I do agree that being given what seems like a do-nothing quest only to find it's extremely challenging can sometimes be frustrating, but proper messaging to the player could solve that. I think a cool solution would be to do some sort of level check and change the quest giver's dialog a little bit... like, if the quest is intended for players at around level 10, but you're level 5, have the quest giver say "Well, you might not be up for this yet, but if you think you've got the nads for it..." or something along those lines. You don't have to specifically reveal what level the quest is meant for; you can just sort of imply it for the playerNormal RPG behavior suggests that if players receive a quest—without a giant skull icon or other “high-level” warning—then they should be capable of completing that quest immediately.
It absolutely does not. Jesus H. Christ it's like the last 30 years of CRPGs just don't exist and never fucking happened. The era of level-scaling and quest markers is less than 10 years old, and even still they are not pervasive. There are plenty of RPGs out there -- both old and new -- that don't operate this way. If he doesn't know about them, that's his fault. Not the developer's. Goddamn.
I do agree that being given what seems like a do-nothing quest only to find it's extremely challenging can sometimes be frustrating, but proper messaging to the player could solve that.Normal RPG behavior suggests that if players receive a quest—without a giant skull icon or other “high-level” warning—then they should be capable of completing that quest immediately.
It absolutely does not. Jesus H. Christ it's like the last 30 years of CRPGs just don't exist and never fucking happened. The era of level-scaling and quest markers is less than 10 years old, and even still they are not pervasive. There are plenty of RPGs out there -- both old and new -- that don't operate this way. If he doesn't know about them, that's his fault. Not the developer's. Goddamn.
Don't be surprised if not many share your masochismI do agree that being given what seems like a do-nothing quest only to find it's extremely challenging can sometimes be frustrating, but proper messaging to the player could solve that.Normal RPG behavior suggests that if players receive a quest—without a giant skull icon or other “high-level” warning—then they should be capable of completing that quest immediately.
It absolutely does not. Jesus H. Christ it's like the last 30 years of CRPGs just don't exist and never fucking happened. The era of level-scaling and quest markers is less than 10 years old, and even still they are not pervasive. There are plenty of RPGs out there -- both old and new -- that don't operate this way. If he doesn't know about them, that's his fault. Not the developer's. Goddamn.
Personally I don't find that frustrating. I mean, most of the history of CRPGs was this way, if you stumbled into something and got your ass pulped into V8, oh well! Hope you had a save! The Sierra games were notorious for this, just off the top of my head, and I loved them for it. I don't really see the big deal here, especially since 1) The game autosaves and 2) There is a fleeing mechanic. It just sounds like whining from that reviewer.
So consensus is to play on Hard?
I play on easy with three characters. Oponents are bit squishi, but considering number of stun locks it's not that bad. I dislike relatively forced path however.So consensus is to play on Hard?
So consensus is to play on Hard?
Is there a bug in...
the Temple of the Dead? There is clearly a passageway behind a titan's head at the bit where you click the skull to raise the bridge where the wolves appear, but there doesn't appear to be any way of accessing the passageway. I can't see a switch or anything anywhere (with a 14 perception character) and can't talk to the head. I've done everything else in the temple, and I assume this is the way to the trapdoor and switch above where the 4 sentinels are
I'm sucking Steam's Cock now. Don't judge me.
I have nothing to say, you are right.I'm sucking Steam's Cock now. Don't judge me.
So consensus is to play on Hard?
Not really. Pick whichever is fun for you.
Oh, I haven't started a game yet and the re-rolling talk earlier made me think difficulty was set at start of game. Seems not to be the case, thanks guys.So consensus is to play on Hard?
Play it which ever way is fun for you.
sea said:I think a cool solution would be to do some sort of level check and change the quest giver's dialog a little bit... like, if the quest is intended for players at around level 10, but you're level 5, have the quest giver say "Well, you might not be up for this yet, but if you think you've got the nads for it..." or something along those lines. You don't have to specifically reveal what level the quest is meant for; you can just sort of imply it for the player