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- Jan 28, 2011
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Oh fuck. I'm actually afraid Josh will come out in favor of respeccing. He's talked about it before.
I'd rather they make it easy to mod or cheat in. Have a respec potion that can only be created through debug mode or something. That way the game isn't balanced with it in mind.Why on earth would you even need respecing in a single player game with save files? The mind boggles.
Respec's already been confirmed and discussed like hundreds of pages ago. Get with the times.
Something Awful forums. It's closed to visitors now, just view his post history. Here's what I saved.Respec's already been confirmed and discussed like hundreds of pages ago. Get with the times.
Source?
Sawyer has been supportive of the concept of respecs in the past, but I don't believe he's discussed it in the context of this game.
tl;dr if you complain about this you're being dumb, stop caring about how other people play their gameThings I am in favor of in RPGs:
* Allowing the player to respec advancement choices (e.g. skills, feats, spells, etc.) at specific points in the game.
* Tying the respec to something that is explained in the context of the world (e.g. a trainer NPC of some sort or at least a location where the character can spend time).
* Imposing a non-trivial cost to the respec.
* Tying respec capability to level of difficulty and/or game modes.
Things I am not in favor of:
* Allowing the player to respec the base aspects of a character (e.g. class, race). Especially when it comes to companions, many of these concepts are too integral to what the character is all about.
I have been making RPGs for 13 years. During that time, I have directly watched literally hundreds of people play these games and indirectly heard many more describe their experiences. I've seen expert players, moderately-experienced players, and people who are new to RPGs. It brings me only misery to see someone stop playing a game because they slowly realize they made an irrevocable strategic mistake due to their own ignorance, lack of experience, or even careless reading of a description.
I think it is good to allow advanced players to lock off respec options and I think it is good to put an in-game cost and location restrictions on when/where respec can occur, but I think it is extremely valuable tool, even for experienced players. In a system that allows myriad options, it is extremely easy for a player to make a choice that is valid and grants a benefit but does not produce the outcome they expect (e.g. produces an orthogonal rather than directly complementary/stacking benefit)
It brings me only misery to see someone stop playing a game because they slowly realize they made an irrevocable strategic mistake
I am 100% certain Dullsville will have a respec option given his thoughts on the matter. He wouldn't feel that passionately about it and then just not include it.But again, even that is not technically a confirmation for PE specifically. He's just saying he's in favor of it in RPGs.
Sounds like a micromanagement fault on your end, Origins definitely wasn't balanced for the easiest difficulty setting (the only one that disables friendly fire completely for the PC version).(though at least in DA:O it was a bit of a clusterfuck since the game was obviously designed for having it off since it was a pain in the ass to stop your guys from running into your own spell effects).
This assumes that someone is saving in multiple slots without ever overwriting/deleting them or that they want to replay hours because of one mistake. Other things he said:It just strikes me as pointless since you can reload an earlier save if you find out you fucked up your leveling somehow - which shouldn't normally come up if you actually read what things do - assuming that there are no skills with no use put into the game a la RoA. Even having the option to confirm your level up choices before they become permanent is alright since it protects you from mis-clicks.
And ten hours in you realize that rapiers, (what you wanted to use) are actually categorized as "light blades" not "swords" and that they're governed by dexterity. This is the sort of mistake that actually happens, for real, all the time.
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The situation I described earlier (bought Sword specialization and bumped Str, later realized Rapiers are Light Blades that use Dex) is still quite possible. The character may be viable and a perceived strength of the system may be that you can make a character who is moderately good with Swords and Light Blades. The problem is that the player misunderstood how the system worked. Even if the player is able to move forward, he or she has permanently spent resources in a way that he or she cannot/does not want to take advantage of.
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I think many of you would be blown away by how often players will look directly at a description of an option, pause, seem to analyze it, and then select it without putting 2 and 2 together until much later.
When that happens and the error results in, let's say, ~15 minutes of lost time, as a designer I go, "Hey dummy, pay attention." When that happens and the error goes unnoticed for 5... 10... 20 hours, the problem is so far in the past that I would rather just sigh and slide an emergency exit button toward them.
As a non-system-related example, in Fallout: New Vegas, we pop up a message box before the end of the game. It says (paraphrased) HEY MAN THIS IS THE END OF THE GAME. IF YOU WANT TO KEEP PLAYING, YOU SHOULD NOT START THIS. BECAUSE IT IS THE END. AND THE GAME WILL BE OVER. Even so, a huge number of people missed it or claimed to have missed it, so we later had to hard-code in an extra auto-save game at that point.
I could take some sort of grumpy tough-guy attitude and say "Well, tough shit," but I don't think that's beneficial to me or the player.
Sounds like a micromanagement fault on your end, Origins definitely wasn't balanced for the easiest difficulty setting (the only one that disables friendly fire completely for the PC version).(though at least in DA:O it was a bit of a clusterfuck since the game was obviously designed for having it off since it was a pain in the ass to stop your guys from running into your own spell effects).
Should something like hide armor be supplanted/made obsolete by leather as an "improved version" or does that effectively kill the visual concept of the rough-hewn rawhide-wearing ranger or barbarian?