Lhynn
Arcane
- Joined
- Aug 28, 2013
- Messages
- 9,865
Onholyservicebound did your brain just farted?
shittily shit shit you are shit shittonapieceofshit EAT MY TURDS YOU TURDEATING TURDMUNCHER!!
I don't believe you. Prove it with well-researched unbiased sources.No, it's an accurate interpretation of instant gratification crowd/mass market that the gaming industry as a whole has been catering to for the last decade or so.
After people stop commenting about, it makes no difference at all whether or not you knock someone out or kill them. The proper way to deal with MiBs in melee is to turn on the speed aug, run them through with the 'tooth like you're in a samurai film/anime, and let them explode harmlessly behind you.Except with master in melee baton can be effective even against MIBs, also baton makes less noise than Dragon's Tooth and choosing non-lethal path in a game isn't larping, one of Deus Ex biggest strengths was multiple viable approaches in game.
Another bizarre break from reality: claiming turn-based Fallout, where the average battle takes minutes, is faster than real-time New Vegas, where the average battle takes seconds.No, I'm praising Fallout combat for being fast and lethal compared to boring, clunky slogfest that is FNV.
Not Fallout 1 and 2 as they actually exist, games that can be completed with single-shot guns, burst guns, or unarmed/melee.Combat being fast and lethal fits the harsh post apocalyptic setting
That is not the Fallout experience or even a design goal they ever had in mind.Josh said:The end result of most modifications that favor the "bullets are fuckin' LETHAL, man!" goal is that bullets and explosives are, in fact, fuckin' lethal. Almost every combat becomes snap-shotting unaware/unprepared targets or sending packs of barely-awake enemies' limbs flying in a fountain of grenade shrapnel. I.e., almost everything favors scoring one or more hits on an enemy from any source as quickly as possible.
Distance, accuracy, rate of fire, and getting the drop on people dominate combat even more than they already do in F:NV. And if an enemy gets the drop on you? Bye. If you have enough time to realize what's happening, you may hobble away with two or three crippled limbs. If an enemy explosive is involved, forget it. You're dead meat. Melee and unarmed become pointless skills unless you're pairing them with stealth, in which case they dominate just as much as shooting people from stealth.
It's arguably much more realistic, but it seems to limit playstyles much more than liberating them.
Pffffffffffahahahahahahahahahahahaha(of course that it should have been more challenging goes without question, see AoD for Fallout combat formula being done right).
Where is this middle ground? Sim-jerks can't even reach a consensus among themselves, ergo they're an unpleasable demographic and it's better to just ignore them and do whatever makes the game better to play.As I said there's a middle ground, it's not either/or, can't believe I have to spell that out for you.
Is that some attempt at some kind of humor, or your brain fell out somewhere along the way again?
I don't believe you. Prove it with well-researched unbiased sources.
After people stop commenting about, it makes no difference at all whether or not you knock someone out or kill them.
The proper way to deal with MiBs in melee is to turn on the speed aug, run them through with the 'tooth like you're in a samurai film/anime, and let them explode harmlessly behind you.
Another bizarre break from reality: claiming turn-based Fallout, where the average battle takes minutes, is faster than real-time New Vegas, where the average battle takes seconds.
Pffffffffffahahahahahahahahahahahaha
Where is this middle ground? Sim-jerks can't even reach a consensus among themselves, ergo they're an unpleasable demographic and it's better to just ignore them and do whatever makes the game better to play.
Oh.. you are right, I didn't think of that. I think I just never had a problem with this kind of abstraction. Maybe missing better highlights the fact that you suck as opposite to the enemy being so much stronger.You missed the point. Standing there missing for 20 minutes was a bad way to present that kind of gameplay. They should have had your attacks bounce off the enemy armor or be blocked, not miss every single time over and over again.
The harder difficulties in Thief require you not to kill anyone or the mission fails, so no that's not LARPing.It's my chosen playstyle. Thief not reacting to player ghosting missions at all didn't stop people from playing the game that way.
Not all of them have stuff, and if they do, who cares? You can kill everything with your super-sword and anything else you need can be found in non-MiB containers.The proper way is to knock them out with a baton and then loot their stuff.
I don't think any of the games should be played on hard. Enemies can hit more often and do more damage? This is not a meaningful difficulty tweak. I take more damage and they take less? Also not an interesting tweak.Don't know what to say Roguey, I didn't use a stopwatch but playing all 3 games on hard difficulty combat felt more fluid, faster and lethal (both for me and my enemies) in first 2 Fallouts compare to FNV despite that I was frequently facing more enemies (especially in Fallout 2).
I completed the combat demo and gave the first proper demo an honest try. It's pretty much the opposite of what Josh would do, thus it's awful. Sound tactics that can fail because of the RNG = worthless game. Hammering the same attack over and over again and succeeding because of the RNG? Also worthless. This is just scratching the surface too.Indeed, Age of Decadence greatly improved Fallout combat formula in terms of mechanics, depth and challenge level (which now fits a harsh post apocalyptic setting). I would elaborate on it further but I'm guessing you didn't play the game and would just pull a bunch of random quotes from players who didn't put effort into understanding game's mechanics and as a result concluded that the only way to get through the game is constant reloading to get a good roll.
Neither of those things had anything to do with appeasing people who want quasi-sim game mechanics.Josh doesn't seem to think so (despite that lame-ass dying from a single bullet wound strawman) given that he dropped the use of intellect as a melee damaging attribute and recently bothered to come up with an in-game explanation for those arches (instead of ignoring it or saying it's just a game or something).
A setting/world has nothing to do with its gameplay mechanics.Besides, most people are somewhere in-between those two extremes (it's a dumb classification anyway, why should I have to choose between good gameplay and a well-designed setting/world?).
A setting/world has nothing to do with its gameplay mechanics.
The harder difficulties in Thief require you not to kill anyone or the mission fails, so no that's not LARPing.
Not all of them have stuff, and if they do, who cares? You can kill everything with your super-sword and anything else you need can be found in non-MiB containers.
I don't think any of the games should be played on hard. Enemies can hit more often and do more damage? This is not a meaningful difficulty tweak. I take more damage and they take less? Also not an interesting tweak.
Assuming you're actually right (you're not) and Fallout 1/2 combat takes seconds, like it does in New Vegas: this would be an awful thing. Turn-based combat that's resolved in seconds is combat that might as well not exist because you're just going through a routine rather than thinking about things. Combat in chess is, to paraphrase Josh, fuckin' lethal yet chess matches are not over in seconds or even a few minutes depending on the skill of the players (it's called "fool's mate" for a reason).
I completed the combat demo and gave the first proper demo an honest try. It's pretty much the opposite of what Josh would do, thus it'sawfulFUN.
Sound tactics that can fail because of the RNG = worthless game. Hammering the same attack over and over again and succeeding because of the RNG? Also worthless. This is just scratching the surface too.
It's also weird how you praise Fallout 1/2 for their speed and then claim AoD improves on its formula even though it takes significantly more time to resolve.
Neither of those things had anything to do with appeasing people who want quasi-sim game mechanics.
A setting/world has nothing to do with its gameplay mechanics.
Assuming you're actually right (you're not) and Fallout 1/2 combat takes seconds, like it does in New Vegas: this would be an awful thing. Turn-based combat that's resolved in seconds is combat that might as well not exist because you're just going through a routine rather than thinking about things. Combat in chess is, to paraphrase Josh, fuckin' lethal yet chess matches are not over in seconds or even a few minutes depending on the skill of the players (it's called "fool's mate" for a reason).
A setting/world has nothing to do with its gameplay mechanics.
Sanity Assassin.What build you play AoD with, Roguey?
A LARPing self-imposed challenge. "Challenge" in quotes when it comes to Deus Ex.You do know what ghosting means, right?
Hint: it's not what Dishonored and Deus Ex:HR consider it to be.
Yes, why would you? I wouldn't, unless the mission fails if you knock out someone. There are a couple of missions in Thief 2 that enforce that. Otherwise, it's a whole lot of work for nothing. You're not accomplishing anything, waste of time and effort.Because I like to play that way? Why ghost Thief when I can knock down everyone (abusing flash bombs for groups) and leisurely walk through the level like a tourist.
Good thing New Vegas has a difficulty modifier that does neither.If there has to be a difficulty level (I'm against it in general) I'd prefer for it to increase enemy's lethality then to bloat them with HP.
I have no idea what you mean by fluid. You come across as "I like turn-based games because they are turn-based. I don't like real-time games because they are real-time, unless they gimp themselves by becoming turn-based wannabes."Again, I'm more talking about combat being fluid (perhaps fast wasn't the right word to use) and lethal than the actual time it takes to resolve.
HP is just a number. I've seen videos where it takes people a few minutes to around 15 to kill both those dragons. What particularly separates Firkraag from the other dragon are the spells he uses that need hard counters. Hard counters = shit.To illustrate it better, compare BG2 "boss" encounters with Dragon Age's HP sponges, High Dragon battle with Firkraag (who has like 200 HP).
There's a winning endorsement.I know, haven't had this much fun with a game since Arcanum.
I'm going to be delighted when Josh Sawyer virtually smashes your preconceptions into bits.Not to worry though, I'm also looking forward to sleepwalking through PoE combat encounters with a party of special snowflakes while enjoying the story and beautiful scenery (and also on the plus side, Adam Brenneckes of the world will be able to finish the game too! Uncle Josh leaves no player behind).
Ironman it with those two builds ten times.No, no, if you build a character specialized for combat (a philosopher/talker has no business getting into fight with a bunch of rough men that kill for a living) and put some effort into understanding system and options/tactics available even with game's randomness factor (which again plays well into the setting as you never feel completely comfortable getting into combat which is as it should be) you'll be able to beat almost every battle in the whole game 8/9 out of 10 times (I should know given that I ironmaned the game with two different combat builds).
Look at all this backpedaling. "Fallout combat is faster, except when it's not."You really do take everything literally, don't you? I'm fine with combat being prolonged by me having to adjust my tactics (switch to a different weapon for a heavily armored enemy, use nets, bolas, poison and similar), positioning (not let the enemy surround me) etc. not due to enemies being harmless, non-threatening HP sponges and me using a pea shooter.
The Obsidian forum largely didn't have an issue with intellect. And since I have to spell it out for you, his concern was intuitiveness, not simulating reality. He didn't sacrifice anything by moving those values around. If he was appeasing quasi-simulationists there'd be different stats governing melee, ranged, and magic damage, not unlike that Might and Magic X trash.Oh but they do, especially regarding pussing out on keeping intellect as the damage attribute. It was hilarious to see to what degree Obsidan forum's story loving casuals have an effect on Josh.
This way lies smudboy and his autistic inability to accept combat that's resolved in turns because there's no in-game lore explanation for it.No, in a good game everything is connected and fits well as a whole (greater than the sum of its parts).
I'm reverse-engineering their intent based on what actually exists and what they changed in Fallout 2.I don't think you're really in touch with what the Fallout experience is intended to be, Roguey. Correct me if I'm wrong, but it seems to me like you look at RPG design like they're perfect knowledge games. Which is fair, especially in this FAQ-ridden age, but the fact of the matter is that Fallout isn't designed with that in mind at all.
Fallout is terribly balanced because it's a system put together in weeks by a bunch of jerks
A LARPing self-imposed challenge. "Challenge" in quotes when it comes to Deus Ex.
Yes, why would you? I wouldn't, unless the mission fails if you knock out someone. There are a couple of missions in Thief 2 that enforce that. Otherwise, it's a whole lot of work for nothing. You're not accomplishing anything, waste of time and effort.
Good thing New Vegas has a difficulty modifier that does neither.
I have no idea what you mean by fluid. You come across as "I like turn-based games because they are turn-based. I don't like real-time games because they are real-time, unless they gimp themselves by becoming turn-based wannabes.
HP is just a number. I've seen videos where it takes people a few minutes to around 15 to kill both those dragons. What particularly separates Firkraag from the other dragon are the spells he uses that need hard counters. Hard counters = shit.
I'm going to be delighted when Josh Sawyer virtually smashes your preconceptions into bits.
Ironman it with those two builds ten times.
Look at all this backpedaling. "Fallout combat is faster, except when it's not."
Deathclaws and cazadores aren't harmless.
The Obsidian forum largely didn't have an issue with intellect.
This way lies smudboy and his autistic inability to accept combat that's resolved in turns because there's no in-game lore explanation for it.
They're dumb and enjoy self-flagellation? They're Thief-fans after all.Yet many Thief fans consider ghosting to be the best way to play those games, how come Roguey?
This is possible in New Vegas by keeping your skills and weapons up-to-date, using JSawyer, and/or setting your endurance to 1. An endurance of 1 in base NV is equivalent to 6-7 with JSawyer.Let me put this simple (since you take everything literally), I like to be able to kill things fast and to be in danger of getting killed fast from enemies, I don't like facing walking HP sponges that represent no threat to me.
Hard counters are anti-tactical. They're post-reload metagaming.It's a number that illustrate the difference in type of challenge Dragon/Boss encounters offer in Dragon Age (HP bloat) and BG2 (tactical challenge).
It could also mean the RNG just happened to work in your favor during those runs.That would mean the game is too easy (even so, I reckon I could do it 6-7 out of 10 times with a certain build), however me being able to do that (an ironman run) at all shows that your (and others like-minded players) RNG rules supreme in AoD theory is false.
Sounds like you ran into small, scattered groups of cazadores meant to discourage low-level players and not the larger clusters. You never saw deathclaws so of course you did.I never reached Deathclaws (though I remember seeing some video of a player punching one to death with a boxing glove), cazadores however I had no problem whatsoever, I just shot off their wings in VATS with Lucky or with That gun (Blade Runner inspired gun from original Fallouts)
Josh has never contradicted himself nor does he ever change his mind when it comes to high-level goals. He only changes flawed executions of his vision.Smudboy's view is extreme but that's how it is with you, it's either black or white, there's Josh's way and there's the wrong way (even though the guy contradicts himself and/or changes his mind on occasion).
I don't think you're really in touch with what the Fallout experience is intended to be, Roguey. Correct me if I'm wrong, but it seems to me like you look at RPG design like they're perfect knowledge games. Which is fair, especially in this FAQ-ridden age, but the fact of the matter is that Fallout isn't designed with that in mind at all.
I'm reverse-engineering their intent based on what actually exists and what they changed in Fallout 2.
Scott Campbell said:Rule #1: Multiple Decisions. We will always allow for multiple solutions to any obstacle.
Rule #2: No Useless Skills. The skills we allow you to take will have meaning in the game.
I wanted the game to seem brutally real. The player should feel that the world is out to get them. There is no safety and you can’t trust anyone. Any false step could be your last.
You don't need "perfect knowledge" to break Fallout. Me, I looked at the manual, saw the sniper perk required 8 agi and 8 per, and 80% small guns. And better criticals required 6 luck. Gifted gives you a whole seven extra points of stats you can't regularly upgrade at the expense of skills you can upgrade every level. Done, started game, noticed when fighting the first rat that with just two more AP I could fire twice per turn instead of once. Quickly restarted and gave myself 10 agi. The winning of Fallout began.
Fallout is terribly balanced because it's a system put together in weeks by a bunch of jerks who had little idea what they were doing, not because they were trying their hardest to simulate reality. The power fist was specifically added because late-game unarmed builds were struggling with combat. The slayer perk upgrades all your unarmed hits to criticals, not just ones that meet a luck roll. The existence of that perk proves that it was their intention that someone could complete Fallout from start to finish by hitting things to death. If they were trying to simulate reality, they wouldn't include perks that encourage you to bring your fists to a gun-fight. And no, these mechanics have nothing to do with a post-apocalyptic retro-future.
Roguey said:The slayer perk upgrades all your unarmed hits to criticals, not just ones that meet a luck roll.
They're dumb and enjoy self-flagellation? They're Thief-fans after all.Yet many Thief fans consider ghosting to be the best way to play those games, how come Roguey?
What particularly separates Firkraag from the other dragon are the spells he uses that need hard counters. Hard counters = shit.