Quintilus
Engaged Member
- Aug 8, 2020
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Yeah, salmonella is not a jokeA blue egg potion would be better, a raw blue egg can have a lot of effects you might not want.
Yeah, salmonella is not a jokeA blue egg potion would be better, a raw blue egg can have a lot of effects you might not want.
IIRC the game straight up gives you a blue potion in the intro, so just use that.A blue egg potion would be better, a raw blue egg can have a lot of effects you might not want.
This is even worse. Despite a good amount of encounters acting like corrupted scum, the game most of the time won't let you put them down. It's really appalling when the normal population act like imps but you cannot gut them like you gut imps. Pathetic world building.This one have any violence, or even better, ultraviolence?
No, not even a little. You can't kill the fuxking enemies aside from imps and 2 unique demons, which pisses me off.Seems like this game is both popular and contentious. So that's... something. The first game was decent, but there really wasn't enough violence for my liking. In a generic 'magic medieval fantasy world,' I expect to kill people, not just knock them down and rob them or rape them.
This one have any violence, or even better, ultraviolence?
early on in unmodded coc1, you literally couldn't kill people (or die).for me i see the killing option as a "putting them out of their misery because they are beyond saving" and this is due to the games explicit preference for a kind of outcome of "you saving as many people as possible".
Pretty much both coc2 and the first game were made with the idea of you as a kind of "savior". And allowing you to go on a indiscriminate mass murder spree would both be a kind of antithesis of that and was also never in the design docs.
now if you want to add it via a mod go right ahead if you can figure out the coding.
Honestly that sounds pretty cool. With a bit of work I could see that working well in a horror setting.early on in unmodded coc1, you literally couldn't kill people (or die).
fatal wounds would regenerate in front of your eyes due to the massive amount of reality warping corruption magic all around you.
CoC2 though, is set in an uncorrupted world.
There is basically little in terms of pure sandbox hrpg to compete with it, but given that it's got what i call the discord server approach to production it's very easy for people to get salty about contributors. Ultimately it's mostly weird people writing for mostly weird people more or less for free, it's going to tbe rocky at the best of times.Seems like this game is both popular and contentious. So that's... something. The first game was decent, but there really wasn't enough violence for my liking. In a generic 'magic medieval fantasy world,' I expect to kill people, not just knock them down and rob them or rape them.
This one have any violence, or even better, ultraviolence?
Corrupted PCs don't care about being a savior though. They'd just care about furthering their own goals and I don't see why killing people is off the table when rape and forcefully changing someone's gender and giving them a chemical lobotomy is a-okay.Pretty much both coc2 and the first game were made with the idea of you as a kind of "savior". And allowing you to go on a indiscriminate mass murder spree would both be a kind of antithesis of that and was also never in the design docs.
I overestimated them.Mate you just gave them an status upgrade that went from "They are preventing it" to "nah i just think they're useless."
i guess to the devs the act of taking a life that is not 100% a lost cause is seen as a step too far. And to them it could possibly be seen as a mortal sin even worse then losing ones soul.Corrupted PCs don't care about being a savior though. They'd just care about furthering their own goals and I don't see why killing people is off the table when rape and forcefully changing someone's gender and giving them a chemical lobotomy is a-okay.
There are 8 unique enemies where you have options to straight up kill and two generic demons that can be killed from what I've seen.No, not even a little. You can't kill the fuxking enemies aside from imps and 2 unique demons, which pisses me off.
I think it's more likely a combination of too much work for too little reward. You'd either end up with an uninteresting system where you can kill half the continent but no one responds to it, or seeing progress slow down even more than it already is as they write a ton more variations for each area. We've already seen how this tends to go with the flood of mainstream games with moral choice systems around the 2010s, lots of fairly forgettable games because the narrative had to accomidate both the white knight and the puppy stomper.i guess to the devs the act of taking a life that is not 100% a lost cause is seen as a step too far. And to them it could possibly be seen as a mortal sin even worse then losing ones soul.
They were aimed on casual gamers, which doesnt want or need complicated 'roleplaying'. You killed Hitler? You did a good thing, heres your +5 to karma. You spared Hitler? You did a bad thing, here is your -5 to karma. Simple and easy, both for gamer and for developer/writer. And also hyped popularity of DnD with it chaotic-lawful and good/evil alignment.I think it's more likely a combination of too much work for too little reward. You'd either end up with an uninteresting system where you can kill half the continent but no one responds to it, or seeing progress slow down even more than it already is as they write a ton more variations for each area. We've already seen how this tends to go with the flood of mainstream games with moral choice systems around the 2010s, lots of fairly forgettable games because the narrative had to accomidate both the white knight and the puppy stomper.
Mass Effect in a nutshellI think it's more likely a combination of too much work for too little reward. You'd either end up with an uninteresting system where you can kill half the continent but no one responds to it, or seeing progress slow down even more than it already is as they write a ton more variations for each area. We've already seen how this tends to go with the flood of mainstream games with moral choice systems around the 2010s, lots of fairly forgettable games because the narrative had to accomidate both the white knight and the puppy stomper.