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Various role-playing RPG game stuff not deserving its own thread

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

Kronus wrote: October 2nd, 2024, 01:37
Is wasteland 3 worth it? Should I contribute to Brian Fargo's trust fund? is Mr. Rogers real?
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Yes. It's worth $8.
You may as well not bother replying to my posts if it's to argue anything except concrete facts or your personal opinion. I still probably won't see it.
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Post by Zothique »

Rand wrote: September 18th, 2024, 00:22
I made the mistake of looking into Daggerfall Unity's Discord. https://discord.gg/NCrDfzSMpz

****** mods running the server. Several of them.
Every last one that is presenting as female is a demented man.
Disgusting.
Why are mod scenes full of ******* ********? I don't get it.

Doom and Quake mod scenes are really full of them. Prime example here...



... why? How is this such a common thing?
Last edited by Zothique on October 2nd, 2024, 03:06, edited 1 time in total.
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Post by Zothique »

Hauberk wrote: September 19th, 2024, 14:07
Glad to read it, @Rand! I don't know why discord in particular attracts degenerates, but if there's a discord channel, ****** and ******* are almost guaranteed to infest it.
Because Discord is 100% free to use, unless you want some sort of uber-autistic paypig plan.
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Post by UltraFan123 »

Zothique wrote: October 2nd, 2024, 03:11
Hauberk wrote: September 19th, 2024, 14:07
Glad to read it, @Rand! I don't know why discord in particular attracts degenerates, but if there's a discord channel, ****** and ******* are almost guaranteed to infest it.
Because Discord is 100% free to use, unless you want some sort of uber-autistic paypig plan.
I reckon this also explains why reddit is also a disgusting cesspool for the most part as well.
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Post by logincrash »

It's the incel-to-****** pipeline. The fact that the modding scene suffers so much is the unfortunate consequence of autistic loners getting pornsick and trooning out.
A very hefty portion of all traffic on Reddit and Discord is porn, so a lot of smaller hobbyist spaces get radiation poisoning, so to speak, from sharing the same space with the violent brain-rewiring pornography.
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Post by Acrux »

This is the first EA game I purchased way back in 2019, before I understood what I was getting into. They made very little progress for years. Now they say they are ready to release an updated product this December.

There should be some good drama around this.

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Post by Red7 »

Witchfire from polish devs that made painkiller is suprisingly good. i dont like painkiller much and i hate new doom games but witchfire takes best things from them and make them not gay.
Last edited by Red7 on October 8th, 2024, 17:20, edited 1 time in total.
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Post by Red7 »

Brother Michael wrote: September 7th, 2024, 04:50
rusty_shackleford wrote: September 7th, 2024, 03:38
shouldn't psionics be charisma-based instead of intelligence?
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No.
then why most powerful psi abilities have non technological space *******?
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Post by Red7 »

poles love mushroom picking
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Post by rusty_shackleford »

I don't like skill-based party-based RPGs. It feels very rote, each member picks their niche and everything is filled. What's the point? You're going to have someone who can handle every situation. Why even have skill checks if you're never going to fail them? It's just ticking boxes.

The only exceptions are ones where you don't control your companions e.g., Fallouts(real ones), ATOM, etc., But that's not really what I'm referring to. Wasteland 3 and such, it's just tedium. What's the point?
I don't even like 'skill checks' to begin with, not the way they're implemented in e.g., nu-IE games, any dialogue checks, etc.,

I think it's two opposing ways of viewing how RPG skills should work: should they enable you to access new areas, approach encounters in unique ways, etc., "Positive" design.
Whereas "negative" design gates you from content for not having that specific skill of a required level.

The difference is largely in how they're presented to the player, and whether the player seems expected to have the skill. Positive design expects the player to use their skills, negative design has the game use their skills for them.

I will think on this more after I nap, I'm doing one of those half-asleep rambles right now :old2:
Last edited by rusty_shackleford on October 9th, 2024, 14:00, edited 4 times in total.
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Post by Tweed »

rusty_shackleford wrote: October 9th, 2024, 13:53
I don't like skill-based party-based RPGs. It feels very rote, each member picks their niche and everything is filled. What's the point? You're going to have someone who can handle every situation. Why even have skill checks if you're never going to fail them? It's just ticking boxes.

The only exceptions are ones where you don't control your companions e.g., Fallouts(real ones), ATOM, etc., But that's not really what I'm referring to. Wasteland 3 and such, it's just tedium. What's the point?
I don't even like 'skill checks' to begin with, not the way they're implemented in e.g., nu-IE games, any dialogue checks, etc.,

I think it's two opposing ways of viewing how RPG skills should work: should they enable you to access new areas, approach encounters in unique ways, etc., "Positive" design.
Whereas "negative" design gates you from content for not having that specific skill of a required level.

The difference is largely in how they're presented to the player, and whether the player seems expected to have the skill. Positive design expects the player to use their skills, negative design has the game use their skills for them.

I will think on this more after I nap, I'm doing one of those half-asleep rambles right now :old2:

OG Wasteland often had multiple solutions to the same problem except for a few endgame areas and the fact that the map saved after each transition sealed you into each your choices. Some areas also had fail states as well like jamming locks, destroying doors, or setting off traps. It also paid to have redundant skills on party members in case one guy was knocked out and you needed someone else to be able to do something right then and there. In other words, devs could really take a few lessons from an rpg from 1988.
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Post by rusty_shackleford »

rusty_shackleford wrote: October 9th, 2024, 13:53
The only exceptions are ones where you don't control your companions e.g., Fallouts(real ones), ATOM, etc., But that's not really what I'm referring to. Wasteland 3 and such, it's just tedium. What's the point?
Thinking on it now, because you don't control them(albeit ATOM lets you control their growth iirc, imo a bad decision), it actually makes companions way more unique and helpful. They now complement your character, and you might end up taking someone with you who you dislike or is annoying just because they're useful — these situations happen all the time in real life.

rusty_shackleford wrote: October 9th, 2024, 13:53
I will think on this more after I nap, I'm doing one of those half-asleep rambles right now
Imagine a situation where you enter a room and encounter a tall wall:
it's the difference between saying "I roll to climb the wall" and "We saw some crates when we entered the room, everyone go pick up a crate so we can stack them on top of each other".
And yeah, the latter is totally viable in BG3, you can stack crates, climb on top of them, and effectively scale a wall that way. I don't think the former having a "skill check" makes it "more" of an RPG choice. And if you really felt like attaching a skill check to it for whatever reason, make it some unreasonably heavy objects that require strength(or telepathy, or…) to slide over.

RPG design really tends to crawl up its own *** with "skill checks" and it gets in the way of actually good design.
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Post by Rand »

I'm playing Traveller's Hymn.
A FREE game, and good enough to be worth actual money.



It has some somewhat innovative health/food mechanics, similar to Outward, but simpler and different.
There's also some combat strategy in the game.
It's good and I'm having fun.
Get over the movement graphics.

Last edited by Rand on October 11th, 2024, 06:56, edited 1 time in total.
You may as well not bother replying to my posts if it's to argue anything except concrete facts or your personal opinion. I still probably won't see it.
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Post by rusty_shackleford »

Rand wrote: October 11th, 2024, 06:55
I'm playing Traveller's Hymn.
A FREE game, and good enough to be worth actual money.



It has some somewhat innovative health/food mechanics, similar to Outward, but simpler and different.
There's also some combat strategy in the game.
It's good and I'm having fun.
Get over the movement graphics.

woman in the art, gross

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Post by Tweed »

rusty_shackleford wrote: October 11th, 2024, 06:59
Rand wrote: October 11th, 2024, 06:55
I'm playing Traveller's Hymn.
A FREE game, and good enough to be worth actual money.



It has some somewhat innovative health/food mechanics, similar to Outward, but simpler and different.
There's also some combat strategy in the game.
It's good and I'm having fun.
Get over the movement graphics.
woman in the art, gross

That would explain the wobbly tokens.

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Post by rusty_shackleford »

1998 wrote: July 10th, 2024, 16:04
From the dev of this one

Image

Comes now...

Image



I actually liked his first game, but **** not sure how long I can look at that green.

Image

has a demo for the steam next fest

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Post by Yankee Zulu »

Some hard discussion going on here about the newly released Drova and game dev in Krautland

https://steamcommunity.com/app/1585180/ ... 148/?ctp=8
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Post by UltraFan123 »

Yankee Zulu wrote: October 15th, 2024, 16:03
Some hard discussion going on here about the newly released Drova and game dev in Krautland

https://steamcommunity.com/app/1585180/ ... 148/?ctp=8
The fact that some users of that site literally and unironically think that stories inspired by medieval or even ancient cultures need to be balanced out by "modern sensitivities" makes me so glad I don't have a Steam account.

My respect to the ones who try to insert reason in these forums for the sake of the casual readers who frequent this site, cuz God knows that the ones with rainbow flags as their pfps don't care about reason since they have even said so themselves.
I don’t care about your anecdotes, nor am I inclined to believe them. I don’t care about your links purporting to “expose diversity policies”.
- Actual quote from a said freak. lol
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Post by rusty_shackleford »

Yankee Zulu wrote: October 15th, 2024, 16:03
Some hard discussion going on here about the newly released Drova and game dev in Krautland

https://steamcommunity.com/app/1585180/ ... 148/?ctp=8
Oh if you don't like female trainers, don't buy the game. There are quite some.
(Which absolutely makes sense if a game is using a Celtic setting but whatever)
average germoid education
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Post by UltraFan123 »

rusty_shackleford wrote: October 15th, 2024, 17:45
Yankee Zulu wrote: October 15th, 2024, 16:03
Some hard discussion going on here about the newly released Drova and game dev in Krautland

https://steamcommunity.com/app/1585180/ ... 148/?ctp=8
Oh if you don't like female trainers, don't buy the game. There are quite some.
(Which absolutely makes sense if a game is using a Celtic setting but whatever)
average germoid education
We should set our watch to the time this guy will come back crying "why didn't everyone buy the game after I told you all not too!?"
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Post by Xenich »

rusty_shackleford wrote: October 9th, 2024, 13:53
I don't like skill-based party-based RPGs. It feels very rote, each member picks their niche and everything is filled. What's the point? You're going to have someone who can handle every situation. Why even have skill checks if you're never going to fail them? It's just ticking boxes.

The only exceptions are ones where you don't control your companions e.g., Fallouts(real ones), ATOM, etc., But that's not really what I'm referring to. Wasteland 3 and such, it's just tedium. What's the point?
I don't even like 'skill checks' to begin with, not the way they're implemented in e.g., nu-IE games, any dialogue checks, etc.,

I think it's two opposing ways of viewing how RPG skills should work: should they enable you to access new areas, approach encounters in unique ways, etc., "Positive" design.
Whereas "negative" design gates you from content for not having that specific skill of a required level.

The difference is largely in how they're presented to the player, and whether the player seems expected to have the skill. Positive design expects the player to use their skills, negative design has the game use their skills for them.

I will think on this more after I nap, I'm doing one of those half-asleep rambles right now :old2:
I would like to see more game systems where increasing one focus, reduces or creates a counter balance in something else. Its more commonly done with attributes (strong/dumb/ugly = difficulty in social encounters), but I think something like this could be applied to various skill systems to the point where everything will have a trade off and could be intricately done where the negatives actually create game play obstacles themselves.

It would certainly help avoid the problems with min/maxing creating the perfect power party and it might provide a more dynamic play approach that appeals to different play style focuses.
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Post by 1998 »

rusty_shackleford wrote: October 14th, 2024, 18:45
1998 wrote: July 10th, 2024, 16:04
From the dev of this one

Image

Comes now...

Image



I actually liked his first game, but **** not sure how long I can look at that green.

Image
has a demo for the steam next fest

Nice, will actually give it a chance.

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Post by 1998 »

1998 wrote: October 16th, 2024, 02:45
rusty_shackleford wrote: October 14th, 2024, 18:45
1998 wrote: July 10th, 2024, 16:04
From the dev of this one

Image

Comes now...

Image



I actually liked his first game, but **** not sure how long I can look at that green.

Image
has a demo for the steam next fest
Nice, will actually give it a chance.

OK that was short. Level 3 cap, which you probably reach after 15 min. No character creation, but you can randomly reroll as often as you like.

You have only 3 abilities: Strength (dmg, armor, bash), Skill (hit chance, weapons, sneak, ambush, lockpick....) and Mind (number of mind controlled allies, lockpick, reading, healing)

You can explore a small part of the overworld map, and two dungeons. You can die quickly, especially if you run into the wrong enemy on level 1 and/or rolled with a weak char.

Everything is random. Dungeons, loot (if you find the tent for unlimited rest it's easy mode), enemies, even items the trader sells. If you need a bronze key, but the trader only sells silver keys I guess you are out of luck.

Dungeons are quite large. You got a minimap, but with the amount of traps (detectable via Space-key, no skill attached) these seem to be the real dungeon compass.

Might be too random for me.

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These x or whatever are all traps

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Post by BosanskiSeljak »

https://store.steampowered.com/news/app ... 3097065180

Passageway of the Ancients released.

It's got potential, feels better than anything released this godawful year
Last edited by BosanskiSeljak on October 16th, 2024, 23:44, edited 1 time in total.
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Post by ArcaneLurker »

Zothique wrote: October 2nd, 2024, 03:06
Rand wrote: September 18th, 2024, 00:22
I made the mistake of looking into Daggerfall Unity's Discord. https://discord.gg/NCrDfzSMpz

****** mods running the server. Several of them.
Every last one that is presenting as female is a demented man.
Disgusting.
Why are mod scenes full of ******* ********? I don't get it.

Doom and Quake mod scenes are really full of them. Prime example here...



... why? How is this such a common thing?
I'm going to associate Kalarion's special reaction icon with this video now.
I apologize if my responses were not relevant to your needs. As an AI language model, I do not have personal beliefs or opinions, and I only provide responses based on the information provided to me.
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Post by rusty_shackleford »

What RPG has the best talent tree?
If your answer has a talent tree full of "+5% damage" or similar, it's not that game btw.
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Post by 1998 »

rusty_shackleford wrote: October 17th, 2024, 11:32
What RPG has the best talent tree?
If your answer has a talent tree full of "+5% damage" or similar, it's not that game btw.
Not the best, but during level ups Neuheulbeuk often gave you quite different choices on how to build your chars.

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Post by rusty_shackleford »

Do any of you happen to have a physical copy of Dungeon Lords Collector's Edition and willing to share it with your best friend under the first sale doctrine? :scratch:
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Post by Xenich »

rusty_shackleford wrote: October 17th, 2024, 11:32
What RPG has the best talent tree?
If your answer has a talent tree full of "+5% damage" or similar, it's not that game btw.
I won't say best, but I would have to say DDO is pretty robust with its layers. I can't think of many out there that apply such a detailed level of progression and interaction.
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Post by rusty_shackleford »

"companion that has no real personal investment beyond being loyal to you and would follow you to the end of the earth" archetype is the best companion archetype btw
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