of turning attention from the story and its quests and gameplay to frustration about design decisions that are not necessary - in this sense of it being mandatory and forced.
If you're doing a city quest, then talking to NPCs is mandatory. You aren't forced to talk to all of them and are often given choices there, but you do have to talk to some of them. Since walking from A to B is uneventful in 99% of RPGs, why not skip it, thus letting you focus on interaction with NPCs (which is the focus of town quests), not walking between them? Sure, why could have made it completely optional, but why? What does the other option add?
No reaction. Since we had teleporting from day one, there was no need to add it. Thus, the resources were spent on more quests.It lets us see the reactions of NPCs towards our actions in the intermediate stages of quests. (assuming the designers had the time and resources to add those in, hint hint)
Well... there are a lot of things that you do or don't do in real life, so it's not a valid argument.Verisimilitude. You don't teleport in real life, you can't skip over the uninteresting parts of your day.
It's all there. You can explore the town as much as you want between quests.Joy of exploration, seeing the sights, listening to the music.
You can think it over when you're presented with dialogue/text options.Allowing you to "take a breather" between stages of quests, giving you time to think over things while you make your way to the next NPC.
It wouldn't require more scripting than what's already being used. More complex quests (the ones with most scripting) allow you to take breaks between phases.Or maybe you just want to go off on a tangent and do some other quest entirely. Who says quests have to be undertaken serially one after the other? (oh wait that's right it requires more scripting to allow for more combinations of events, hmm)
Verisimilitude. You don't teleport in real life, you can't skip over the uninteresting parts of your day.
It wouldn't require more scripting than what's already being used.
There is no need for trolling, I can simply talk about a proper design, and about theory of computer games, and you are trolling yourself.I don't even... You're not even trolling, are you?
Krater had a world that was accessible early, and you could go everywhere without level scaling. You would be ripped to pieces, but there is no level scaling.Yes, graphics really are superficial, you niggerfaggot. Combat, character system, lack of player agency... everything is more important than graphics (especially since AoD has decent graphics already). Now, stop muddying the water and STFU about Krater already.
It's fortress that has been made by Dwarves, thus it's Dwarven Fortress. It's not my problem when author used grammatically incorrect name.It's "Dwarf Fortress" and you need to get some glasses.