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Found 3 results

  1. Has anyone else found Expert detracts from immersion by hiding spell templates? I wish it added minor randomization to arc and area, instead. It makes me sad that I have to disable immersion mode if I want to share my character's understanding of his own magic. Arcs and areas are abstractions that probably never cross his mind, but I need a visual representation of those to have some idea of what he's experiencing - things like how wind feels forming in his hands, how hard/far/wide he thinks he can direct it and if he intends to make it blow away from him in a cone or fall from the sky in a pillar. Unless I've used a spell in another playthrough with templates on, I'm randomly hoping Winter Wind hits more than one wolf and cursing Vile Thorns for reaching less than halfway to the nearest troll. I know I could click through each spell I'm considering, read the area and extrapolate who it might include, but that level of scholarly pursuit is way more disruptive to my immersion than quickly seeing the shape my character expects his spell to take. I'm trying to have the most immersive experience possible. Expert, Path of Iron, Hard. But I had to turn Expert off because spells kept surprising me (often with the character creation screen). I appreciate that casters are manipulating inherently imprecise effects in the heat of frantic combat, so aiming every spell with perfect precision is unrealistic, but randomly hoping a spell has vaguely applicable dimensions disconnects me a lot more than lining up a template.
  2. Hello everyone, I use the "Fast Mode" almost the whole time. Two thinks I'd would personally like to have: * Save Mode in savegame, so that it's no longer necessary to adjust it everytime a savegame is loaded * Display information about activated Slow/Fast Mode more discreetly
  3. Hey kid, we have different stories about it. What do you think about building storyline mechanics with respect to different difficulty options? I mean that gameplay would vary not only in difficulty, but in storyline or amount of quests that player receive. It may look like developer have to build handful unique stories and will demand double of money and HR. My idea is to build one complete main plot and set of side stories/quests, and until certain difficulty modes (suppose those 3 special most difficult goals) player wont get all side quests (developers may even randomize offered set) and may be restricted to go through some predefined shortcuts of main story. Another possibility (along with hiding some secondary quests) will just end main plot and propose to continue (or even restart) on full difficulty to see extension of story. P.S.: I know that this may require additional funds, however perhaps not as many compared to the interest shown by players. Many games struggle to attend audience more than once. Such feature may add motivation, and different gaming experience. Instead of single pass, players will become interested to go through the game again. And of course, adding more arbitrariness of gameplay will reduce significance of pass-through "manuals" which will inevitably rise over the internet with time.
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