jagged-jimmy
Prophet
That's why we have a certain level of standard for "good" things.
That's why we have a certain level of standard for "good" things.
I grinded caravan misions and outdoors encounters because I was constantly getting killed by crits and there was no content left to do. I only wanted to gain a few extra levels in the hopes it would reduce the crits.My guess is you burned yourself out trying to grind in Fallout. Grinding in Fallout sucks and (as you pointed out) is unnecessary.
I wasn't using a SMG. I was using the best rifle I could find. I was not using laser weapons, though. If I had to replay it, I'd train energy weapons next time. I'd put more points into speech and throwing weapons (like grenades). I used grenades successfully to kill the mutants.Random crits suck in Fallout, but you shouldn't be running into them too often. Mostly with mutants. If you want to avoid them around the military base, up your outdoorsman. Inside I wouldn't try taking on every group of super mutants with your SMG. Most can be avoided if you're not prepared to take them out quickly (or prepared to reload because of what you're walking into).
I guess your version of warned is different than mine. Ya, I was already familiar with anti-rad items, but I didn't know how the system worked. That's what led to me dying later on. All the dying I did in Fallout, in addition to the dying I did in Eschalon Book I, is what got me thinking about this whole issue of missing knowledge or lack of rails leading to deaths.You get warned about radiation in the glow, and by that point should have encountered anti-rad meds a number of times. You also have enough time to run and get more pills if you really need them (and there are pills there as well, IIRC).
Was told not to come back. I don't remember verything. I couldn't speak to the guards outside. Yet somehow I got inside when I was level 14 and got the Power Armor. I'm not sure how that happened, I can't remember. That was AFTER I grinded some levels. It was before I discovered even power armor and 15 levels didn't stop the crits, despite me kiting and doing everything I could to minimize them.I think you got the thrown out of the brotherhood stuff mixed up. If I recall correctly, the only way you get thrown out is if you break into Rhombus' room, get caught by him, and then break in again and get caught by him again. Asking about war rumors should get you the mission to scout the military base.
I did have a weaker setup. I can't recall which character I selected. I tried not to 'rambo' the game. I talked toe veryone I could. It'd help the discussion if posters like yourself wouldn't cast judgment so easily.Fallout skills and perks are pretty unbalanced, and it sounds like you had a weaker set up and then died a number of times trying to rambo the game.
Negative outcomes are perfectly acceptable so long as the game is interesting to play... indeed they encourage the player to adapt & change tactics the next time around, which means putting some thought into what you are doing. Games today do offer less player freedom yes. They are less about discovering things yourself and more about following the quest compass to the next banal cutscene and cheevo unlock. But of course there are modern open world games (see Bethesda) that are total garbage for other reasons. Open world does not magically mean good game, and limited closed world does not magically mean bad game. And no, how can a game be open world and also have rails??I'm not here to only talk about Fallout and Eschalon Book I. I really wanted to start a discussion about how not knowing things about hte game or the game not holding your hand can lead to extra deaths or more negative consequences. How many negative outcomes are acceptable? And I also think open worlds present you with so many options they can lead to more negative outcomes.
I know people here just want to blame me for sucking at the game or wanting it to be something it's not, but if you just ignore all of that for a moment, can you ask yourself whether you think new games have more rails than older games? Rails are a pun but they're things that guide you in the game to keep you on track or to prevent you from wasting time on dead ends. And if you agree new games have more rails, do you think this is a good thing? And do you think open worlds can have rails and still beopen worlds?
Huh? What is not OK here? If a game offers you the choice of investing in a skill or not, there had better be a consequence for not doing so. Otherwise offering the choice to you in the first place was completely pointless...Say you're just casually exploring a dungeon, walking slowly, watching your surroundings, and then BAM, you're killed by a (invisible) trap? Is that ok? Depends. If you expect that the game will do that, maybe it won't surprise you as much. Yet if you expect that, you might not want to play it in the first place? Doesn't matter if you trained trap sense, of course. BUt with al the skills in the game, you may not have trained it high enough, so you'll die sometimes to traps. And even if you do train it, you'll probably neglect o train something else that'l end up killing you the same way.
Instakill invisible traps that can only be avoided by pure luck in a roll are terrible game design
call me old fashioned but traps are meant to be hard to see; thats the point in the whole thing isnt it?
instakill traps for the unwary isnt bad game design its OUTSTANDING game design
Disagree, can't see a good side in game randomly deciding you lost X party members because lol fuck you should have rolled a 12 before stepping on this room.
I don't think "tested by time" is a good argument either because horrible shit like HP bloat has also been around for a while.
by the same token... why have traps at all according to your reasoning?
Instakill invisible traps that can only be avoided by pure luck in a roll are terrible game design
They are not, actually. Especially when you play a party, and every party member makes a roll. One guy makes it out without a scratch, another is wounded and yet another is killed. Btw, that was yer only magician, so you'd better do smth about it before you dwell deeper into the dungeon. That's how how it was in original pen&paper rpgs.
Different guys have different talents, strong sides and weaknesses. Roll checks are perfectly fine and tested by time.
It doesn't matter if it gives you a "fair" chance by rolling dice on the background, instant failure through no fault of your own is a terrible idea no matter what genre you're playing.
This remind me of this game that i hope i will play someday...
http://www.darkestdungeon.com/about-the-game/
I grinded caravan misions and outdoors encounters because I was constantly getting killed by crits and there was no content left to do. I only wanted to gain a few extra levels in the hopes it would reduce the crits.
I wasn't using a SMG. I was using the best rifle I could find.
I guess your version of warned is different than mine. Ya, I was already familiar with anti-rad items, but I didn't know how the system worked. That's what led to me dying later on. All the dying I did in Fallout, in addition to the dying I did in Eschalon Book I, is what got me thinking about this whole issue of missing knowledge or lack of rails leading to deaths.
Was told not to come back. I don't remember verything. I couldn't speak to the guards outside. Yet somehow I got inside when I was level 14 and got the Power Armor. I'm not sure how that happened, I can't remember. That was AFTER I grinded some levels. It was before I discovered even power armor and 15 levels didn't stop the crits, despite me kiting and doing everything I could to minimize them.
I know people here just want to blame me for sucking at the game or wanting it to be something it's not, but if you just ignore all of that for a moment, can you ask yourself whether you think new games have more rails than older games? Rails are a pun but they're things that guide you in the game to keep you on track or to prevent you from wasting time on dead ends. And if you agree new games have more rails, do you think this is a good thing? And do you think open worlds can have rails and still beopen worlds?
Fucking great Fallout review.I think Eschalon: Book I, being Eschalon: Book I, is a great Eschalon: Book I, as far as Eschalon: Book I's go.
I worded it bad. I thought by having extra levels (and perks) it'd give me more HP and survivability and possibly anti-crit bonuses. I also didn't know the game doesn't have anti-crit code tied to levels. I don't read walkthroughs or detailed guides when I plunge into a game like this. I DO read the manual.Why did you think it'd reduce crits? As far as I know, the game doesn't have any anti-crit stats. If you decided to grind because you were hoping something magical would happen, it's not really the games fault.
No, the one I bought off the special weapon merchant in one of the cities. I can't recall the name of the rifle.I wasn't using a SMG. I was using the best rifle I could find.
The one the farmer gave you?
Sigh. It may seem simple to you, but at the time, it wasn't for me. But whatever. If it's ok for you then there must be others who're ok with it. There're some things I accept in games which others won't. It goes without saying, we're all diferent.I guess your version of warned is different than mine. Ya, I was already familiar with anti-rad items, but I didn't know how the system worked. That's what led to me dying later on. All the dying I did in Fallout, in addition to the dying I did in Eschalon Book I, is what got me thinking about this whole issue of missing knowledge or lack of rails leading to deaths.
The system is pretty simple though. The pills tell you that one increases resistance to radiation and the other gets rid of radiation. People tell you that there's radiation there. Even if you ignore that, by the time you get there, see you need a rope, and leave again the radiation damage should be enough to let you know that you need pills.
How is getting killed by a random crit MY fault? I did everything I could. Everything, except start over with a new character.Yes, you're right. New games hold your hand more, and you're less likely to die. Personally, I don't like a game I can beat without paying attention or replaying certain scenes. If a game doesn't kill me at least several times, it's not doing it's job. If I'm only hitting "next" until I get to the end screen then I'm not playing a game, I'm watching a really bad movie.