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About Rathlord

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  1. Counterpoint: Risk of Rain. While certainly not entirely motivated by random loot, it is without a doubt an RNG driven game whose replay value is largely influence by the loot system. It's really a paragon of RNG-done-right, all things considered. For a very short game (I can complete it in just 15 minutes probably, if I was in a hurry) it gains amazing replayability and fun from its RNG systems. One thing I don't disagree with is that RNG, in unexperienced or unintelligent hands is a dangerous tool and has been the bane of many otherwise-good games, not to mention a contributing factor in
  2. See my post above Edit: There's a joke in there... something about being unarmed for the duel. Too lazy to type it out, just laugh, please.
  3. I can definitely empathize with how you feel. I do agree that in some ways it almost feels a bit half-arsed, how it's currently implemented, with psuedo-random loot. It encourages bad, unfun gameplay (resting over and over to get items; why not truly make it random so it can't be gamed?). It should have been an all or nothing system. But I still don't agree with this: I could only get behind this idea if having good loot were required to progress through the game. But it's really not. In BG2 you could go through the whole game without the Holy Avenger. In PoE you can make it
  4. Guess what, entitlement generation are the ones buying games now. Times have changed. Taking consumer feedback isn't just a cool thing to do. It's an absolute necessity. Why do you think PoE was on Kickstarter? Do you seriously think you can develop a $60 game without giving people like OP what they want? AAA gaming isn't high art. If you are that specific about your vision and goal of antagonizing players. Make a $20 indie game. Plenty of people love that (myself included). You make a $60 game. You make mass market adjustments and try to satisfy everyone. And you start acting like you car
  5. I don't think it's wrong to demand a game gives you satisfaction, a game you paid $60-85 for, and spend 100+ hours into. Maybe if he demanded to get the exact item he wanted whenever he wanted it, it would seem entitled. Here he's just demanded better loot from a fundamentally flawed random loot system that doesn't even give you necessary items (see previous posts on gloves) in most playthroughs. And he has a right to. In PnP D&D getting to live another session is its own reward, not to mention playing with (hopefully; most of us aren't that lucky) friends. This is a single-player comp
  6. Again, all of this talk about being so many hours into a so long game and needing such and such stats still fall back to one thing: You thinking you have to play in the most optimal way possible to get through the game. And you're going to go right back to claiming that's not the case. Clearly, however, it is. People can and do beat the game without these items (literally) every day. You don't "need" any item to make a build- that is, unless you're metagaming with foreknowledge of some item you're basing a build around. And at that point- get over it, you're meta-gaming. That's not
  7. In interest of actual discussion, wiping away all the jabs at people about various things from everyone, I can accept your idea that sometimes the boots are not useful for one specific party in one specific position. Where I believe your logic is failing is that sometimes this will be true for any item, no matter how good or bad it is. Sometimes, you'll get an awesome warbow, but no one in your party uses ranged weapons (or doesn't have warbow talent, or whatever you want to say). So what, in your mind, differentiates that between these boots? One is a strong item and one is a weak item, but i
  8. Items with no stats are useless. Agreed. Items with stats are not items without stats. You can't use an argument about items without stats to bolster your argument about items with stats. You're getting clogged up in completely unrelated stuff. If you want to discuss it, clean out all the complaints about helms and gloves and boots not having stats that I already agree with and get back to me. Again, you make the false assumption that two things that aren't mutually exclusive (having lower tier magic items and having a better enchanting system) somehow devalue each other. These things aren't r
  9. Are you referring to ME2 where you had armor that was resistant to certain damage, shields resistant to others, and health resistant to others still? Because this is essentially mirrored by damage reduction in Pillars anyways. You should be tailoring your spells and attacks to be the right type of damage in most cases. But, I'm assuming you've never tried this game on Path of Iron or any of the harder difficulties so you probably wouldn't have needed to. I even agree with you in many cases- you can read my post earlier in this thread heavily criticizing the game over several points.
  10. Lot of personal opinion in that statement. RNG is not, in itself, poor design. There are games and even genres that do it incredibly well (roguelikes come to mind as an obvious example, though the concept has been done poorly there before as well). Some people don't like RNG, but don't confuse that with it being objectively bad. If you want to make the argument that RNG in PoE is poorly implemented go right ahead. I don't necessarily disagree. But RNG is no more "bad" in a void than any other common gaming concept.
  11. The game can be a bit easy at times, but I haven't fully delved into the challenging difficulties. One thing I noticed a ton of people are doing is downloading a mod which doubles the experience needed to level (or decreases the amount you get by half, whichever) and this supposedly brings the game much more in line with what it should be as far as difficulty. I was extremely disappointed by combat in the beta and first couple of patches, but since coming back in 2.0 I've been impressed with the combat changes- though still quite disappointed by several bugs. In general things feel a b
  12. pi2repsion makes good points. I've seen this issue crop up in my personal D&D campaigns- people want to play monster races. That means with every situation we encounter, in addition to tracking personalities and reactions, I also need to consider how every individual is going to react to a goblin, drow, shadar-kai, etc. in their midst. You either do a bunch of work to be ready for that (in video game terms, incredibly expensive and time-consuming) or you ignore it (BG:EE with drow, for instance) and break a lot of immersion. Which then begs the question- why have them at all if people
  13. See, min/maxers make a lot of excuses for what they do. Like this excuse. They aren't useless. The only time they are useless is if you've been incredibly lucky or you've been gaming the random drops and finding everything on the wiki. Sorry, I don't feel as if the devs should be compelled to balance the game around that. For all players who don't min/max, these boots will be useful in plenty of their playthroughs. There's nothing wrong with being a min/max power gamer at all- I find myself drawn to it sometimes, even- but don't pretend like this is anything other than what it is. You want eve
  14. I don't find them to be immersion enhancing. If they were going for immersive, why is body armor the only thing that affects DR? Why not helm/gloves? Speaking of faulty logic and this thread: "X" doesn't increase my immersion, therefor "Y" Is not a particularly compelling argument. Yes, helms and gloves not giving DR might sacrifice some immersion for the sake of gameplay balance. But, sorry, you don't get that as an excuse to discount having anything add immersion to the game.
  15. http://forums.obsidian.net/topic/81912-ai-doesnt-use-per-encounter-spells/
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