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KickStarter Lords of Xulima

thexsa

Educated
Joined
Jan 29, 2015
Messages
79
I almost always only take Taliet, +5SPD. They messed up quite a bit with how useful stats are this game. I guess the others, especially CON, can be useful early on against tougher bosses but the SPD one is useful throughout the whole game, since it can mean the difference between perma stunlocking enemies and never taking damage at all yourself, and having to rest constantly since Cleric runs out of PP.
 

Jack Dandy

Arcane
Joined
Feb 10, 2013
Messages
3,039
Location
Israel
Divinity: Original Sin 2
Still having a good time with the game, but holy shit

Who was the retard who said "hmmm, for this big boss battle it would be a good idea to reset the music just as it gets interesting"?

It's like they ran out of budget and could only afford half a tune. Stupid, stupid, stupid :mad:
 

valcik

Arcane
Joined
Jan 18, 2013
Messages
1,864,690
Location
SVK
Yup, combat music sucks big time and there's not any option to turn that shit off.

thexsa: I think blessings from priestess could be combined together. Also, you'll get permanent blessings later, as a reward for sacrificing rare artifacts on those altairs scattered across the wilderness.
 

thexsa

Educated
Joined
Jan 29, 2015
Messages
79
Judging the catalogue/file structure of the game, it's easy to override sound/music files for this game.

Gonna try to get rid of their stupidly f*ing annoying pop-up sound for every message box.
 

thexsa

Educated
Joined
Jan 29, 2015
Messages
79
Yup, combat music sucks big time and there's not any option to turn that shit off.

thexsa: I think blessings from priestess could be combined together. Also, you'll get permanent blessings later, as a reward for sacrificing rare artifacts on those altairs scattered across the wilderness.

Yeah, I do that, but the only times I ever picked con was when I was gonna kill some Cursed Hounds. SPD, Resists, CON. Else I only go for SPD, or if I plan to grind-clear some areas I take the xp one too.
 

Monocause

Arcane
Joined
Aug 15, 2008
Messages
3,656
Had a blast with the beginning of LoX but the game lost its steam around level 11-ish, playing on the middle difficulty level.

My current party is Gaulen, Paladin, Arcane Soldier, Cleric, Wizard, Rogue. For the past five levels or so every single combat played out the same, with the only choices being:

1) Use abilities for stronger attacks or conserve SP and just use normal attacks
2) Use shurikens or not
3) Use Spark to strike the front row or stone arrow to hit the back row. Later on this got subbed with using Flames to hit a column or using Blizzard to hit everyone.
4) Prioritise damage dealing.

Other than that it's gotten samey to the point I really struggle to keep playing. I invest in the same skills each and every level. Attribute choices are mostly no-brainers, and don't really feel like they matter a lot since stat-boosting gear is widely available. Loot is unrewarding and I've had 10k gold stashed for a while now, not feeling the need to splash it on anything since my party is perfectly capable to handle appropriate fights.

Basically yeah - after a really nice and challenging early game it turns into a repetitive King's Bounty like-fest - but KB at least gave you an option to swap troops and tinker with different ability synergies etc. Out here you chargen and that's it; you just keep pressing the same buttons. Not saying it's bad per se, but the mechanics simply are too simplistic to soundly support a game of this scope and length.

Couple of thoughts for the sequel (edit: more like a wall of text):

1) Give different characters more utility so that they have more options in combat and outside of it. Penalise overt specialisation so that you really need to think whether to put these skill points into weapon skills or boost something else.

2) Rework the loot system so that killing things and opening chests is actually exciting. A new piece of loot should have the potential to feel gamechanging instead of always being just a tier upgrade. That said - I think 95% of my gear is currently vendor-bought as what i found was mostly vendor trash. Opening chests quickly lost its appeal.

3) Make the game smaller and focus on replayability instead of sheer length as the mechanics will work better with that.

4) Instead of focusing on damage potential increase make the players invest into a broad number of options to cover different scenarios. Instead of making enemies tougher by HP/DPS bloating them introduce more enemies that require different tactics. MM10, for example, had enemies who would gain strength with each melee blow directed at them or were highly resistant to magic, preventing the player from getting used to, say, spamming the same abilities or attacks over and over again.

5) If you introduce a forced character again make him more customisable. As it stands the choices between optimal builds for Gaulen are very limited. Also, Gaulen's combat options are laughably limited (IIRC it's aimed strike and envenomed strike, axes or bows) making him one of the most boring characters in the game - which is a Big Thing considering he's supposed to be the protagonist.

6) Avoid 'must-get' skills and dump skills

- As it stands boosting weapon skills at every level is too desirable as skipping out means that soon enough the to-hit chance becomes very low. Conversely, there is barely any reason to invest in weapon skills for classes like cleric or wizard. Suggestion is to make weapon skills give less of a flat boost to accuracy so that it's no longer essential but make them unlock options (say, pole weapons on lvl 5 give a special attack that hit two enemies in a column, or axes on 10 unlock a cleave attack hitting an entire row etc, or daggers unlock a backstab that always hits etc)
- Thieves are massively gimped if they don't invest in the almighty shuriken. From my experience the shurikens are an I Win button (or, more aptly, a 'pay 20g to win' one, hurr) in many encounters.
- Every reasonable player will max out Gaulen's knowledge of herbs as it's one of the best skills in the game and dirt cheap.
- Plenty of cleric spells for the paladin and wizard spells for the AS are painfully redundant or unviable due to the low mana pool and prohibitive skill point cost. These classes should have their own separate spell lists.
- Identification skill and mercantile skill are wastes of skill points unless the player is constantly wasting gold.
- Armor may be worth a few points here and there but heavy armor weight is ridiculous; instead of leveling up armor a lot to keep up the player can be better off dropping points into endurance or evasion should he need more defense.

Instead of making armor restriction based on the weight allowance solely, you could make weight allowance less restrictive but make heavy armor bulky instead (so heavy defence comes at the cost of speed).

7) Different weapon types should differ more from each other and weapon effects (bleed, stun etc) should be more distinct as well so that players have a reason to invest in different weapon skills.

8) Remove the +XP gear and skills from the game. it's a bad case of "be more powerful now/get more powerful later" choice that turns out to be fake as you end up in a relatively similar spot anyway. It's an annoyance as minmaxers will feel tempted to go very +XP heavy while other players will feel they might be missing out/gaining strength too slowly while it seems like it doesn't really matter whether you pick up learning and appropriate gear or just put skill points into immediate boosts and use stat boosting gear. If levelling opened access to lots of different options this wouldn't be the case, but as it stands levelling is mostly a relatively flat boost to proficiency in combat. So do i pick a flat boost in combat proficiency from more levelling (hence more +skill +stat) or a flat boost in combat proficiency from boosting more combat skills and using +stat gear? Not really a choice and mathematically speaking the difference it makes comes too late in the game to be pertinent to the player experience!

Let's say you invest 10 points into learning and wear + XP gear while I never spend any SP on learning. That's 22 SP spent on learning. Let's assume the 10 points and gear pay off in 10 bonus levels (although it's probably a rather generous assumption). That's 40-22 so 18 skill points and 20 stat points. I am 18 points behind you but for most of the game I've been wearing stat boosting +All Stats gear that more than made up for it (later on a single item can give +2 or even +3 to all stats so 10/15 stat points respectively - and I have had all the slots open for these) and that probably made much of the content easier to blast through. I'd say I'm better off overall.

9) Allow for precombat buffing and add more buff/environment interaction spells to add utility for casters and give more options for tackling different encounters. What's the point of running to an altar to get a +RES buff? Let me cast it myself if i choose to but make it resource intensive enough so that i have to weigh my options carefully.

10) Considering the party has 8 slots in combat, 2 of which are never used unless a Summoner is used (or unless a melee char needs to swap places to hit someone on the far left or far right), it might be a good idea to introduce hirelings with special abilities that could be hired out for a set duration (e.g. 2 fights) for gold.

11) Rework the skill system so that every couple of levels a special ability unlocks to make investing in skills more interesting and important build-wise rather than merely providing the player with a +1 of this or +5 of that every single time.

12) Rethink the use of timesinks. Why introduce cereal grinding? Why force the players to run to altars for heals/buffs? Similar thing as with the +XP gear - the minmaxers will obsess over this, other players will get annoyed that they're penalised for not wanting to suffer the pointless tedium of hitting town every ten minutes or spending ages clicking on plants.

Another example is the XP bonus for clearing all random encounters. It's a good idea on paper but encourages grind instead. Minmaxers will repeat the same unchallenging fights to squeeze out all the XP available, others will stop doing it cause it's boring but feel penalised for having fun and progressing further into the game.

13) Rethink the economy a bit. Why would I pay more for food in the 2nd town if I can teleport to the 1st one and buy it cheap? Why would it even cost more if it's exactly the same food? Why would i buy a shield that adds +1 to a single stat when I can buy a shield that adds +1 to *all* stats for the very same price? These things make no sense.

14) Puzzles relying on the players lore knowledge are a bad idea considering that 98% of the game is combat and lore+plot seem like an afterthought in comparison. All it encourages is alt+tabbing and googling. I've opened three gremlin chests and still can't remember the names of most of the deities. Why would i care about the lore and the plot when the world is a setup for combat encounters and there's merely a handful of interactable NPCs, who are then copypasted across towns?

Fingers crossed they learn from their experiences and totally smash the sequel as even though i'm rather critical of LoX i can see loads of potential for greatness there :) Still feel it was worth my 15 quid.
 
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thexsa

Educated
Joined
Jan 29, 2015
Messages
79
You can choose to fight the goblins instead of answering their question.
And the puzzles in most dungeons I've done are pretty fine, imo. Explore, find hidden letters/meanings, solve it.

And yeah, the learning route in the game is pretty b/s imo. It's adviced to max learning on every char, always. You will probably lose out on a few skill points in doing so, but the extra 15-20 points in SPD and CON are way more useful than the extra skill points.

On my Hardcore + Ironman playthrough I just finished, I ran Thief(Sword), Gaulen(Axe), Barb(Mace) as frontline, and that was fine. Thief I maxed shuri, kept sword high, maxed preception, and kept lockpicking/traps to ~2/3rds of my level. Made sure to always have extra skill points bought for each levelup, if I missed once for some reason I just went shuri + learning + perception.

I like most stuff about the game, except that it doesn't use the true and tested 1 action per turn formula, instead of this shit where there is no choice in how to level up your chars.

You HAVE to go SPD/CON every level for backliners, or they get one-shot. You have to go STR/SPD for frontliners or they deal no damage/never hit. With the occasional AGI/SPD for weapon requirements.

The game would've been much better, both from a strategic and enjoyment-way of looking at it, if it was a similar system as in Wizardry, where speed dictates turn order instead. Now it all boils down to grinding for enough exp so that the monsters you are about to fight doesn't have too much speed for them to stunlock you to death, and since they opted for going the route of EXTREMELY high PP cost for spells and free resting, the only tactics you need to think about is what enemies you use your food resource on to dump all your spells -> rest on, instead of a slow PP regen while walking-system with lower cost on spells, so you can keep using spells often. It's a bit silly that a melee unit does about the same damage as a caster in 1-3 attack rounds for free, while the spell drains 1/4 of the mage mana pool.

They have some balancing issues to work on for the next game, to say the least, but overall a very enjoyable game.
 

roshan

Arcane
Joined
Apr 7, 2004
Messages
2,499
You HAVE to go SPD/CON every level for backliners, or they get one-shot.

And yeah, the learning route in the game is pretty b/s imo. It's adviced to max learning on every char, always. You will probably lose out on a few skill points in doing so, but the extra 15-20 points in SPD and CON are way more useful than the extra skill points.

These are both complete nonsense.
 

GlutenBurger

Cipher
Joined
May 8, 2010
Messages
644
Can't really account for the fact that the guards bug if you use the stone to tp back and ask for the toll for ENTERING town when trying to LEAVE it.
The guards ask for a toll. Only the first toll is for entering. (Since you're outside.) The following ones are for "coming and going". That's what you're first told. I just checked. And later they ask for a "toll to pass". Though the follow up dialogue if you can't/won't pay, may only say something like "Then you cannot enter." I can't check that. *shrug*

That one can get caught in a loop by that, is shitty, though.

Never had that problem before. Though, the difference this time was that I bought crystals and used them to get back to town early game since they cost the same as the toll before you level up a bit.

The devs probably assumed people were gonna clear the guards before starting to use crystals and, seeing as to how the triggers work for the toll, only tested the tolls when entering town. On Hardcore, the guards are a bit tough until ~level 6 or so, unless you get lucky with equipment first few levels.

I's not just when you teleport. If you rest in town and your previous payment expires during the resting period, they'll demand gold when leaving too. Easy enough to see for yourself. Just rest a few days and try to leave.

My experience has also been that if you refuse, and then spend all your gold until you have less than 100, they won't bother you when you try again. I just loaded an old save to test it, and it definitely works. Maybe we're patched differently. The version I'm running is v1.5 on Steam.
 

Shannow

Waster of Time
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Sep 15, 2006
Messages
6,386
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Finnegan's Wake
Yeah, was just going to post this. If enough time passes, they'll ask for a toll. No matter whether you're coming or going. It has nothing to do with teleporting.

I don't agree with everything in Monocause's wall of text, but many good suggestion in there anyway.

I especially disagree with point 8). (Referring to char development. To me itemization is another matter.) You explain it well enough. Lack in strength early on and make up for it later in the game. If you feel like not not investing in learning and thus being stronger early on and the minmaxer invests in it and is stronger later on, then it works exactly as it should, no? If learning were a flat out good choice with(out) only small drawbacks, it'd not make you "agonize" over taking it or not.
 

Emily

Arcane
Joined
Mar 21, 2012
Messages
3,068
Learning is probably bad idea to go for. It is simply trade now for future payoff. And it I just anti-fun+gamey all around. Such skills are always bad idea to have in a game as they promote minmaxing
That said I got bored after lv30, played on hardcore and yes as others have said the game shines mostly in first 10-20 levels. I found classes to not be balanced which I consider a very good decision, as it adds fun and diversity. That said, Thief's are probably too OP at what they do along with clerics.

Gaulen I found to be a very good class and a good way to break tedium by introducing utility skills as a trade off for his fighting skills. And his poison attack is very good if leveled up.
As for people saying that they got screwed by class choice I think it is impossible to fuck up here. As every party is viable as long as you think for a bit when choosing skills and not just pick like 5 clerics.
For reference I played with no cleric and had no problems using my divine summoner for heal and tank pet.
 

Serus

Arcane
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Jul 16, 2005
Messages
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Small but great planet of Potatohole
Let's say you invest 10 points into learning and wear + XP gear while I never spend any SP on learning. That's 22 SP spent on learning. Let's assume the 10 points and gear pay off in 10 bonus levels (although it's probably a rather generous assumption). That's 40-22 so 18 skill points and 20 stat points. I am 18 points behind you but for most of the game I've been wearing stat boosting +All Stats gear that more than made up for it (later on a single item can give +2 or even +3 to all stats so 10/15 stat points respectively - and I have had all the slots open for these) and that probably made much of the content easier to blast through. I'd say I'm better off overall

Another person in the thead guilty of a logical fallacy. Two in fact.
First you argue with an argument no one has made. You argue with yourself (strange that Roshan made the exact same error at some point). No one in this thread AFAIK proposed to "invest 10 points and wear XP gear".
Second error is that experience and additional levels from the learning skill and stats from items are NOT exclusive ! You can have BOTH. You can have BOTH +speed from items and +speed on top of that from additional levels. No one in this thread said to equip yourself with all the crappy +exp items (because available item slots - unlike skill points - are very limited in number and cannot be increased in any way). Some XP items if you feel that it isn't hurting your party performance in a significant way is ok but certainly not all XP items.
In addition lets repeat - level itself is a statistic in the game (on top of the additional points gained from leveling up in stats, skills, hp, pp) that affects the effectivness of the characters.

It all boils to the following question imo. Do you value more:
A. Some more levels and speed (mostly later in the game)
OR
B. Some more skill points.

And the correct answer - i came to a conclusion that the correct answer is: It doesn't matter !

Why ? Because both choices make little difference. The only somewhat difficult part of the game comes at very first few levels anyway - BEFORE the choice of investing in learning skill or not comes in consideration. Later on it really doesnt matter from my experience. Taking learning = character marginally stronger late game. Not taking learning = character marginally stronger in mid game. Yeaaah, big difference. This is all there is to it in my opinion.



I agree with most other points you made Monocause. The most important ones are imo the one about items/loot. Itemization is TERRIBLE in this game - even M&MX did it better, at least it had items with both prefixes and suffixes (potentially combined) and a few unique artifacts. The other good one is about shorter game and/or less grinding. And more varied skills with special abilities being unlocked. Less pretentious story/lory wouldn't hurt. Otoh puzzles were ok-ish, im not fan of puzzles in general, i am a "combatfag" but they were ok. Puzzles that uses lore are a very good idea in geneal - except the lore in this game was poorly done.
 

Serus

Arcane
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Small but great planet of Potatohole
Learning is probably bad idea to go for. It is simply trade now for future payoff. And it I just anti-fun+gamey all around. Such skills are always bad idea to have in a game as they promote minmaxing
Another one who knows better what other people enjoy and what is fun for them. Or equals his personal likes to universal laws. At least you are not as arrogant as the other guy in this thread about it so kudos for that.

It is simply trade now for future payoff
Exactly.

And it I just anti-fun+gamey all around.
For you perhaps.

Such skills are always bad idea to have in a game as they promote minmaxing
There is nothing inherently wrong with minmaxing IMO. Some people enjoy it a lot. I actually would argue that in combat-centric CRPGs (combatfag's CRPGs if you prefer) minmaxing is the fun part for many people and it certainly is NOT "always a bad ida". Don't like it - ok, no one forces you to but don't take it away from others. BTW there are story-centric/C&C-centric rpg that are less prone to this "flaw".
 
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valcik

Arcane
Joined
Jan 18, 2013
Messages
1,864,690
Location
SVK
I'm in the same boat with item-generator haters. Seriously, this diablo-like item randomization, based on material affecting DMG in addition with a few repeated magical effects, makes for extremely boring barter system and loot. It's very predictable and uninteresting IMO. I'd love to have unique and hand placed stuff instead!
 

thexsa

Educated
Joined
Jan 29, 2015
Messages
79
Pretty sure going the route which gains you the most level will always be the most efficient one no matter how you look at it.

You might lose some skill points in the end, but no class is skill point starved. Most spells are useless. Most Bard songs but Requiem and Song of Victory are, in the end, useless. Stun, Sleep, Haste songs are alright until you get to the best Songs though and worth maxing.

Cleric only need to keep up in some healing spells until he gets Mass Regen, then you'll never use another spell except maybe the resist buffs, and you'll be spamming divine prayer I suppose.

That said. Levels give you way more useful things than extra skill points. You get more hp. You get more speed = more damage. You get more PP = more damage. You get higher levels = higher chance to resist sleep spells and higher chance for your bards spells to work on enemies.

If you plan your characters before going in, you should always come to the conclusion that maxing learning is superior. And I would say meta-gaming is necessary for completing the game on Hardcore + Ironman.
 

mindx2

Codex Roaming East Coast Reporter
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Codex 2012 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire RPG Wokedex Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Looks like another KS game is having issues with my precious physical boxes... :(
kickstarter-logo-130-c786b4c0131e4675d4e938b400dcb05d64f7709750ad31d54a87555a0e83dab8.png


#39
Physical Editions

Posted by Numantian Games


Greetings!
Let's talk a bit about the Physical Editions!

Before starting our crowdfunding campaign we were learning a lot from other projects and their authors. One of the most common advice was, "Avoid the physical rewards, their production and manufacture can be a nightmare!

And despite following all of the other advice which was very useful for us, we thought that physical editions for an old-school RPG with a wonderful map, bestiary book, and guide, was simply something mandatory. Even the team members dreamed of having a beautiful Lords of Xulima boxed edition in our hands. So yes, we included those rewards while we said, "Okay, no worries, we will deal with it in the future!"

And the future is now...

So... I don't have words to explain how difficult it has been dealing with all of this stuff. We have a big problem because of the number of units which is less than 400. Because of this we cannot contract a company to produce everything in mass, as the fixed costs are really big. Also 400 is too much for handling them on our own. And of course we want something really cool, not a cheap plastic box or a low quality printed bestiary book. We wanted something exclusive and unique for the backers.

We had to search for other solutions. We spent lots of days searching for the best way to handle this. Finally, we made an agreement with another company that specializes in this stuff for producing and shipping the physical editions.

So everything is OK now?

No, it isn't. The problem with working with an external company is that everything gets delayed a lot with meetings, design tests, discussions.... and start again. We had prepared all the books for December but the production was delayed two months. After that, we have had to reformat the two books again with more than 200 pages...

And finally,

Everything seems to be right and we expect to start the production next week and the shipments in about ten days after that. We are very sorry about the delay. We have put a lot of effort in getting the best quality possible, so we really hope you like it. This is what includes:

  • DVD Box: Flap format which contains the DRM-Free version of the Deluxe Edition of Lords of Xulima for MAC and PC. (with version 1.7).
  • Printed Manual
  • Worldmap Poster: Full color and in a cool and big A2 format (420 × 594 mm or 16.5x 23.4inches)
  • Printed Game Guide: Full color, +200 pages.
  • Printed Bestiary and Mythology book: Hard covers, full color, +200 pages.
Here you have some images of the designs:

2dc4c66410197eab0ae85793f03b94be_large.jpg

e6f97dbd0d3be25c145e007cc6c0a442_large.jpg

As soon as we have more info we will post a new update,

See you soon!

I'm afraid that more and more studios will cut way back on the physical rewards following HBS's almost total digital offerings. Going just for some kind of physical reward but not a boxed edition. :cry:

I wonder how this will affect KS pledges...? HBS doesn't seem to have been hurt by this but they already have an established "pedigree". However, what about these smaller studios...?
 
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Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
Looks like another KS game is having issues with my precious physical boxes... :(

I wonder how this will affect KS pledges...? HBS doesn't seem to have been hurt by this but they already have an established "pedigree". However, what about these smaller studios...?

Personally, I don't think it will have any meaningful net effect.
While physical stuff is cool and nice to look at, I'd say the actual game is more important and the majority of people anyway go for cheaper digital tiers. Sure, it might reduce people's willingness to pledge larger amounts, probably reduce the total pledged sum somewhat, but a KS that is not offering physical rewards should also face less costs, and thus be able to do with smaller goals.
Most Kickstarters seem to be really surprised about the actual costs once they have to tackle the physical rewards.
 

mindx2

Codex Roaming East Coast Reporter
Patron
Joined
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Messages
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Perusing his PC Museum shelves.
Codex 2012 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire RPG Wokedex Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Looks like another KS game is having issues with my precious physical boxes... :(

I wonder how this will affect KS pledges...? HBS doesn't seem to have been hurt by this but they already have an established "pedigree". However, what about these smaller studios...?

Personally, I don't think it will have any meaningful net effect.
While physical stuff is cool and nice to look at, I'd say the actual game is more important and the majority of people anyway go for cheaper digital tiers. Sure, it might reduce people's willingness to pledge larger amounts, probably reduce the total pledged sum somewhat, but a KS that is not offering physical rewards should also face less costs, and thus be able to do with smaller goals.
Most Kickstarters seem to be really surprised about the actual costs once they have to tackle the physical rewards.

Hopefully, as more and more of these KS start to come out, studios will have a better grasp (history and mutually shared advice) of those cost to still enable them to offer boxed copies but at the appropriate price point. I always thought $50 to $150 for a boxed Kickstarter game was too low. Even I can understand the economics of this.
 

Jack Dandy

Arcane
Joined
Feb 10, 2013
Messages
3,039
Location
Israel
Divinity: Original Sin 2
Can't say I don't see the allure of physical goodies. I only got the WL2 box, but damn is it snazzy. And for a good price too!
But, digital distribution is just so... immediate and useful, you know?
I'm a practical sort of guy.
When I want physical stuff now, I mostly just splurge on books. Just got me the big book O' Conan, it is fucking massive!
 

ghostdog

Arcane
Patron
Joined
Dec 31, 2007
Messages
11,159
Hall of Heroes.:x

I mean I really like the idea behind the puzzle but the execution is pretty crappy. The statue texts/descriptions are misleading, or badly translated, or both, and often contradict themselves.
I almost had it, but with 21 goddamned statues, almost doesn't mean shit. Eventually I had to look it up at the guide. Disappointing.
 

Dickie

Arcane
Patron
Joined
Jul 29, 2011
Messages
4,377
Steve gets a Kidney but I don't even get a tag.
God damn, yes. This would've been an enjoyable puzzle with maybe 5-10 statues. 21 was overkill.
 

thexsa

Educated
Joined
Jan 29, 2015
Messages
79
Hall of Heroes.:x

I mean I really like the idea behind the puzzle but the execution is pretty crappy. The statue texts/descriptions are misleading, or badly translated, or both, and often contradict themselves.
I almost had it, but with 21 goddamned statues, almost doesn't mean shit. Eventually I had to look it up at the guide. Disappointing.

Really? I thought it was easy. The descriptions weren't the important part either, it was the visuals. Two-handed users, non-weapon wielders, crown wielders, the priest/monk were easy to spot too, and the rest with their shiny gold armours.
 

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