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GreedFall: The Dying Company

For discussing role-playing video games, you know, the ones with combat.
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Post by Oyster Sauce »

Vergil wrote: September 20th, 2024, 18:32
Returning to this thread just to ask if the game can be played in French again
English only

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Post by Vergil »

Oyster Sauce wrote: September 20th, 2024, 18:34
Vergil wrote: September 20th, 2024, 18:32
Returning to this thread just to ask if the game can be played in French again
English only
Okay see you in 3-5 more pages when I forget and ask again.
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
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Post by Roguey »

1998 wrote: September 20th, 2024, 18:09
They added a RT mode to the combat. That's actually a good compromise. ******* that were complaining about the combat system got their nonsense, and they (hopefully) didn't touch rtwp.
That's not a compromise, it's how all the Dragon Age games work. It doesn't win over anyone who's disappointed that this is no longer an action game.
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Post by DagothGeas5 »

Before checking this out after seeing Oyster talk about it I thought "Greedfall" was s play of words on some woke game that I did not know of XD
Seems like an interesting franchise, will check it out! Thank you for sharing!
- Here to show my support for normal gaming.

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Post by Finarfin »

Vergil wrote: September 20th, 2024, 18:32
Returning to this thread just to ask if the game can be played in French again
French Interface and Subtitles but only english voice acting.
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Post by Vergil »

Finarfin wrote: September 20th, 2024, 21:46
French Interface and Subtitles but only english voice acting.
Yea, I'm thinkin rape
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
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Post by Unhelpful Contrarian »

Finarfin wrote: September 20th, 2024, 21:46
Vergil wrote: September 20th, 2024, 18:32
Returning to this thread just to ask if the game can be played in French again
French Interface and Subtitles but only english voice acting.
Not surprising.
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Post by 1998 »

Roguey wrote: September 20th, 2024, 19:10
1998 wrote: September 20th, 2024, 18:09
They added a RT mode to the combat. That's actually a good compromise. ******* that were complaining about the combat system got their nonsense, and they (hopefully) didn't touch rtwp.
That's not a compromise, it's how all the Dragon Age games work. It doesn't win over anyone who's disappointed that this is no longer an action game.
I don't think that was the plan prior to the first combat trailer, they have never mentioned any of this, even in their initial response that they are reworking the combat.
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Post by Roguey »

1998 wrote: September 21st, 2024, 04:00
I don't think that was the plan prior to the first combat trailer, they have never mentioned any of this, even in their initial response that they are reworking the combat.
2022 https://www.ign.com/articles/greedfall- ... oware-rpgs
The vision for GreedFall 2, at least at this early stage of development, is to replicate Knights of the Old Republic’s smart approach to real-time-with-pause combat. “[In KOTOR] you were able to select the next [combat] actions, but you were not obliged to pause for every action to make sure that your companions would do what you wanted them to,” explains Rousseau. She admits that GreedFall’s original companions were not as intelligent as she would have liked them to be, but hopes that with improved AI companions in the sequel will be able to handle their own business during regular scraps.
In kotor, you couldn't even micromanage to a great extent because whichever character you controlled would forget any commands you assigned them and use the default AI as soon as you jumped to another character.
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Post by gerey »

Roguey wrote: September 21st, 2024, 11:45
is to replicate Knights of the Old Republic’s smart approach to real-time-with-pause combat
I can't think of an interface more clunky and infuriating to use than the one in the KOTOR games. The ability to synergize your party's abilities was non-existent, and positioning wasn't even a thing. The camera was far too close to the action as well, so each fight devolved into trying to out-damage your opponents.

Of all the games they had to take inspiration from, this is the one they picked?
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Post by 1998 »

Roguey wrote: September 21st, 2024, 11:45
1998 wrote: September 21st, 2024, 04:00
I don't think that was the plan prior to the first combat trailer, they have never mentioned any of this, even in their initial response that they are reworking the combat.
2022 https://www.ign.com/articles/greedfall- ... oware-rpgs
The vision for GreedFall 2, at least at this early stage of development, is to replicate Knights of the Old Republic’s smart approach to real-time-with-pause combat. “[In KOTOR] you were able to select the next [combat] actions, but you were not obliged to pause for every action to make sure that your companions would do what you wanted them to,” explains Rousseau. She admits that GreedFall’s original companions were not as intelligent as she would have liked them to be, but hopes that with improved AI companions in the sequel will be able to handle their own business during regular scraps.
In kotor, you couldn't even micromanage to a great extent because whichever character you controlled would forget any commands you assigned them and use the default AI as soon as you jumped to another character.
From the trailer "new combat features let you play in real time". They have never mentioned that previously, not even after the negative reception of the first combat trailer. Pretty sure these features were added last minute.
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Post by Roguey »

1998 wrote: September 21st, 2024, 12:11
From the trailer "new combat features let you play in real time". They have never mentioned that previously, not even after the negative reception of the first combat trailer. Pretty sure these features were added last minute.
I just quoted a paragraph where she said the goal was to be able to play a single character without pausing except in boss fights, and for those you can just lower the difficulty to be able to do it.
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Post by rusty_shackleford »

It's out
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Post by Finarfin »

Since I got the game (shocker, I know right?) I'll do post pictures and a bit of "story" along with my opinions.
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Post by Finarfin »

Booting up you are welcomed by the same stuff as always, brightness, connect nacon account with steam while there is no sound.
As soon as you are in the main menu, a song start playing which sounds very pleasant.
Image
As you select New Game, you are greeted by the Difficulty menu, here you can change:
Difficulty changes all options while you can change the options seperately.
Untouchable (Journo-Mode) means "Direct Attacks have no effect on your characters, but they can still take damage from effects."
Friendly Fire
Party Damage
Party Recovery
Enemy Damage
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Post by 1998 »

Great start!

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Post by Unhelpful Contrarian »


******* oof.
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Post by rusty_shackleford »

the spider has been squashed…
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Post by rusty_shackleford »

I think people might be purposely review bombing it to try to get them to revert the combat to the first game

instead they're going to cause the studio to close its doors lmao
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Post by Finarfin »

Let's see what the complaints are.
Russians complaining about the CC, which is the same as it was in the first one. (I have no complaints about it)
No idea what russian are talking about when they say "cheesy as much as possible" to the CC.
People say it runs poorly. Some ***** says 4060只有30帧 which probably means that his 4060 can only get to 30fps.
Overall they say it is in a rather unpolished state.
The Graphics do not look worse than the first game.
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Post by rusty_shackleford »

my recommendation to any indie developer is to require people to submit a 5 page essay in english on why they should be allowed to buy your game to filter out foreigners
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Post by Finarfin »

rusty_shackleford wrote: September 24th, 2024, 11:10
my recommendation to any indie developer is to require people to submit a 5 page essay in english on why they should be allowed to buy your game to filter out foreigners
I agree, not even joking. Biggest mistake was to allow mouthbreathing **** to review games where they had less than 5-10 hours of gameplay played and writing one sentence.
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Post by Roguey »

"Combat is awful. You cant be moving while you attack so it makes everything feel janky."

Person who has never played a tactical game before. History repeats.

https://www.gamedeveloper.com/design/cl ... epublic-i-
What Went Wrong
1) Using a round-based system

Demonstrating the first playable version of the game at E3 2002 uncovered one of our biggest hurdles in the combat system's development: the graphics and camera angle made the game look so much like an action title that people didn't intuitively play it in a turnbased manner. Novice players wanted to mash buttons and twirl the thumbsticks during battle, breaking the combat system and making the game look extremely awkward. The interface's discrete character control enabled players to disrupt their current attack by moving or accidentally selecting a container while attempting to engage the enemy.

We battled this problem to the end of the development cycle, and it required a lot of concerted planning and work to overcome. Carefully controlling the player's access to gameplay functions in and out of combat produced a more intuitive system, but consumer trade shows are not the place to discover such problems in the first place, and we had to recover from some of the poor press at the show.

The fundamental lesson learned, albeit in retrospect, is that the scale of player actions allowed by a combat system must match the scale of actions on which the system operates; if a combat system is based on doing discrete combat actions at any time (like throwing a single punch or firing a single magic spell, as occurs in our upcoming Xbox RPG Jade Empire), you should allow equivalent “peraction,” low-level player control. Games like Star Wars: Knights of the Old Republic with higher-level strategic systems should actually restrict players to only controlling higher-level strategic actions.
https://web.archive.org/web/20090620061 ... mpressions
After hitting the attack button several times for the character I had selected, I realized that I wasn’t attacking. That’s when I realized that each of the character’s attacks had to refresh before they could be used again. These refresh rates take so long that they force you to switch between characters if you want to deal any real damage. Each character has three attacks, but as they do little damage and quickly run out, players are forced to swap out their characters until they find one whose attacks attacks have refreshed. Although I only played for a few minutes, this quickly began to annoy me. Swapping between characters and trying to find the one whose attacks are available in order to deal minimal amounts of damage is not my idea of fun.

Not only were refresh rates a pain, but when player’s characters can attack, they don’t seem to do any damage. Sure, they do inflict damage on the baddies you’re up against, but you can’t really tell it’s happening. This lack of visual confirmation you have attacked combined with the painfully slow refresh rates made combat extremely unsatisfying.
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Post by Finarfin »

So basically braindead mouthbreathers are bombing the game because they are too stupid to realize that this is how these RPGs are played like.
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Post by Finarfin »

Btw, Vriden Gerr (I'm sure I butchered that one) means Rootless. It's the nickname our character has gotten by people in his village. Edit: nope, didn't butcher it.
Last edited by Finarfin on September 24th, 2024, 11:28, edited 1 time in total.
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Post by rusty_shackleford »

gotta wait for the low iq euro dorklike fans to go to sleep and high iq american RPG enjoyers to wake up
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Post by Finarfin »

One of the loading screens, looks pretty nice, very nice artwork.
Image

Mev, the great mistress of wisdom: She is an important person in the village and gives us our first tasks. Very interesting look, but I like it.
Image
Last edited by Finarfin on September 24th, 2024, 11:54, edited 1 time in total.
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Post by Finarfin »

There are currently 6 Skill Trees but maybe these are only for the Vriden Gerr and other companions get their specific trees too.
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Post by 1998 »

Not that the positive reviews are any more substantial or reasonable. I would even argue it's more likely a negative review has some merit after only a few hour play time than a positive. There are very few games who are sitting on mixed or below who should have a higher score, but a craptons positives for ****** games. Steam has certainly no "negativity problem"
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Post by Finarfin »

We have agreed to assist the Mine Supervisor in locating the stolen gold ore. However, the Supervisor's initial assumption that a native was responsible has been met with skepticism by Nilan, who pointed out the irony of being called 'savage' by foreigners who are destroying the land. Sheda suggested an alternative explanation, that neither native nor miner was involved. The Supervisor remains unconvinced, insisting that a native must be responsible, as the mining operation's rules dictate that everyone loses their jobs if even a small amount of gold is missing.

As an experienced tracker, Nilan discovered several key clues. The lock was broken with iron tools, which suggests that the natives were not responsible, as they typically use obsidian tools. Additionally, bloody footprints were found, and the blood was identified as coming from a Lewolan, an animal that the natives only hunt when it becomes aggressive. A crude, poorly made bow was also discovered, which appears to be a deliberate attempt to frame the natives. Although the Supervisor is not satisfied with these findings, he has allowed us to enter the mines, where we hope to uncover further evidence about the true thief and the source of the water pollution affecting the natives' food supply.
Last edited by Finarfin on September 24th, 2024, 13:20, edited 2 times in total.
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