People don't have to be fat, to be large in stature. Even if we had the same body build, a 6'5" giant is probably going to outrun a 5'6" dwarf like me, by virtue of a much larger stride.lapan said:It's because the formula is weight based and doesnt take muscle into account. A skinny person would problably be faster than a fat person. It would make more sense to take muscle into account to, but that would further complicate the caliculations.ExiusXavarus said:No prob.TheVioletBandit said:Okay, I see now. Thanks for explaining.ExiusXavarus said:You misunderstand me, friend. That is actually the opposite of the fact. My post actually says that smaller characters(naturally lighter than larger characters) will drain stamina more slowly, and recover it more quickly. But weight limitations work oppositely of the character's own weight, to strike a balance between the stamina drain/recovery. Large characters can carry a large amount of items before they get bogged down and their speed suffers for it, especially if you nab the Sinew augment from the Fighter vocation. Whereas small characters cannot carry so much. So if you're a heavy looter(like I am) larger characters can move more quickly than smaller characters, while toting around all the fun things you find lying around the fields.TheVioletBandit said:ExiusXavarus said:Snipz
So, the less you weigh the slower you recover stamina and the faster you drain it then?
They actually have a chart for this. And an entire wikia article for it.
http://dragonsdogma.wikia.com/wiki/Character_WeightI still think their modifiers are backward, though. Taller, more muscular characters should be able to run faster than shorter, skinnier characters. I mean, there's no way I(5'6" averagely built) could outrun a 6'5" body building giant, nevermind being able to run for an even longer amount of time.
That's because some of these points could be used for both games. Neither have real fast travel and both are stamina based. Which is probably one of the reasons why he disliked both.Spartan1362 said:Honestly, all the way through it I was under the impression you were talking about Dark Souls.
My brain is silly.
I'm sorry, but how does liking the game invalidate any of his points again?Contradiction said:Lets shorten this.
I like Dragon's Dogma.
As such I think all of your points are wrong except for perhaps the point about randomising spawns...
Everything other than that although not stream lined immerses me more. Don't like something don't post about it... Damn
No.lapan said:That's because some of these points could be used for both games. Neither have real fast travel and both are stamina based. Which is probably one of the reasons why he disliked both.Spartan1362 said:Honestly, all the way through it I was under the impression you were talking about Dark Souls.
My brain is silly.
Dark Souls map felt larger than Dragons Dogma to me, though you are right about it requiring less backtracking over all.Zhukov said:No.lapan said:That's because some of these points could be used for both games. Neither have real fast travel and both are stamina based. Which is probably one of the reasons why he disliked both.Spartan1362 said:Honestly, all the way through it I was under the impression you were talking about Dark Souls.
My brain is silly.
My only major problem with Dark Souls is the checkpoint placement. I don't mind the lack of fast travel because the map is not large enough to require it and you don't have to backtrack all that often. The stamina mechanic is fine since it regenerates quickly and is mainly used in combat rather than travel.
I'll agree with lapan, Dark Souls feels like it has a larger world than Dragon's Dogma does. If only because there are considerably more varied places to visit, all of which are quite large areas(which we'll be getting even more of them when Artorias of the Abyss is released on consoles(confirmed dlc! :D)). Although, I did find myself doing quite a bit of backtracking throughout Dark Souls. Not that it bothered me, mind. At least in Dark Souls, the never-changing spawns aren't as much of a problem since you can blaze through most of the early enemies with ease, if you don't wanna run by.Zhukov said:No.lapan said:That's because some of these points could be used for both games. Neither have real fast travel and both are stamina based. Which is probably one of the reasons why he disliked both.Spartan1362 said:Honestly, all the way through it I was under the impression you were talking about Dark Souls.
My brain is silly.
My only major problem with Dark Souls is the checkpoint placement. I don't mind the lack of fast travel because the map is not large enough to require it and you don't have to backtrack all that often. The stamina mechanic is fine since it regenerates quickly and is mainly used in combat rather than travel.
Actually, I'm 5'6 and a sprinter, fairly average build, and definitely faster than any 6'5 person I've come across. It's pretty accurate to say shorter to average height guys are faster, at least outside of the olympics, and even some in the olympics I think... I don't really follow them.lapan said:It's because the formula is weight based and doesnt take muscle into account. A skinny person would problably be faster than a fat person. It would make more sense to take muscle into account to, but that would further complicate the caliculations.ExiusXavarus said:No prob.TheVioletBandit said:Okay, I see now. Thanks for explaining.ExiusXavarus said:You misunderstand me, friend. That is actually the opposite of the fact. My post actually says that smaller characters(naturally lighter than larger characters) will drain stamina more slowly, and recover it more quickly. But weight limitations work oppositely of the character's own weight, to strike a balance between the stamina drain/recovery. Large characters can carry a large amount of items before they get bogged down and their speed suffers for it, especially if you nab the Sinew augment from the Fighter vocation. Whereas small characters cannot carry so much. So if you're a heavy looter(like I am) larger characters can move more quickly than smaller characters, while toting around all the fun things you find lying around the fields.TheVioletBandit said:So, the less you weigh the slower you recover stamina and the faster you drain it then?ExiusXavarus said:Snipz
They actually have a chart for this. And an entire wikia article for it.
http://dragonsdogma.wikia.com/wiki/Character_WeightI still think their modifiers are backward, though. Taller, more muscular characters should be able to run faster than shorter, skinnier characters. I mean, there's no way I(5'6" averagely built) could outrun a 6'5" body building giant, nevermind being able to run for an even longer amount of time.
Because his reasons for not liking it are purely personal and not based on any technical problems in game, therefor it's opinion. Opinions only have weight in a personal subtext. Fact versus opinion...get it?Jynthor said:I'm sorry, but how does liking the game invalidate any of his points again?Contradiction said:Lets shorten this.
I like Dragon's Dogma.
As such I think all of your points are wrong except for perhaps the point about randomising spawns...
Everything other than that although not stream lined immerses me more. Don't like something don't post about it... Damn
This guy seems to get it, sticking a flag in the north pole would be quite a stale experience without the highs and lows getting there. I think many gamers are spoiled by many of the conveniences in western games ie fast travel, auto save. It's a big reason why I like Japanese games because they tend to understand pacing better than western devsSoopy said:You're pretty much criticizing any and every RPG ever made, they all share the same monotony at some point or another.
Hell I find Skyrim monotonous even with fast travel. At least for me the light at the end of the tunnel in Dragons Dogma is worth the journey.
hazabaza1 said:I don't think that these points are enough to put me off buying it, but it'll be good to keep in mind.
Also, anybody know if Striders can use one handed swords?
Thanks. I tend to like making a LOTR style ranger at some point in games, so a sword and bow is going to be important for me.Melondrupe said:hazabaza1 said:I don't think that these points are enough to put me off buying it, but it'll be good to keep in mind.
Also, anybody know if Striders can use one handed swords?
The Assassin class can, but it pretty much handles swords in the same way the Fighter and Magic Knight does.
Nope. Gonna' take it very seriously because fuck it, I'm not busy right now.Zhukov said:(It's a rant, don't take it too seriously.)
Stupid statement, as you literally go on to say there is a fast travel system.STEP ONE is to not have a fast travel system.
Probably more of a personal thing, but, I did kind of enjoy that element to it. Immersion and all that shit.After all, an open world RPG would never need one of those! Players love spending 60% of the game traipsing back and forth across the same areas.
You can quite easily make infinite fast travelling thingamabobs, so, again... yeah. Not rare, not finite. Plain wrong.If you really must, you can put in a half-arsed system that allows the player to teleport to only two locations on the map, but be sure to make it based on a rare finite resource.
Well, if they were walking fast they wouldn't be walking. They'd be jogging.You also need to make that travelling as slow and tedious as possible. So STEP TWO is to make the player walk really slowly.
Easy to get around. Buy a shitload of Liquid Vim, and your stamina becomes neverending. Sprint forever.You can include a sprint function, but make sure it requires a stamina bar that is used quickly and regenerates really slowly. As the final touch, when the player runs out of stamina make them watch their character stand still panting for a few highly annoying seconds.
Would you rather the monsters never respawn? Besides, for the most part it's pretty logical why certain enemies always appear in the same places. Harpies like high-up and windy places, goblins love the shit out of forrests, bandits are big fans of abandoned structures... I've only encountered two re-spawning boss battles, and one of them is a goddamn dragon. Why would you NOT want to fight that thing more than once?However, the player needs something to do during all that slow, tedious and repetitive traveling. STEP THREE is to have respawning monsters.
You seem to have just made round-about ways of batting the explanations to your hate aside about three times in this paragraph. A) You can make your pawn shut the fuck up pretty easily B) Browsing around for pawns that don't speak much in the Rift isn't too hard. Once you've found quiet ones, favourite them. C) You can just leave the fuckers behind. Sure, the game gets harder like you said but... that's a fix. Plus, it's kind of fun doing it all solo after you've been with your pawns for so long.However, it just isn't quite irritating enough yet. That's why STEP FOUR is to saddle the player with three companion NPCs that never, ever, ever, ever shut their fat fucking mouths. Have them talk constantly, and I really do mean constantly. Not a single second should be allowed to pass without some drooling idiot spouting needless and inane babble. Have them talk over one another. Have them interrupt each other. Have them interrupt themselves. Have them comment on the surroundings, have them comment on player's current objective, have them comment on enemies - whatever it takes to achieve maximum irritation. Oh, and make them vital for combat so the player can't leave them behind. Also, don't give them any degree of personality or characterization, that stuff is for girls and casuals. Lastly, make sure the voice acting is somewhere between below average and shit. (You can include a way to curb their chatter, but make it ineffective and make sure it can only be applied to one of the three.)
Back. Press the damn back button. Boom, inventory open.Now, since your game is an RPG is will probably have a bit of inventory management involved. STEP FIVE is to make that inventory management as clumsy and awkward as possible. Menu's are the key. Also, rather than one of those convenient shared inventories a la Dragon Age, give each character separate inventories to maximise the amount of tedious item shuffling. For the love of all that is holy, do not include any shortcut buttons, radial menus or anything similar.
Again. Back button. And it's default position is on curative items, so press the back button, choose your potion and hey-presto! The only time you really have to fiddle about with the inventory is when you equip items, which isn't something you'll often be finding yourself doing in combat. And hell, even then it isn't hard. Back button, weapon menu, select weapon, move to equipment, equip. Or, start, equipment, weapon menu, equip. We're talking ten seconds of work here.That way, if the player wants to use an item to restore their stamina because the they got tired while slowly trudging back through the same areas and killing the exact same monsters, then by golly they'll need to go through at least three menus to do it!
Not sure how far you've got, but (semi-spoilers) the side missions with the Duke's wife are pretty well written, as is the ending. Whoever wrote the Dragon's lines clearly knew what they were doing.Lastly, just for kicks, make your game's story consist entirely of infantile drivel that wouldn't pass muster on a preschooler's fanfiction website. After all, it is just a video game. Nobody will mind so long as you give them bigger numbers every few minutes.
Agreed. It helps that the dragon seems pretty genre-savvy about the whole thing himself. I also like his take on religious fanaticism.Sparrow said:Admittedly, the whole "go beat up the dragon because we told you to!" plot is very cliché but they make it work sometimes.
1. Dragon's Dogma.Zhukov said:(It's a rant, don't take it too seriously.)
So... you're a developer and you're in the process of making a game. It's an open world action-RPG and it's coming along nicely. You've got some solid character customization options in there, solid RPG elements, good albeit unpolished combat, some big cool monsters to fight and an interesting mechanic that allows players to trade and hire each other's party members.
You're going to call it Dragon's Dogma because where you come from there's a law against video games with non-goofy titles.
But wait! Your game is actually pretty good. Well, you'll have to do something about that! So here is my guide to screwing up an otherwise decent game in just five and a half easy steps.
STEP ONE is to not have a fast travel system. After all, an open world RPG would never need one of those! Players love spending 60% of the game traipsing back and forth across the same areas. Besides, wasting their time like that allows you to say that your games has 50+ hours of content. If you really must, you can put in a half-arsed system that allows the player to teleport to only two locations on the map, but be sure to make it based on a rare finite resource. Remember, the more time the player spends traveling across the same areas over and over again, the better.
You also need to make that travelling as slow and tedious as possible. So STEP TWO is to make the player walk really slowly. You can include a sprint function, but make sure it requires a stamina bar that is used quickly and regenerates really slowly. As the final touch, when the player runs out of stamina make them watch their character stand still panting for a few highly annoying seconds.
However, the player needs something to do during all that slow, tedious and repetitive traveling. STEP THREE is to have respawning monsters. Furthermore, it is important that there not be any kind of variation or randomisation in these spawns. Make the exact same monsters respawn in the exact same places in the exact same numbers. That way the players doesn't feel any sense of progression, accomplishment or impact on the world as they fight the exact same monsters while travelling through the exact same place for the tenth time.
Oh, but don't think we're done yet. You've made your game repetitive, boring, tedious and needlessly time consuming. However, it just isn't quite irritating enough yet. That's why STEP FOUR is to saddle the player with three companion NPCs that never, ever, ever, ever shut their fat fucking mouths. Have them talk constantly, and I really do mean constantly. Not a single second should be allowed to pass without some drooling idiot spouting needless and inane babble. Have them talk over one another. Have them interrupt each other. Have them interrupt themselves. Have them comment on the surroundings, have them comment on player's current objective, have them comment on enemies - whatever it takes to achieve maximum irritation. Oh, and make them vital for combat so the player can't leave them behind. Also, don't give them any degree of personality or characterization, that stuff is for girls and casuals. Lastly, make sure the voice acting is somewhere between below average and shit. (You can include a way to curb their chatter, but make it ineffective and make sure it can only be applied to one of the three.)
Now, since your game is an RPG is will probably have a bit of inventory management involved. STEP FIVE is to make that inventory management as clumsy and awkward as possible. Menu's are the key. Also, rather than one of those convenient shared inventories a la Dragon Age, give each character separate inventories to maximise the amount of tedious item shuffling. For the love of all that is holy, do not include any shortcut buttons, radial menus or anything similar. That way, if the player wants to use an item to restore their stamina because the they got tired while slowly trudging back through the same areas and killing the exact same monsters, then by golly they'll need to go through at least three menus to do it!
Lastly, just for kicks, make your game's story consist entirely of infantile drivel that wouldn't pass muster on a preschooler's fanfiction website. After all, it is just a video game. Nobody will mind so long as you give them bigger numbers every few minutes.
Dragon's Dogma, ladies and gentlemen. Proudly demonstrating that the only thing worse than something crap is something crap that could easily have been good.
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