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How many accounts you need Lurker King
Similarly, when people say you need to hoard skillpoints in AOD, what they're talking about is what you need to do to maximize content. But AOD wasn't designed to require content maximization.
There is no need to be rude, Infinitron.How many accounts you need Lurker King
- Not sure why people are against metagaming. Isn't that a big part of what makes RPGs replayable? It's like getting a second chance at life.
My experience with AOD was not consistent with this interpretation. The design of that game was so opaque to me that I almost felt like I couldn't do anything without scumming. When I played AOD "cold", I assigned points based on a lot of things I wanted to try ... I wanted to be good at stealth, a couple points in Disguise, maybe a point or two in a weapon skill, it's fun to be Streetwise, Persuasion of course is always useful ... then when I actually played, my character failed at 90% of the things he tried - things he'd put points into! - and then got caught up in a combat he could not possibly survive. This was on top of an already harsh, uncaring world. Was the "design intent" that I play as the world's biggest loser who can't solve any problems and quickly dies? This was a case of feeling I was supposed to know something - how good is 2 points in Lore really? - but I had no way to know without trying to use it first, and I continued to have no way to know what I needed as the game progressed. A 3 Persuasion was enough for this challenge, but a 5 isn't enough for that one? Why? I had already heard about people recommending the skill point hoarding, and found that when I started over and tried that, the game was much more enjoyable. Whatever the design intent, point hoarding and scumming is the behavior the design actually encouraged.Similarly, when people say you need to hoard skillpoints in AOD, what they're talking about is what you need to do to maximize content. But AOD wasn't designed to require content maximization. The extra content was (at least it seems to me) a lagniappe, almost an Easter egg.
And, in fact, in early RPGs, this was mostly true as well – getting a +1 Longsword was a big deal, and you might not get better for a long time. But in cRPGs, particularly once the 2000s had rolled around, were chock-a-block with weapons; you barely go 15 minutes without getting a new one, and if you factor in hats, gloves, shoes, belts, shields, rings, and necklaces, your character is changing clothes more frequently than a runway model.
By following this train of thought, you should stick to the same spell for most of the game, which sounds a bad idea. Your choice can be interesting for narrative reasons, but it ruins the character progression completely. Notice that you can make special items memorable without scarcity, e.g., you can shower the player with regular weapons to highlight the contrast with magic weapons. The most important items in BG2 have illustrations, a personal story, a memorable name and a specific quest to create the weapon. In fact, I can fondly remember most special items of BG2 and the game has an overabundance of them—the game can be demolished for making some of these items too powerful and being completely broken, but that is another issue.
Absolutely, but when my highest skill focus isn't good enough to pass an early game challenge, something is wrong. It's fine if my talky disguise/impersonator guy can't pick a lock on a chest; I'll let it go. But when he goes to impersonate a Loremaster and fails at that too, something is broken - either how the game works, or the way I think I'm supposed to play it. I couldn't change how the game worked so I adjusted my approach.By the way, isn't that actually your own philosophy of RPG play? to accept failiures, to not savescum and reload constantly, to not be OCD about content maximization and character optimization?
What? That has absolutely nothing to do with replayability, it is the absolute opposite. The first time you meet an obstacle you can't overcome, you reload and bypass it.
By the way, isn't that actually your own philosophy of RPG play? to accept failiures, to not savescum and reload constantly, to not be OCD about content maximization and character optimization? (I am currently applying some of these principles to TToN with great success )
Anyway, what you consider a design that encourages savescumming in AoD is actually something thats supposed to encourage replaying and learning the game.
Of course, if the constant need to replay parts of the game is actually that much fun in the long run is kind of a different story.
Is it, though?And, in fact, in early RPGs, this was mostly true as well – getting a +1 Longsword was a big deal, and you might not get better for a long time. But in cRPGs, particularly once the 2000s had rolled around, were chock-a-block with weapons; you barely go 15 minutes without getting a new one, and if you factor in hats, gloves, shoes, belts, shields, rings, and necklaces, your character is changing clothes more frequently than a runway model.
By following this train of thought, you should stick to the same spell for most of the game, which sounds a bad idea.
That's how Disciples of steel handles this :The same way just slightly magical sword can be "meh" in the hands of a lvl 3 fighter, but damn threatening in the hands of a lvl13 one - because a spoon would be frightening in the hands of a lvl13 fighter as well.
Character > equipment, which is something I always prefer (not that the opposite would make me put an otherwise good game away).
Is it, though? Imagine that spell getting (both in values and visually) stronger throughout the game. Or rather, not the game itself, but the character gets better and through that its use of the spell. The same way just slightly magical sword can be "meh" in the hands of a lvl 3 fighter, but damn threatening in the hands of a lvl13 one - because a spoon would be frightening in the hands of a lvl13 fighter as well.
Character > equipment
what if I'm not an unpaid intern who lurks forums to sell ITS gamesYou are hyping a game that is not even in development yet. That's absurd. You should hype their next game instead.Vault Dweller I'm from thirdworldia and you have the canadinian health system to prop you up. If I die to malaria before that inquisition game is released I'm going to haunt you for the rest of your life.
My experience with AOD was not consistent with this interpretation. The design of that game was so opaque to me that I almost felt like I couldn't do anything without scumming. When I played AOD "cold", I assigned points based on a lot of things I wanted to try ... I wanted to be good at stealth, a couple points in Disguise, maybe a point or two in a weapon skill, it's fun to be Streetwise, Persuasion of course is always useful ... then when I actually played, my character failed at 90% of the things he tried - things he'd put points into! - and then got caught up in a combat he could not possibly survive. This was on top of an already harsh, uncaring world. Was the "design intent" that I play as the world's biggest loser who can't solve any problems and quickly dies? This was a case of feeling I was supposed to know something - how good is 2 points in Lore really? - but I had no way to know without trying to use it first, and I continued to have no way to know what I needed as the game progressed. A 3 Persuasion was enough for this challenge, but a 5 isn't enough for that one? Why? I had already heard about people recommending the skill point hoarding, and found that when I started over and tried that, the game was much more enjoyable. Whatever the design intent, point hoarding and scumming is the behavior the design actually encouraged.Similarly, when people say you need to hoard skillpoints in AOD, what they're talking about is what you need to do to maximize content. But AOD wasn't designed to require content maximization. The extra content was (at least it seems to me) a lagniappe, almost an Easter egg.
Some really good points there. I think more games should just not allow to quit without saving, so people would end task instead
But I hate games where it's just "screw up, reload and start over". LIMBO was a perfect example of this crap.
Well that's one way to fix that problem! Looking forward to TNW much more now.Anyway, it is a moot concern for TNW because there won't be any points to hoard.
Sure, it's possible that I'm just stupid, or more likely I don't have the perfect reflexes of you younger folk. I can only report on the experiences I had and whether or not I enjoyed them. LIMBO was a case where I had no idea what I was looking for, and then when I found it (by blundering into it), I had to try several times to avoid it, and every time my timing was a little off I had to sit and wait for 15 seconds while the game made me watch a slow, drawn-out death animation, the same one over and over. I was playing for 3 seconds and watching the same death animation for 15 seconds. Who knows, maybe I should try the game again. More likely I should just move on with my life except to bring it up when I want to bitch about a game I hated. Your implication about the last 10% of the game isn't encouraging.Are you talking about the black and white platformer ?But I hate games where it's just "screw up, reload and start over". LIMBO was a perfect example of this crap.
I died like 4 times during first 90% of the game and I suck at platformers. I was moving slowly and often stopping to observe the environment, so most of the time I was able to either spot a trap, or dodge it.
If you just run blindly forward, died and reloaded all the time, you were playing this game wrong. I've yet to play AoD but posts like this makes me wonder, if this famous AoD skill point issue is an issue with the game, or gamers.
Irrelevant. As long as it makes the game more interesting I'm all for it regardless of my character's build. Besides, in no game intelligence/wisdom/knowledge corresponds with what I do, in Arcanum even with maxed intelligence you need schematics, in Fallout there are smarter people than you (Vree from Fallout 1) and even this intelligent you're asking stupid questions, etc. etc. Also an extremely intelligent person might not be able to fix an engine or write a program or replace a switchgear for 12kV / 20 kA network, etc.they don't really fit with the idea that the characters have intelligence/wisdom/knowledge that is supposed to exist irrespective of the player's intelligence/wisdom/knowledge.