Carlos' Bitch1
Arcane
So...have you gotten anything constructive out of this thread my dear VD?
me: Here is how I see it (at leas that's how I play games):
- make a balanced build first, enter combat, see what happens.
- if almost beat your opponents (i.e. if you were very close), try again
- if not even close, change stats - see what you can do without. If a charismatic fighter can't win a fight, see if an ugly bastard can't. If he can't, see if a dumb and ugly fighter can.
- simultaneously, start decreasing skills' spread. Start with a balanced distribution, see where it gets you. If nowhere, start decreasing. It's a trial-n-error style approach, but in 3 attempts you should have a very good idea of where you stand and what's required to beat the fight you're stuck on it.
- so, eventually you should lock down the stats and skills and move to weapons and attack types.
I'm not saying that a single-character game can be as tactical as a party-based game. This goes without saying.
My comment was about 'risking' your characters, which, I believe, is less a factor than you implied.
Like I said, when you suggest more options for the PC, apply them to your opponents first. Considering that you fight against multiple opponents, they will close the distance within a turn, surround you, and shred you to pieces.Such as:
- decreased AP cost of movement to 1 Ap while the size of the movement grid remains the same. that basically gives more APs to spend on combat but doesnt spend most of them on taking two - three steps.
- enable double wielding for knives only - add ability to deflect blades and bladed weapons but have none against hammers and projectiles.
- flanking and backstabbing modifiers for damage and critical strikes
You can't always choose your ground and sometimes you have to fight in less than ideal areas, but when you have room, aimed attacks make all the difference and fit the archer concept perfectly.I mean... it is kinda silly to expect ranged characters to go into tight, confined, closed spaces and fight successfully against melee opponents in the first place. I tried playing a bow ranger in CD and ended up kiting all the time, especially when there was two or more opponents.
Maybe, maybe not. We don't have time to experiment anymore. The system isn't perfect but it works, which is good enough for now.Maybe giving rangers a bigger chance to do interrupt aimed:leg shots which would be automatic?
Maybe... i dont know... something else? What would a ranger do in reality... except try to dodge like mad and die?
Would adding different critical special effects help?
You won't last a turn against 3-4 enemies.That was the reason for my first suggestion. Reducing moving cost to 1 point would create enough APs to move to a backstabbing or flanking position. Especially against shield users... maybe limited to just "backstabbing" shots.
Keep in mind that whatever you're planning to do unto them will be done to you too.- also... now that i think about it... wouldn't attacks of opportunity actually be a good defense from enemies just running around and then backstabbing you to death? Or you doing the same to them?
BG was piss-easy..
BG was piss-easy..
Bullshit. Most of the encounters maybe, but key ones were very difficult. At least while playing blind (now that I know all the tricks, I need SCS, sure).
How about, you know, having a party yourself.Like I said, when you suggest more options for the PC, apply them to your opponents first. Considering that you fight against multiple opponents, they will close the distance within a turn, surround you, and shred you to pieces.
Did you understand what I was trying to tell you? It doesn't seem so. Lets try again:Did you miss the point where I said failure had to be YOUR fault? I'm not talking about 55% or 90% here, I'm talking about you doing the wrong thing and losing because of it. Hard games have complex solutions. Not a "right" choice where you flip a coin and hope for the best.
Without throwing, my THC with nets never got above 55%. Are you saying with a straight face that the correct play is for the player to take his chances with his 55% attack?
I was refering to what I've quoted not to some other point. Btw, not using nets because of only 55% THC is your fault.Did you miss the point where I said failure had to be YOUR fault?
A bit, but that's not why I asked the question. I'm curious to see how the majority rates the demo (we aren't there yet though) and what they think about it overall.So...have you gotten anything constructive out of this thread my dear VD?
I think we can infer that taking your chances with this *55% attack* might be, in fact, a pretty smart move.
Splitting hair, are we?Bullshit. Most of the encounters maybe...BG was piss-easy..
Doesn't fit the game.How about, you know, having a party yourself.
Yeah, I really thought that it would sell millions and will become the next Diablo. Bummer.This shit still not released yet?
I finally want to witness VD's majestic butthurt when he realizes that once it does get released, nobody will actually care.
Splitting hair, are we?
AoD is a single-character game only because the focus isn't on combat
I'll bite.A game is not "piss easy" when most of the key enemies are difficult and almost all of the trash mobs are not.
Who's splitting hairs now?
Common sense? He's an assassin and you're a bouncer?E.g. the infamous assassin fight could be modified by adding a description that the guy looks like a tough and dangerous enemy and you have serious doubts about whether you really should feel confident enough to attack him.
There is another way to steal the ring. Overall, logically, you do need to approach the merchant somehow and that's what a secondary skill is for.Same goes for the CYOA parts. Let's take the thieves guild quest where you try to steal a ring from a merchant: As I'm playing a thief that has invested in sneaking and pickpocketing I would assume that this will be a piece of cake. Too bad that you decided that I need to disguise as a beggar...
Common sense? He's an assassin and you're a bouncer?
There is another way to steal the ring. Overall, logically, you do need to approach the merchant somehow and that's what a secondary skill is for.
It's like chess, because you have to plan a lot of stuff for hard battles. Positioning, stat combinations, your attacks to minimize damage, tactics to draw the opponents closer you want to kill first and etc. If you look at the monitor to find 16 wooden or plastic pieces you are retard.The combat of AoD is like chess.
Right... because chess is turnbased therefore what is turnbased is automatically chess. Still clinging to this braindead reasoning?
You control skill combinations, stats, armor, weapons, crafting, positioning and attack types...
Which have absolutely nothing to do with or any kind of equivalent in chess.
Holly shit, how untrue this is. Combat in AoD is chess and that is much more than a strategy game. What options do you really want?
1. Personally, I'd like to know the rules. That is all.
2. Because most combat is nightmarish to me.
Now, I'm no strategy master or lord of the rpgs, but I'm very far from being an idiot or an aktchung rpg player.
3. It seems you need to have specific builds to succeed in combat, and if you don't, you're fucked.
Common sense? You rolled a combat oriented mercenary and it's the first fight in the game?
Besides, I had a few builds that did reasonably well against him, so I'm not complaining that the fight is too hard. I'm merely saying that you are doing a bad job at communicating to the players what they have to expect.
Vault Dweller For the love of all that is holy, STOP! Please, just STOP!
Combat is too hard! "It's my game, fuck you!"
Combat isn't tactical enough! "It's my game, fuck you!"
1. I want to have a party! "It's my game, fuck you!"
2. CON should give AP! "It's my game, fuck you!"
GUI is shit! "It's my game, fuck you!"
3. Hybrid characters are weaksauce! "It's my game, fuck you!"
As of opposite to what exactly?
Trying to please everyone? Ignoring people who like the game and chasing people who don't in some hope that if I make enough changes, they will finally like the game?
I like the difficulty. I think that combat is fairly tactical. Quite a few people seem to think so too - check the quotes (taken from the Codex) on our front page. But some people disagree.
Railroading!Common sense? You rolled a combat oriented mercenary and it's the first fight in the game?
Besides, I had a few builds that did reasonably well against him, so I'm not complaining that the fight is too hard. I'm merely saying that you are doing a bad job at communicating to the players what they have to expect.
I assume you felt as though you needed to fight him? I thought the assassin made it fairly clear that this wasn't your fight and to just walk away.
A coin flip? You mean it's pure chance and you, like, can't do anything about it *sob*? Like in every other RPG with dice rolls and THC, including D&D? Ignoring for a moment that not landing a net immediately won't make you lose automatically, your whole notion of "If I do something and don't auto-succeed because there's a roll involved - this is BAD GAME DESIGN" is so fucking retarded, I'm practically speechless. Good job. How about you do something to make the dice work in your favor, like I dunno, let's pick something randomly, throw a net or something and then enjoy your obscenely high THC while the enemy is webbed, enabling you to even use stuff with hefty to hit penalties like Aimed Head to devastating effect. Just a thought.So let's take it once again: You pick the "right" decision which leads to a coin flip. If this coin flip lands badly, you lose. Losing is not your fault. This is not good. Losing should (mostly) be you making a bad decision.
post. I'm not mocking Vault Dweller's answers, I'm SUGGESTING to him what to do: stop endless debate and just finish the game the way he likes it."It's my game, fuck you!"
A coin flip? You mean it's pure chance and you, like, can't do anything about it *sob*? Like in every other RPG with dice rolls and THC, including D&D?So let's take it once again: You pick the "right" decision which leads to a coin flip. If this coin flip lands badly, you lose. Losing is not your fault. This is not good. Losing should (mostly) be you making a bad decision.