Tyranny Discussion Thread

I seriously doubt that. Paradox aren't that bad when it comes to money milking.
We can only hope.
I'll buy Tyranny as long as it doesn't become this:
dlccancer.png
 
Well look at it this way. I load up vanilla CK2 and I can't play as muslims, can't play as indians, nomadis, republics, fuck I can play like 1/3 of the world or less without DLC. But their DLC isn't in an ultimate edition or anything. It's just $150 of raw content. Now imagine playing Tyranny with this BS: You're creating your character, and then "You need the [bla bla bla] DLC to play as a mage!" I'm just scared that it'll be like that
Wow... you have a major beef with Paradox. Did they hurt your feelings or something?

Anyways, Paradox are not that bad with money-milking. By your definition, their patches also cost money and at least those are for free as they should be. Plus several of those factions are expansions on the base game. I'm basing this on memory and hearsay so I could be wrong.

Besides, Obsidian is making Tyranny and Paradox has published Pillars of Eternity before this which did not have any simplistic DLC that lock off content but 2 DLC expansion packs that expanded on the base game instead. Paradox will probably follow a similar pattern with publishing Tyranny for Obsidian.
 
Wow... you have a major beef with Paradox. Did they hurt your feelings or something?

Anyways, Paradox are not that bad with money-milking. By your definition, their patches also cost money and at least those are for free as they should be. Plus several of those factions are expansions on the base game. I'm basing this on memory and hearsay so I could be wrong.

Besides, Obsidian is making Tyranny and Paradox has published Pillars of Eternity before this which did not have any simplistic DLC that lock off content but 2 DLC expansion packs that expanded on the base game instead. Paradox will probably follow a similar pattern with publishing Tyranny for Obsidian.
Agreed, there's nothing wrong with how Paradox handles their DLCs in my opinion. Most of the time they're worth it.
 
Wow... you have a major beef with Paradox. Did they hurt your feelings or something?

Anyways, Paradox are not that bad with money-milking. By your definition, their patches also cost money and at least those are for free as they should be. Plus several of those factions are expansions on the base game. I'm basing this on memory and hearsay so I could be wrong.

Besides, Obsidian is making Tyranny and Paradox has published Pillars of Eternity before this which did not have any simplistic DLC that lock off content but 2 DLC expansion packs that expanded on the base game instead. Paradox will probably follow a similar pattern with publishing Tyranny for Obsidian.

I love Paradox but fuck if they don't overdo it with the DLCs. They don't engage in underhanded strategies like EA, but they oversaturate the market like all hell.

Then again, it might be for the best. The only game of theirs I can think of that didn't do that was Skylines, and both of its DLCs kind of sucked.
 
I love Paradox but fuck if they don't overdo it with the DLCs. They don't engage in underhanded strategies like EA, but they oversaturate the market like all hell.

Then again, it might be for the best. The only game of theirs I can think of that didn't do that was Skylines, and both of its DLCs kind of sucked.
but they sometime include new feature with new patch, not selling as a DLC. DLC probably comes from their experiment of new feature at the developer jam hour.

see stellaris or heart of iron 4
 
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but they sometime include new feature with new patch, not selling as a DLC. DLC probably comes from their at experiment at new feature at the developer jam hour.

see stellaris or heart of iron 4

While I'd generally agree with you, both those games have only been released recently and many feel that Stellaris in particular's updates are simply adding things that should've been included at launch (me being one of them).

As I said, I don't have anything against Paradox; their DLC policy genuinely seems to be to continuously develop new stuff for the games, rather than just unlocking what was already there like EA does. I just think that the effort they put in flooding the market with bite-sized content could be used to develop new mechanics and gameplay, like the Sid Meier's Civilization DLCs.
 
Ugh, CIV. I used to love it but not anymore, it's just way too simplistic and not very strategic.

I just like to use it for roleplaying. I'm not really a big fan of Historically Accurate™ Grand Strategy, even though I enjoy the gameplay; Civ gives the freedom to do what I want, for the most part.
 
I just like to use it for roleplaying. I'm not really a big fan of Historically Accurate™ Grand Strategy, even though I enjoy the gameplay; Civ gives the freedom to do what I want, for the most part.
Are you kidding, they also allow a lot of freedom in a historical scenario.
 
Are you kidding, they also allow a lot of freedom in a historical scenario.

I'm aware, but it's the historical setting itself that I dislike.

It's just not my cup of tea, but I do play games like CK II from time to time. They're fun.
 
I'm aware, but it's the historical setting itself that I dislike.

It's just not my cup of tea, but I do play games like CK II from time to time. They're fun.
Really? I love ending World War 2 with total Soviet domination in Europe, an invasion in Alaska and nationalist China devouring India.
 
Really? I love ending World War 2 with total Soviet domination in Europe, an invasion in Alaska and nationalist China devouring India.
meh that's too predictable in my taste

American Facist to me! incite the Neo-Monroe doctrine and prepare your giant Industrial capacity to crush axis and allies respectively. yeah, believe or not in my game world war 2 have become a 4-way war that include my Pax americana dominion
 
meh that's too predictable in my taste

American Facist to me! incite the Neo-Monroe doctrine and prepare your giant Industrial capacity to crush axis and allies respectively. yeah, believe or not in my game world war 2 have become a 4-way war that include my Pax americana dominion
Hearts of Iron 3 (WITH DLCs) is fun...
 
Explain by that? I'm not really familiar with Codex terms,

There is no exact definition, but I think this quote explains the concept pretty well:

As used on Codex in in regard to a certain type of CRPG players: a LARPer is a person whose mental picture of what's happened thus far in the game, is only barely supported on very peripheral level by the actual gameworld.

By example, a LARPer could create missions which do not exist in the game.
 
https://blog.tyrannygame.com/2016/06/29/dev-diary-5-combat/


tyranny_dev_diary_05_combat_header.png


Hello, everyone! In our last dev update, I mentioned that we’d start talking more about gameplay systems and combat after E3. So let’s get to it!

I’ve mentioned what combat in Tyranny will be like in several interviews. But for those of you who haven’t read any of those, here are some highlights: Our combat is real-time, with the ability to pause at any time to issue commands to a party of up to 4 characters, including your own. In addition to the spells and abilities each character can use, we’ve also added companion combos – abilities that allow your character and a companion to work together in concert to create a powerful effect. Abilities use a cooldown system, allowing you to use most of your abilities multiple times per encounter. Combat is based on your character’s skills, and the more you use those skills, the more experience you’ll gain.

With that overview in mind, let’s dive into some specifics!

Attack Resolution

When you perform an attack in Tyranny – whether it’s a basic weapon attack, casting a spell, or using an ability – your Accuracy is compared to the target’s Defense to determine how well the attack does. As with Pillars of Eternity, each attack can have one of four possible results: Miss, Graze (attacks deal less damage, status effects are applied for a shorter duration), Hit, or Crit (attacks deal greater damage, and status effects are applied for a longer duration).

Your Accuracy is determined by one or more character skills. A basic attack will use the skill associated with the weapon you’re attacking with. A spell will use the magic skill for that type of spell and the character’s Lore skill. If more than one skill is used, their values are averaged together to produce the final skill value. Accuracy bonuses from weapons or abilities are added to that base value to determine the final Accuracy for the attack. The skills used to determine Accuracy are also the skills you gain experience in for that attack.

Each attack targets one of five possible Defenses: Parry, Dodge, Endurance, Will, or Magic. Enemies and party members have different strengths and weaknesses in these defenses, making some attacks better options against one type of enemy than another.

Accuracy is compared to Defense, and the resulting difference is used to modify the combat result table. Higher Accuracy results in a greater chance to Crit or Hit, reducing the chance to Graze or Miss. A lower Accuracy has the opposite effect, making you Graze or Miss more often.

tyranny_dev_diary_05_attackresolution.png


Taking Damage

Damage in Tyranny works similarly to Pillars. We have multiple damage types based on the armor a character wears: Slash, Pierce, Crush, Burn, Shock, Frost, Corrode, and Arcane. Different enemies have strengths and weaknesses against different types of damage. To maximize the pain you inflict, you’ll want to target your enemies with damage types they are weak against.

Armor is still important to mitigate damage, but we also wanted to give more options for different character builds. Heavier armors (bronze or iron) provide Armor, which reduces damage dealt down to a minimum of 1. We’ve also added a new stat to lighter armors called Deflection. Deflection provides a chance that an attack will be downgraded one level (IE: a Crit becomes a Hit, a Hit becomes a Graze, or a Graze becomes a Miss). Deflection can be increased by the Finesse stat, and by talents and other items you can find in the game.

Tyranny handles hit points differently than Pillars did. Instead of the combination of Health and Endurance, we have a single Health bar to focus on. As attacks deal damage, your character’s Health is reduced. When it reaches 0, a character falls unconscious (or dies, depending on game options). Characters can be revived using special abilities or consumables, or they will regain consciousness at the end of combat and begin regenerating Health.

We’ve also added the Wound system. When your character falls unconscious, they will gain a Wound – more than one on the hardest difficulty settings. On harder difficulties, you’ll also gain a Wound when a character reaches low health. When a character is Wounded, their max health is reduced and all of their skills suffer a small penalty. Wounds can stack and will remain on a character until they rest.

Game Difficulty

Tyranny will ship with four difficulty settings for the game: Story Mode, Normal, Hard, and Path of the Damned. Each of these difficulty settings will affect how challenging combat is with Story Mode being for players who mainly want to experience the story and reactivity of the game. If you watched any of the videos from E3, this is the difficulty setting you saw.

As difficulty increases, we focus more on the AI and tactics of enemies rather than just adding more enemies to each encounter. On harder difficulties enemies will choose targets more effectively as well as use their abilities more frequently and strategically. We also replace some weaker units with more challenging ones at higher difficulties.

Other Combat Changes

We’ve made several other changes to combat, a few of which I want to highlight:

Interrupt: We still have interrupt in Tyranny, but we’ve simplified this a bit. Unlike Pillars, we don’t have a separate Interrupt roll. Only some abilities will interrupt the target. When those abilities Hit or Crit, they will interrupt (Grazes and Misses do not interrupt). An interrupted target has any queued actions cleared and enters recovery. The length of their recovery depends on how strong the ability’s interrupt was.

Consumables: We’ve changed how consumables work in Tyranny. They’re now an instant action, meaning the effects apply as soon as you use the consumable, even if the character is on recovery. Once a character uses a consumable, all consumables for that character are on cooldown for a short duration. This allows you to rescue a character at low health, but you can’t just spam healing potions to make your party members invincible.

Friendly Fire: We’ve removed friendly fire from abilities in Tyranny. I wanted players to be able to focus on maximizing their damage to enemies, without worrying about harming their own party members in the process.

Hopefully this gave you some insight into how combat will work in Tyranny. In our next dev update, we’ll introduce you to one of the Companion characters who can travel with you through the world.

~Brian Heins, Game Director
 
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