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To paraphrase:
Talking with Helton about AoD is like playing chess with a pigeon. No matter how good you are at chess the pigeon is going to knock over the pieces, crap on the board, and strut around like it's victorious.
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I'm here for GD, duh.Well it does. Grow a pair or fuck off. What are you doing on this website anyways? Don't you like RPGs?
Thanks, but why?
Thanks, but why?
I like guaranteed success in skill checks, but I think there should also be a threshold around the ideal required point that allows for a random chance at success. For example, if the skill check is 50, with 40 you will still have a 10% chance, 45 a 50% chance, etc. This would discourage power gaming and point hoarding, and if you didn't show the absolute required value for the check, there would be some ambiguity to things that would make it more difficult to metagame the system - but at the same time you would still have that security that "yes, if I'm really, really fucking good at something, I'm going to succeed every time."I like the Darklands-ish text adventure choices. However, there are several elements of the design that detract from the experience, imho. The game is all about replaying with different characters and seeing what different paths and outcomes are possible - but the skill checks are way too static, and it's too easy to know exactly how something will play out based on previous characters. To keep replayability alive, I'd add significantly more randomization to skill checks (at least -5 to +5 threshold, set on each character creation), making each playthrough a slightly different alternative universe. But then again, I'm one of those guys who think More Randomization improves just about anything (if done properly, of course, not to get into off topic details).
Why are you so butthurt, Grunker?Huh?
This has potential, but I feel all of these "workarounds" are just superficial and don't address the problem.I like guaranteed success in skill checks, but I think there should also be a threshold around the ideal required point that allows for a random chance at success. For example, if the skill check is 50, with 40 you will still have a 10% chance, 45 a 50% chance, etc. This would discourage power gaming and point hoarding, and if you didn't show the absolute required value for the check, there would be some ambiguity to things that would make it more difficult to metagame the system - but at the same time you would still have that security that "yes, if I'm really, really fucking good at something, I'm going to succeed every time."
I llike the "you always have a small chance at failure" idea in theory (i.e. 95% success cap) but most players are probably just going to save scum their way through that stuff if they know they can get away with it. At a certain point it becomes more frustrating than fun, unless you specifically included lots of nested skill checks to discourage reloads and give players a second or third chance.
Meanwhile, you need to post animated gifs, not pics, bro.
What happened to Hindenburg was a slight mishap, right?I also think that hiver's rebuttal was not expressed very coherently.
What happened to Hindenburg was a slight mishap, right?I also think that hiver's rebuttal was not expressed very coherently.
Because they have enough funds by a conventional model to get the final product out without that. If you want to donate more than a usual preorder, I'm sure that's fine too.My question is why this is not on Kickstarter. Do they think they're too good for that, huh?
The most obvious conclusion is that people who struggled failed to understand and "utilize the options at their disposal correctly". Your comments (can't use nets, can't shift attack modes, one attack is usually the best) only reinforce this conclusion. No offense, of course.
I'd say that the fault is mine - these options could and should have been presented better, but we're working on it.
Is it out? I wrote about some flaws, you ignored it. So why do you expect you can see better in this thread? Have you seen Krater? It might be one of programs that is competing with that. In fact that Anie's game looks better.AoD got mixed reaction on the Codex. Some people liked it and praised it, saw people disliked it and ranted endlessly. Business as usual, I suppose. Still, I'd like to know what the locals think about the game.
So, what do you think about the game (good, bad, meh) and why (what's the main reason why you liked or disliked it)?
The game is good. No doubt about that. The issue was more of me not being good enough for it. Well, me and a lot of other people it seems. (possibly the 2/5 that voted meh).
I play all the console-trash I can get near, and herp derp on the Codex all day about AoD and Dead State