Thread #3953004
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>dungeon crawler
>has party creation
>4 slots, you can choose any combination you want!*
>*but
>you NEED a warrior to take and deal hits
>you NEED a thief to open all the locked doors and chests and traps
>you NEED a priest unless you want to waste all your gold on potions and resting at the inn and reviving people
>this slot is actually free * tehe~
>*but we seriously recommend making a Wizard
Why do games do this!?
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>bring 4 tanks
>have the cruisiest, low pressure game ever
>game starts spamming instant death alpha strike ambushes
>difficulty instantly goes from low to bullshit
th-thanks game
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>>3953030
>Just walk into the traps and heal up afterwards.
Somebody hasn't played Wizardry 2
>late game, penultimate floor
>trap activates
>teleports the entire party into walls
>everyone dies
>despite playing a version that doesn't confirm text prompts on its own, precisely so I can hit reset if something bad happens before the autosave kicks in, in this case it didn't actually wait for the confirm and sent me right into the wall
>their corpses/equipment can't even be retrieved
To be fair, I did ask the Thief to check the trap and he failed it so you might still have a point.
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>>3953066
>The world is working as intended
It's more a symptom of bad game design. The early game experience and end game experience should equally account for mono-party builds. Throwing anti-class/counter-class mechanics is a lazy way to force difficulty if it wasn't established as a recurrent feature in the beginning.
If a players gate-kept at the beginning of the game that's fair-play but to throw up the wall in the mid/end-game is bad design.
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>>3953137
>Reach a boss
>He has immunity to EVERYTHING + instakill
>Oneshots your party in a cinematic before any semblance of concluding the story
>Game over
>You think it's a bug, reload, same thing happens again
>You replay the game searching high and low for any clues, looking at strategy guides and finding other people have the same issue, people are losing their shit on the internet.
>Finally the devs address this:
>"Sometimes life isn't fair and you lose no matter how well you think you've prepared."
You think this is good game design.
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>>3953004
This is why I specifically like Wizardry 7, since there are some neat little wrinkles in the game that help you avoid this formula.
>Thief
Don't need one. Don't even need to train lockpicking (Skullduggery) since KnockKnock is a low level mage spell and it'll open any chest, and if it doesn't, just save scum. 99% of players do this anyway since it saves on critical skill points during level up and is quicker than the in-game lockpicking bullcrap.
>healer
Valks and Lords become just as good as a priest can be around level 10-12. You could just have two valks and a lord and never bother with a priest, though they do get the higher level debuffs earlier.
>wizard
End game is entirely melee-based. Offense spells are worthless outside of asphyxiate and Nuclear blast, and even then most enemies (and all bosses) become immune to them. Only debuffs are valuable near the endgame. You can just have a mage who gets mid level, grabs the debuffs you want, and then switch them to a monk or whatever.
>But I really want a devoted locks and traps guy!
Psshhh...then use a Ninja or a Bard then. You have options.
I think class changing being loose and free is one reason why it avoids those pitfalls. You can just keep changing class with no real penalty other than your stats going to minimum.
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>>3953004
>make completely overpowered party that abuses the mechanics of the game
>thrash the entire dungeon
>play as reincarnated demon lord
>you now have to beat your old party
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>>3953004
4 slots is pretty low for a dungeon crawlers, most have 6 slots. And it's true you need to fill some roles, but often there are multiple classes that can fill the same role so you get some leeway, and your character of a specific class can still have different attributes, a warrior could be a human or a dwarf, with more attack or more luck or some magic resistance, etc.
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>>3953445
>Don't need one. Don't even need to train lockpicking (Skullduggery) since KnockKnock is a low level mage spell and it'll open any chest, and if it doesn't, just save scum. 99% of players do this anyway since it saves on critical skill points during level up and is quicker than the in-game lockpicking bullcrap.
so you don't even like playing the fucking game. cool
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If you don't do those four the game becomes instantly lame.
I don't want to use a bard, or a monk, or a 'dragon sorcerer' or a 'ninja' (wtf go back to china, dweeb!)
barbarians, druids and blackguards are the max. changing rogues and wizards for lame alternatives is just lame
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>game has 12 different classes and 5 party slots
>only 1 class can manually heal
>only 1 class can tank
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>>3953061
I just lost a party in Knight of Diamonds to a teleport. All level 13+ characters, most of whom had multiclassed over from a level 13 cleric or mage. One had a Lord's Garb, another was a good Ninja I had made using a Thief's Dagger. It wasn't a trap, though, I'm just retarded and entered the coordinates wrong. Taking a break with some Elminage Gothic.
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>>3953624
That isn't why.
The real reason is because that was one of his third dozen primary parties in rotation to clear the dungeon. The exact moment people realize they have to form a large expedition of disposable parties, everything about their enthusiasm melts.
Next best wall to make people quit is the expansions.
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There are two types of blobbers. One with wall is one cell. Second - wall is line between cells.
Why devs do only type 1?
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There's a reason NES Final Fantasy is still beloved. The difficulty allows playing with any party. They even make the best weapon in the game useable by any class just so you can kill the last boss that fully heals every few rounds. The remasters completely fucked it up.
Trying to play most of these pick your party games without an ideal party composition is going to be an exercise in frustration if not completely impossible.
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>>3965855
Anon, your walls are not euclidean and they certainly are not 2 meters thicc.
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>>3965779
Say you have an n by n grid for the map
For style 1 you only need to define a tile and check neighbour for connection.
For style 2 you'd have to track wall entities separately and you'd either:
-have a second (n+1) by n array for horizontal walls (above each tile plus last) and then a third n by (n+1) array for vertical walls (left of each tile plus last)
-store four walls per tile (redundantly, since each wall would be defined from both neighbors
-store two walls per tile (leaving unassigned walls at two borders) and the code would have to account for different behaviors
It's just a headache programmingwise
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