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Incline What mods do you recommend that are better than the core game?

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Sep 1, 2020
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Except ALL of this rings true about the vanilla game. You have absolute choice in how to build characters as there are few restrictions. Stealing your words for a moment: "You can turn Cloud into a pure melee fighter, balanced or pure mage, for example. You can turn certain characters into glass cannons, tank mages, offensive mages, etc"...You can do all that vanilla with the correct materia and equipment setup. What New Threat does here is allow you to select certain attributes to specialize in which actually forces a character into a particular class type rather than being solely defined by materia and equipment that you can swap into a completely different build at any time by selectively swapping out Materia (e.g all greens and reds = cloud is a mage. All purples and yellows = cloud is a fighter). I love permanent meaningful choices, C&C, class specialization and all that stuff so I consider NT's SP system a net positive, yet not without downsides and you're not quite accurate in your summary here. Vanilla is highly diverse in the builds/characters you can create, and the fact that the builds you can create are never permanent should be considered a positive; a different kind of positive to traditional RPG builds that force you down a specific role with specialization. There is in fact more freedom to build characters in the vanilla game. You can set up a team of all fighters, discover that strategy for a particular boss doesn't work, and swap immediately to all mages regardless of character/party. This is an extreme example of course but it highlights the ultimate build freedom the original game gave you by not forcing any characters down any particular path. I don't think people understand that they're blank slates by design, which allows you to customize them at any time as you see fit. Use tifa as a mage for half the game, decide later she should be a fighter and no problem, you can do that without issue. That is your choice. Still, overall I believe NT to be the better option because specialisation forces more long-term strategy, and having direct permanent influence over attributes is always fun. Nonetheless, the vanilla RPG systems are great in the level of freedom provided. You the player defined the characters as you saw fit at any time and little got between that concept, not even permanent attribute specialization.

OK, let's argue the details. It's true you can have character builds in the vanilla game based only on equipment and materia, but the system exists only in potential as there's barely any challenge, drawbacks are not significant, equipment progression is linear and it's almost always more effective to use physical attacks. Limit Breaks are what define a character's usefulness more than anything and here there's little choice (get the ones who hit hardest and more often). So I consider having more freedom(i.e. less restrictions) with less meaningful choice to mean less freedom. Maybe I've played the Vanilla too long ago (at least 10 years) to remember things correctly, but I don't recall ever having to choose between a sturdy cannon and a glass cannon, nor thinking it was a good idea to have both a nuking mage and a tank mage to swap based on circumstance. In fact, those categories would make little sense in the vanilla game.
 

Ash

Arcane
Joined
Oct 16, 2015
Messages
7,055
Indeed. Vanilla game rarely enforced the need to apply different setups and strategies because it was too easy, and NT mod does help with this with a difficulty increase. However, Hardtype mod helps even better, without the downsides present in NT. I really want to love NT but it has some silly inclusions that drag down all the good.
 
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madbringer

Arcane
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Apr 22, 2010
Messages
1,885
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the vast
NeoScav Extended for Neo Scavenger. While the core game is good in on itself, the mod straight up makes it better by ease-of-use crafting recipes without unbalancing it.
 

Ash

Arcane
Joined
Oct 16, 2015
Messages
7,055
I'm honored. Third recommendation now. But why don't you guys play my other mods? I suppose it is an RPG forum, but still, I could use the support.
 

felipepepe

Codex's Heretic
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Terra da Garoa
The Maimed God’s Saga for NWN2. Really original approach to a CRPG, you play as a Cleric investigating a cult in a village, being able to use spells to solve encounters in a way closer to tabletop D&D. Would love to see another take at this approach.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
Any rpg mod that lets you bring extra companions after you've beaten it once on the highest difficulty.
They give you an army and are like "ok now pick 2 for some arbitrary reason"
 

Jack Of Owls

Arcane
Joined
May 23, 2014
Messages
4,408
Location
Massachusettes
Oscuro's overhaul for Oblivion. It's not perfect, but it's clearly better than the base game.

Portal Stories: Mel is a standalone mod of Portal 2 that's arguably better than the base game, especially if you want harder puzzles.

I no longer recommend this and certain other heavy-weight mods for Oblivion because of the constant and inevitable crashing when you hit the 4GB barrier. Until someone someday creates a 64-bit binary for Oblivion like what they did for STALKER, I always tell people now to expect crashes, and lots of 'em.
 
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Jack Of Owls

Arcane
Joined
May 23, 2014
Messages
4,408
Location
Massachusettes
The Maimed God’s Saga for NWN2. Really original approach to a CRPG, you play as a Cleric investigating a cult in a village, being able to use spells to solve encounters in a way closer to tabletop D&D. Would love to see another take at this approach.

It had a particularly horrible use of NWN2's generic in-game models during the zoomed-in dialogue sequences/cut scenes that really took me right out of the game.
 

GrafvonMoltke

Shoutbox Purity League
Shitposter
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Dec 2, 2016
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Land of the Great Steppe
What are you, some kind of Low T storyfag?

hl12orig.jpg
 

Ash

Arcane
Joined
Oct 16, 2015
Messages
7,055
hl12orig.jpg

Bullshit lies, all that AI hype on the box. Outside of the Marines a lot of AI are absolute standard FPS if not below that standard. I guess between some enemy scripted events and the marines/Black Ops chicks they could just about make that claim and not be too deceitful, but there isn't a single alien in the entire game that behaves above the FPS standard of the time. Marines/Black Ops chicks aside Duke Nukem 3D from two years prior outshines it.
 

schru

Arcane
Joined
Feb 27, 2015
Messages
1,142
There's indeed nothing special to most alien enemies in Half-Life and the early parts feel underwhelming for that reason, but the flying alien controllers towards the end have pretty good movement and attack patterns. And the alien slaves also become much more interesting towards the end when they're mixed with other types of enemies in more difficult situations, with some actually interesting enemy placement in Zen that's somewhat reminiscent of Id's attention to that aspect of encounter design. The audible charge-up with larger doses of damage from multiple directions can actually cause some trouble if one isn't careful.
 

Jack Of Owls

Arcane
Joined
May 23, 2014
Messages
4,408
Location
Massachusettes
RobCo Certified and Martigen's Mutant/Monster Mods for FO3/NV made the Fallout3verse great again.
 

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