SniperHF
Arcane
- Joined
- Aug 22, 2014
- Messages
- 1,110
I know they didn't based on what their character creation screen looked like in the alpha (accurate assessment from someone who isn't me right here http://www.rpgcodex.net/forums/inde...d-go-to-new-thread.88397/page-70#post-3022892). Additionally http://www.rpgcodex.net/forums/inde...ut-the-alpha-here.72670/page-175#post-2926855
Furthermore, it's not just "older" elements, it's newer stuff too, like level requirements on weapons and MMO-style level gating that's also used in Witcher 3.
Probably worth adding that the weapon requirements used to be hard gated like Witcher 3. But IIRC it was the first big beta update that Larian switched over to soft gating. So a level 5 weapon used on a level 3 character has an AP cost penalty but you can still use it if you meet the attribute requirement. While it is rare, there are times when it's worth using higher level weapons at an AP penalty. Though in part the loot system prevents this from being more interesting.
I always wanted them to remove the level requirement entirely and use the actual weapon skill + attributes. Possibly even removing attribute requirements but that would have required some extra changes to the system since the weapon skills only realistically go up to 5.
Regarding going at Larian on what you call cargo cult design, the main target is the baked in level up bonuses and computation changes.
In the case of the (controllable) character system I really do think it was mostly their attempts at trying different things and using alpha testers as proper guinea pigs. Back in the alpha days you could directly trace large numbers of fan suggestions for systems to being implemented in the next patch. There were particularly radical changes in AP, Weapon requirements, and attribute effects on skills. Sometimes they'd switch back, sometimes they'd go a third direction. I think it would be a fair criticism to say they didn't have the a good plan for those things going in but did change them for the better based on feedback and did not stick to closely to what was established from past series entries. The big elephant in the room is the level up computations. If they can move away from level as a stat or at least diminish its impact the next game will be a lot better for it. The rest of the systems will immediately improve based on having greater impact.