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BrokenMask

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Posts posted by BrokenMask

  1. Hmm. Well, if Obsidian either fails to improve the objective exp system or switches back to kill exp, I guess I'll just have to hope that Torment: Tides of Numenera will actually succeed in innovating combat/quest thing <_< I mean, aren't they attempt to do what they call "crisis" which are situations that can be solved in multiple ways, including combat, talking, skills/puzzles, etc? Perhaps it will do better job with no kill exp thing. Unless they decide to change one of most notable things about P&P game

    • Like 1
  2.  

    Which can be worked and balanced around..

     

    Wait, which problems are you talking about? <_< I don't think they can be balanced since I'm talking about metagame stuff. Like, the instinct to go out of your way to kill all enemies, doing things like leveling up to get one more skill level to solve the quest/dungeon differently, etc, stuff that doesn't necessarily make rp wise sense.

  3. Crafting menu is really hard to check through though at the moment. Its really cluttered.

    Plus I never liked crafting in any game <_< >_>

     

     

     

     

    I suppose it would help a little bit if there was some actual useful use for hides and beetle shells besides selling them

    I mean, otherwise they just fill your inventory or you threw them into stash and forget about them

     

    Or at least if they had a rare loot drop that you'll be looking forward to whether you get it or not

     

    So basically your looking for that incentive of progression but you just refuse to say xp.. Join the hive mind.. Your dancing around the obvious solution.. unless you want an MMO gambling system where beetles can drop Epics.. common man.. lol

    This is an IE adapation.. stop trying to defend the removal of a core mechanic then justify a replacement when it ended up sucking.. Lol..

     

     

    You are insulting my independent opinion :(

    Besides, if you add enemy exp back, then it brings back the other problems I had with it :p

    • Like 1
  4.  

    To be fair some one switched the word "quest" with "objective" which while not an outright deception; does imply a different application than what we got.

     

    Yeaaah, the objective isn't synonym with quest, so its kinda disappointing that it turned out to be just quest exp.

     

     

     

     

    I really don't want to be right, I want this game to be great. I have such high hopes for Obs future in making these games. From reading everyone's comments on the bb, the consensus is that everyone liked everything except the gameplay and it's giving me that gut wrenching feeling. I know this is a beta and far from being finished, but I also feel that Obs took an unnecessary gamble with their "make or break it" game. They could have used the same formula as the IE games, used their own story and setting and once they had the "foundation" game out, they could have branched out in the direction they wanted.

     

    I really hope it's just me and that I'm worrying for nothing.

     

    I have the same feeling. Obsidian strayed a bit too far from the IE experience and may not find their way back. I really hope they fix this.

     

     

    Eh, I don't think anyone has actually hated the gameplay. In my case the enjoyment is hampered by bugs mostly, which is understandable since beta was just released. I mean, I'm not expecting full release polish, so the fact that item icons and animations are simple don't bother me much at the moment, but... Yeah, I'd be more than little disappointed if it turns out that Baldur's Gate had much more portraits, animations, item icons, etc than this game would have at release. We will see how Obsidian will address beta feedback, I assume they will do something to improve the exp pacing if enough many people agree about it.

     

     

     

    Character development, regardless of exploration and a certain player's order of things, needs to take place in much smaller xp increments, and as such, I feel pretty firmly now that quest xp is out of the question. It's all a matter of making a sensitive and fine-mesh objective/per encounter xp system. 

     

    Still don't think we necessarily need exp per "enemy encounter", but we definitely need smaller drops of exp more often instead of huge drops of exp once in a while.

    • Like 1
  5. Hmm, yeah, now that I finished crossing and village areas(and got to the dungeon in the lion area), while I still don't think kill exp is only way to fix this, I admit that they give exp too rarely.

    I mean, you don't get exp for finding new location, you get new exp if you went to location which causes quest update <_< Thats... Kinda boring since it doesn't really reward exploration. Seems like they have designed exp so that each time you get more exp, you get enough to level up? Not sure really, but yeah, I think they should give exp more often that what they are currently doing, even if that means stuff like giving exp for talking to people =P Or maybe not, just finding new locations or secrets should be fine...*sigh* But yeah, no exp even for entering the dungeon whether you do it through skull keyhole or the tower... Why do they for some reason give exp for entering spider/ogre cave, but not for entering dungeon? Thats not even internally consistent

     

    I don't know if this is because years of conditioning in rpgs to have love for the exp pop up/sound effect or what, but yeah, I still like the demo, but it does feel "off" a lot.

    • Like 3
  6. Hmm, yeah, enemy loot is pretty boring

     

    On plus side for me, this means that if I have rogue capable of locking a door that let's me skip most of the dungeon, I can do that easily without problem. In all other IE games I'd have gone to kill all enemies anyway for sake of exp despite the fact I find certain types of enemies boring or just too much effort to kill all of them.

     

    I mean, in case of this game, that dungeon with the cultists? None of cultists are hard to kill on easy at least, but now that I don't get exp for them I just realized that since they are boring opponents anyway that I can just skip the dungeon as much as I want

     

    <_< And yes, I had occasionally problem with IE games where I was like "Argh, this dungeon is soooo huge, I don't want to search it completely to kill everyone!" but proceeded to do so anyway to get all exp and loot I never even used and just sold off if I could carry it all. I'm weird like that, I do like combat, but I don't like it when it feels like I'm doing spring cleaning in huge maze

  7.  

    You were surprised?

     

    You've been voicing your desire for exactly that since before you got your hands on the beta.

     

     

    I actually forgot to think about the "ONE more lock picking skill" thing :p

     

    And yes, combat is complicated, I just meant that combat lacks that addicting factor without exp, if that makes sense.

     

    But yeah, I don't mind the lack of combat exp and I do like how game forces me to play differently from the way I usually play these games due to it, my bigger problem is trying to understand why people don't understand my problem with lockpicking <_<

  8. This is why I said it'd be good if take all automatically adds items to stash if party is full <_< Instead, you have to click stash icon every time if you want to loot everything

     

     

     

    Same. This confused me a lot. Not just looting, but speaking. If my Main has the high Perception and Lore, I want them doing the talking, not my Rogue.
    Clarification please.

     

    It doesn't matter who is doing speaking, all skill checks are from your main character.

  9. Because its fricking annoying to double click every time I want to open a door when I don't move my characters individually outside of combat.

    It wouldn't be that bad if it required single click, but double clicking is really darn annoying

     

    So either they should make it so that single click to portrait is enough or that when everyone is selected, the one who tries to open the door is the one with highest mechanism skill

     

    Let's compare it to how Wasteland 2 does it: You can have whole party selected, but you can still have one character in party selected who does the action you tell party to do.

    Heck, that'd be good alternative as well, allow me to pick one character in party to do lock picking without having to deselect whole party first

    • Like 2
  10.  I don't feel every encounter should require so much micromanaging; it's kind of mentally draining.

    Agreed on micromanaging in general, which is why I'm annoyed that in the thread where I complained about it people are like "Noo, don't change it, this is all what rpgs are about"

     

    <_< Its darn confusing, do they dislike modern games for not making you micromanage opening doors?

     

    I'm fine with combat though, don't mind it that it requires you to think

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