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About Junker

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  1. I fail to understand why they would go so far as to control your XP gain so adamantly by removing combat XP only to let you break the system by providing an avenue for limitless XP (bounties). By doing this they literally took the best reason to control XP and threw it out the window. It's like they wrestled the gun out of the hands of the mad man, proclaiming themselves the decision maker, the boss, the controller of balance, only to shoot themselves in the foot the next minute. Preventing premature capping should have been the number one reason for controlling XP gain. It should have been a simple system. For example, complete 80 - 100% of the quests in the game (depending on how hardcore they wanted to be, possibly determined by difficulty level) to maximize your level in the game. Bounties, perhaps, might only give XP once that threshold has been met as a means to level up straggling characters you didn't use as much. This would ensure a full, or near full, completion of the game's content before you hit that point where nothing matters. They already took the major step by eliminating combat experience so what the hell happened?
  2. Color alterations of existing portraits only take a few seconds to do:
  3. They were a welcome feature in my eyes, harkening back to old school RPG scenarios in a good way. I just wish there was more to them. Maybe a greater cause/effect dynamic that considered individual party member traits rather than "highest applies". Highest applies works for some scenarios but not others. Overall I feel like they were too limited and resulted in black/white decisions. It would be cool if they considered more aspects of the character (class, traits, stats, equipment, etc.) so the results would be less predictable and more dynamic.
  4. Didn't read thread. A few points: Voice acting should be an all or nothing feature. I dislike the randomness of VA in this game; a sentence here a sentence there. Overall I feel the quality is good but the way it's implemented is distracting at best. I would love a narrator for this game that voices the "emotes" of the characters, settings, descriptive text, etc. Basically everything that isn't speech. Voice acting needs to be FASTER. Some of the dialogue in this game is too damn slow and I'm done reading before the first couple words have a chance to spill out of my speakers. How about a new take on VA - stuff that sounds good with a FAST delivery. The figures quoted in this and similar threads are ridiculous. If Obsidian was paying SAG rates for a low budget RPG with lots of text of course they are going to run out of money fast. Whomever was/is the project manager that decided that was a good use of funds needs to be fired ASAP. There is absolutely zero reason that DECENT, ACCEPTABLE, PROFESSIONALY SOUNDING voice acting could not have been delivered through the efforts of a single sound engineer spearheading it all. This person should have been able to audition, hire (for much less that is being discussed. 4 million, seriously WTF?), and record a collection of hungry amateur voices over the course of a year. Pay him a damn salary and if he couldn't deliver quality voice acting for the entire game for under $300,000 (including his pay) I would start asking questions. This is an indy game that had no business hiring professional voice actors.
  5. My definition has refined over the years. When I was 12 it would have been any game that allowed me to level up and distribute stat points. Today, my expectations are much higher. At it's most basic state, a role playing game has to let me do what I want when I want. It has to provide a living, interactive world that lets me define my character through my actions. Don't get me wrong, I can still appreciate an old school RPG and I still consider them as such. I'll fire up a JRPG or CRPG and have a good time, but they are shallow, story-driven experiences. They, like this game, toss you into a rail car and give you a shove with a "HAVE FUN!". I do, but it's not the grand RPG experience I've come to appreciate.
  6. This really isn't a role playing game. More like a point and click adventure with combat. There are many games out there that do the role playing thing much better, if that's what you're looking for. Divinity: OS being the most recent.
  7. Wait for a mod that allows you to customize the companions in the game. I'm sure it will arrive...eventually.
  8. I love the 10 second loading times every time I go upstairs in a building followed by another 10 seconds after I realize nothing is up there. It's like the Sega CD all over again. They should have a floppy drive access sound play during these screens. I'm using a SSD, quad core 2.5GHz AMD, GTX 560Ti, 8GB RAM.
  9. I'm not as talented as Jason Seow but I like turning screenshots into portraits because I can crank one out before I finish my morning coffee.
  10. I'm still chunking away at PoE but the mediocrity of it all slapped me across the face within the first ten hours or so. It feels like work much of the time, but the beautiful presentation keeps me coming back for more. Really, if PoE was your standard 3D fare it would be a terrible game. I'm not going to write a novel like the reviewer did, but a lot of my criticisms are echoed in his review: 1. Story doesn't grab me. The hollowborn aspect was the only redeeming quality in an otherwise forgettable tale. 2. I don't care about any of my companions. I click to talk whenever possible to better understand their motivations but they're more like robots, five of them, sharing my life for whatever reason two hours into the game. 3. Nothing I do matters, there is little to no room for role playing, exciting loot, exploration and character progression is non-existent. The trademarks of the CRPG genre are either lackluster or not even here. Conversations make me feel like I'm clicking on Wikipedia links to be spoon-fed lore rather than defining the type of character I want to play as. The bottom line is I feel like the game falls flat. It seems like they ran out of time or money or both (rampant bug squashing post release seems to support this) because so many aspects of the game are half-baked. I was equally excited for Shadowrun: Returns and was likewise disappointed (for similar reasons) but Hairbrained redeemed themselves with Dragonfall so maybe Obsidian can make something out of this. It has some cool ideas like the interactive story elements that use your character's traits but many games have done everything PoE is trying to do only better. In some cases waaaaaaaay better.
  11. I think if a developer is going to go through the effort of writing a second set of dialogue for "dumb" characters they should treat is as a role playing option rather than a result of stat value that effects gameplay. It's definitely a welcome feature and it's one of those things that really gives a game a personality (something I feel PoE struggles to define), but I hate how warriors are resigned to being idiots while mages are always geniuses. How about wise vagabond or socially stunted mage? To me, conversation options should be decided based on a combination of a social trait you choose at character creation (dumb, average, smart) and your characters origin (region specific knowledge). You could even go a step further and offer conversation options based on a character's class (surely a warrior could speak more intelligently and thoroughly about all things close quarters combat while a bard may know music history. A person tends to relate things to what they know most about).
  12. If you use Steam you can download the manual from a link on the right side of the store page. http://store.steampowered.com/manual/291650
  13. Funny, I was referencing Suikoden in another suggestions thread without realizing it was being talked about here. Part 1 and 2 of that series really opened my eyes up to the vast scale a single player RPG could recreate and the castle system was divine. Here is what I posted over there: Stronghold needed to be like Suikoden. Currently, it's just a horrible thing represented by a list of upgrades. All over the land there should be talented individuals, perhaps lost or disillusioned with the world around them, that can somehow be convinced to join your cause and reside at your stronghold. Convincing them may, in some cases, might be a conversation choice away but it should require thought and commitment to attain a certain number of characters. Recruitment may be impossible in some cases based on moral standing. Anyway, these characters will provide their services while bringing life and character to your stronghold, making it seem more like a developed community that you worked hard to achieve. Community members may provide rare item sales, unique crafting opportunities, attract certain crowds of people if they happed to be popular with a group, etc. You could even take it a step further and let the player assign titles to community members they have recruited and, based on their talents and personality traits, their performance will influence the progress/random events of your stronghold.
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