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old hand
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old hand
Joined: Oct 2020
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I am just so baffled at the bad "evil" writing... it's like... did they even try? At all? Oh boy is it still like in Kingmaker? "Evil" = 90% [Attack] We've just met but Imma kill you now just cuz lulz + 10% decent choices, and you'd just miss out on truck ton of content AND XP. From what I remember, it's almost WORSE than Kingmaker. Probably around 95% of "Evil" choices right now are LITERALLY: 5. (Evil) I don't like you. Die! (Attack)
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addict
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Joined: Oct 2020
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I have about 30 hours into WoTR and it's absolutely fantastic. If BG 3 is half as good they will have a hit. Eventually. They are both definitely worth playing.
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Joined: Oct 2020
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I am just so baffled at the bad "evil" writing... it's like... did they even try? At all? Oh boy is it still like in Kingmaker? "Evil" = 90% [Attack] We've just met but Imma kill you now just cuz lulz + 10% decent choices, and you'd just miss out on truck ton of content AND XP. From what I remember, it's almost WORSE than Kingmaker. Probably around 95% of "Evil" choices right now are LITERALLY: 5. (Evil) I don't like you. Die! (Attack) I have a half assed theory about this. I wonder if they wrote all of the base dialogue for the game, and then did a final pass to add some (badly written) RP options for various alignments. If so, then would you rather have: 1. Half decent writing with very few alignment options --or-- 2. Lots of badly written RP options mixed in with the decent stuff (Obviously "3. lots of well written RP options mixed in with well written everything else" is the superior option, but I am curious what people would prefer from the other two).
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old hand
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old hand
Joined: Dec 2020
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It's funny, i re-read the OP just now and man, I'm so glad we were able to steer this away from such a silly original post lol. Well done people. It's less that we steered it away, and more that the people behind the original argument completely disappeared once the game launched. Like pretty much everyone who actually played the beta and knew that the argument had zero basis in reality expected. Such an utterly bizarre premise to start the thread with, and clear proof that they had no interest in WotR to begin with and were only using it to start a fight on these forums.
Last edited by Saito Hikari; 11/09/21 07:12 PM.
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veteran
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veteran
Joined: Sep 2017
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I am just so baffled at the bad "evil" writing... it's like... did they even try? At all? Oh boy is it still like in Kingmaker? "Evil" = 90% [Attack] We've just met but Imma kill you now just cuz lulz + 10% decent choices, and you'd just miss out on truck ton of content AND XP. From what I remember, it's almost WORSE than Kingmaker. Probably around 95% of "Evil" choices right now are LITERALLY: 5. (Evil) I don't like you. Die! (Attack) The second conversation in the game has an option labelled as Evil, and it is about demanding payment to help someone. Only in ch 1, there are several more. I found some about using people as meatshields, use torture to get info, sacrifice soldiers in a kamikaze attack to wipe out enemies, Trick someone to punish another for you, etc. And there are more evil options later in the swarm-that-walks, lich, demon or the There is the option of being a murder hobo, but it´s hardly the 95% of the options XD I just ignore those. You are exaggerating a lot. As I said before that was an option for people that like to kill anything on sight, like in other games (DoS, skyrim,etc). Since you do not have an option to attack people in the UI they provided that option with dialogue options to turn characters hostile. There are people that like that kind of playstile.
Last edited by _Vic_; 12/09/21 05:17 AM.
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Joined: Nov 2020
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Even if it is not 95%, it is often enough to leave a bad impression. I am currently at the beginning of chapter 2, party is travelling around the map. Found a quiet little village, there are two people there to talk two, and only two alignment options in those conversations. Both are "Evil: I dislike you. Attack!" of course.
If it is a gui issue, they could have worked on a different solution instead of writing awful dialogue.
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veteran
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Joined: Sep 2017
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The engine still has its issues. I hoped they will have the time to take a look at it, but even though I find some improvements other things are the same. The lack of a keyboard shortcut to toggle the IA and stealth, to give an example. Luckily the mod to map keys of KM was easily ported to WoTR, but still... Even if it is not 95%, it is often enough to leave a bad impression. I am currently at the beginning of chapter 2, party is travelling around the map. Found a quiet little village, there are two people there to talk two, and only two alignment options in those conversations. Both are "Evil: I dislike you. Attack!" of course.
If it is a gui issue, they could have worked on a different solution instead of writing awful dialogue. It may be awful for you, but there are people that like the murder hobo playstyle, or roleplaying a psycho that hates the world. Met plenty of them playing tabletop. I do not think it´s fair to ask to erase some non-mandatory options that may be entertaining for some people just because some others find it an eyesore. I didn´t like that playstyle either, but you can just ignore them and let people enjoy playing the game the way they want. It's the same as people that asked to remove the romances, etc. If you do not want them, just do not pick that option. You know, one man´s trash is another one´s treasure, etc. Owlcat sometimes has that eurojank vibe, but they work super hard to fix any bugs in their games Oh yeah, they launch a patch every week now. I know it´s not for everyone but I recommend the game for fans of the genre. But wait a month and a few patches more or so =D
Last edited by _Vic_; 12/09/21 07:46 AM.
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Joined: Nov 2020
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You don't need a dialogue option for attacking; that's the way other cRPGs like BG1 & 2 did it. You could play "kill them all" without childishly announcing your intent to murder. Just because you don't have to pick that option in WotR doesn't make the writing any better.
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veteran
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veteran
Joined: Sep 2017
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You don't need a dialogue option for attacking; that's the way other cRPGs like BG1 & 2 did it. You could play "kill them all" without childishly announcing your intent to murder. Just because you don't have to pick that option in WotR doesn't make the writing any better. ... and leaving you without a way to roleplay a psychopathic murderer if someone wants to play one. In other games you could kill anyone, but you just point and click, no roleplay whatsoever. You do not have an option to make a comment before, a snide remark, a made-up reason to start a psychopathic killing spree. As I said before, it´s a matter of tastes, maybe you do not like it, you are not going to use the murder hobo lines, but someone may. I do not play those options either, but it does not bother me that someone would use those options, that they exist. One man´s trash etc. I had some players that liked to play like that, you just have to pick an entire group that want to play that way, and give them plenty of cannon fodder. The problem is only if you mix people that like it and people that don´t. When that happens, usually there´s always one or two that despises that way of playing and starts judging, making derisive comments and haughtily thinking they have the ultimate-way-of-how-you-must-play (TM) , so, even the others have harmless fun that way they made them feel uncomfortable for no real reason. You usually ignore "that guy" (they usually got bored of the -quit having fun the way I do not like!- thing after some sessions) and you give the other players what they want, if the majority agree and they are not messing with the campaign; so I understand why they did that, even though that could cause some backlash.
Last edited by _Vic_; 12/09/21 01:17 PM.
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Joined: Nov 2020
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"I don't like you. Die!" isn't a snide remark, it's being childish. It's not roleplaying a psychopath, because even a fictional villain has to be interesting to the audience. That is why Irenicus in BG2 doesn't isn't written like that; he is murderous and without any qualms or remorse, not a teenager throwing a tantrum. Imagine what would have happened to the BG series if Irenicus would, instead of giving his famous speeches, just proclaim "I don't like you. Die!" every encounter with him.
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veteran
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Joined: Dec 2020
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"I don't like you. Die!" isn't a snide remark, it's being childish. It's not roleplaying a psychopath, because even a fictional villain has to be interesting to the audience. That is why Irenicus in BG2 doesn't isn't written like that; he is murderous and without any qualms or remorse, not a teenager throwing a tantrum. Imagine what would have happened to the BG series if Irenicus would, instead of giving his famous speeches, just proclaim "I don't like you. Die!" every encounter with him. it feels like you're purposely ignoring the entire concept of them wanting to let you attack most people in dialogue for any reason the player might come up with. If the player decides to role play as a childish "hehe, im going to kill everyone", then they can do so. Just because YOU don't like the option, doesn't mean the option shouldn't exist. Im not sure why people are getting so caught up on this. it's the equivalent of just attacking everyone out of combat in BG3, except you can't do that in wotr, so they added it into the dialogue. to be clear, 90% of those "[attack]" dialogue options has nothing to do with an evil playthrough, it's just adding some player freedom (if they want it)
Last edited by Boblawblah; 12/09/21 04:28 PM.
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apprentice
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apprentice
Joined: Sep 2021
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I have a question for those who played WotR already: does the TB mode feel as much an afterthought as it did in Kingmaker? If so, I'd definitely vote for BG3 on this one.
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Joined: Nov 2020
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it feels like you're purposely ignoring the entire concept of them wanting to let you attack most people in dialogue for any reason the player might come up with. If the player decides to role play as a childish "hehe, im going to kill everyone", then they can do so. Just because YOU don't like the option, doesn't mean the option shouldn't exist. Im not sure why people are getting so caught up on this. it's the equivalent of just attacking everyone out of combat in BG3, except you can't do that in wotr, so they added it into the dialogue. Because it is not an equivalent solution. Dialogues should be used as a tool to tell the story and build the mood in the game. And for me bad writing - whether in games, movies or books - spoils that. What exactly do those numerous "evil: I don't like you. Attack!" dialogues add to the story, which an attack button in the gui wouldn't solve? I have a question for those who played WotR already: does the TB mode feel as much an afterthought as it did in Kingmaker? If so, I'd definitely vote for BG3 on this one. My impression so far: tb is tedious for most part of the game (due to the amount of trahs mobs), except for boss battles, if that battle doesn't have trash mobs in it.
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old hand
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old hand
Joined: Oct 2020
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What I miss the most in the game is saving during the fight. Unfortunately, the fight is full of rng and you often end up having to start all over again because one of the characters has died. Unfortunately, even a full tank can die in one round. A single crit is enough, even worse that some enemies have a lot of attacks. It would not be a problem if the fighting had not been dragged on for so long. So far my record is 70 turns. Therefore, for your own mental health, I recommend that you run the option thanks to which companions are only knocked down.
Last edited by Rhobar121; 12/09/21 07:27 PM.
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Joined: Dec 2020
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What I miss the most in the game is saving during the fight. Unfortunately, the fight is full of rng and you often end up having to start all over again because one of the characters has died. Unfortunately, even a full tank can die in one round. A single crit is enough, even worse that some enemies have a lot of attacks. It would not be a problem if the fighting had not been dragged on for so long. So far my record is 70 turns. Therefore, for your own mental health, I recommend that you run the option thanks to which companions are only knocked down. with how many misses i see mid-game in rtwp, i can't imagine how obnoxious that would be in turn-based. i've had fights go on for a minute of REAL TIME, they would be over 100 turns in turn-based. no thanks
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veteran
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Joined: Oct 2020
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Just cause "Evil" was brought up... hehe
I don't know about the writing, (maybe it sounds cooler in Russian?) but one thing I did enjoy going back to 3.5 is that Alignment actually still exists there. I felt immediately at home seeing the dual Axis thing again, even if its represented by the wheel there now, since it's honestly been a while.
I think getting rid of the alignment system is a little misguided, like truly ditching a core component of what differentiated D&D from other similar games.
Perhaps its overly simplistic, sure, but it was nevertheless a D&D innovation and pretty novel. To ask players to actually think about ethics when creating a character, and to do so in a slightly more nuanced way than just "Good vs Bad, Hero or Villain?" that was a gift real from D&D, and probably my first exposure to entry level ethics as a kid.
Encouraging players to consider the idea that one might be Lawful but also Evil at the same time, or that one could be Chaotic but also essentially Good, or to be Neutral with regard to either idea, Law vs Chaos or Good vs Evil. That's rather more sophisticated than what we typically get in real life, or what happens in-game when the scheme is eliminated with nothing to replace it.
When it's gone things just sort of revert back into a simple Good vs Bad situation, pancaking everything down onto 1 Axis again. Removing Alignment removes some of the key internal/external conflict drivers that might inform the characterization or plot/paths too. Even the cosmology scheme gets upended in its absence.
Choosing an alignment starting point (even if its a fluid system, and not fixed forever) was one of the ways to get players thinking about their character as a Character, instead of just being totally impulsive or capricious in their choices. It provided a pause and a little separation between the character's motivations and the player's motivations.
Anyhow, I miss it, and I think its absence in BG3 is notable.
I know many people say 'good riddance' or that it was too meta or too inconsistent anyway, but I think its ultimately going to hurt the D&D experience in the long term, not having Alignment anymore. Eventually they're probably just going to have to reintroduce the idea again in subsequent editions, or they'll wind up with something that can't really escape the Good/Bad binary, which is kind of boring by comparison.
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enthusiast
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enthusiast
Joined: Jun 2020
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Just cause "Evil" was brought up... hehe
I don't know about the writing, (maybe it sounds cooler in Russian?) but one thing I did enjoy going back to 3.5 is that Alignment actually still exists there. I felt immediately at home seeing the dual Axis thing again, even if its represented by the wheel there now, since it's honestly been a while.
I think getting rid of the alignment system is a little misguided, like truly ditching a core component of what differentiated D&D from other similar games.
Perhaps its overly simplistic, sure, but it was nevertheless a D&D innovation and pretty novel. To ask players to actually think about ethics when creating a character, and to do so in a slightly more nuanced way than just "Good vs Bad, Hero or Villain?" that was a gift real from D&D, and probably my first exposure to entry level ethics as a kid.
Encouraging players to consider the idea that one might be Lawful but also Evil at the same time, or that one could be Chaotic but also essentially Good, or to be Neutral with regard to either idea, Law vs Chaos or Good vs Evil. That's rather more sophisticated than what we typically get in real life, or what happens in-game when the scheme is eliminated with nothing to replace it.
When it's gone things just sort of revert back into a simple Good vs Bad situation, pancaking everything down onto 1 Axis again. Removing Alignment removes some of the key internal/external conflict drivers that might inform the characterization or plot/paths too. Even the cosmology scheme gets upended in its absence.
Choosing an alignment starting point (even if its a fluid system, and not fixed forever) was one of the ways to get players thinking about their character as a Character, instead of just being totally impulsive or capricious in their choices. It provided a pause and a little separation between the character's motivations and the player's motivations.
Anyhow, I miss it, and I think its absence in BG3 is notable.
I know many people say 'good riddance' or that it was too meta or too inconsistent anyway, but I think its ultimately going to hurt the D&D experience in the long term, not having Alignment anymore. Eventually they're probably just going to have to reintroduce the idea again in subsequent editions, or they'll wind up with something that can't really escape the Good/Bad binary, which is kind of boring by comparison. It is quite interesting if you look at the history of alignment system in D&D. Evil and Good wasn't even the basis for it, it was mainly Law and Chaos, whether you are a "civilizing force" or a "savage monster". I do think it is a helpful tool when it comes to character creation, just to flash out the moral skeleton of a pc or npc. Though some people are weird with it, like they treat alignment as it were the end and not just a mean of role-playing.
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veteran
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Joined: Jun 2020
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Alignment is one of those things that people have very strong and varied opinions on because their individual experiences with it have been equally varied and dramatic. Spoiler for slightly off-topic discussion
People who have played in games where Alignment governed them (and not the other way around), and were restricted from play choices by their DM based on their alignment, or brow-beaten over the head with their alignment in the midst of their attempts at RP... or just plain blocked from a class choice by alignment... these are the players who are mostly in the "good riddance, I'm glad it's gone" pile.
Players who have had their alignment as a motivating factor, and not a controlling one tend to be in the group that disagree with the phasing out - because we lose its value as well as its limitations.
5e puts a lot more weight on the DM's shoulders, in MANY aspects of the game... and unfortunately, that's led to a lot of people claiming that the system itself is weaker, less powerful or more limited, when the reverse is true.... but whether that extra weight for the DM is viewed as a positive or a negative thing is easy to debate over. It's a system that encourages freedom and flexibility... but it does so by providing much more limited hard structure than older editions, which can lead to some DMs (and players) struggling at times, where a more rigid rule system might have supported them.
In terms of Alignment: It's not gone, and is still very much present and acknowledged both in mechanics and in universe... however, it has been moved to chapter 4 in the PHB - and is now covered and recorded in the section dealing with roleplay aesthetic and character, background and personality, rather than hard statistical features.
Alignment is a choice for many creatures in the D&D multiverse... many, but not all. It's still hard-coded into the multiverse in a very strong way. A devil that stops being evil, for example, is, by that very shift, no longer a devil - they literally and physically become something else if they truly give up their selfishness far enough.
For creatures that can choose, the idea that is presented is that it should be a roleplay tool first and foremost; a part of your kit as a player or DM but not the whole of it. Character choices inform alignment, which is flexible, and alignment informs character choices as well, in a two-way exchange between the player and their character, and then that character and the other entities in the world around them. A DM that tries to say "you can't" do something because of your alignment is doing it very, very wrong... and a DM who insists on flipping your alignment based on a single petty act is also misunderstanding the idea.
In video game terms, it's much harder to make alignment meaningful, precisely because it's appealing to the roleplay aspect and the aesthetic element of the game, not the mechanical... rather, you find that individual actions and choices have impact on your companions and those you have contact with, regardless of what your alignment reads as on a sheet of paper - though act certain ways enough and the bit of paper might begin to reflect your choices.
In most cases, the places where Alignment really comes up is when dealing with creatures that are stongly and inherantly somewhere on the axis - especially sentient items that will only permit certian types of people to use them - and beings that have an innate sense of where an individual's true heart drifts.
Last edited by Niara; 13/09/21 08:33 AM.
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veteran
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Joined: Mar 2020
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Very good take Niara.
When it comes to wrath of the righteous, I would say the very nature of the mythic paths (specifically the fact you turn from a mortal being with a lot of choice into a mega being that is inherently tied to an alignment) might be the reason why sometimes the game feels very restrictive when it comes to alignments.
I don't know if thats a bad thing per se, but this game does go the mass effect route of heavily encourage you choosing one Shepard over the other and could be extremely punishing for not doing so.
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