Iron Tower Studio ForumsRPGThe Age of Decadence (Moderator: Vahha)New build on Steam's test branch
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Author Topic: New build on Steam's test branch  (Read 1100 times)
Vince
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« Reply #30 on: March 19, 2017, 12:32:14 pm »

Thank you, it helped a lot. I replicated the problem and it will be fixed in the next update.
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RafaelLVX
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« Reply #31 on: March 20, 2017, 11:01:13 pm »

I do have to say, I am pretty disappointed that combat was not refined further. The choices just feel.. superficial, and build options feel.. fake.
Really, you have Offensive Skill + Defensive Skill + Crit Skill, and choosing multiple offensive skills or multiple defensive skills is just terrible.
You can hold onto multiple weapons, but they don't all actually get used correctly. There is no displayed use of multiple weapons, and only the one you have selected can be used for counter-attacks. A spear will magically vanish and stop being useful for repelling. The second weapon, fundamentally, grants no advantage.

So why can you?  Pretending you have a false option just adds traps to the game. These aren't builds that are powerful in niche situations, they are builds that are weak.

Pretending you have weapon options has always not gone over well with me.
I don't see it as pretending. There are different options for people who prefer different weapons, which play differently and call for different combat styles.

What I think he means here and you missed is that you can hold two weapons, which makes it look like you can wield two weapons, but that's not the case. You essentially wield one at a time. Two weapons in hand or one makes no difference in attack or defense. One can think you could use a double attack or a double parry. Parrying doesn't even exist.
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RafaelLVX
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« Reply #32 on: March 20, 2017, 11:10:01 pm »

Did you look at the text in context?
I did.

Quote
Age of Decadence does excel in storytelling so I don't see why defend against refinement in storytelling.
When someone offers criticism, I offer our reasons for doing things that way. It's not a defense of poor design but an explanation to consider and be aware of. It doesn't mean that the design in question is flawless and perfect in every way. If you have a specific suggestion, we'll gladly consider it in the future.

Quote
Maybe you discarded my comment outright and didn't bother looking at the text in context and now I see why, you didn't like that I called it lazy and linear, even highlighted it for me.
I'm very hard to offend and words like lazy or linear don't get me all worked up. I merely pointed out that if the problem is indeed that the design is lazy and linear, the proposed solution ("after you left") won't fix it. 

I don't have the original text in hand to make specific sugestions, I just think the text presented seemed out of place. The "after you left" solution would have to be refined and geared toward better explaining that you just left Teron forever and after that, things changed there for its own devices, something the player won't know in the first playthrough and it's definitely unexpected in games in general. To me that was very easy to spot, but if you reread the text in its context and thought it does the job, I can't even debate since I'm viewing it from the top of my head, having read it once days ago. You're the pro.
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RafaelLVX
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« Reply #33 on: March 21, 2017, 12:05:43 am »

I'll report another "strangeness" below.

(click to show/hide)

This could be intentional, but just seems like one of those "take this path or another just because" moments in gaming.
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Vince
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« Reply #34 on: March 21, 2017, 06:27:20 am »

I'll report another "strangeness" below.

(click to show/hide)

This could be intentional, but just seems like one of those "take this path or another just because" moments in gaming.
Logically, the guards would be on high alert when they realized that someone poisoned them.
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