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I barely even look at the dice result... if it's green, whoop, if it's not, oh well, life goes on.
If anything, I sort of wish they'd included an option to hide the dice rolls entirely. They tempt you to think about them, which just takes you out of the game.
If you can train yourself to ignore the random chance factor, stop thinking about numbers and how to game them, stop reloading failed rolls, and just concentrate on what happens... it'll be a lot more enjoyable.
- Early on, with a very-high-fysique character, I failed to punch Cuno in the face with a 97% chance to succeed. No problem... I had a raging hangover and he was hyped up on speed... I carried on. It hasn't made the game any less interesting dealing with the fallout of that unlikely failure.
Up to this point I thought the game was as good as age of decadence or planescape but this is pure BS. If you dont like people trying to get around the "RNG" then dont put it there, just make all checks 100% or 0% based on stats. Lazy programming and garbage concept in otherwise awesome game...
If you failed many times a high check, maybe it was that thought that makes you fail until full research, or just bad luck.
I reload some checks and pass them, even when the odds were low.
To op, if you want to "disable" rng, you can edit your save file to max all skills. I dont know how to do it, but in the forums can found it.
Just beware that if you max everything, you cant unlock failed checks with skill points.
Edit: remember that you will always have 3% chance to fail because criticals, so save often anyway.
Already tried that, actually.
Not sure if it's 'just' my luck, or something with my computer that messes with this game's RNG... but either way, it just got too infuriating for me to try again for the... third, forth time?
https://steamcommunity.com/profiles/76561197984861145/recommended/632470?snr=1_5_9__402
Might be tempting fate posting that link when everybody else seems to genuinely love this game, but meh. Already wrote out my griefs with this game once, so might as well link that for anybody wanting to hear my argument, right?
Some people said that probably is because Harry thinks he can open that door, and thats why theres a check even when its impossible to open. Same thing with dodging on the Tribunal. I dont know if this was the idea of the devs but it has some logic.
And this game gave it to them, and they almost drowned it in collective bukake, and didn't bothered with everything else.
Yeeahhh...
Gotten a lot of that vibe, too. Think there's going to be a lot of backlash against this game down the line, honestly, just because the actual...
Well, game part of this game has so little meat on the bones compared with the story, characters and world-building.
I play D&D, 5e if it matters. Don't have a problem with randomness itself. I get why it exist as a game mechanic. To spice things up. That part I'm all for.
My problem with Disco Elysium is that you ONLY roll 2d6 again, again, again, again, AND again.
No bigger dice. No smaller dice. Not even a different number of dice. There is no game-play variety. No skills that let you effect certain dice, ignore certain dice or anything like that.
Heck, even the thought cabinet just gives you plus or minus for your skills, at least the ones I found during 12 hours of 'play.' With the only one even remotely actually interesting mechanical effect being that one that gives a tiny bit extra XP for clicking the balloons. Whoop, whoop.
Just... 2d6. Forever and ever.
Frankly, I'm shocked nobody else is talking about how shallow this game is mechanically once you get annoyed enough to start ignoring the (again, excellent) writing. Its the game's biggest flaw, and in my opinion, a downright crippling one.
Maybe I'm just not expressing myself well enough to get my point across, but it basically feel like being on the other side of the 'well, the story sucks, but the game play is really fun' debate that pops up every time there's a new COD title, or whatever, and its very frustrating.
And that goes the other way as well. Some people just want an excellent told story and don't worry too much about gameplay mechanics. This game has been compared a lot to the old LucasArts point and click adventure games. Those games where very loved, and very good. But they had no game play mechanics at all. Hence the name: you "just" pointed and clicked. The challange wasn't about gameplay mechanics, but solving problems by clicking on things in your inventory and on the screen, usually in a specific combination. But again, people who want interesting gameplay mechanics obviously won't enjoy that type of game.
An adventure game isn't even nearly this passive, though. The whole point of one of those is to figure out puzzles. And even if there's only one true solution, you still feel clever for having figured it out, with the 'rub everything on everything' being when the player gives up and that system collapses.
...Granted, that logic was often so far-fetched the genera coined (and died to) the term 'moon logic,' but still.
If anything, DE reminds me a lot of a (basic) visual novel. You might pick the path a tiny bit, there's some tiny mini-game so you're not 'just reading,' but at the end of the day you have minimal influence on the plot.
And you know what? I agree, there's nothing wrong with that. Good on everybody that enjoys this game.
...But hand on my heart, I am simply BAFFLED by how much slack this game is being cut on the gameplay side. Heck, even Yatzy lets you save dice for your next round.