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C-can we have a Darkest Dungeon thread? I've really gotten
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C-can we have a Darkest Dungeon thread?

I've really gotten back into the game after taking a long break. I think it's definitely /teegee/ worthy to speak about.
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>>45492705
I've seen many people say when the question comes up about how to run a Darkest Dungeon ttrpg that Torchbearer would be the best option.

Having glanced at Torchbearer I can certainly see the tonal similarities, but it would still require a fair bit of work to be done to it. Classes would have to be reworked, for one.
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we really need someone to hack into the game to find out exact percentages of everything, so we can just write them down and BAM! a cool tabletop game is made. just need some d100s
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>>45492937
A lot of the percentages and stats are available on the wiki.
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With the full release, I tried getting back into Darkest Dungeon. It's fun at first, but I feel like it's just... Missing something to hold interest through the entire game. That, along with me seeing some footage of what the endgame is like, pretty much killed my interest to continue. Has anyone else felt this way, or am I just an asshole?
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>>45492705
>Shoot, bandage and pillage- the dancing steps of war.

Rally about companions! We must venture!
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>>45493172
>>45493172
Nah, I'm the same. There's too much RNG and grinding, and you have to kill the same bosses 3 times. It gets too much of a grind.
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I've heard tell that LotFP is a great system for running a Darkest Dungeon inspired game
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>>45492705
Don´t mind the grinding. But when the Darkest Dungeon level was open. The game suddenly hated me.

120 ACC miss, miss, miss, miss.

100 Blight, Resisted Resisted.

Enemy turn, everything hits and crits.

I´m stuck at the second level of DD, because the RNGods hate me. I had 24 level 6 hereos now everyone is dead due to RNG. If I had fuck up. I´d be mad not salty.

Something happen in the DD level that my RNG just hated me.
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>>45493172
>>45493495
Darkest Dungeon itself is brutally difficult. Presumably Red Hook got salty about people saying the rest of the game wasn't as hard as they were making out, so they spiked the difficulty up like crazy.

I wouldn't mind so much if it wasn't for the fact that you need to grind new characters for hours before they even have a slight chance of dealing with the Darkest Dungeon, so losing a party in there just feels frustrating knowing you've got hours of work ahead of you before you can try again.
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>>45493564
A friend of mine only beat the second level of DD, due to some lucky Virtuese happening to every single one of his hereos.

Then got destroy at the start of the third and he rage quit.
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It's one of the most disappointing games ever for me.
Once you realize, that basically your heroes are the least important part of the game, and that to win all you have to do is grind until you have the right items, it just fails being "dark" anymore, and gets boring.
>>
Game started off well and turned into a colossal failure.
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>>45493662
The main problem is that there is no fail state.
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>>45493596
The second is by far the hardest level
The third and fourth are pretty smooth going if you know whats going on.
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>>45492705
It'd be rad if darkest dungeon had a tapletop version, the setting begs to be explored more.
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I'm working on dioramas like pic related for tonight session.

We never played with minis, so I'm making some really simple position bonuses to somewhat emulate darkest dungeon's positioning system.
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>>45493787
Sir if you can share those in a PDF file I would be greatful
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>>45493787
That's neat as fuck dude
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>>45493596
>Then got destroy at the start of the third and he rage quit.
Did he remind himself?
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>>45493564

Pretty much this.

The IDEA behind Darkest Dungeon is fantastic, the art and narration really carry the game. But, at some point during development, Red Hook got their head firmly wedged up their ass and decided to make everything really punishing for no reason. Not difficult, just... punishing.

Difficulty implies that it requires skill to beat as opposed to being a simple task. But by and large, the knowledge needed to beat any given problem in Darkest Dungeon is pretty basic. The worst cases are simply knowing when the game has a trap 'gotcha!' hidden in it out of pure spite, like finding out that killing Wilbur TPKs your group instead of making the fight easier. You die, but have learned the trick.

Instead, most of the time in Darkest Dungeon you get fucked over by events beyond your control. The RNG means that you can make it 75% of the way through a run and then find that the dice say you lose and there is nothing you can do to stop it despite your initial success, and nothing is as frustrating as disorders that keep triggering and not just preventing you from taking your turn, but shifting around the party order and meaning that the rest of the party has to waste THEIR turns too just to get back to a useful configuration. Or knowing that you are losing this fight and you need to run away, but the RNG refuses to let you until 3 of the group are dead, and then the stress from running away triggers a heart attack in the sole survivor, killing them instantly and tossing all of your gear away. You knew what you had to do, but the game wouldn't let you.

The good news, but also the bad news, is that its basically impossible to lose the game. You just suffer a major setback and have to rebuild and try again. But not only can it take hours to replace lost adventurers, but because everything is RNG based your second attempts is just as likely to whiff as it is to succeed. Its like playing slots, but you have to grind for 3 hours between pulls.
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>>45494150
git gud scrub

learn2partycomp that doesn't instadie to shuffles
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>>45494286
For some reason I feel that you havent got to higher level dungeons.

There is a point where a party that ignores shuffles just doesnt cut it later game.
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>>45494286

You can't get good at RNG based games. You can stack bonuses to weigh the odds in your favor, but that's just picking bigger numbers over smaller ones.

DD is not Dark Souls. Dark Souls requires you to actually get better at playing the game in order to beat bosses and advance. DD doesn't take skill, just unending patience.
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>>45494150
>The good news, but also the bad news, is that its basically impossible to lose the game.

This bothers me. Like, the darkest dungeon is so imposing but not being able to lose the game takes the pressure out of it.
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>>45494150
>like finding out that killing Wilbur TPKs your group instead of making the fight easier.
Dude, the game flat out tells you that attacking Wilbur is a bad idea.
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>>45494362
NG+ adds a time limit and death limit before you gameover.
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>>45494371
To be fair The first time I saw it. I attack it and one shot crit it. Party die next turn.

Didn´t had time for the game to tell me or for me to notice it.
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>>45494331
I don't mind the fact that there's the risk of the RNG fucking you, especially since you can mitigate it a great deal with party composition and skill choice. After all, that's pretty much every TTRPG ever.

The only thing that bothers me is the combination of end-game difficulty spike with the grind required to prepare a new party for end-game. It's time-consuming frustration.
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>be going in to kill the swine prince with a level 2 party
>plague doctor, highwayman, bounty hinter, leper
>get halfway through the dungeon, gonna camp in the next room
>get to the next room
>its the boss
>party ends up getting tpk'd by the big swing
>all except my plague doctor, who's on deaths door
>manage to kill the swine prince with incision alone, because every time he hits, I just stay on deaths door
Wew lad
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>>45494433
How did you accidentally find him halfway through? Bosses are always in one of the furthest possible rooms from your starting position.
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>>45494371

Maybe I took the wrong party in, but on my first run against the swine prince all of the dialog they spouted actually encouraged me to keep hitting Wilbur.

"Its protecting the little one!" Does not, to me, mean that I should stop hitting the little one. That says to me that the little one is important and valuable and thus worth killing.
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i usually play this game a few dungeons at a time, so the grind doesn't seem that bad. i've found you can get better personally at the game when it comes to things like party composition and playstyles. there's a lot of combinations and the devs are constantly making tweaks, so there's variety in the best classes

what's your a team composition? mine atm is arb-grv-lep-hel
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DD can generate some of the best Last Stand/Go Time moments in recent gaming history.

>Party of Crusader, Leper, Occultist, Arbalest
>Fighting the Siren at level 4
>Siren takes well-geared/skilled Leper, who proceeds to wreck the Arbalest, then the Occultist
>Crusader reaches 100 stress
>VIRTUE, MOTHERFUCKER, DO YOU SPEAK IT
>Crusader becomes an unkillable beast, carving his way through everything thrown his way
>Manages to slay the Siren when the Leper finally gets the fuck back where he belongs

I bought him a shiny new trinket after that. Sucks to lose an Arbalest though, they're stupid useful.
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>>45494533
They also say to stop attacking Wilbur after that, and the fact the Swine Prince attacks your whole party for massive damage after you hit Wilbur should be a obvious hint.
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>>45492734
The correct answer is WHFRP 2e.
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>>45493564
I may be off base here, but I can't help but feel that the mere presence of the Never Again flag exacerbates things to the point of being actually unfair. Oh, your party comp actually won? Good job, now they can never be used in the Dungeon again. Enjoy fielding at minimum 16 rank 6 heroes, and let's be real, you're probably going to lose at least one party, so let's make that at least 20. Add to that how unfairly stacked against you things feel in the Dungeon (high damage, stress, and six point bleed on a single strike from a common enemy, wew) and it's really just a slog. Don't get me wrong, I understand the Never Again flag works thematically, but gameplay-wise it just makes things worse.
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>>45494535
Ideally, I like Occultist->Arbalest/Houndmaster->Abomination->Hellion. Occultist (hopefully) keeps everyone topped off and debuffs/marks for the Arbalest or Houndmaster (he's got a speed trinket so they dont have to waste their turn marking), nest row shits damage or spreads bleeds, the Abom is so damn useful he just does whatever and still contributes, and the Hellion can either bleed or jump on the asshats hiding in the back.The group gets me blight and bleeds, spike damage and debuffs, and decent healing all around.

Had a problem leveling up a second Abomination though - for some reason, every time I've tried they've always died before level 3. Doesn't matter what I do, something always happens - occultist will roll 0 and stack bleeds on him with his heal, he'll get crit-stormed in the face, or get waxed by that asshole Hag.
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>>45494535
I don't really have a universal a-team.

I love taking a Houndmaster and Bounty Hunter combo for the warrens though. Marking targets and applying their anti-beast and anti-human damage buffs to the same enemies on top of the marked target damage buffs.
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>>45494506

Not the pig-god. He's just kinda... in there somewhere. While it's possible he's in one of the furthest possible, that's usually three choices.
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>>45493675
No, the biggest problems that they're trying to satisfy contradictory design goals. It's impossible to build a game that both:

1. Is very difficult, forcing players to discover an optimal strategy and never deviate from it.
2. Is very risky, forcing players to take long shots when opportunities arise.

If you satisfy 1, nobody takes any risks. If you satisfy 2, there is no optimal strategy. Trying to do both results in a game that waffles between being boring and kicking you in the dick for no reason, with very little middle ground.

I'd say the second biggest problem is that they don't understand that a high chance of failure isn't the same thing as difficulty. If the game throws big numbers at you or lets the RNG fuck you with no chance of recovery every 10th mission, that's not a challenge because there's no skill mastery you can apply to get out of it. It's like flooding out in MtG, only here it's a conscious design choice instead of an inevitable side effect of a system that has other arguments in its favor.

The lack of failure state isn't even top 10, especially since they put one in the NG+. If you even consider it a problem. I don't, but I admit that's up to personal taste.
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>>45494707
There is a NG+? I never beated DD due to the sheer grind of level 6 hereos in order to beat it.

And well RNG basically killing them there, getting to level 6 is not a problem. But for some reason in the DD they just explode for me.
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>>45494707
The design philosphy for me was always the "Darkest Dungeon is about making the best of a bad situation". I think while you have strategies that work, if something goes wrong you have to be able to take risks and minimize the loss.
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I feel like making levels less rigid would be a good way of solving the problems with late-game DD.

Perhaps by having it that as you upgrade the stagecoach you can improve the quality of new heroes who arrive. Not up to level 5 or 6 perhaps, but up to say 4 so there's a lot less grind required.
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>>45494769

Yes. Even if you have to do a thing like hiring adventurers beyond level 1 costs you an increasing amount of gold.

I also find it really silly that, in order to keep their precious artificial difficulty, every adventurer int he world has such hubris that they refuse to fight monsters they consider below their level.

Fuckface, I pay your bills and just spent 1000 gold upgrading your arms and armor. I own you. If I say you go fight that boss, you go fight that boss. You are willing to march into the jaws of death against a thing too big for you, but you won't go score an easy kill? Fuck you.
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>>45494875
Yeah, that's ridiculous, especially when you wind up with one or two characters left behind below the levels of the rest, unable to rank up because no-one will go with them on low level runs and they'll die on high level ones.
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>>45494768
Yeah, except that almost never happens. I would love that design philosophy if they executed on it. Instead, when something goes wrong you're often fucked with no chance to minimize the loss. You just have to suck it up and try and recover afterward.

That philosophy is goal #2, but they got suckered in by people complaining about the game being too easy and didn't realize the contradiction. You need options to take risks, and those options need to stand a plausible chance of working. Which means the game cannot be Nintendo Hard.
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>>45494742
Yeah apparently there's tougher monsters and if you don't win in an in-game year, or if 13 heroes die, you lose. Sounds like bullshit to me.
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>>45493220
LotFP is a great game for weird/horror fantasy in general. Its very tight OSR with nice moddability and the only good encumberance system ever devised.

With some extra rules for quirks and battle order, I reckon it would blow the slightly unwieldy Torchbearer out of the water for best DD cloner.

>>45492705
Apparently theres some post-launch patches on the way for anti-grind fixes and some other goodies (2 new classes, town events)
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>>45494974
Does it have divine magic though? I know it has magic that would fit the occultist from what little I've read about it, but how about vestal and crusader type stuff?
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>>45494974
>2 new classes
Merchant's one of them, I'm assuming. What's the other?
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>>45494974
It's a shame that LotFP will never get the recognition the system deserves, thanks to the creator's insistence on goreporn images in all the books putting people off looking further into it.
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>>45495000
Its OSR, so its back to good old Fighter/Thief/Cleric/Magic User.

However, the thief is replaced with The Specialist, who you can spec out as anything from an assasin to a climber to an engineer through a nice simple point skill system, and the Magic User and Cleric have some really neat flavour spells (Cleric magic is less healbot and more surreal miracles, and the Magic User has a bunch of really weird and crazy casts like the level one summon with a chance to bring forth a random demon that eats your mind if you get cocky).

>>45495010
I saw something about a musket-user on the official blog I think, but no details as of yet. Im betting on an arbalest with some move/crit attacks.
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>>45495010
There's a Musketeer that's a reskinned Arbalest, as I recall.
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>>45495076
Raggi may be a nutter, but he is a nutter I can respect. He makes modules for him and his friends - If you like it then welcome to the party, and if you don't then its not his problem.

Personally I think they are by and large pretty brilliant, Better Than Any Man being one of my all-time favorites, and it really is a shame that people arent willing to take the dive and do an adventure out of their comfort zone.
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>>45495216
That's fine and all, but it's not like the image of someone being torn apart and fisted to death by a zombie is really vital to anything save Raggi's fetishes.
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>>45494150
>killing Wilbur is an unexpected too
Whenever you hit him the swine king freaks out and does his fuck you attack, almost every one of your heroes says not kill him. Hell I fucked up and killed him first and still managed to kill the swine king with zero losses since his huge attack has pretty bad accuracy.

Honestly all the people here who complain the game is a grind sound like they bought DD expecting an RPG when it's a rougelike
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>>45494150
You can retreat from any battle, even boss battles and abandon quests, you don't gain any xp, but you keep all loot you plundered. There is no excuse for having a tpk short of obscenely bad luck preventing you from retreating
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My problem with this game is that losing access to a character isn't the punishment for their death, it's the fact you have to spend HOURS grinding to level up a replacement. If they just made it so the stagecoach brought in characters two levels under your roster max or even roster average, this game would be a lot less insufferable. It's not challenging to grind, it's repetitive and boring.
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>>45495293
>There is no excuse for having a tpk short of obscenely bad luck preventing you from retreating

I have never been allowed to retreat from a fight without losing at least 2 characters. I'm pretty sure that your chances for retreating successfully are lower the larger the size of your group is, because each individual adventurer has to retreat successfully for the whole group to make it away. It only takes one person to fail to fuck it up for everyone else.
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>>45495268
>they bought DD expecting an RPG when it's a rougelike

Good roguelikes only require a couple hours to get through. FTL is a solid example, because while you can unlock stuff on your current game that will give you new ships for later games, the current game has a set number of jumps it can last, win or lose, and you either beat the game in a couple hours or lose early.

DD has all of the same pitfalls as FTL, but none of the convenience. A disaster that sends you back to the beginning in FTL just leaves you in an awkward "well, I still have 6 more dudes, its just that none of them are very good" thing. You don't win or lose, you just amble forward until you trip and fall and go do it all over again.

Its not a game. Its purgatory you can buy on Steam.
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>>45495337
The trick really is to cut your losses far earlier than you think you need to. Deciding to retreat once 1 or 2 heroes are at deaths door is too late. Unless need to clear like 1 more room there's no point in continuing a mission with 3 or less heroes.
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>>45494541
...Nnnyech, Arbalests have been taking some major smacks of the nerf-bat for a while now. The final straw for me was when she had added a -2 SPD penalty whenever you re-string her crossbow at camp.

I don't know why you wouldn't go Houndmaster, now. They're better in almost every respect, even if I do always forget to use those damn biscuits.
>Higher dodge
>Bleed on hit
>Guard allies but with Dodge, so like Man of War but usually taking no damage on hits while covering
>Self-heal like Leper
>Stun when in front

>Meanwhile Arbalest has a shitty debuff spell and an almost worthless heal
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>>45495380
Heroes aren't your character, the town is. I agree that it should take like %50 as much xp to get from lvl 0 to lvl 6 but if you don't enjoy the actual dungeon diving you either shouldn't marathon DD or find a game you enjoy more
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>>45495437
>or find a game you enjoy more

I did. I just feel a moral obligation to come to these threads to point out the flaws of this game. I bought Darkest Dungeon because /tg/ hyped it up as the perfect dungeoncrawling game we had always been waiting for, and what I got instead was points for style but terrible game design that has learned all the wrong lessons from other games.
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>>45495383
The game has dick me over way too many times.

Final room, with a battle to end quest.

Surprise! Fuck yes!, Miss, miss miss miss.
Enemy, AoE attack crits, crit, crit, crit. Everyone at death doors.

Retreat! Fail, still my turn, 3 more retreat fails. Enemies turn, first AoE attack, everyone dies.

Nothing I can do to prevent that.

DD levels are a bitch, cutting your loses before anyone dies due to bad RNG means loosing a level 6 regardless.

No this is a grind a bad grind. The grind along with RNG screwing you over hard.

Or once you have your town fully upgraded what is the point of the god damn upgrade currency even existing.
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>>45495395
Hrm. To be fair I haven't played in a few weeks, so I've been out of the loop. Didn't realize they'd taken that big a smack from the balance stick.

And I usually alternate between the Arbalest and the Houndmaster - it's hard to beat a bleed that affects an entire enemy team, even if it is relatively small at first. And yeah, always forget those biscuits.
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>>45495383
So you're not supposed to take risks. Great.
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>>45492937

The percentages as far as I recall are on a fucking editable plain txt file, so you can check everything out of everyone.
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>>45495380
That's part of a larger problem in games. Roguelikes are marketed as RPGS and actual RPGS aren't being made, other than big blockbuster titles or indie RPGmaker games.
So people try to play the roguelikes that have been advertised as RPGs like RPGs and fail at it.
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>>45494657
Depends on the dungeon.
But I always try to have a vestal if the dungeon isn't short.

And a plague doctor with stun stuff for bossfights.

I love Bounty hunters, Crusaders and grave robbers for swag reasons.

An Arbalests can often kill a stress causing enemy in one shot before it can act.

Hound masters are great in the warrens and I really like the stun.

Abominations and occultists can gtfo.
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>>45494150

I beat Swine God by killing Wilbur first without realizing the mechanic. It's not a TPK. There's no one dice roll that instantly kills you. You need to learn when to cut your losses if you are constantly losing entire parties. Also, 'punishing' implies you are making mistakes in the first place.
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>>45496356
I quite like Abomination in his human form. His beast form feels like it needs a definite power-up to make it worth the cost.
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>>45495395

>Almost worthless heal

You're an idiot. That heal is fucking bananas. 33% extra healing buff means that vestals are bringing everyone back to fighting fit with their single target heal. It's the single best off heal from a non-dedicated healer.
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>>45496505
You can get the same effect with a single trinket on the Vestal and put another offencive character instead of the Arbalests.

Personally I think they nerf it way too much and the abomination in beast form something is missing with it. Just doesn´t feel right.
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>>45494150
Boohoo =-(
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>>45496646

>You can get the same effect with a single trinket on the Vestal

Which then stacks with arbalest buff and suddenly you can bring characters from death's door to 3/4 health. Whilst also having a backline crit factory that can finish off stress faggots in one shot.
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>>45496909
Point taken. That said. Knowing my luck in this game my level 6 Vestals and Arbalast are going to die in a series of crits before my turn.
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>>45496769

Man, your mom is going to be so proud when you show her that you made a post on the internet.
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>>45492705

rofl, yes, I also think this new video game that just released and has no relation to traditional games whatsoever is definitely /teegee/

lets talk about undertale too, another obviously /teegee/ related topic
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>>45494606
>I can't help but feel that the mere presence of the Never Again flag exacerbates things to the point of being actually unfair. Oh, your party comp actually won? Good job, now they can never be used in the Dungeon again.

Wait, what?

Red Hook, you've gone too fucking far
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>>45501815
Turns out the darkest dungeon has shit that even the most hardened of men don't wanna see again.

Still pretty BS.
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>>45499856
This, but instead of angrily replying in threads you dislike, just quietly report them and close the tab.
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>>45501909
Graverobber>Hellion>Plague Doctor>Vestal>Arbalest

That's just in terms of design/dialog I like the most, I am well aware of how sadly mediocre Graverobber is in terms of actual usefulness.
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>>45501949
Grave robber is overpowered. There is so many shitters in this thread its pathetic.
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>>45501970
It really isn't compared to some other classes.
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>>45501949
>no crusader
>no hound master

what the fuck are you doing anon?
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>>45501981
Grading _waifus_.

Houndmaster is fantastic.
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>>45501949
Wasn't GR actually getting good with endgame gear? Lot of crits and subsequently lot of stress heal.
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>>45502003
oh sorry my bad. for some reason i thought of grave robber as highwaymen and went from there
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>>45501909
Back to /pol/, faggot, nobody wants you here.
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>>45501981
>>45502003
Stern, unrelenting lawman bro-ing it up with his best friend/badass law dog is greatest hero.
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>>45502063
I'll admit, I didn't actually reach endgame yet. I played ages ago, back in the pre-cove days of the early access, and am now going back to try the complete version out.

I'm going to keep using Grave Robbers since I like them, so hopefully you're right and she'll start catching up with some of the more hardcore classes later.
>>
I like it, it's a fun game. But I have to play it in short doses or I end up feeling like I'm playing a "Press The D Key" simulator. Hm. How to put this.

For roguelikes I recommend Dungeon Crawl Stone Soup, TeleGlitch, Nethack, Brogue. They're good, complex short games and they never feel like they waste your time. You start, you get into the action. My actual physical time as a person isn't wasted. StoneSoup has an "auto explore feature", for god sake.

Meanwhile, Darkest Dungeon is lamentably open about just how much it wants to *waste* my time. You generate a dungeon! It spirals of in 2 seperate directions. You have to walk all the way down one end, and then walk all the way down the other. There's no point to walking through rooms and hallways already explorered, there's no monsters or traps or enemies in them, it's just 3-4 minutes of holding down the D key and watching people get stress ticks as rounds pass.
You explore, and people get stress, and then the Caretaker is in one of the buildings you need to cure them. Sure, you can just buy extra rooms, but until you do that it's literally "the room you need to fix the caracter this week is unavailable, try again later". Why not just make it cost more money? If you lose high a level character to 3 crits in a row at a surprised party, you start over from scratch and there's no way to fast forward that relentles sodding grind (so it's back to holding down the D key in badly generated dungeons, fuck).

Oh when you finally make it to the DARKEST DUNGEON you get awesome narration, but your heroes decide Never Again!

What the? Fuck you guys, get the fuck in there, it's bad enough high level heroes get all fucking *picky* about their missions (No, how will I improve if I'm not challenged, bitch, you were half a bad moment away from a heart-attack last time!), now you need to spend another 4 hours raising another batch of heroes through another endless linear series of rooms... so it's back to holding down the D key.
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>>45502121
>someone won't swallow my agenda whole? REEEEEEEEE
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>>45502455
>>45501909
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>>45502428
If Darkest Dungeon was *just* the Dungeon Crawling, and it generated a random set of hereoes from a StageCoach pool and a random dungeon along with a random mission and then threw you into it, it'd be a neat little gameplay loop. It almost, almost,almost does that already.

It could be about getting through a dungeon, slotting random rooms together from all 5 areas, and killing a boss in the end (they're all the same boss anyhow), then at the end your heroes get a positive / negative trait, maybe a few skill upgrades, down you go again and see how far you get. IF you get far enough, you kill the final boss. That'd be a fine gameplay loop and it'd also kind of tie into the gradual stress damage as heroes accumulated traits and curiousities that make them more prone to doing stuff. It almost *almost* works like that.

Except they add that goddamn town layer and the endless heirloom grinding, and now you have to stop every 2-3 runs to take a batch of untrained newbies through a dungeon while the rest of your team cools down in one of the various stress reducing areas.

I got enough money that I could start run -> do run - > chuck heroes in recovery - > hire 4 level 0 nobidies, Embark, Retreat -> Fire nobodies, continue with actual team.

Which totally worked, sure, but after that you sort of realize just how damningly shallow the entire thing is and how player-time hostile it is via design.

Great art and narration though, a++, the art direction is wonderful.
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>>45502537
youre right i wasnt trying and it wasnt bait

im pointing out how ridiculous /tg/ has become that people feel like they need to go "look im saying i like a nigger dont call me racist!!!"
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>>45502584
Equally ridiculous it is to go out of their way to point that particular thing out. Generally having to draw attention to anything is stupid and feels forced, whether it be "look, i am friends with this female of african decent, aren't i progressive" or "look at these PC bitches trying to prove their PCness by liking niggers and chinks and anything that is not white"
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>>45502663
>if i do something shitty first youre not allowed to respond to it

oh ok
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>>45502703
No, you are not, because my word is fucking law and i am always right, anybody who says otherwise is wrong, because what i meant is "both sides are stupid so you might as well not say anything since it's both stupid" is not what i meant, but what you said is right because i mandate so.
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>>45495395
> The final straw for me was when she had added a -2 SPD penalty whenever you re-string her crossbow at camp.
Seriously? Does Red Hook even know what it's doing when class balancing? I bet you can still 4HM run though. This is beyond retarded.
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