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#2. an rpg system
just-browsing1222 · 3 months
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Watch me do the absolute LEAST necessary things for starting a solo rpg.
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n64retro · 2 months
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Paper Mario: The Thousand-Year Door Intelligent Systems / Nintendo Gamecube 2004
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videogamepolls · 2 months
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prototypelq · 5 months
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Divinity Original Sin 2 has spoiled me
I’ve played my fair share of this wonderful game before, but this year’s BG3 hype had my interest pique again, so I’ve given it another go (this time with mods, which I’ve definitely spent too much time learning how to install and make work together). And boy, oh boy, this game might just have spoiled the RPG’s for me forever.
First of all, this game has no class system. While the character creator offers you some options to choose from, those are just pretty suggestions for the beginning of the game, and even those beginner’s setups are very creative. For example, the Inquisitor preset offers you options from the Necromancy and Warfrare skilltrees (Warfare is focused on dealing physical damage, and the Necromancer has an array of ranged magic and skills to stay alive in battle longer), or a Shadowblade preset, which offers you skills from Scoundrel and Polymorph trees (Scoundrel is your rogue build skills focused on backstabbing, and Polymorph offers you abilities to morph your body into different animal-themed parts, like Chamelon Skin spell which will, predictably, make you invisible). You also, obviously, have more typical options like Enchanter (lightning abilities from Aerotheurge tree and water spells from Hydrosophist) or a Fighter (Warfrare plus armour buffs from Geomancer tree), and they are no less effective than the previously mentioned more exotic combinations.
The character-building, combined with clever enemy AI in this game makes the build-creation process extremely robust. For example, the standard Tank-Healer-DamageDealer holy triad is completely useless in this game, as the AI is clever enough to ignore the characters with the most HP and go for the low-health targets first. This simple change completely breaks the standard mould, and now the best strategy you can have is either outdamage your enemies, or dictate your own rules over the battlefield to control them.
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The diversity in building is only intensified by the skills inside different trees, because almost every skilltree in this game will have its own abilities for healing, crowd control and movement. Huntsman (the ranged bow skilltree) tree has Tactical Retreat, Warfrare has Phoenix Dive, Aerotheurge has Teleport, Polymorph has Wings – all of these abilities serve the same function of assuming a better position for your character on the battlefield (which is critical in this game). This means that specializing into any skilltree will also grant you access to a lot of self-sustaining abilities and options. Plus, levelling up any skilltree will grant you additional perks, like levelling up Necromancer will give you bonus % of healing from all the damage you deal (which is an awesome trait for ANY character build really), levelling Hydrosophist will give you a bonus to all the healing and magic armour restoration you receive, or the Huntsman levels give you a damage bonus if you're on the high ground, which is great for ranged units of any kind, so there is incentive to spend some levels on those skilltrees even if you aren’t really using any skills from them. Which destroyes the rpg-triad even further.
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(my mage gets shamed by the party, because she is the only one without points in Polymorph for the Wings ability, she makes do with the Huntsman's Tactical Retreat instead, because she needs the high ground damage boost)
For example, the Warfrare tree, which is crucial for any close-range build, has a lot of abilities to control your enemies, because they can Knock Down enemies with their first-level skills from the get-go, and this means the enemy loses their turn on that round of combat. Now your typical damage-warrior is actually your second-best source of crowd control abilities, and not just a monkey with a club. While your ranged-mage builds will be controlling one, two at best character from their range, your properly positioned melee fighter can make an entire crowd of enemies lose their turn. And getting your enemies to lose a turn is the only thing better than doing massive damage to them, in time you will learn how to do both and it’s great fun.
Speaking of what works wonderfully in this game, it’s time to mention the elemental system! I don’t think I’ve played Big RPG Game with an elemental system as robust as the one DOS2 has. I believe someone on the Noclip Podcast mentioned how, each battle in this game feels like it’s not just a battle against different enemies and their damage numbers, but it is also a battle for the terrain that you control. So I guess, this makes DOS2 a Splatoon predecessor?...Moving on.
For example, in the first act of the game you will stumble upon an ambush from a bunch of skeletons, problem is – there are Poison puddles all over the place. And DOS2 skeletons have ‘reverse’ healing mechanic, which means they will get damaged by normal healing spells, but they do receive healing from poison. It means that fighting skeletons with a party of not-undead/living characters can be much fun, as you can constantly cast chain healing, or Bless a big water surface to heal your party, and if the spell jumps to the undead they will be damaged constantly. The Rain spell is, arguably, the most important spell in the entire game, and it is crucial to keeping control of the elemental battlefield.
Rain will create a big water surface, and which you can use to your advantage – freeze it with Global Cooling and isolate your enemies, because walking on Icy surface can and will make them (and you) slip and fall if they try to move, and they will lose their turn.
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You’re playing Lone Wolf (=solo buffed character, without companions) and YOU’RE the undead? Cast Rain and Contamination and convert the entire battlefield into a poisonous swamp that will heal you.
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You’re not undead? Well, blow that poison basin with any Pyrokinetic skill and watch everything standing in it get converted into ash by the resulting explosion! The battlefield is already on fire? Add some more by creating an Oily surface with Geomancer skills to have it instantly blow up in your enemy’s face. Having trouble with your battlefield Constantly Being On Fire and losing heath fast? Reset the battlefield with Rain and create a cover for everyone, as the resulting Smoke will make it impossible to target anything farther than touch-range skills.
Blood is also a surface in this game, and extremely powerful at that. Every attack that damages the character’s health directly (meaning it bypasses their physical and/or magic armor or they have none left) creates a blood puddle under them, which you can also use.
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This surface-elemental madness can also be improved upon with mods made by the community, the most noticeable example here would be Odinblade’s skilltree reworks, which rebalance the original skills a lot and add a lot of very fun additional ones. For example, the Aerotheurge tree gets an additional Conductive debuff to place on your enemies, which will increase all the lightning damage they get and will spread any electric damage to enemies around them, or the Necromancy tree gets a Hex bonus damage dealt to any enemy if their magic armour is gone. Etc, etc, please install Odinblade’s mods they level up the gameplay to new hights.
I’ll also admit here that, while I’ve spent a lot of hours in this game, and was quite invested in the story of my companions and the main quest, it’s…not the best way to play the game. Don’t play this game for story. The story is very good when it gets going, but it will be spread like extremely uneven butter of maybe 2-3 final hours over a 20+ hours of each Act as your bread. Play this game for the extremely versatile gameplay and the amazing systemic nature of it, then exploit the game to hell and back.
Sneak into an arena of magic golems and pickpocket their energy cores, so they die immediately. Use Surface transmutation to move a bunch of lava to a boss arena and place it under his feet to kill it instantly. Talk to a turtle in a dungeon, to learn that she is in love with her neighbor – a rat, and find a way to bring them together. Equip a new ring, only to find out it’s cursed, it sets debuffs on you, you cannot unequip it as it became smaller around the finger and search for a solution.
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This game is about finding clever and funny ways to solve problems/quests, and that is super fun to do in DOS2. Also, really, the elemental and class-less rpg system of this game spoiled me so hard, I think I might have some trouble in the future adapting to another class-based rpg game after this xD. Anyway, talk to animals, upgrade your persuasion and take Beast into your party, he is hilarious.
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thiefbird · 4 months
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Happy Christmas I'm reading a doctoral thesis submitted to Exeter in 2010 titled "A Social History of Midshipmen and Quarterdeck Boys in the Royal Navy, 1761-1831" so I can more accurately decide what age I want to make a fully fictional junior officer rank for a ttrpg I'm adapting
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retrocgads · 10 months
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USA 1990
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petrichorade · 1 year
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Children of Kyaro 🥕✨
In honor of me finishing my first replay after years! My feelings for this game remains the same, I still love it so much 🥹💕
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quibbs126 · 7 months
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You know, I really like the Deltarune battle setup
Kind of wish I could have it in a game where I can fight things
Yeah, I know you can fight things in Deltarune, but the game kind of actively encourages you to ACT instead, particularly in Chapter 2 with Snowgrave
Nothing against Deltarune in that aspect, I’m aware that’s part of the point, and I like the game regardless, I just would also in addition like a similar setup in a game where I can fight things
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pinkcori · 2 years
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While all the other stuff was happening, I did find time to start development on my own video game! I’ve mostly talked about it on twitch/twitter, but I’m excited to share this with y’all as well. 
It’s a story about a girl that finds herself trapped in her dreams by a mysterious villain. She has to travel through the depths of her imagination in order escape this dream turned nightmare before time runs out. Otherwise, she’’’ never wake up again.
The title? 
~April 19th~
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kayzero · 4 months
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in the spaces between not working on zwg and not finishing brother’s burden, i’ve been, uh…
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thinking about something new.
#kay original#game development#kay rambles in the tags#Peccatum#Peccatum: Small Town Heroes#name is a work in progress. as most things are.#you can ask me about this project and the ocs i’ve half-imagined if you want to know more about them#but i’m not at the ‘‘ask me about my setting so i can figure stuff out’’ stage yet.#i do know that it’s an rpg. a LONG one too. and it’ll be mission-based kiiinda like FE3H? but not really?#9 party members. each of them have different elemental alignments and each represent a different Game Stat.#everyone has 1 Best stat—2 Great Stats—3 Good Stats—and 2 Poor Stats—and then the ninth stat is a fixed value#i know that two party members are trans. another two members—including the Box Art Protagonist—are disabled#along with the machine party member there is a Dragon who spends most of their time in bipedal form#there is a Fae who spends a large majority of the story hiding the fact that they are in truth a Fae#one of the party members was experimented on as a child and is now part Monster but they repressed the memory so they have no idea#i came up with a shared MP system that has actual story reasons for existing—and it’s gonna be a pain in the ass to code…#i want a relationship system a la Persona except EVERY party member gets a relationship and not just The Protagonist#every party member will have a relationship gauge with every other party member (i guess this is Fire Emblem?)#and then everyone will have a relationship with an NPC that’s unique and exclusive to them#and then they get four relationships with members of the town that you see frequently as you wander around#but it’s a Small Town remember. so the party has to share. there are four categories with three townspeople each so three party members will#have a relationship with each townsperson. but the relationships will be different because the characters aren’t carbon copies of each other#not. not romantic relationships. like friendships and rivalries and sex buddies and apprenticeships and. possibly also romance? mm.#i have to. learn how to code. idk if RPGMaker has a relationship system so i’ll have to figure something else out. maybe RP as a currency...
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gamesline · 8 days
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It's Day 4 of Game Of The Year 2023, and today it's all about the aesthetics. We discuss all of our Best Presentation, Best Music and Best Audio picks all for you to not just look at, but also listen to.
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cooltastrophe · 9 months
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my Old Gods of Appalachia RPG character, Gillie. They're Jewish on their mom's side and don't know how they feel about the role of Jews as a middleman minority during the transition from an agrarian to an industrial economy. Also they think a dybbuk is following them.
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n64retro · 2 months
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Paper Mario: The Thousand-Year Door Intelligent Systems / Nintendo Gamecube 2004
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bladehorror · 2 months
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Competitive Pokemon is too complicated and expensive for me to get into the nitty-gritty of strategic play, so I'm doing the next best thing and building gauntlet teams on Lorwolf
(note: not actually the next best thing. It would be if I could actually *play* the game as opposed to watching it play out)
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prototypelq · 5 months
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Wonder if Larian's games could have been better if like, at least 20% of content from them had been cut.
Listen, listen, before you say anything - I love Larian and their mentality. This team is making incredible games, and the amount of creative energy that is poured into each of their releases is incredible. Playing their games is a joy, and hilarious and amazing.
But, but.
There can be too much of a good thing. And I don't think Larian's ever learned that...
Do you know the average percentage of players that actually finish the main story in games? 30-40% if we look at achievements across different platforms. That is 60-70% of players who never saw the end of the main story.
I've been replaying DOS2, and it's a Joy to play through, however the 'joke' that tutorial level takes about 10-15, maybe even 20 hours to complete is...not a joke. There is beauty in hiding some content, so that only the dedicated players find it, but this doesn't exactly work for RPG systems that heavily depend on level&equipment of your player characters, now does it. This basically forces players to clear out the entire map to be able to progress the story further, and while the tactical aspect of this game is big, I doubt your average player can use it to beat difficulty&enemy level curve.
I had a big DOS2 phase before, my last memories of the game are Beast's quest (BEST COMPANION WHY IS NOONE TALKING ABOUT HIM) in Arx, soo I've been somewhere very near the end of the game. I never finished it because I was frustrated with a lack of direction for the main story for a long time, and Arx was the point where I jumped games.
So yeah, I believe cutting at least 20% of content from each of the acts of that game would have helped keep the main story in focus, plus the time to complete the game might have been more affordable.
Another thing is, from the documentaries on DOS2 development, and with the Larian saying that BG3 production took the studio much closer to the edge of closing, Larian seem to have a systematic problem of forever chasing their ambitions without really caring about their costs. DOS2 development was described as 'trying to build a plane as it is taking off', a lot of features for the game have been added last minute, and BG3 release players are sort of in the same boat. So yeah, some content cutting would have helped out the studio themselves quite a lot, or let them have more time for quality testing and polish.
tldr: I believe Larians are amazing but also head over heels in their production, their games are huge and the nature of their rpg mechanics forces player to play through everything,or never finish the main story, plus the studio have a history of releasing arguably unfinished games*, so I believe they should consider cutting content for future releases both for the studio's sake and to improve the player experience
*don't @ me, DOS2 and BG3 were arguably unfinished on release. That said, Larian's 'unfinished' and Average Game Industry 'Unfinished' are very different instances, I meant that Larian clearly would have benefitted for some polish time before release
btw why the Hell are there built-in Larian-approved player modifications for the games, however Turning Them On is a crime that disables achievements??? Larian, my guys, why.
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gamechestgames · 7 months
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Just Finished: Final Fantasy X-2
So... Many, many mixed feelings here. FF X-2 has a great job system with the garment grids, that leads us to keep moving forward and want to explore. It's built pretty well, and introduces us a lot of peculiar move sets and combat options. The issue is that the story it's very unnecessary as it continues the plot two years after FF X. It kinda seems to lead us through an interesting path, however that is thrown down by the last third of the game. It's not catastrophic but I wish they had spend this time add the mechanics to a different game.
Still, pretty recommendable. Please give it a shot!
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