hiver
Guest
As for crafting problem; before someone comes in with a smart suggestion of cutting it out or nerfing it in other ways - JUST make some nice hardened armor available from combat encounters dammit.
While I can appreciate that, adding a difficulty slider that lowers or raises an enemy's hitpoints (edit: and/or yours) isn't negating choices and consequences in different builds, it just helps those of us who may not have an hour to spend trying figure out 1 battle win the darn thing already - even though our character build, strategy, or equipment set is less than optimal. The fact is, not all players have the same level of skill and that's kinda why the difficulty slider was invented. Not saying that I want dialog based characters to be able to win any fight and I'm not saying I want a "win" button put in, but I am saying that I don't need you to hold my hand and help me play the game "hardcore" anymore than I need Bioware and EA to dumb it down and help me play the game casually. Either way I want the choice. If I, the paying customer, want to make the game eaiser for whatever length of time, then that's my business.Vince has said that he didn't want difficulty sliders because it would render having different builds moot. Let's say you have an "Easy" difficulty; then a character who would be a mediocre fighter at best normally can wipe the floor with people he otherwise wouldn't have a chance with. The rationale is that it would give the player way too much leeway to be an uber-badass jack-of-all-trades.
Just quoting this to make sure people see it.Crafting techniques will be much harder to get in the game and by harder I don't mean you'll have to kill someone or do a fetch quest. In AoD enemies kill you!
We threw them in the demo to test the system. We got enough feedback to tweak a few things.
- encouraging specialization based on attribute scores (even more than it is encouraged now)
True, but the changes from the March update already seem to work on making the skill checks a bit less "schizo" (as you say). The change I proposed actually gives a small boost to early characters (such as in the demo), but makes up for it by requiring specialization for the latter parts - the hardest skill checks (requiring 95 or 100 skill level) can only be passed by characters who have 9 or 10 in the relevant attributes. But since nobody seems to like the idea, nevermind all that- encouraging specialization based on attribute scores (even more than it is encouraged now)
The problem I see with specialization is that the game is fucking schizophrenic regarding allround/specialized characters.
There are simply too many checks (simultanous and succesive) based on two (often enough vastly) different skills, which is encouraging you to spread your points.
At the same time, you also need high scores, so you should better specialize?
In the end the player tries to optimize, through heavy metagaming and reloading.
I wouldn't complain if that would be only the case for side quests. So you can't do all side quests, no biggie.
Unfortunately it happens even in main (faction) quests.
As long as the player has no information about what skills might be needed or some security that a reasonable build should be able to progress through the game, forcing the player to specialize too much won't help the game, I'm afraid.