majestic Posted February 5 Posted February 5 5 hours ago, Malcador said: I should do the group stuff at least once though, I am sure pugging in D4 isn't as fraught with toxicity and frustration like WoW . Eh, actually, most groups are just dead silent. I even pugged the "raid" on Torment IV last season to get the feats of strength and it was fine. Mostly. The first attempt was a disaster as I did not have enough defense to avoid death during unavoidable damage moments. 1 No mind to think. No will to break. No voice to cry suffering.
kanisatha Posted February 6 Posted February 6 So about KCD2, for those of you playing it, exactly how difficult is combat? I love everything else about this game, but have chosen to pass on it entirely because I am extremely leery of its "challenging action combat," especially in first-person. And the reason I am leery is because I totally suck at that kind of combat, and constantly getting my ass kicked and having to keep reloading will surely aggravate me and kill my interest in the game. I would love to hear your thoughts.
majestic Posted February 6 Posted February 6 2 hours ago, kanisatha said: I would love to hear your thoughts. Git gud. /thread 1 No mind to think. No will to break. No voice to cry suffering.
Sven_ Posted February 6 Posted February 6 (edited) 10 hours ago, kanisatha said: So about KCD2, for those of you playing it, exactly how difficult is combat? I love everything else about this game, but have chosen to pass on it entirely because I am extremely leery of its "challenging action combat," especially in first-person. And the reason I am leery is because I totally suck at that kind of combat, and constantly getting my ass kicked and having to keep reloading will surely aggravate me and kill my interest in the game. I would love to hear your thoughts. It's somewhat "simplified" from KCD1. But in essence, it's the same thing. Here's the thing: For one, the system and controls (I recommend watching a video). Plus, KCD1 had maybe a handful of (main) quests where combat was mandatory. Else you're going out trinking with a priest, learn to read (!), infiltrate a monastery, that kinda stuff. Plus, as a stat based RPG, combat got progressively easier the more you trained / gained in stats -- and gained good equipment! You could totally increase stats with training with your first "tutor" already, which is why the experienced skip training pretty much altogether. In other words, it's a mix of your own skill and your gear, stats, RPG-style. And combat is, comparably, rare. I mean, your average RPG is filled to the brim with combat and rarely is that optional (nor do you really have the option to just run away if all goes "wrong"). Can't say too much in that regard about part II yet, even though I'm already plenty hours in. But excuse me, I'M having so much fun just exploring or listening to all the NPC banter. Last night a group of Cumans came to drink in Troskowitz tavern, and the locals REALLY don't like foreigners. It all ended a bit tasty -- and with me just taking the chance to follow those Cumans to their camp and check that out -- a long walk with torches through the forest at midnight. But I'll say this: You start out as pretty weak (again), are strapped for cash and ressources. Whenever I encounter a pack of wolves in the forest (or just hear them howling), I tend to run. In particular as I intend to turn my Henry into a diplomatic type with speech and sneaky skills anyway (you can sneak up on enemies and choke/murder them again). Also, weaponsn-wise, I'm skilling on ranged weapons so I can take out enemies from afar (when possible). Really curious how that plays out. Was thinking about a brutish alcoholic first (you get buffs from drinking, but eventually may need your fix...), Henry's seen a lot of **** by now he may want to forget about , but that's for another run. edit: And it played out pretty nicely just this play session: Snuck up to a camp of bandits at midnight and choked them one by one (the first of them in his sleep, which alerted some other guys... just managed to escape and returned. By the morning hours, the camp was "mine" without engaging in direct combat once. There's a chest I don't have the lockpick prowess yet to open though. DANG. Edited February 7 by Sven_ 1 1
MrBrown Posted February 7 Posted February 7 So, Civ7 early access is out, and people are already up in arms about it. https://store.steampowered.com/app/1295660/Sid_Meiers_Civilization_VII/ My opinion, TL;DR: It's not bad. Nothing super great so far, but nothing super bad either. Some small QoL things that should be fixed. I might be more into it if I hadn't recently gotten into a civ reminiscence period and played the older ones. I played about 5 hours. A short list from the complaints I've seen: - Lack of variance in game settings. Ie. maps settings, etc. Yeah, it's not as varied as in previous civs, but there's still a bunch. I'm not sure, but I think the game blocks some settings if you have the tutorials set on, so deactivating those might open up more. - Bad UI: It has that problem of everything can only be done one way, and clicking on the wrong button just closes stuff. So can be annoying until you learn it. But once I found out how everything works, I found it intuitive. - Lack of automation: I miss explorer automation. Apparently some people want city automation, never used it myself in previous games. - Too many pop-ups and alerts: Compared to previous civs, the game is a lot faster, meaning more stuff happens each turn. So it can feel you're boggled down in pop-ups, but it's not a big deal. Or maybe I'm just too used to Paradox games? More my personal opinions: - The leader animations are still a bit cartoony. Less than 6, but not as realistic as 5. I prefer more realistic. - There's a bit of "bonuses to everything" problem. Leaders and civilizations give bonuses to 3-4 things, with several conditions. Buildings give 2-3 resources, with several conditions for bonuses. So stuff lacks mechanical identity, and everything seems to do a bit of everything. - One small problem I had with civs 5 and 6 is that there's lots of leader dialogue, but you never hear the ones of the leader you're playing. In 7 they have this great diplomacy screen where the leaders are facing each other... but then there's no dialogue. Missed opportunity IMO. 1
BruceVC Posted February 7 Posted February 7 (edited) 10 hours ago, Sven_ said: It's somewhat "simplified" from KCD1. But in essence, it's the same thing. Here's the thing: For one, the system and controls (I recommend watching a video). Plus, KCD1 had maybe a handful of (main) quests where combat was mandatory. Else you're going out trinking with a priest, learn to read (!), infiltrate a monastery, that kinda stuff. Plus, as a stat based RPG, combat got progressively easier the more you trained / gained in stats -- and gained good equipment! You could totally increase stats with training with your first "tutor" already, which is why the experienced skip training pretty much altogether. In other words, it's a mix of your own skill and your gear, stats, RPG-style. And combat is, comparably, rare. I mean, your average RPG is filled to the brim with combat and rarely is that optional (nor do you really have the option to just run away if all goes "wrong"). Can't say too much in that regard about part II yet, even though I'm already plenty hours in. But excuse me, I'M having so much fun just exploring or listening to all the NPC banter. Last night a group of Cumans came to drink in Troskowitz tavern, and the locals REALLY don't like foreigners. It all ended a bit tasty -- and with me just taking the chance to follow those Cumans to their camp and check that out -- a long walk with torches through the forest at midnight. But I'll say this: You start out as pretty weak (again), are strapped for cash and ressources. Whenever I encounter a pack of wolves in the forest (or just hear them howling), I tend to run. In particular as I intend to turn my Henry into a diplomatic type with speech and sneaky skills anyway (you can sneak up on enemies and choke/murder them again). Also, weaponsn-wise, I'm skilling on ranged weapons so I can take out enemies from afar (when possible). Really curious how that plays out. Was thinking about a brutish alcoholic first (you get buffs from drinking, but eventually may need your fix...), Henry's seen a lot of **** by now he may want to forget about , but that's for another run. edit: And it played out pretty nicely just this play session: Snuck up to a camp of bandits at midnight and choked them one by one (the first of them in his sleep, which alerted some other guys... just managed to escape and returned. By the morning hours, the camp was "mine" without engaging in direct combat once. There's a chest I don't have the lockpick prowess yet to open though. DANG. It sounds like its really delivering nicely similar to KCD1 , good to know Have you come across any Romance arcs? Edited February 7 by BruceVC "Abashed the devil stood and felt how awful goodness is and saw Virtue in her shape how lovely: and pined his loss” John Milton "We don't stop playing because we grow old; we grow old because we stop playing.” - George Bernard Shaw "What counts in life is not the mere fact that we have lived. It is what difference we have made to the lives of others that will determine the significance of the life we lead" - Nelson Mandela
BruceVC Posted February 7 Posted February 7 11 hours ago, majestic said: Git gud. /thread @kanisatha Kanie I agree with this but I would frame it differently I always go through a period of having to learn the mechanics of combat in games where its " complicated " and mostly when its around using a Controller instead of M\KB I did that now with W2&3 What Im suggesting is dont avoid combat because you not good at it, rather spend a few hours learning it. Then you not forced to only adopt one type of strategy I remember in Exanima I spent at least 5-6 hours in the combat learning part of the game because of how complicated and realistic the combat physics are And its always worth it once you know you can be effective in combat, it just makes the game more entertaining but it requires an investment in time 1 1 "Abashed the devil stood and felt how awful goodness is and saw Virtue in her shape how lovely: and pined his loss” John Milton "We don't stop playing because we grow old; we grow old because we stop playing.” - George Bernard Shaw "What counts in life is not the mere fact that we have lived. It is what difference we have made to the lives of others that will determine the significance of the life we lead" - Nelson Mandela
BruceVC Posted February 7 Posted February 7 (edited) Double post Edited February 7 by BruceVC "Abashed the devil stood and felt how awful goodness is and saw Virtue in her shape how lovely: and pined his loss” John Milton "We don't stop playing because we grow old; we grow old because we stop playing.” - George Bernard Shaw "What counts in life is not the mere fact that we have lived. It is what difference we have made to the lives of others that will determine the significance of the life we lead" - Nelson Mandela
melkathi Posted February 7 Posted February 7 Which brings up an important question: If you double post and the post includes a rating in the (globally respected) Bruce game rating system, do the ratings stack? 1 Unobtrusively informing you about my new ebook (which you should feel free to read and shower with praise).
majestic Posted February 7 Posted February 7 (edited) 35 minutes ago, BruceVC said: @kanisatha Kanie I agree with this but I would frame it differently I always go through a period of having to learn the mechanics of combat in games where its " complicated " and mostly when its around using a Controller instead of M\KB I did that now with W2&3 What Im suggesting is dont avoid combat because you not good at it, rather spend a few hours learning it. Then you not forced to only adopt one type of strategy I remember in Exanima I spent at least 5-6 hours in the combat learning part of the game because of how complicated and realistic the combat physics are And its always worth it once you know you can be effective in combat, it just makes the game more entertaining but it requires an investment in time It is perfectly legitimate to not want to spend a couple of hours trying to overcome a combat system for the sake of a game perhaps becoming fun later, I was making a joke on the FromSoftware fandumb... although the opposite is of course also correct: it is just as legitimate to want these sort of challenges in games. It is a matter of preference. Edited February 7 by majestic No mind to think. No will to break. No voice to cry suffering.
BruceVC Posted February 7 Posted February 7 1 hour ago, melkathi said: Which brings up an important question: If you double post and the post includes a rating in the (globally respected) Bruce game rating system, do the ratings stack? Such an important and relevant question and its great you have raised it because we want to avoid confusion for the millions of gamers who use the "BruceVC game rating system " as there main benchmark around reviews for any game No it wont count, the global rating applies to a single rating and the original post. It cant stack "Abashed the devil stood and felt how awful goodness is and saw Virtue in her shape how lovely: and pined his loss” John Milton "We don't stop playing because we grow old; we grow old because we stop playing.” - George Bernard Shaw "What counts in life is not the mere fact that we have lived. It is what difference we have made to the lives of others that will determine the significance of the life we lead" - Nelson Mandela
BruceVC Posted February 7 Posted February 7 1 hour ago, majestic said: It is perfectly legitimate to not want to spend a couple of hours trying to overcome a combat system for the sake of a game perhaps becoming fun later, I was making a joke on the FromSoftware fandumb... although the opposite is of course also correct: it is just as legitimate to want these sort of challenges in games. It is a matter of preference. Sure but if someone says " they not good at combat " in any game that typically just means they not comfortable with the mechanics and they can address this by focusing on combat and learn the mechanics It is a personal choice but you have options to become good at combat "Abashed the devil stood and felt how awful goodness is and saw Virtue in her shape how lovely: and pined his loss” John Milton "We don't stop playing because we grow old; we grow old because we stop playing.” - George Bernard Shaw "What counts in life is not the mere fact that we have lived. It is what difference we have made to the lives of others that will determine the significance of the life we lead" - Nelson Mandela
Sven_ Posted February 7 Posted February 7 (edited) 6 hours ago, BruceVC said: Have you come across any Romance arcs? Still busy getting the more basic needs fulfilled. Like a permanent resting place (fixed), food (fixed) and of course money (it's complicated). But Sir Hans got slapped on his butt cheeks when we were sentenced to a day on the pillory in Downtown Troskovice -- and our reputation is way down, so who knows. PS: What a place, what a lovely place! Gotta go there for real. Hope the pillory isn't still standing tho... By the way, the game already has broke even. Surprised by the budget though... it was apparently in the 1 billion Kronen = 40 million Euros range. Witcher 3 was over 70 million ten years ago. And Warhorse are a studio of 250 all the same now too. I mean, KCD2 is HUGE. Maybe that is without marketing? Quote "Before going on sale, we made a bet in the studio on how many copies we would sell. And I won. I missed 300 pieces. We are satisfied with the numbers, and if the trend continues at the same pace, it will be great," creative director of the Warhorse studio Daniel Vávra tells SZ Byznys, adding that sales to date have already paid for the development of the entire game. Daniel Vávra o úspěchu Kingdom Come: Deliverance II Edited February 7 by Sven_ 1
majestic Posted February 7 Posted February 7 Done with the season journey, but not (yet?) with all the season journey elements. Blizzard patched something recently that increased the chances to find secret altars and fugitive heads. I found as much of that stuff in the past two days of playing than I did in the entire time from January 21st to February 6th. Not complaining though, I'll take it. No mind to think. No will to break. No voice to cry suffering.
kanisatha Posted February 7 Posted February 7 6 hours ago, BruceVC said: Sure but if someone says " they not good at combat " in any game that typically just means they not comfortable with the mechanics and they can address this by focusing on combat and learn the mechanics It is a personal choice but you have options to become good at combat Well, I wouldn't say I'm not good with combat in any game. I'm very comfortable with combat in the classic cRPGs, be it RTwP or TB. It's first-person action combat that is a problem for me. Even having it be third-person makes a big positive difference (i.e. Witcher-style). In first person, all I end up doing is mashing the keyboard wildly and never hitting with my sword while getting clobbered by the other guy, because the perspective makes it very difficult for me to figure out what's happening. 2
Sven_ Posted February 7 Posted February 7 (edited) 1 hour ago, kanisatha said: Well, I wouldn't say I'm not good with combat in any game. I'm very comfortable with combat in the classic cRPGs, be it RTwP or TB. It's first-person action combat that is a problem for me. Even having it be third-person makes a big positive difference (i.e. Witcher-style). In first person, all I end up doing is mashing the keyboard wildly and never hitting with my sword while getting clobbered by the other guy, because the perspective makes it very difficult for me to figure out what's happening. I'd definitely recommend checking out a few "Kingdom Come 2 + combat" videos, on say, YouTube. Apparently IGN made one as well. It's different even for first person combat... Me I'm gonna check out the brunette in the bath houses now. Friday night fever! All dressed up for it -- not that I had the coin for these fancy cloth, mind you. Robbed most of it off a rich guy's body left behind by bandits. No idea why they didn't take that hat -- has an extremely high value for "charisma" as well. Edited February 7 by Sven_ 1
MrBrown Posted February 7 Posted February 7 6 hours ago, majestic said: Done with the season journey, but not (yet?) with all the season journey elements. Blizzard patched something recently that increased the chances to find secret altars and fugitive heads. I found as much of that stuff in the past two days of playing than I did in the entire time from January 21st to February 6th. Not complaining though, I'll take it. I got my first shrine today. Forgot what the full name is, the things that give you extra witchy powers. I'm 220 paragon, playing on T4.
LadyCrimson Posted February 7 Posted February 7 (edited) 13 hours ago, BruceVC said: Sure but if someone says " they not good at combat " in any game that typically just means they not comfortable with the mechanics and they can address this by focusing on combat and learn the mechanics It is a personal choice but you have options to become good at combat Some people have actual trouble with visual cues/spatial awareness (in certain graphic circumstances/games), or have trouble with firmly creating too many "brain to muscle (finger?) memory" pathways for reaction timings. Or in terms of learning, they are simply like me: can't be bothered and don't get any emotive satisfaction re: "I git gud" at games that want to kill you in 1-3 hits. KCD2 looks like a nice open world wander, but at this point in my life I enjoy watching someone like Cohh play/discover it for a while, then playing it myself. I know you can avoid a lot/most combat (and probably yappy npc quests etc) if you really want to, but that wouldn't lead one to "git gud" so then the few times you might HAVE to deal with it are the times when ppl like me would turn it off and never turn it on again. From watching Cohh however, it definitely looks like a nice game for those that like the rpg gameplay style. Edited February 7 by LadyCrimson 1 “Things are as they are. Looking out into the universe at night, we make no comparisons between right and wrong stars, nor between well and badly arranged constellations.” – Alan Watts
LadyCrimson Posted February 7 Posted February 7 Different subject: No Man's Sky/Worlds 2 I did the required post-game quests on my one save over three days. It's probably only a few hours in theory but I'm easily distracted + I was trapped by a bug - that leads the game into sending you on a never-ending galaxy warping journey chasing after a non-existing quest marker path - so I had to reload an earlier backed up save and repeat stuff. Anyway, the gas giant planets are just like any other toxic feeling planet, but bigger, with never ending storms that might lift you into the sky, etc. Visually interesting but not much reason to stay outside of mining a couple new resources. The 99.9% all water/deep ocean planets are more interesting. Never tried a water/ocean floor base before and probably won't - but you can fly around and eventually find some tiny tip of protruding land here and there to make a tiny landing pad base on and just explore the water in bursts. Normal planets may only go to depth 200-250 or so. The all-water planets go to 1500 or so. The lifeforms in deep dark water have become pretty cool to look at. Terrain generation changes are quite nice in purple systems, a lot more dense and a lot more height traversal vs. flatter. Like most of NMS updates tho, the changes are mostly visual that make random system/planet hopping more engaging for longer. People wanting mega gameplay changes or "something more to do" probably won't find it. Underwater basing/exploring is probably the main thing. And hunting for new animals or ships, as always (lots more animals). “Things are as they are. Looking out into the universe at night, we make no comparisons between right and wrong stars, nor between well and badly arranged constellations.” – Alan Watts
Hawke64 Posted February 8 Posted February 8 17 hours ago, LadyCrimson said: Some people have actual trouble with visual cues/spatial awareness (in certain graphic circumstances/games), or have trouble with firmly creating too many "brain to muscle (finger?) memory" pathways for reaction timings. Or in terms of learning, they are simply like me: can't be bothered and don't get any emotive satisfaction re: "I git gud" at games that want to kill you in 1-3 hits. KCD2 looks like a nice open world wander, but at this point in my life I enjoy watching someone like Cohh play/discover it for a while, then playing it myself. I know you can avoid a lot/most combat (and probably yappy npc quests etc) if you really want to, but that wouldn't lead one to "git gud" so then the few times you might HAVE to deal with it are the times when ppl like me would turn it off and never turn it on again. From watching Cohh however, it definitely looks like a nice game for those that like the rpg gameplay style. I would say that the saving system looks (have not played and unlikely to) more unpleasant than the combat. While for an action-adventure, like Zeno Clash (the only one first-person game with somewhat complex combat I can remember), relatively frequent checkpoints are fine, losing several hours in an action-RPG might be much more irritating. --- I have finished (and am replaying now) Sorry We're Closed and it was a most delightful experience - excellent writing, level design, gameplay, visual style and graphics, and music. The system requirements are most reasonable, the controls are rebindable, and there are some accessibility options (including infinite healing and aim-assist). There are several endings and I have managed to reach 2 of them (some are mutually exclusive, as I understand). There are also some side quests and collectibles, tied closely to the main story. 1 playthrough is around 10 hours. The genre is survival horror in an uncompromisingly queer British setting created by a small development team (2 people), while the story itself is about love (and not bringing a chainsaw to a shotgun fight). The game is heartwarming, engaging, and focused, and also DRM-, DLC-, and MTX-free. This is exactly the kind of art I want to see and support more. The only thing I could complain about are very few save slots (3), but Windows Explorer resolves it. Some GIF images from the Steam store page (because I did not take any screenshots in combat and would not want to spoil the story): Spoiler The game is available on GOG and Itch.io as well.
Sven_ Posted February 9 Posted February 9 (edited) On 2/7/2025 at 11:56 PM, LadyCrimson said: KCD2 looks like a nice open world wander, but at this point in my life I enjoy watching someone like Cohh play/discover it for a while, then playing it myself. I know you can avoid a lot/most combat (and probably yappy npc quests etc) if you really want to, but that wouldn't lead one to "git gud" so then the few times you might HAVE to deal with it are the times when ppl like me would turn it off and never turn it on again. From watching Cohh however, it definitely looks like a nice game for those that like the rpg gameplay style. I found it interesting that they had attracted non-gamers with the first game. But in a way, that makes sense. In my proper story playthrough, I had hardly mastered nor deeply engaged with the melee combat system at all at that point (as said, it's also attribute dependend though and gets progressivey easier the higher you level up). Despite there being one or two occasions where there is what you could call a 1vs1 "boss fight". One of which I ended by shooting an arrow in the head of the dude (took a few reloads and luck though). Still, interesting. And some of it makes perfect sense... and not only because it's actually quite a chill game, overall. "In Kingdom Come: Deliverance, we attracted quite a lot of people who never play games, which is sort of unique," senior game designer Ondřej Bittner says. "It's sort of like Euro Truck Simulator – a lot of people who play Euro Truck Simulator don't play other games. So we interact with a lot of people who love history, or fencing, or historical martial arts, or whatever, and they didn't have a problem with most of the mechanics." So we interact with a lot of people who love history, or fencing, or historical martial arts, or whatever, and they didn't have a problem with most of the mechanics. It was usually the gamers – like [controversial save item] Saviour Schnapps! People who never played games would be like 'It makes sense to have to eat or sleep', while people who play games are like 'I can't just press F5 to quicksave?" "We can't really repeat the Eurojank situation" – How Kingdom Come: Deliverance 2 found its Witcher 3 moment | GamesRadar+ Completely agree with this sentiment though. Which is why it's good that recently games such as KCD2, Stalker 2 et all saw success. "Instant gratification in games has become a problem where, to sustain dopamine for people, you have to constantly bombard [players] with stuff," says Bittner. "One day they wake up and go 'oh, this is all really obnoxious' and they shut it all down. So we kind of go back to the roots of RPGs where it's sort of like: well, you can do whatever you want, and maybe go and do the main story. Bittner describes the approach as "going back to the [genre's] roots with less hand-holding," but acknowledges that it can cause friction. "We don't really tell you what to do exactly, and sometimes this can clash with players from a younger generation," he explains. "They can be like 'I don't know where to go' – well, have you thought about where to go? If I tell you where to go, it's not really as fun, is it?" "Instant gratification in gaming has become a problem" – Kingdom Come: Deliverance 2 dev says the RPG is meant to feel like a spiritual successor to Oblivion and Morrowind | GamesRadar+ KCD2 found a solution to the "problem" that seems much better than what Bethesda, Bioware, CD Projekt (and recently Obsidian) came up with in my book. For instance, the moment you're let go into the open world of the game, you start out with nothing but your pants. You're gonna have to work some to change that, as nothing's gifted to you. However, there's immediately an NPC that asks you to have a chat. And that NPC is gonna give players some directions for their first step -- if they want to. It feels natural, rather than being treated like a toddler wherever you go. I actually WANTED to listen to her. In particular as that NPC is written like anybody else: Like another character that has a reason to be where she is. Rather than an obnoxious TUTORIAL NPC and a dozen arrows in the middle of the screen going like: "GO PRECISELY HERE AND DO EXACTLY THAT." People who get stuck will get stuck anyway. No need to sour the experience for everybody else. Hollywood also doesn't rearrange Nolan movies just because a segment of the testscreening audience found them to be confusing -- that'd only lessen the experience. The save system is a non-issue. First, you can buy the items just down the road. Then every other corner of the map has an optional permanent bed, and using bed = saving game. Then the game saves whenever you quit the game too. Then there's auto saves.... Personally still wish the "hardcore mode" also in the first game would have been in the release version of KCD2 straight out of the Trosky gates -- it's gonna be patched in later on. You can easily navigate the game world just by visual cues rather than the map always showing your position.... Trosky Castle, the region's big landmark is visible from almost wherever you go... and it's also sitting right next to the starting village, where shops, a tavern and people are. Both the living. And possibly, the dead. Edited February 9 by Sven_
LadyCrimson Posted February 9 Posted February 9 ^ I don't know about gamers vs. non-gamers, or whether I'd even be one or the other - I suspect I'm in the middle somewhere, and mostly I'm just task/order/efficiency-obsessive - but my issue with story or "realistic" RPG (vs. fast arpg's/looters) is if I realize a NPC is trying to give me a quest, I will run far away. Hence I never get anywhere in them in the long run so what's the point. It's not just combat - although that is a large factor re: whether I might even idly/briefly check something out at all - nor does it matter to me how well anything is written, I simply do not care to listen to/quest for NPC's, go away. There is generally little within most stat/gear based RPG loops - even sandboxy ones - that give me motivation anymore, outside of simple exploration/saw all the map perhaps. I wish I could still get into them but it's not where my brain travels. Death Stranding wasn't an RPG, but its gameplay loop was so different from the norm that I've experienced (well, most of it), and in some weird way it was so meditative, that I put up with a lot of stuff I wouldn't normally - like the few weird combat sequences and those mega-cutscenes, blargh - here and there. Outside of explore/build sandboxes, I need more oddball and different like that, stuff that doesn't feel like the same thing with a different skin, yet again. Man I hope DS2 doesn't suck. 2 “Things are as they are. Looking out into the universe at night, we make no comparisons between right and wrong stars, nor between well and badly arranged constellations.” – Alan Watts
kanisatha Posted February 9 Posted February 9 23 hours ago, Hawke64 said: I would say that the saving system looks (have not played and unlikely to) more unpleasant than the combat. Oh, I did not know this. I just looked it up ... and yes, this is definitely a deal-breaker for me. I require saving (mostly) anytime anywhere. Thanks for pointing this out! 1
Sven_ Posted February 9 Posted February 9 (edited) 5 hours ago, kanisatha said: Oh, I did not know this. I just looked it up ... and yes, this is definitely a deal-breaker for me. I require saving (mostly) anytime anywhere. Thanks for pointing this out! Well you could do and abuse the system anway, since every time you hit Escape and exit the game makes a save. But there be mods. Unlimited Saving II at Kingdom Come: Deliverance II Nexus - Mods and community I personally don't use it, as it would make the entire crime system kinda pointless... every time you are caught with something, you simply load. But as long as people are having fun, fire away! Edited February 9 by Sven_ 1
LadyCrimson Posted February 9 Posted February 9 (edited) Re: save systems - That potion-saving is a weird "manual" save option, too. It's kind of interesting as a restriction, although I'm sure eventually one could buy/find enough to manage or something. Although, just to say, someone's already make an unlimited saving mod for KCD2 - of course, it's user-risk to 100% trust it. Or I bet there's trainers to give yourself 1000 save-potions already, or 10 every play session, whatever you want haha. My issue with rpg's is if you can't have a lot of separated save slots. I like having a whole set of saves at certain junctions in games, so I can go back and try different things or solutions re: non-repeatable fun stuff, without having to replay an entire game again. Or in case one hits a game-breaking bug that a save from 4 hours ago might be needed. Certain types of games having 1 manual and one autosave is fine but giant rpgs, no thanks, I need 10 minimum. 20 preferable. Edit: not saying KCD 2 is like that, I have no idea. Just saying I don't like it when games do the 1-manual/1auto save thing is all. Edited February 9 by LadyCrimson 1 “Things are as they are. Looking out into the universe at night, we make no comparisons between right and wrong stars, nor between well and badly arranged constellations.” – Alan Watts
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