Proficiency Posted 3 hours ago Posted 3 hours ago So, I've finished the game last night, and it was a great experience overall. It is a very meaty RPG and something I've been looking for for a long time. That being said, there are some areas that needs improvement in order to improve RPG experience, which I think is important in order for it to be more accessible for new players; especially when 2 DLCs are still coming and this game has every chance to flip the initial perception due to botched marketing (yes, I said it) and pricing (thank you Microsoft!). Currently the RPG system is leaning too hard to specialization, most people, especially on first play-through, would likely to go for general build, they're figuring out what they want to do as they go, and it can be sucks for them when they found out that they thing they want to do will basically botch the initial build they're aiming for. A lot of the problems are players found it difficult to pass a plethora of low skill checks which they probably should've passed easily without even needing to invest points to that specific skills. When they couldn't pass that check, maybe for opening a certain door, player feels that they missed out on content (even though they're not). I propose several solution that can Improve or at least mitigate the rough edges that player will inevitably encounter with current system: 1. Ring slots. The game already has earrings and bracelets, instead of being Junk Items, I think it's good for them to be turn into Skill enhancing items (ranging from +1 to +4 skills enhancement), the game only need to add ring/jewelry slot (4 of them ideally), I don't think people will notice that they can't see the bracelets or earring they put on their characters. So, I think, it will be easy to implement. 2. Consumables. Let's face it, most people don't even realize there is a hunger meter. I'm playing on normal so I don't even know what is the function of foods beside to heal you outside combat. I believe many people already asking why would Dev remove the ability to enhance stats temporarily via consumables, especially when it is a staples (wink) in this kind of game. I want to do drugs in order to be able to open a door, please Obsidian, let me do drugs (build)! 3. Skills enhancing armor and armor mods. This is also an easy fix to mitigate some of the frustrations of not being able to pass a skill check, especially when you need 1 extra point to do so; moreover wouldn't it be make more sense for a specific armor to enhance specific skills related to certain build? - especially considering there are "Engineer Armor", just add +2 to your engineering skills, it's an easy implementation and would help a lot of people navigating the skill checks. This is all for now, I just want to make sure I put it out here in hope that Obsidian Dev read this.
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