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FAMI1990

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About FAMI1990

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  1. Let´s be honest: if you earned points in stats you don´t need (like +Perception but you want might) you can always visit your next trader or inkeep and rearrange your stats for a modest fee (compared to what riches you accumulate in game). (Except if you´re a mage that invested thousands into learning spells that would be lost. ) This is my favorite aspect of the games mechanics. But as it is now, the Items in question pose the only alternative to a path of forced decisions or rearrange your equipement, swallow dragon eggs and such, or making certain decisions just to accomodate to the next situation (resolvecheck of 20 seriously ) And as I pointed out previously, pushing one attribute is of little consequence for actual gameplay, since your items and skills will provide better boni anyways. Perhaps I exaggerated with the +4 examples for reputation-rewards, but lets assume half or even just 1 point for progressing. five points could already make a big difference for checks (like passing most dialogue, yet not falling into every scripted pit) I don´t want the games to become easier, but leaving me more room for my individual decisions, whether it is about what I do, what I wear, what I eat or in which room I sleep. This micromanagement is nothing but tiresome.
  2. Thanks for the input. I see both your points, espacially about the risk of pushing players into one or another direction. I haven´t played Divinity:OS myself, but take your word for it if you say the concept failed before. The issue I wanted to adress is the fact, that statchecks are ridicilous high even early on in the game, while the only way to increase your attributes permanently is to make certain decisions (draining captured souls, sacrificing companions, making a truce with a horned sociopath that tried to have you killed). Now THAT is what I call forcing players into a certain direction (choosing between three bonus points versus unique spells AND topnotch armorenchantment). Besides, paladin- and priest-subclasses already reward/punish certain playstyles. I,m not sure if it´s "pushing" if its supportiv for your displayed playstyle. Besides, the main issue is that "uniques" have been necessary and thus occupied itemslots that could be used more usefull (or at least individually) And besides statchecks, stats are of little necessity. Weaponenchantments and boni granted by skills have always exceeded the boni granted by stats (damagebonus for might, accuracy for perception etc.) as soon as you conquered Caed Nua. So it´s not really about powergaming in my opinion.
  3. The biggest issue I´ve always had with pillars 1 was the ammount of "obligatory" items required to pass at least most statchecks, wether they were in scripted actions or dialogs. You were punished by the game, if you chose different than an item with +3 or +4 attributebonus. Whats even worse, those items were rarely worth the effort, since they both exhibited useless or even downgrading second enchantments (speedpenality or spellbound) and occupy itemslots better used on other items/effects (bonus spells for example). However what makes these items so terrible is the fact that they have little to no alternatives. The player cannot enchant items with a +4 boost to any stat. They cannot anything except armor, weapons and shields to begin with (so no headgear, rings, etc.). I wish Obsidian would remove this issue in upcoming games (probably to late for POE2 now) or at least not make matters worse as with the white march dlcs (I HATE those rings +4) As I can see it they could: 1 Add a wider variety of items with the higest available attribute-bonus 2 Making all attribute-enchantments usable (as an option for crafting) to the players 3 Implementing bonus attributepoints as a part of characterdevelopement The last option could be done either by granting points upon level-up (easy way, but unpersonal) or by rewarding points for progressing the characters reputation. As for the last mentioned option, let me explain. Pillars 1 had 10 reputations/allignments, always in opposing pairs (benevolent/cruel, diplomatic/aggressiv, clever/stoic, passionate/rational and honest/deceptive) Each of them maxed out (to my knowledge) at 4. If each reputation grants boni to an attribute that seems logical for it (aggressive->might, benevolent->perception, clever->intelligence) based on its own progress and countered by its oposite, the players would be both rewarded and supported for their chosen playstyle. Example1: 4 Benevolent/ 0 Cruel -> +4 Perception/ 0 Might Example2: 4 Ben/ 1 Cr -> +3P/+1M Example3/4:2 Ben/ 2 Cr OR 3 Ben/ 3Cr OR 4 Ben/ 3Cr -> +2P/+2M for ambivalente personality etc. What is your opinion on the subject?
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