Think of the skills like they were advisors. The more points you put into them the more they will chime in during conversations, but they sometimes will misread situatios and give you wrong advice. It's still better to get sometimes bad advice than to not get any advice at all, but you shouldn't blindly trust them.
25:35 See, I told you that people would comment and try to tell you, how exactly you should play or what dialogue options to choose :D The truth is, there is literally no wrong way to play Disco Elysium. You should only do whatever the F you want and don't listen to anyone. Want to choose weird options? Great! Want to play as yourself and pick options that real you would pick? Awesome! Want to explore maximum of what dialogue tree could offer and replay the same dialogue again and again? Kudos to you! Anything you do is just perfect (:
The way the odds at a check are calculated is : you roll 2 dices so you get a score between 2 and 12. Add to that your score in the stat, and modifiers (clothes you're wearing, bonus/malus from thoughts, bonus/malus from previous things yo'uve said or done) and you get a total, which has to be at least as high as the required level. For instance, for your conceptualization check against Joyce, you needed at least 20, but the stat level and modifiers weren't enough to bring you up to 20 even if you rolled a 12. However, it wasn't a 0%, but a 3%, because if you roll double 6 you always win, and double 1 you always fail, nevermind all the rest. So you'll never have 100% or 0%, there's always a 3% chance to win or lose at least
I think Joice is just happy to talk about history. At some point during the reality lowdown it moves from "necessary information" to "Joice talking about her favorite topic and you being curious about it" also choosing a side doesn't mean you need to be an extremist, one can lean left or right, even have a SHARP lean, and not yet cross the line to the part where your opinions start to become a problem. The skills of Disco Elysium are like politics - have too little, and you won't accomplish anything. Have too much, and you'd go too fast, too strong - you will crash and burn catastrophically, and teach the world to never try your method ever again.
Okay, so basically 1. Revachol was ruled by a king. The monarchy was called the Suzerain 2. Communists tried to overthrow the king (Revolution)and establish new government and new regime 3. The rest of the world, aka the Coalition of most powerful nations, didn't like it so they landed in Revachol and bombed it. Now Revachol is Zone of Control. It doesn't have its own government and answers to the Coalition The city got rebuilt except the district of Martinaise
Little tip: Having the flashlight equipped increases your perception, making you see more things/orbs in the world. Also, leaving white checks untried until you have a reasonable chance of success at them will save you a lot of headache down the line. Often, a check is near impossible without some world modifiers (+bonuses for knowing or having seen or said something somewhere else).
Fun fact: prions are not viruses. They are mutated proteins that get caught up your cells which end up spreading more mutated proteins and causing cell damage, usually in the brain. Mad cow disease is a famous one. Usually prions are ingested so I would be curious to hear how that caused a pandemic. Probably not relevant to the game though…
Just to explain how the Checks work. They each have a Difficulty. This difficulty is between 0 and 20 and is always listed next to any active (Red or white) or passive check. The Word next to it: eg. Impossible correlates with this number and does not change. A [20] Check is always called "Impossible". When the game does a check it rolls 2 D6 Dice and adds the numbers. So your roll can be anything from [1/1] = 2 to [6/6] = 12. With results USUALLY oscillating 7 due to math. The game takes the (random) roll you did and ADDS your current skill value (after +/- from clothing, thoughts, damage, modifiers etc). So if a check needs a 16 to succeed and the game rolls a 7, you'd need an additional 8 points from your tested skill and it's modifiers. You usually want to equip the best clothing for a roll before attempting it. This is a tedious and bad part of the gameplay, that was sadly added late and hastly in development. The percentage to pass a test is just a calculation of the system i described above. There is one special rule to this if you roll [1/1] it's a critical failure and you will fail, REGARDLESS OF ANY CALCULATIONS. On the inverse [6/6] will ALWAYS PASS! This is the reason why skills have at least a 3% of success (As you can always roll [6/6] regardless of stats to succeed) and a maximum of 97% (As you can always roll [1/1] and fail). Hope this helps. The game does not explain this properly. :| Levelling skills super high does not have a lot of negative effects, they will just chime in more and more and also give misleading information, as they will start to interpret scenarios and informations they aren't good at. For example: Authority might try to get you to powerplay a cordial conversation with a kid, making it cry. Most(!) times you are still the person in the driver seat. The texts in the game are hints at what the skills might pull on higher levels to watch out for. You need to treat them all as different advisors and skilling them makes them more active.
Though there are heavy political themes in this game, your character is just as confused and in the dark about this world's _specific_ terminology (which is a mishmash of different real terms and fictional ones) as you are. In fact, the game makes a point of your character using his unpolished view of politics more as escapism than actually comprehending the concepts.
Quick tip : to increase your chances at a white check, exit the conversation, put on whatever clothes you might have that increase the required stat and start conversation again and ask
the communists overthrew the revacholian monarchy in a revolution, then the moralist coalition of nations didnt like this and attacked and wiped out the communists and took over revachol
Since you mentioned it, I can actually see you as an INFP. Or ISFP. Curious to know if you end up taking the test again (INTP here) The stat system of this game is a lot, but it's one of the most interesting systems I've come across, and gives the game great replayability. I like the idea you brought up about the stats being used to analyze people Looking forward to 2 episodes a week!
I tried 2 tests I found on google and both gave me INFP, so you were right on target! 😄 it's always interesting to try these tests even though obviously we're all very complex individuals that can't simply be sorted into categories, it's still fun
@@LukaelPlays Nice! I didn't rule out ISFP because of your attention to detail in your artistic and video editing skills and also being observant, like easily recognizing voice actors across different games. But I think what stands out even more about you is that you're always so perceptive, thoughtful, and creative in your gameplay and commentary, so INFP it was But as you said, individuals are so complex and these few traits are always nuanced and just a small part of a personality. Definitely still fun to think about sometimes😀
There are cases where your skill being too high means you miss out on a passive check fail that gives its own content, or, other times, having a skill high enough means you lock yourself out of dialog. For instance, if your INT is too high at the start of the game, Encyclopedia identifies that the "infernal" noise that wakes you from your world-ending drinking is the Coupris Kineema, which means you can't get certain dialog related to it later.
Lukael: I don't believe you.
Rhetoric failure: Yes you do! 😄
There's no shame in not knowing something. The only shame is in refusing to learn.
And anyone who doesn't know that should be SHAMED!
I am glad it seems you are enjoying the game. Two episodes a week would be grand
Later this month!
Joyce truly might be the most patient person in the world 😂 It was really nice of her to explain so much to our hobocop
inspecting body? nah..
almost every dialog makes me smile again)
🕺 Disco!
💃 Elysium!
Think of the skills like they were advisors. The more points you put into them the more they will chime in during conversations, but they sometimes will misread situatios and give you wrong advice. It's still better to get sometimes bad advice than to not get any advice at all, but you shouldn't blindly trust them.
25:35 See, I told you that people would comment and try to tell you, how exactly you should play or what dialogue options to choose :D The truth is, there is literally no wrong way to play Disco Elysium. You should only do whatever the F you want and don't listen to anyone.
Want to choose weird options? Great! Want to play as yourself and pick options that real you would pick? Awesome! Want to explore maximum of what dialogue tree could offer and replay the same dialogue again and again? Kudos to you! Anything you do is just perfect (:
The way the odds at a check are calculated is : you roll 2 dices so you get a score between 2 and 12. Add to that your score in the stat, and modifiers (clothes you're wearing, bonus/malus from thoughts, bonus/malus from previous things yo'uve said or done) and you get a total, which has to be at least as high as the required level. For instance, for your conceptualization check against Joyce, you needed at least 20, but the stat level and modifiers weren't enough to bring you up to 20 even if you rolled a 12. However, it wasn't a 0%, but a 3%, because if you roll double 6 you always win, and double 1 you always fail, nevermind all the rest. So you'll never have 100% or 0%, there's always a 3% chance to win or lose at least
I think Joice is just happy to talk about history. At some point during the reality lowdown it moves from "necessary information" to "Joice talking about her favorite topic and you being curious about it"
also choosing a side doesn't mean you need to be an extremist, one can lean left or right, even have a SHARP lean, and not yet cross the line to the part where your opinions start to become a problem. The skills of Disco Elysium are like politics - have too little, and you won't accomplish anything. Have too much, and you'd go too fast, too strong - you will crash and burn catastrophically, and teach the world to never try your method ever again.
Okay, so basically
1. Revachol was ruled by a king. The monarchy was called the Suzerain
2. Communists tried to overthrow the king (Revolution)and establish new government and new regime
3. The rest of the world, aka the Coalition of most powerful nations, didn't like it so they landed in Revachol and bombed it. Now Revachol is Zone of Control. It doesn't have its own government and answers to the Coalition
The city got rebuilt except the district of Martinaise
Okay thank you, I think I get it now 😆
I can't believe you still haven't gone to the corpse 🤣I've never seen a playthrough like this!
There's an achievement for solving the case without ever interacting with the body. The alternate and secret endings are great. :)
always happy to provide viewers with a new experience 😁
@@LukaelPlays
Little tip: Having the flashlight equipped increases your perception, making you see more things/orbs in the world.
Also, leaving white checks untried until you have a reasonable chance of success at them will save you a lot of headache down the line. Often, a check is near impossible without some world modifiers (+bonuses for knowing or having seen or said something somewhere else).
Fun fact: prions are not viruses. They are mutated proteins that get caught up your cells which end up spreading more mutated proteins and causing cell damage, usually in the brain. Mad cow disease is a famous one. Usually prions are ingested so I would be curious to hear how that caused a pandemic. Probably not relevant to the game though…
Huh, that's pretty interesting lol
Always looking forward to a new Disco Elysium video. Keep it weird!
Love this game and I'm glad you are having fun with it. I'm excited for possibly getting two eps a week because these have been a great watch.
man i love your facial expressions
Just to explain how the Checks work. They each have a Difficulty. This difficulty is between 0 and 20 and is always listed next to any active (Red or white) or passive check. The Word next to it: eg. Impossible correlates with this number and does not change. A [20] Check is always called "Impossible". When the game does a check it rolls 2 D6 Dice and adds the numbers. So your roll can be anything from [1/1] = 2 to [6/6] = 12. With results USUALLY oscillating 7 due to math. The game takes the (random) roll you did and ADDS your current skill value (after +/- from clothing, thoughts, damage, modifiers etc). So if a check needs a 16 to succeed and the game rolls a 7, you'd need an additional 8 points from your tested skill and it's modifiers. You usually want to equip the best clothing for a roll before attempting it. This is a tedious and bad part of the gameplay, that was sadly added late and hastly in development. The percentage to pass a test is just a calculation of the system i described above. There is one special rule to this if you roll [1/1] it's a critical failure and you will fail, REGARDLESS OF ANY CALCULATIONS. On the inverse [6/6] will ALWAYS PASS! This is the reason why skills have at least a 3% of success (As you can always roll [6/6] regardless of stats to succeed) and a maximum of 97% (As you can always roll [1/1] and fail). Hope this helps. The game does not explain this properly. :|
Levelling skills super high does not have a lot of negative effects, they will just chime in more and more and also give misleading information, as they will start to interpret scenarios and informations they aren't good at. For example: Authority might try to get you to powerplay a cordial conversation with a kid, making it cry. Most(!) times you are still the person in the driver seat. The texts in the game are hints at what the skills might pull on higher levels to watch out for. You need to treat them all as different advisors and skilling them makes them more active.
Gotcha gotcha
Though there are heavy political themes in this game, your character is just as confused and in the dark about this world's _specific_ terminology (which is a mishmash of different real terms and fictional ones) as you are. In fact, the game makes a point of your character using his unpolished view of politics more as escapism than actually comprehending the concepts.
Quick tip : to increase your chances at a white check, exit the conversation, put on whatever clothes you might have that increase the required stat and start conversation again and ask
NOOO you locked kim in :((
the communists overthrew the revacholian monarchy in a revolution, then the moralist coalition of nations didnt like this and attacked and wiped out the communists and took over revachol
Since you mentioned it, I can actually see you as an INFP. Or ISFP. Curious to know if you end up taking the test again (INTP here)
The stat system of this game is a lot, but it's one of the most interesting systems I've come across, and gives the game great replayability. I like the idea you brought up about the stats being used to analyze people
Looking forward to 2 episodes a week!
I tried 2 tests I found on google and both gave me INFP, so you were right on target! 😄 it's always interesting to try these tests even though obviously we're all very complex individuals that can't simply be sorted into categories, it's still fun
@@LukaelPlays Nice! I didn't rule out ISFP because of your attention to detail in your artistic and video editing skills and also being observant, like easily recognizing voice actors across different games. But I think what stands out even more about you is that you're always so perceptive, thoughtful, and creative in your gameplay and commentary, so INFP it was
But as you said, individuals are so complex and these few traits are always nuanced and just a small part of a personality. Definitely still fun to think about sometimes😀
THERE MUST BE ANOTHER WAY INTO THE BUILDING.
Downsides for skills are somewhat exaggerated. You still want them as high as possible.
There are cases where your skill being too high means you miss out on a passive check fail that gives its own content, or, other times, having a skill high enough means you lock yourself out of dialog. For instance, if your INT is too high at the start of the game, Encyclopedia identifies that the "infernal" noise that wakes you from your world-ending drinking is the Coupris Kineema, which means you can't get certain dialog related to it later.