What the fuck you have against the min-maxing? It's like every post I see from you is about how you don't like the min-maxing. A childhood trauma?Because subhumans here like autistic min maxing simulators like kingmaker
I like being able to dabble in a few skills and not be relegated to swinging an axe ONLY for an entire playthroughWhat the fuck you have against the min-maxing? It's like every post I see from you is about how you don't like the min-maxing. A childhood trauma?Because subhumans here like autistic min maxing simulators like kingmaker
I agree that bloat as described in the initial post is bad but it is not as clear cut as it sounds.
Large numbers aren't the problem itself but rather the lack of different options to tackle them
and how you implement them in such a way that it doesn't harm the atmosphere of the game.
Even Gothic works with number bloat under the hood. The "bloat" is somewhat hidden but
it is still part of the game. Your progress is pretty much tied to your weapon damage and the
resistances of your armor. But in the end you can convert the resistances into effective health,
which means that an armor simply grants you a huge bonus to hitpoints, i.e. bloat.
But Gothic manages to "hide" that well enough so it doesn't feel like a "bloaty" game.
Another problem is a continuous rise in numbers. That simply doesn't evoke any feeling of
improvement. Having fewer but larger, more noticeable "jumps" in power simply feels better in my opinion.
Rationally swords and spears would be shit against metal armor,
You know, in real life you wouldn't be learning all the possible fighting skills. You can't be a sniper, machinegunner, tank-driver and pilot at once. That makes sense for party based RPG when you can have a team of narrowly specialized people.I like being able to dabble in a few skills and not be relegated to swinging an axe ONLY for an entire playthrough
Why have so many skills in a game when you are forced to max one
Actually in real life you can learn how to do all of those things because they arent that fucking hardYou know, in real life you wouldn't be learning all the possible fighting skills. You can't be a sniper, machinegunner, tank-driver and pilot at once. That makes sense for party based RPG when you can have a team of narrowly specialized people.I like being able to dabble in a few skills and not be relegated to swinging an axe ONLY for an entire playthrough
Why have so many skills in a game when you are forced to max one
On the other hand, if game goes against min-maxing, 99% probability that it encourages powergaming
I agree that bloat as described in the initial post is bad but it is not as clear cut as it sounds.
Large numbers aren't the problem itself but rather the lack of different options to tackle them
and how you implement them in such a way that it doesn't harm the atmosphere of the game.
Even Gothic works with number bloat under the hood. The "bloat" is somewhat hidden but
it is still part of the game. Your progress is pretty much tied to your weapon damage and the
resistances of your armor. But in the end you can convert the resistances into effective health,
which means that an armor simply grants you a huge bonus to hitpoints, i.e. bloat.
But Gothic manages to "hide" that well enough so it doesn't feel like a "bloaty" game.
Another problem is a continuous rise in numbers. That simply doesn't evoke any feeling of
improvement. Having fewer but larger, more noticeable "jumps" in power simply feels better in my opinion.
They fixed that particular bloat problem in ELEX. By removing the character sheet.
Not that I consider Gothic 1 and 2 problematic in that regard, both games have basically no bloat compared to most modern titles.