Vault Dweller said:
Exit, can't you maintain a normal conversation without resorting to name calling and turning every thread where I post opinions you disagree with you into flame wars?
Quite nice of you to reciprocate my message in kind with your own flaming remarks. I don't see how you can take the 'high road' here if all you can do is stoop to insulting me in a manner worse than I did.
Just for the record, your stupidity is becoming legendary. Your ways of arguing and seeking attention are disturbing. You have a reputation of a moron, a hypocrite, and a flip-flopper. Your threads are the reason we have a "stupid" forum. Just think about it.
You can't dismiss my arguments just because you've decided to label me as a 'flip-flopper, a moron, and a hypocrite'. That's pretty much the
only thing you seem to do when you debate with someone. You attack them ad hominem instead of actually addressing their arguments and then claim to be in 'the right'. With beanses, jiu and all the people with 'low post counts' your only response to them seems to be along the lines of "Why should I listen to you? Your opinion is meaningless. You need a higher postcount." or "You are a newbie therefore your opinions are invalid to me."
You don't even know how to hold a debate without resorting to attacking a person's character. I feel must apologize for my earlier lash-out against you, as it was not very conducive to the discussion.
What about Diablo 2 where if you invest into wrong skills your character is useless?
Diablo 2 was a rather flawed system prior to the 1.10 patch and I would have never stated otherwise. It still is, to a small degree, but it’s a lot better now. Were you to refer to this as ‘flip-flopping’, it would give me doubts about your mental state.
What a crappy game it is.
Your opinion does not equal fact, and likewise neither does mine. I have to say that I rather enjoy Diablo 2 since they implemented the Synergies and made skill investments a lot more worthwhile. I understand perfectly that you imply not to like Diablo 2, but that doesn't make it a poor game.
Now, unlike many games and systems, all you have to do is rememorize spells and you are no longer useless.
Unlike many other games and systems, a mage has to spend a lot of his time memorizing his spells and taking a nap instead of being able to choose them on-the-fly. It's an unnecessary
complication and a hassle to perform. That is why I do not like it.
For the record, complication has got nothing to do with how intelligent someone needs to be in order to understand it.
From Dictionary.com
com•pli•ca•tion
n.
1. The act of complicating.
2. A confused or intricate relationship of parts.
3. A factor, condition, or element that complicates.
and
com•pli•cate
tr. & intr.v. com•pli•cat•ed, com•pli•cat•ing, com•pli•cates
1. To make or become complex or perplexing.
2. To twist or become twisted together.
As you will note, it's got nothing to do with intelligence. It's all a matter of expediency and simplicity of ease in gameplay and the fact that unnecessary complications like the memorization system of which I will discuss later.
As for getting the wrong spells, that's what brains that you are obviously lacking are for.
That is untrue. It is either that the characters you play possess psychic aptitude or the DM tells you what is ahead, for you to really plan ahead with spells you intend to use. Who's to know that you will encounter a Wizard the next day that will be immune to all of your attacks unless you use Penetration or Remove Magic on him? If you had memorized a bunch of offensive Area of Effect spells in anticipation of a horde of goblins you'd likely end up being rather useless in the situation.
Nobody is a moron for finding the D&D memorization system a complication to gameplay. In case you don't know what 'complicated' means, I suggest looking at the above quotes from Dictionary.com. It is a cumbersome system that has little to no merit in a CRPG.
Ah, so you are a noob. Why didn't you say that you have no fucking clue about the magic system because you are too stupid to understand it?
It's got nothing to do with being too stupid to understand. It's more a case of not caring enough about D&D to give a rats ass about it. I understand that it's easy for D&D ‘enthusiasts’ like you and Spazmo to have an implicit understanding about the system but the majority of gamers don’t want to be given the burden having to deal with something so unnecessarily implemented.
A game system should always attempt to be as intuitive as possible to the gamer, and the portions of systems like D&D's memorization in regards to CRPGs are not especially fun, or intuitive to get into. It doesn't take 'intelligence'. It's a matter of it being unnecessarily complicated when there are better systems. It doesn't need to be that way, as I will point out soon enough.
Someone would have wrote some easy guide for retarded for you. Anyway, first, Melf's Acid Arrow is useful to those who are vulnerable to acid (duh!), like trolls. Second, Magic Missile if implemented correctly (multiple targets) can allow you to disrupt several mages at once very quickly.
To a newbie, it looks like there are a limitless number of spells that do more or less the same thing with perhaps a variant in damage or elemental attack. Clerics have to deal with quite a number of healing spells that do practically the same thing.
I wouldn't play a Wizard, not because it's too 'hard' as VD seems to think
Didn't you just say that "I agree that it is too complicated to enjoy"? Wow, it takes less and less time for you to flip-flop. [/quote]
Because you fail to understand my meaning, it does not make me a flip-flopper, at least not in this particular situation. By god, have you no other argument other than to resort to personal attacks? You'll look for every opportunity to launch an ad hominem attack against anyone as long as it diverts attention away from your hollow argument.
It is too complicated to enjoy, as I said, because it isn't intuitive. Not because it's 'hard to grasp'. It's a
cumbersome system that has no place in a CRPG. Never has, never will. It's got nothing to do with intelligence. It's all a matter of useful application, and thus far it is proven itself anything but; much like the brain in your head.
I see. Because wizards can only cast spells, and can't use darts, slings, crossbows, etc and anything else that would go nicely with good Dex.
When I play a Wizard I expect to be casting spells, not throwing darts at people. I don't care for the idiotic Dex angle that D&D implements for the sake of making up for the wizard's shortcomings. I'd much rather play games where wizards do as I expect them to: cast spells, not throw darts.
Yeah, so does Diablo 2. Your point is?
My point is that it invalidates the "Tyranny of Choice" argument.
Ever heard about a little thing called copyright?
Spellbooks and memorization/preparation are copyrighted? You're lying. I'd like some proof of this here statement.
More unsupported bullshit.
This is also an untrue statement. Where were your arguments against Bloodlines' use of mana/blood points? Or of Prince of Qin’s Chi? The implementation of mana as Energy in Deus Ex? Pretty much every game with magic in it has some implementation of mana but this has been the only time I’ve seen anyone lash out against it.
God, you are dumb! It's not the memorization, it's the mechanics that force you think and pick some spells, making strategies that go with them and trying to balance your offensive and defensive capabilities.
The mechanics are cumbersome and unnecessary. It is a forced choice that a player shouldn't have to go through the trouble of dealing with, especially in a game that is supposed to be fun, not tedious. Who's to say Bioware can't implement a belt of spells in a manner similar to the way Guild Wars does it? There's no reason a Wizard can't sort his spells and abilities out based on their usefulness to him.
Do you even know what "rules lawyer" refers to, noob?
Need I remind you that we aren’t in the Everquest or CounterStrike forums? Calling someone a “noob†has very little weight here given the ludicrousness of calling someone that. These are not those forums, where people whom you disagree with are either noobs, bluebies or carebears.
Oh, horror, oh, horror. You can't cast any spellls you want all day long. Well, that's what that planning is all about. If you don't want to have a rogue in your party, and you really want to unlock every door you see, than you think about how you may substitute these abilities.
I am afraid that you are failing to grasp the issue at hand. The point that I was attempting to convey was that it is a cumbersome experience, an unnecessary complication, and not something I want to have to deal with in a CRPG.
Planning ahead? Call it what you want, but it's tedious and unnecessary to gameplay. I don't know what you find so enjoyable about opening up the spellbook and rememorizing my spells with their reagents, and then taking a rest every time I come across some sort of barrier that I can't get through with my current selection of spells due to my lack of foresight or whatever.
You may double-/multi-class or you may reserve some of your spells just for that. That would limit your offensive abilities, but that's the choice WITH FUCKING CONSEQUENCES that you have to make.
These are unnecessary consequences that only stem from the implementation of a poorly conceived system. I would implore you to tell me why Dragon Age (or any other game) should be like Dungeons and Dragons, for that matter, especially when they can create a better, streamlined system there's absolutely no reason why they'd have to resort to using rules comparable to the Draconian and unnecessary rules implementation of D&D.
Double/Multi-class? This is meaningless to me, and on top of that it makes little sense. Why can't a wizard who learns how to fight with swords become good at it? I'd also like to add that class-based systems
suck and limit effective role playing. Fallout certainly allowed you to master speech craft as well as guns, whereas a class-based game would force you to choose between them, as if having speech craft impairs your physical aptitude. Is this the Tyranny of Choices? Quite possibly.
Because my evaluation of things isn't based on my current likes/dislikes.
I certainly hope so, as it often appears that you have an agenda to run against Bioware. It's rather hypocritical considering that so many other CRPGs also use mana-based systems but you've never made noise about that.
Figuring that out, which, btw, isn't a rocket science, and how you'd deal with that is the strategic part.
I didn’t say it wasn’t strategic, but it is however unnecessarily complicated. It is one thing to come prepared with a strategy, like having a fireball ready to cast at a group of incoming Goblins, but forcing a player to sit down every day and having him select a whole new bunch of spells and rememorize them every single time he rests is pushing on the absurd. It's unnecessarily complicated and it lends little to fluid gameplay, especially for players intend on trying a mage their first time through. It was one of the reasons why I and many others opted to go with classes like the Fighter and the Ranger instead of Wizards in Neverwinter Nights and Baldur’s Gate.
NWN was a crappy game, imo. All the other mana-games that you've mentioned have absolutely no strategy in the spell casting department. That was the weakest point in Arcanum, imo.
Why does playing a Wizard require the application of spell memorization? It's rather burdensome to the player and there are many better ways to make up for it. I will point out several examples proving your incorrectness in this issue and the superiority of these systems:
In Guild Wars, you can only have 8 spells equipped at any one time even though you may have a large spellbook. 9 or 10 if you use charms. You have to pick the spells before you enter a mission and you will only be able to use these 8 spells throughout the mission. The spells you choose should compliment your gameplay style (or your party, if you've got a permanent one) and they should compliment each other. As you have spells from two classes to choose from at any given time, it might be a good idea to have a ranged Health Draining ability coupled with your regular bow attack. A warrior with offensive casting may opt to use a Touch-based damage ability to compliment his melee attacks.
In Kult, there is Attunement system which is an amalgamation of the spells (or rather, Attunements) that you choose and the application of equipment. Attunements are learned through affinity or rather use of equipment. Using a Long Sword will allow you to gain a Swordmastery attunement, for example, which adds to your repertoire of Attunements. These attunements are either passive, or active. Passive attunements work so long as you have equipped the necessary equipment in order to activate them, while passive attunements work like spells. Some attunements even require the activation of other attunements in order to work. For example, “Sunlight†requires that you have the “Fire Mastery†attunement active. Selecting which attunements to use happens each time you rest which is somewhat similar to Memorization. The difference being you don’t require reagents for them and you can simply select any of them as you so choose, limited to the attunement slots you have at your current Character Level. Active Spell attunements require mana that regenerates slowly or refilled through spirit vials dropped by every enemy. Casters are in no way given the short end of the stick when it comes to combat.
Given that there are an incredible amount of attunements that you can learn through the equipment you acquire, you can go through an entirely different set of attunements by playing an Archer instead of a Mage and on top of that, there are Elemental (Earth, Wind, Fire, Water) attunements to deal with that compliment your Magic, Archery or Melee skills.
In Seal of Evil, instead of stats like Strength and Dexterity, you are given a Five Element System based on the ancient Chinese elements of Water, Wood, Earth, Metal and Fire. Each of these elements works in a way similar to Strength and Dexterity, with Metal adding damage to your attacks and Earth adding armor and resistance. This Elemental system allows you to define your character according to the role you see fit to play on top of his or her character class (Paladin, Witch, Assassin, Beastman or Wizard) and these Elements compliment the very malleable spells available to you. For example, the Witch’s “Five Divine Elements†spell that works differently depending on the weapon you have equipped. Since each item is attributed its own element, a Fire element weapon would add more damage to the spell while a Wood element weapon would slow enemies down. On top of that, the Five Divine Elements spell also stacks with passive buffs like Fire Cantrip (adds movement and attack speed) or Wood Cantrip (adds damage and HP recovery).
In Diablo 2, you have Skill Synergies which compliment other skills you choose. Deciding which skill synergy set to define your character by is certainly a lot more ‘strategic’ than choosing which spells to memorize day by day, especially since the skill synergies affect your character in the long run. On top of that, there’s a variety of equipment that you will find throughout the game that allows you to define your character in a much more diverse manner on top of the skill synergies that you choose. A Paladin focused on dealing elemental damage might opt to go with the Vengeance/Conviction set of synergies while aspiring to equip a Baranar’s Star mace weapon to compliment his elemental attacks, whereas another Paladin might prefer to focus on dealing fast and hard melee damage on top of his elemental damage, but he would require mana stealing equipment in order to make up for his heavy use of the Vengeance skill.
And Deus Ex? You've gotta be kidding me.
I'm not. You only had a limited number of modifications to choose from and some of them would prohibit the use of others. Choosing the Stamina leg mod took away your choice to the Stealth mod. The modifications you picked and the skills you chose to upgrade (e.g. Rifles or Melee) determined your gameplay experience in the long run.
All in all, these systems work a lot more efficiently than D&D’s rudimentary ‘memorization’ system that was no doubt created a long time ago without much imagination or forethought.
We appreciate your expert opinion, Exitium.
Nothing I can say will change your willingness to hump the D&D system.