Delterius
Arcane
Well, I think the Skaen hold should be a good place for comparison. If I were to cut fights from the original game, it would be there.
Well, I think the Skaen hold should be a good place for comparison. If I were to cut fights from the original game, it would be there.
Then it is badly designed?Well, I think the Skaen hold should be a good place for comparison. If I were to cut fights from the original game, it would be there.
The Skaen temple is working as designed http://www.rpgcodex.net/forums/inde...expansion-thread.100006/page-114#post-4377861
Then it is badly designed?
A noble goal, except that we are faced with boredom and inanity where there should be pain. A handful of truly punishing ambushes would convey that point much more clearly than a bajillion of samey humanoid enemies. I'm not assaulting an enemy position head-on and suffering for it, but instead for playing through a badly designed stretch of the game. Pure and simple.Then it is badly designed?
The intention is that unless you use the back entrance, you are going to suffer.
A noble goal, except that we are faced with boredom and inanity where there should be pain. A handful of truly punishing ambushes would convey that point much more clearly than a bajillion of samey humanoid enemies. I'm not assaulting an enemy position head-on and suffering for it, but instead for playing through a badly designed stretch of the game. Pure and simple.
You flatter me but there's no need for that. This is why they put a lot of thought into the difficulty system. Unless you think that all fights which are of above average difficulty on normal or hard modes should be removed. There are a handful of those in-game. Some have even coined the term "Boss Fight" for that sort of thing and I hear gamers kind of expect those from time to time.A noble goal, except that we are faced with boredom and inanity where there should be pain. A handful of truly punishing ambushes would convey that point much more clearly than a bajillion of samey humanoid enemies. I'm not assaulting an enemy position head-on and suffering for it, but instead for playing through a badly designed stretch of the game. Pure and simple.
They didn't want it to be a nigh-unwinnable task for the majority of their players.
You flatter me but there's no need for that. This is why they put a lot of thought into the difficulty system. Unless you think that all fights which are of above average difficulty on normal or hard modes should be removed. There are a handful of those in-game. Some have even coined the term "Boss Fight" for that sort of thing and I hear gamers kind of expect those from time to time.
None of which actually disproves my proposition. So before this gets out of hand, let's go through our conversation, shall we?The only boss fight they wanted in the temple is the optional one at the end. The rest is a tiring attrition slog (unless you go through the back like an attentive person).
Unless it was patched out, I'm pretty sure you did. You could remove him after, but Aloth had to join.tuluse just to avoid potentially having your question deflected (although I don't think this is something Josh would necessarily do), you didn't have to add Aloth to your party. It's also worth noting that in the developer commentary tracks included in the game that Raedric's Keep was, IIRC, along with Gilded Vale one of the last areas developed (Jorge Salgado gave a nice commentary on walking into the main Raedric area).
Given how difficult it is to find the key to the underground entrance from Dyrford Crossing, or alternatively, open that entrance without having a key, and that even then it is not looking like a "main" entrance at all, I'd rather say it's a case of bad dungeon design and not a case of "it's boring on purpose".That area is literally not meant to be fun in any way to punish you for being inattentive, making it fun would be against their goals.
One could say that this is a pretty grognardy principle.
You could tell him that you prefer to travel light. There are no mandatory companions once you're out of Cilant Lis, if there were, this would break the Solo achievement. You have to be mistaken.
Oh, my dear child. You ask far too much.AwesomeButton said:Given how difficult it is to find the key to the underground entrance from Dyrford Crossing, or alternatively, open that entrance without having a key, and that even then it is not looking like a "main" entrance at all, I'd rather say it's a case of bad dungeon design and not a case of "it's boring on purpose".That area is literally not meant to be fun in any way to punish you for being inattentive, making it fun would be against their goals.
One could say that this is a pretty grognardy principle.
Did you play the beta at least, or watch a playthrough?
Given how difficult it is to find the key to the underground entrance from Dyrford Crossing, or alternatively, open that entrance without having a key, and that even then it is not looking like a "main" entrance at all, I'd rather say it's a case of bad dungeon design and not a case of "it's boring on purpose".
Did you play the beta at least, or watch a playthrough?