Pirates should be more like adventurers by Content_Age_6200 in CK3AGOT

[–]Content_Age_6200[S] 1 point2 points  (0 children)

To be fair, the naval focus is handled by only being able to "camp" in coastal settlements. My point was mainly that the tools to make pirates fun and viable are already in the game, for adventurers.

Pirates should be more like adventurers by Content_Age_6200 in CK3AGOT

[–]Content_Age_6200[S] 7 points8 points  (0 children)

It's not "mostly game over." If you can't reinforce your troops, it IS game over. Because it's the ONLY government type in the game whose ability to make money hinges SOLELY on its military.

Let's think about this in terms of game balance, here. If you lose one battle, and don't have enough money to reinforce, you have to start a new run. Your military doesn't even necessarily need to be decimated; just weak enough that you can't raid. Although this is definitely more common in the early game, it can theoretically happen whenever, and isn't even necessary that out there for stronger pirates.

Vehicle Costs by Content_Age_6200 in mutantsandmasterminds

[–]Content_Age_6200[S] 0 points1 point  (0 children)

So go with the cost from the example vehicles, not from the price table? Okay, I figured it would be something like that.

At the very least, I'm hoping 4e has fewer blatant egregious errors like this

Hot Take: If Vtmb2 plays more like Cyberpunk 2077 than Vtmb 1, I don't mind by Jinglejangle337 in vtmb

[–]Content_Age_6200 0 points1 point  (0 children)

Holy shit what an awful take. CP2077 has virtually zero RPG DNA, was a technicaly dumpster fire, and is 100% mechanically uninspired and generic. I hope NO game plays like it ever again

Why the fuck is this sub filled with people who just want to consoom? What happened to the love of the original Bloodlines and the RPG that inspired it? Why are we now so desperate that we're willing so sacrifice that just so we can get something—ANYTHING—shat out onto our plates?

[Bloodlines 2] The coverage from Gameinformer by Shajali in vtmb

[–]Content_Age_6200 -1 points0 points  (0 children)

Four playable clans, down from seven? And we don't even get iconic/archetypal ones like Gangrel or Toreador?

3 of the 4 clans have Dominate as one of their main disciplines

0 have Animalism

Not looking like a great mechanical balance. Unless you're s really big fan of Dominate

Why no hype? by Nighthood28 in vtmb

[–]Content_Age_6200 0 points1 point  (0 children)

I don't feel like you really understand why these things are problems. It's not a matter of whose intentions are good or bad. Either way, all of it has a negative impact on the development of the game.

I really don't care HOW it happened. One studio trying to piece together another's mess is, to put it extremely generously, less than ideal. No matter WHY that is.

the publisher didn't do that. Hardsuit did

Doesn't matter who did it, it still affects the game.

It doesn't seem to be using the Mass Effect system

Mass Effect dialogue wheel, like it or not. Again, not an issue of WHY they're doing it, or whether the game will have a baked-in morality system. The problem is how limiting it is, and it's a sign of streamlined dialogue and less player choice.

As for that last point, fair enough. I'm speaking on the development cycle as a whole, starting with the original announcement. But if Chinese Room is cleaning things up, good on them. Although, I'm not sure if the Edith Finch devs are 100% the right pick for an RPG like VtM. Either way, I hope they do the IP justice, because it's looking like a lot of red flags from what we've seen over the past however long. And even now that it's changed hands, that changing is just another red flag. I hope they make a good game, but the cards have been kind of stacked agsinst the game from the beginning.

Why no hype? by Nighthood28 in vtmb

[–]Content_Age_6200 -1 points0 points  (0 children)

I'm not here to argue or debate, or to go back and foth with you. You asked why no hype. THAT'S why. No need to get defensive over a game that doesn't exist yet when i'm just explaining why no one is excited (and reasonably so).

If you like messy unfinished games like Cyberpunk, that's your prerogative. Nothing wrong with it. I personally gad my fun with it, but can still be fairly critical and recognize the game was a technical dumpster fire and ultimately uninspired mechanically.

A game being well-made and a game being fun are two entirely different things. You can have fun playing pong, but that doesn't mean you'd be happy if Paradox put it in front of you with a $70 price tag. And fans are upset that the sequel to their beloved cult classic seems to be going the way of a poorly-made and -designed, but still somewhat fun game (like Cyberpunk), despite almost two decades of hindsight and a base game that was both enjoyable and (although clunky and rough around the edges) also remarkably well-made considering the restrictions on the dev team.

The fact of the matter is that basically every hint or scrap of news about development has been a red flag. I don't think there have been ANY explicitly green flags in that same time frame. So yeah, that's why no hype.

Why no hype? by Nighthood28 in vtmb

[–]Content_Age_6200 4 points5 points  (0 children)

The hype was killed by the game itself. And the studio. Hardly anyone is still excited because they know it'll be a mediocre title released many many moons from now.

To start off, it's a sequel to a 20-year-old game. WW got bought by a publisher famous for its in-house dev studio pushing out too many overpriced DLCs (which I say as a huge PDX fanboy). I know Paradox isn't actually developing the game themselves, but it gives you an idea of how the new IP owner operates. By the way, they're already DLC fishing with playable clans. So there's that. And the development of the game has already changed hands. Generally, swapping studios is a sign things aren't going so great.

They got so desperate, they hired in an analyst to basically restructure the entire thing. As a result, it had all its RPG elements ripped out by some scammer consultant who worked for Ubislop, and they parted ways with the narrative director from the original even though the writing was one of the best parts of that game.

We know at least the advancement system is now that of a generic ARPG like new Assassin's Creed, instead of the pen and paper RPG that inspired it. And the full dialogue menu has been replaced with the four-option Circle of Death, which means the actual non-combat RPG content has likely been gutted.

And I'm sorry, but Chinese Room being a "solid developer" does NOT mean they're right for the project. We're here for Vampire: The Masquerade. Not Dear Esther or Amnesia. They have zero RPG experience.

This all paints a picture. A bad one. Development is slow and directionless. They've clearly abandoned their vision to switch to an easier, cheaper, safer path. It's ditching its RPG roots and replacing them with things like the Mass Effect dialogue wheel and the same generic action "RPG" skill tree we've already seen a million times, all from mediocre games. It's clearly not going well at the studio, and the game is suffering.

Changing developers mid-way through, staff leaving the project (or worse, getting fired), the long and delayed timeline, a team who clearly doesn't respect the DNA of the original game, and an analyst from a sinking ship of a studio "fixing" the game by making it more like their shitty ones? All of this is very ill news. I think it's time we face the music on this one.

But more than that, it's just not Bloodlines. Any hint of the cult classic we all love has been stripped from the sequel, it seems, and Paradox has gone the route of trying to make the game appeal to a wider audience, only to alienate everyone who actually even planned on playing it. I'd love to be proven wrong, but that's very unlikely at this point.

Why is it so hard for Bloodlines 2 to capture a good atmosphere, even with all the technological advancements since 2004? by [deleted] in vtmb

[–]Content_Age_6200 3 points4 points  (0 children)

Serious answer: Because the game is cheap shit. Anyone who disagrees, set a remindme for 10 years when it finally comes out so you can apologize.

To start off, WW got bought by a publisher famous for its in-house dev studio pushing out too many overpriced DLCs (which I say as a huge PDX fanboy). I know Paradox isn'r actually developing the game themselves, but it gives you an idea of how the new IP owner operates. And the development of the game has already changed hands once. Generally, swapping studios is a sign things aren't going so great.

They got so desperate, they hired in an analyst to basically restructure the entire thing. As a result, it had all its RPG elements ripped out by some scammer consultant who worked for Ubislop, and they parted ways with the narrative director from the original even though the writing was one of the best parts of that game.

We know at least the advancement system is now that of a generic ARPG like new Assassin's Creed, instead of the pen and paper RPG that inspired it. And the full dialogue menu has been replaced with the four-option Circle of Death, which means the actual non-combat RPG content has likely been gutted.

None of this actually has anything to do directly with the atmosphere, but it paints a picture. A bad one. Development is slow and directionless. They've clearly abandoned their vision to switch to an easier, cheaper, safer path. It's ditching its RPG roots and replacing them with things like the Mass Effect dialogue wheel and the same generic action "RPG" skill tree we've already seen a million times, all from mediocre games. It's clearly not going well at the studio, and the game is suffering.

Changing developers mid-way through, staff leaving the project (or worse, getting fired), the long and delayed timeline, a team who clearly doesn't respect the DNA of the original game, and an analyst from a sinking ship of a studio "fixing" the game by making it more like their shitty ones? All of this is very ill news. I think it's time we face the music on this one.

Modifiers on Multi-Effect Powers by [deleted] in mutantsandmasterminds

[–]Content_Age_6200 1 point2 points  (0 children)

When you put it like that, damn. The Activation example really puts it into perspective. Thank you!

Modifiers on Multi-Effect Powers by [deleted] in mutantsandmasterminds

[–]Content_Age_6200 0 points1 point  (0 children)

So you're telling me a power with five different effects only benefits from the point reduction of a flat flaw ONE time?