All ads have been removed following demands from the advertising provider to censor content on the site. Consider buying HQ Platinum!
Various role-playing RPG game stuff not deserving its own thread
- rusty_shackleford
- Site Admin
- Posts: 22437
- Joined: Feb 2, '23
- Gender: Watermelon
- Contact:
-
Adventurer's Guild
Various role-playing RPG game stuff not deserving its own thread
Has any other game ever become an RPG post-release? The devs of this game overhauled most of the game and turned it from a metroid-like(?) into an RPG-metroidvania in a post-launch patch.
Here's the patch: https://store.steampowered.com/news/app ... 8732826857
Just casually adding a gear, attributes, and a skill tree system in a patch?
Also looks pretty good, btw. In both meanings, the art looks fantastic.
Here's the patch: https://store.steampowered.com/news/app ... 8732826857
Just casually adding a gear, attributes, and a skill tree system in a patch?
Also looks pretty good, btw. In both meanings, the art looks fantastic.
Last edited by rusty_shackleford on March 4th, 2024, 13:27, edited 3 times in total.
- Emphyrio
- Posts: 2191
- Joined: Mar 21, '23
The game has a sense of style. Better than wooden crates and shipping containers.rusty_shackleford wrote: ↑ March 4th, 2024, 13:23Also looks pretty good, btw. In both meanings, the art looks fantastic.
Are they really selling a collection of ai images as a "digital artbook"? Extremely jeet.
- rusty_shackleford
- Site Admin
- Posts: 22437
- Joined: Feb 2, '23
- Gender: Watermelon
- Contact:
-
Adventurer's Guild
INSOMNIA: The Ark is pretty good. I've played much buggier & unfinished games, it doesn't warrant the rating it has on Steam(so far) imo.
- rusty_shackleford
- Site Admin
- Posts: 22437
- Joined: Feb 2, '23
- Gender: Watermelon
- Contact:
-
Adventurer's Guild
Conveniently, this game just went on sale if it looks appealing to you.rusty_shackleford wrote: ↑ March 4th, 2024, 13:23Has any other game ever become an RPG post-release? The devs of this game overhauled most of the game and turned it from a metroid-like(?) into an RPG-metroidvania in a post-launch patch.
Here's the patch: https://store.steampowered.com/news/app ... 8732826857
Just casually adding a gear, attributes, and a skill tree system in a patch?
Also looks pretty good, btw. In both meanings, the art looks fantastic.
- AliciaDurge
- Posts: 402
- Joined: Mar 18, '24
Thanks for recommending this, sounds good.rusty_shackleford wrote: ↑ March 9th, 2024, 21:30Conveniently, this game just went on sale if it looks appealing to you.rusty_shackleford wrote: ↑ March 4th, 2024, 13:23Has any other game ever become an RPG post-release? The devs of this game overhauled most of the game and turned it from a metroid-like(?) into an RPG-metroidvania in a post-launch patch.
Here's the patch: https://store.steampowered.com/news/app ... 8732826857
Just casually adding a gear, attributes, and a skill tree system in a patch?
Also looks pretty good, btw. In both meanings, the art looks fantastic.
- rusty_shackleford
- Site Admin
- Posts: 22437
- Joined: Feb 2, '23
- Gender: Watermelon
- Contact:
-
Adventurer's Guild
What RPGs feature sun magic?
Only one I can think of off the top of my head is Shroud of the Avatar.
Only one I can think of off the top of my head is Shroud of the Avatar.
- Acrux
- Turtle
- Posts: 3855
- Joined: Feb 8, '23
-
Adventurer's Guild
- asf
- Turtle
- Posts: 1239
- Joined: Feb 2, '23
- Gender: Helicopter
- rusty_shackleford
- Site Admin
- Posts: 22437
- Joined: Feb 2, '23
- Gender: Watermelon
- Contact:
-
Adventurer's Guild
main reason I hate diablo 2-clones and consider them non-RPGs is the game is designed around making optimized builds that are completely non-conductive to roleplaying
e.g., you'll have a paladin class and the game expects you to play some weird build that revolves around throwing hammers, it's stupid
what's the point of giving the player the illusion of choice? Everyone is just gonna go look builds up online because nobody wants to make a character that can't actually play the game, there is no real buildmaking actually happening.
e.g., you'll have a paladin class and the game expects you to play some weird build that revolves around throwing hammers, it's stupid
what's the point of giving the player the illusion of choice? Everyone is just gonna go look builds up online because nobody wants to make a character that can't actually play the game, there is no real buildmaking actually happening.
Last edited by rusty_shackleford on March 28th, 2024, 19:56, edited 2 times in total.
- Humbaba
- Posts: 1141
- Joined: Jun 2, '23
- Location: Lost Circassia
Waitwaitwaitwaitwait hold on, I thought we hated balance? I think we really need a manifesto outlining our beliefs.rusty_shackleford wrote: ↑ March 28th, 2024, 19:55what's the point of giving the player the illusion of choice? Everyone is just gonna go look builds up online because nobody wants to make a character that can't actually play the game, there is no real buildmaking actually happening.
-Humbaba
- rusty_shackleford
- Site Admin
- Posts: 22437
- Joined: Feb 2, '23
- Gender: Watermelon
- Contact:
-
Adventurer's Guild
One defining feature of essentially all these games is that if you don't go look a build up online, you will almost guaranteed make a character that is irreversibly unable to play the game past a certain point. These games are made by people who broke diablo 2 and want to play other games that are just a facsimile of the broken state of that game.Humbaba wrote: ↑ March 28th, 2024, 20:13Waitwaitwaitwaitwait hold on, I thought we hated balance? I think we really need a manifesto outlining our beliefs.rusty_shackleford wrote: ↑ March 28th, 2024, 19:55what's the point of giving the player the illusion of choice? Everyone is just gonna go look builds up online because nobody wants to make a character that can't actually play the game, there is no real buildmaking actually happening.
-Humbaba
Opposing this is not in favor of 'muh balance', it's opposing shit design. Nothing is actually added by giving a false illusion of choice, nobody is making broken characters at this point unless they are completely new to the genre. Everyone just looks a build up online and follows it.
- Humbaba
- Posts: 1141
- Joined: Jun 2, '23
- Location: Lost Circassia
You made the same point again just with more words and with no new information. A lack of balance is indicative of bad design but you're still not clear on that point. So my demand for a manifesto still stands.rusty_shackleford wrote: ↑ March 28th, 2024, 20:19Opposing this is not in favor of 'muh balance', it's opposing shit design. Nothing is actually added by giving a false illusion of choice, nobody is making broken characters at this point unless they are completely new to the genre. Everyone just looks a build up online and follows it.
-Humbaba
- rusty_shackleford
- Site Admin
- Posts: 22437
- Joined: Feb 2, '23
- Gender: Watermelon
- Contact:
-
Adventurer's Guild
'muh balance' would be demanding Fighters and Wizards be equally good in combat. 'Balance' would be pointing out fighters should be better at combat because wizards are much better outside of combat.Humbaba wrote: ↑ March 28th, 2024, 20:22You made the same point again just with more words and with no new information. A lack of balance is indicative of bad design but you're still not clear on that point. So my demand for a manifesto still stands.rusty_shackleford wrote: ↑ March 28th, 2024, 20:19Opposing this is not in favor of 'muh balance', it's opposing shit design. Nothing is actually added by giving a false illusion of choice, nobody is making broken characters at this point unless they are completely new to the genre. Everyone just looks a build up online and follows it.
-Humbaba
Opposing Diablo 2-clone retardation is neither of these, it's pointing out that these games are purposefully designed to have many trap choices that lead to bad characters. 3.5e and pathfinder are quite similar to this, btw.
- Oyster Sauce
- Site Moderator
- Posts: 5082
- Joined: Jun 2, '23
-
Adventurer's Guild
Yeah but the "certain point" is just killing the same bosses you've already killed but on a higher difficulty. There's no way to fuck up so badly in Diablo 2 that it's impossible to complete the 5 acts, kill Baal, and see the end credits. Not every build needs to be able to beat the game on Very Very Hard Nightmare Skullfuck mode.rusty_shackleford wrote: ↑ March 28th, 2024, 20:19One defining feature of essentially all these games is that if you don't go look a build up online, you will almost guaranteed make a character that is irreversibly unable to play the game past a certain point.Humbaba wrote: ↑ March 28th, 2024, 20:13Waitwaitwaitwaitwait hold on, I thought we hated balance? I think we really need a manifesto outlining our beliefs.rusty_shackleford wrote: ↑ March 28th, 2024, 19:55what's the point of giving the player the illusion of choice? Everyone is just gonna go look builds up online because nobody wants to make a character that can't actually play the game, there is no real buildmaking actually happening.
-Humbaba
- rusty_shackleford
- Site Admin
- Posts: 22437
- Joined: Feb 2, '23
- Gender: Watermelon
- Contact:
-
Adventurer's Guild
Another common example of illusion of choice:
Lots of weapon types, but they don't actually do anything different. But people would complain if you just had 'Sword' rather than 10 different reskins of 'Sword'.
Lots of weapon types, but they don't actually do anything different. But people would complain if you just had 'Sword' rather than 10 different reskins of 'Sword'.
- Humbaba
- Posts: 1141
- Joined: Jun 2, '23
- Location: Lost Circassia
That's not true, balance would mean that fighter A is just as viable as fighter B but have different strengths and weaknesses. Roosty I'll be honest you're not doing much to appease my need for a manifesto.rusty_shackleford wrote: ↑ March 28th, 2024, 20:26'muh balance' would be demanding Fighters and Wizards be equally good in combat. 'Balance' would be pointing out fighters should be better at combat because wizards are much better outside of combat.
-Humbaba
- rusty_shackleford
- Site Admin
- Posts: 22437
- Joined: Feb 2, '23
- Gender: Watermelon
- Contact:
-
Adventurer's Guild
You didn't explain what being able to choose talents actually adds to the game.Oyster Sauce wrote: ↑ March 28th, 2024, 20:27Yeah but the "certain point" is just killing the same bosses you've already killed but on a higher difficulty. There's no way to fuck up so badly in Diablo 2 that it's impossible to complete the 5 acts, kill Baal, and see the end credits. Not every build needs to be able to beat the game on Very Very Hard Nightmare Skullfuck mode.rusty_shackleford wrote: ↑ March 28th, 2024, 20:19One defining feature of essentially all these games is that if you don't go look a build up online, you will almost guaranteed make a character that is irreversibly unable to play the game past a certain point.Humbaba wrote: ↑ March 28th, 2024, 20:13
Waitwaitwaitwaitwait hold on, I thought we hated balance? I think we really need a manifesto outlining our beliefs.
-Humbaba
If, as you say, people who don't care will just assign points randomly and quit after beating the game on easy.
People who do care just go look a build up online.
How is this better than just assigning predefined classes with no talent choices?
- Xenich
- Posts: 3293
- Joined: Feb 24, '24
Balance how though? A balance of pros/cons, strengths and weaknesses which will make each encounters difficulty a result of those choices? Or balance in that every build has to excel equally as well as every other regardless of the situation and choice?Humbaba wrote: ↑ March 28th, 2024, 20:22You made the same point again just with more words and with no new information. A lack of balance is indicative of bad design but you're still not clear on that point. So my demand for a manifesto still stands.rusty_shackleford wrote: ↑ March 28th, 2024, 20:19Opposing this is not in favor of 'muh balance', it's opposing shit design. Nothing is actually added by giving a false illusion of choice, nobody is making broken characters at this point unless they are completely new to the genre. Everyone just looks a build up online and follows it.
-Humbaba
The latter isn't balance, its just hiding images and names behind one singular build design.
- Oyster Sauce
- Site Moderator
- Posts: 5082
- Joined: Jun 2, '23
-
Adventurer's Guild
It's better because they don't pick talents randomly, they pick ones they think are cool and funrusty_shackleford wrote: ↑ March 28th, 2024, 20:30You didn't explain what being able to choose talents actually adds to the game.Oyster Sauce wrote: ↑ March 28th, 2024, 20:27Yeah but the "certain point" is just killing the same bosses you've already killed but on a higher difficulty. There's no way to fuck up so badly in Diablo 2 that it's impossible to complete the 5 acts, kill Baal, and see the end credits. Not every build needs to be able to beat the game on Very Very Hard Nightmare Skullfuck mode.rusty_shackleford wrote: ↑ March 28th, 2024, 20:19
One defining feature of essentially all these games is that if you don't go look a build up online, you will almost guaranteed make a character that is irreversibly unable to play the game past a certain point.
If, as you say, people who don't care will just assign points randomly and quit after beating the game on easy.
People who do care just go look a build up online.
How is this better than just assigning predefined classes with no talent choices?
- rusty_shackleford
- Site Admin
- Posts: 22437
- Joined: Feb 2, '23
- Gender: Watermelon
- Contact:
-
Adventurer's Guild
The main issue with any notion of 'balance' in these games is that they have exactly one way to play them: clear the map as fast as possible. Anything that does not optimize for map clearing is therefore an inferior choice.
The only reason hardcore is interesting in these games is because it adds a new dimension to it("also, don't die").
The only reason hardcore is interesting in these games is because it adds a new dimension to it("also, don't die").
- rusty_shackleford
- Site Admin
- Posts: 22437
- Joined: Feb 2, '23
- Gender: Watermelon
- Contact:
-
Adventurer's Guild
like 80% of talent choices in these games are "do 3% more damage".Oyster Sauce wrote: ↑ March 28th, 2024, 20:32It's better because they don't pick talents randomly, they pick ones they think are cool and funrusty_shackleford wrote: ↑ March 28th, 2024, 20:30You didn't explain what being able to choose talents actually adds to the game.Oyster Sauce wrote: ↑ March 28th, 2024, 20:27
Yeah but the "certain point" is just killing the same bosses you've already killed but on a higher difficulty. There's no way to fuck up so badly in Diablo 2 that it's impossible to complete the 5 acts, kill Baal, and see the end credits. Not every build needs to be able to beat the game on Very Very Hard Nightmare Skullfuck mode.
If, as you say, people who don't care will just assign points randomly and quit after beating the game on easy.
People who do care just go look a build up online.
How is this better than just assigning predefined classes with no talent choices?
This is a talent tree calculator for the most recent cookie clicker clone to release and is quite popular: https://www.lastepochtools.com/planner/
Most of the passives are just "do 3%5% more damage"
- Humbaba
- Posts: 1141
- Joined: Jun 2, '23
- Location: Lost Circassia
That's also not true, not dying is a dimension on all difficulties and some builds may excel at map clearing in certain situations better than other builds. Roosty, just release the damn manifesto!rusty_shackleford wrote: ↑ March 28th, 2024, 20:33The main issue with any notion of 'balance' in these games is that they have exactly one way to play them: clear the map as fast as possible. Anything that does not optimize for map clearing is therefore an inferior choice.
The only reason hardcore is interesting in these games is because it adds a new dimension to it("also, don't die").
-Humbaba
- rusty_shackleford
- Site Admin
- Posts: 22437
- Joined: Feb 2, '23
- Gender: Watermelon
- Contact:
-
Adventurer's Guild
The penalty for dying goes from 'teleport back' to 'create an entirely new character'. This is kinda different.Humbaba wrote: ↑ March 28th, 2024, 20:37That's also not true, not dying is a dimension on all difficulties and some builds may excel at map clearing in certain situations better than other builds. Roosty, just release the damn manifesto!rusty_shackleford wrote: ↑ March 28th, 2024, 20:33The main issue with any notion of 'balance' in these games is that they have exactly one way to play them: clear the map as fast as possible. Anything that does not optimize for map clearing is therefore an inferior choice.
The only reason hardcore is interesting in these games is because it adds a new dimension to it("also, don't die").
-Humbaba
- Humbaba
- Posts: 1141
- Joined: Jun 2, '23
- Location: Lost Circassia
Avoiding death is still a dimension regardless of the repercussions of dying. If that weren't true, there'd be builds that account for dying and those don't exist. I'll have that manifesto now.rusty_shackleford wrote: ↑ March 28th, 2024, 20:39The penalty for dying goes from 'teleport back' to 'create an entirely new character'. This is kinda different.
-Humbaba
- rusty_shackleford
- Site Admin
- Posts: 22437
- Joined: Feb 2, '23
- Gender: Watermelon
- Contact:
-
Adventurer's Guild
Manifesto:Humbaba wrote: ↑ March 28th, 2024, 20:41Avoiding death is still a dimension regardless of the repercussions of dying. If that weren't true, there'd be builds that account for dying and those don't exist. I'll have that manifesto now.rusty_shackleford wrote: ↑ March 28th, 2024, 20:39The penalty for dying goes from 'teleport back' to 'create an entirely new character'. This is kinda different.
-Humbaba
Classes good, subclasses better, illusion of choice bad.
- Humbaba
- Posts: 1141
- Joined: Jun 2, '23
- Location: Lost Circassia
Parsimonious definitions usually are the best.rusty_shackleford wrote: ↑ March 28th, 2024, 20:42Manifesto:
Classes good, subclasses better, illusion of choice bad.
-Humbaba
- Oyster Sauce
- Site Moderator
- Posts: 5082
- Joined: Jun 2, '23
-
Adventurer's Guild
I don't have much experience with POE style 1000 node webs, but I believe they're more generous with the points to compensate and you wind up getting active skills at roughly the same rate (I could be wrong hehe)rusty_shackleford wrote: ↑ March 28th, 2024, 20:36like 80% of talent choices in these games are "do 3% more damage".Oyster Sauce wrote: ↑ March 28th, 2024, 20:32It's better because they don't pick talents randomly, they pick ones they think are cool and funrusty_shackleford wrote: ↑ March 28th, 2024, 20:30
You didn't explain what being able to choose talents actually adds to the game.
If, as you say, people who don't care will just assign points randomly and quit after beating the game on easy.
People who do care just go look a build up online.
How is this better than just assigning predefined classes with no talent choices?
This is a talent tree calculator for the most recent cookie clicker clone to release and is quite popular: https://www.lastepochtools.com/planner/
Most of the passives are just "do 3%5% more damage"
- aweigh
- Turtle
- Posts: 3004
- Joined: Feb 2, '23
- rusty_shackleford
- Site Admin
- Posts: 22437
- Joined: Feb 2, '23
- Gender: Watermelon
- Contact:
-
Adventurer's Guild
It's hard to understate the amount of damage done to RPGs(tabletop and CRPGs) due to Magic: The Gathering.
https://web.archive.org/web/20080221174 ... mc_los_142
The idea of having a choice that is intentionally subpar is considered good design by these people.
https://web.archive.org/web/20080221174 ... mc_los_142
The idea of having a choice that is intentionally subpar is considered good design by these people.