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Having no fun whatsoever

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I signed up specifically to tell you guys how little fun I had with this game. This has be the most infuriating game I have ever played.

The best word I can use to sum up this game is, "futility." Nothing you do will ever make you feel a sense of accomplishment. Every encounter with the enemy requires at least 50-60 reloads. Evry fight is like hitting your head against a brick wall. As you get more people in your party, the fight becomes harder, not easier. Most enemies are immune to everything, making your stats irrelevant. 

Take one of the very early quest, Dweller, for example. The Warden gives you a simple contract. It was one of the first 4-5 contracts available. This is literally the beginner assignments.. And what does the game want to to do up against? An incredibly tough troll accompanied by floating rocks that throws insects swarms at you non-stop. No matter how you protect your tank, how you position your aoe dealers, you end up dead in 10 seconds. They have high-dps, high hp, and are immune to everything. And this is supposed to be the early part of the game.

You cannot bait them since everything comes after you as soon as one is triggered. You cannot snipe them since you can never deal high enough dps. You cannot grind yours stats because monsters do not respawn. The game went out of its way to ensure that there is literally nothing you can do except giving up.

And that's exactly what I will be doing. Thanks, but no thanks.

Edited by Bye
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in the off-chance new players come across the above misinformation by the OP ... most enemies are not immune to everything, and bounty quests from the Warden were not intended to be 'very early' or for 'beginner' parties ... the player stronghold must be rebuilt and upgraded over time before Warden bounties become available

 

above all, over the course of the game, save often; if your party gets wiped clean in seconds by an enemy, do not reload 50-60 times ... reload once before the battle and travel to a different map or pursue an alternate quest to gather experience and upgrade items and weapons before returning to a difficult encounter ... try it, it's fun

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All Stop. On Screen.

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On 10/6/2019 at 2:33 PM, Bye said:

The game went out of its way to ensure that there is literally nothing you can do except giving up.

Yeah well - other players might want to raise the question: "Why didn't you do something else first and came back later? It's kind of an open world game." and the only honest answer would be "Ooopsi, I didn't think about that".

This player went out of his way to gnaw on a bone he can't chew yet - while there were plenty of other, softer and meatier ones laying around. 

I wonder how he got past the infamous bear cave. 😲

 

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Deadfire Community Patch: Nexus Mods

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Try using a guide with a premade build that definitely works.  I have had the exact opposite experience, and started a second play through on hard (in which im streamrolling) the second I finished my first.

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To be fair the game gets a whole lot easier once you

a) gained some meta-knowledge (where to go, which enemies can do what) and

b) understand the mechanics a bit better.

Still: reloading 50 times because one can't win a certain (optional) fight and then ragequit instead of just pursuing a different route (and come back later) is just silly. 

 

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Deadfire Community Patch: Nexus Mods

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On 10/8/2019 at 1:29 AM, Boeroer said:

Yeah well - other players might want to raise the question: "Why didn't you do something else first and came back later? It's kind of an open world game." and the only honest answer would be "Ooopsi, I didn't think about that".

This player went out of his way to gnaw on a bone he can't chew yet - while there were plenty of other, softer and meatier ones laying around. 

I wonder how he got past the infamous bear cave. 😲

 

Hey, the bear cave caused me at least 3-4 tries with my Stag Druid (1st PC). Don’t knock it, it’s tough for newbies.😇

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No matter which fork in the road you take I am certain adventure awaits.

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On 10/6/2019 at 12:33 PM, Bye said:

I signed up specifically to tell you guys how little fun I had with this game. This has be the most infuriating game I have ever played.

[..]The game went out of its way to ensure that there is literally nothing you can do except giving up.

And that's exactly what I will be doing. Thanks, but no thanks.

People wanted a game in the style of Baldur's Gate. Obsidian gave them a far more complex combat system than BG's and one that isn't intuitive (it MAY be difficult to gimp your character, but Intelligent Barbarians and Mighty Wizards are not obvious, let's not even talk about all the tank builds that recommend no armour whatsoever - this game is bananas, B.A.N.A.N.A.S. ). The game is incredibly difficult to master comprehend, let alone master!

It surprises me that Josh Sawyer doesn't understand this to be a major factor in customer retention:

https://jesawyer.tumblr.com/post/188915786456/will-there-be-a-pillars-3-that-is-not-something

 

The game did what it set out to do in terms of creating that Baldur's Gate style of game, but I believe many players found combat much less fun than anticipated and didn't want to come back for that reason. I don't expect hardcore forum-dwellers to react positively to this appraisal of the game, but I think it's important to express it.

Edited by Svartypops
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I am a hardcore forum dweller (maybe the most hardcore one given my post count... especially when it comes to POE) but I partially agree. Not the b.a.n.a.n.a.s. part (the mechanics of PoE are superior to that of the old IE games - it basically tries to be more coherent and that means making some compromises when it comes to "realism" vs. being clean and avoiding exceptions or special rules - which are a nightmare in any software).

But indeed the mechanics of PoE are often obscure and difficult to comprehend. You need a LOT of time (in forums, wikis and/or in the game) to master them*. Part of that is due to the awful, just awful job the game does in explaining the mechanics to you. This is my biggest complaint about PoE (which I mostly love dearly): tooltips, explanations, good and helpful UI features and the like: nope. 

So I think it is solid reasoning to say that this might have driven players away. 

I said it already but who wants to see a superb tooltip system that explains every effect in a solid yet unobstrusive way should play "Slay the Spire". I wish more game developers would adapt that approach. It's not even revolutionary, just thorough and neatly done.

* I like those deep, systemic-driven mechanics you can tinker with, but I am aware I'm the minority.

Edited by Boeroer
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Deadfire Community Patch: Nexus Mods

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I sorta agree but this assumes that people have to go into POE like an old d&d game. In those old games people needed to meta the crap out of the game to not screw their build with the wrong weapons or in the case of NWN games the wrong abilities. so there was a level of power gaming you had to do to get into the game at all. POE to me lowered the bar of what you needed to know to start the game but if players are used to d&d they may assume its the case so they may try to learn the systems really well and find out they are difficult like you mentioned. but if instead people just picked up the game and just played and made a character they thought they wanted they would find it worked out pretty well. I see this line of question to this day with new players saying whats the best build or is my build bad or will this build gimp me or will this build work with companions. and they havent played one moment of the game but assume they must power game or the game will be broken. this seems like a very dnd mindset and maybe fun for tabletop but for single player game it takes out some of the fun of just playing the game.

 but you are right they could have done better job explaining some stuff.   

i get im talking about a slightly different aspect but the builds question kinda bleeds into the systems question somewhat 

Edited by draego
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I watched this video about attributes and the game indeed meets the goals he set out to achieve. I think there's a need to fit into the descriptive world, rather than to just have the stats as labels or simply a variable_name with no attachment to the real world, since that is how players relate to "Might", "Intellect" etc. So using those labels MUST have a purpose, and the game seems to try to do that to a degree, meaning that weird things happen. It's not purely fitting into the variable_name style mathematician/coder's world nor the more descriptive "casual" player's world, but it attempts to stand astride the two and I suspect this is where all the confusion happens. People don't like being befuddled.

Josh says in the video that some solutions are unexpected - I think for this game they should have changed name of Easy mode to Normal. That may have appeased a lot of the confused players whilst not changing the game for people who want to play super challenging content, and perhaps have boosted sales of Deadfire.

 

Edited by Svartypops
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