RNGsus
Self-Ejected
- Joined
- Apr 29, 2011
- Messages
- 8,106
He's right, though.someone's going for the dumbfuck tag right after registering!Arcanum definitively
He's right, though.someone's going for the dumbfuck tag right after registering!Arcanum definitively
Calling any game grindy while providing as an example Wiz 7 lmao. And there're so many ways to deal with those few BMC elementals other than to grind elsewhere and to go back. It's a game about roleplay possibilities, just like classic Fallouts. You didn't like the game - that's fine, not everyone got taste but that doesn't define the game in question. Arcanum is also anything but linear game.Arcanum is not hard, just a boring chore.
If i wanted an actual challenge i would play an actual good game, like Wizardry 7.
Not this linear, grindy, broken grinding BS that people pretend to be any good
Not really. People know it is a flawed game that could have been one of the greats now it is a black sheep that is still great despite it's flaws.He's right, though.someone's going for the dumbfuck tag right after registering!Arcanum definitively
First, there's no classes. And sure, tech disciplines are unbalanced as fuck same as magic schools but that's a part of the game's charm - you have to figure that out and build your character accordingly. It's not a hard game, as you said yourself ergo you don't actually have to min-max your char and don't touch thouse on a weak side at all - you can learn much, just not at once, in one playthrough (same as in Fallouts). Fallouts has some difficulty spikes too by the way, even Harry qualifies as such.You can, but thats literally part of why balancement is far from ok, particularly tech classes arent nearly as good to deal with such situations as magical ones and the game clearly wants you to come back later anyways.
I don't get it. You call Arcanum grindy and then praise Wiz 7 encounter rate = grindness? So are you complain about nessesity of doing quests in Arcanum? You can grind world map there if you like it so much, lol.And wiz7 have such a big encounter rate that i dont see why would you stop your progression to powerlevel for hours. You get more than enough just walking throught the game/getting lost in its dungeons.
In fact, it has such a huge encounter rate that the ammount of xp you get make solo runs incredibly doable.
Arcanum has it too, the goals are just much smaller though so to say. But you still have to figure out a lot by yourself most of the time. And it has stuff like "how do I get to Thanatos" and most importantly, the game has small branching, which Fallouts didn't have. As for linearity in general - outside of the main quest the game is fucking open and has the same feeling as Fallouts. And also you can cut corners sometimes, including finding the pass to Caladon for example earlier than MQ requires that.As for the linearity.
Arcanum has a step by step quest model
Fallout was goal based, you could go anywhere and ask everywhere about your objectives, as long as you knew what you were looking for, there were many ways to get it.
Arcanum provides it too, your experience was just fucked, somehow. Try playing a different character.This was the right way to translate PnP gameplay to a videogame naturally.
This is like being able to read the entire General board in one thread! Radical!
First, there's no classes. And sure, tech disciplines are unbalanced as fuck same as magic schools but that's a part of the game's charm - you have to figure that out and build your character accordingly. It's not a hard game, as you said yourself ergo you don't actually have to min-max your char and don't touch thouse on a weak side at all - you can learn much, just not at once, in one playthrough (same as in Fallouts). Fallouts has some difficulty spikes too by the way, even Harry qualifies as such.
I don't get it. You call Arcanum grindy and then praise Wiz 7 encounter rate = grindness? So are you complain about nessesity of doing quests in Arcanum? You can grind world map there if you like it so much, lol.
Arcanum has it too, the goals are just much smaller though so to say. But you still have to figure out a lot by yourself most of the time. And it has stuff like "how do I get to Thanatos" and most importantly, the game has small branching, which Fallouts didn't have. As for linearity in general - outside of the main quest the game is fucking open and has the same feeling as Fallouts. And also you can cut corners sometimes, including finding the pass to Caladon for example earlier than MQ requires that.
Arcanum provides it too, your experience was just fucked, somehow. Try playing a different character.
I can think of many good games that I believe are quite overrated around here: Fallout 2 and New Vegas, Planescape: Torment, Morrowind (which is both extremely overrated and underrated), Gothic 1 and 2, Underrail, Betrayal at Krondor, most Might and Magic games, any Gold Box title. Now, if you ask me about actual mediocre or bad games that keep getting praise on the Codex, I would say Ultima VII (huge decline after Ultima V and VI, and it shouldn't even qualify as an RPG) and Baldur's Gate (huge dissonance between the AD&D ruleset, the plot-driven approach and the real-time isometric presentation, awful RTS combat, slow non-exploration, bad quest structure, cringey characters).
Combatfag and storyfag games are usually (not always) the most overrated ones here, and those failing to sit at the extreme ends of this false dichotomy (like Ultima, Quest for Glory, Realms of Arkania or Expeditions: Conquistador) tend to be the underrated ones. This was not always the case though, back when C&C heavy games were also in high regard anything with branching paths, ending slides or a silly pacifist route was also quite overrated.
I see that you're just trolling now then. Or you don't realise that you can "get sneaky" in Arcanum and just, you know, WALK BY those elems and everything else in BMC?You can literally steal their guns, get sneaky and fix the water pump, convince harry you are a ghoul or accept getting arrest which actually make the invasion at mariposa EASIER than going all by yourself.
The harshest spike in fallout 1 is the mother deathclaw thing at boneyard, which is a sidequest.
And how being unbalanced and broken is part of arcanum's charm? Lol i cant understand fans of this game.
Absolutely the same in Arcanum. Git Gud and stop spreading fake news.m complaining exactly because you dont need to do it in Wiz 7, as long as you know what you are doing you can pretty easily solo run the entire game.
Yes. Or to Mariposa. And get your ass kicked just like in BMC, right?In fallout you could Just go to the cathedral from the start
I see that you're just trolling now then. Or you don't realise that you can "get sneaky" in Arcanum and just, you know, WALK BY those elems and everything else in BMC?You can literally steal their guns, get sneaky and fix the water pump, convince harry you are a ghoul or accept getting arrest which actually make the invasion at mariposa EASIER than going all by yourself.
The harshest spike in fallout 1 is the mother deathclaw thing at boneyard, which is a sidequest.
And how being unbalanced and broken is part of arcanum's charm? Lol i cant understand fans of this game.
Absolutely the same in Arcanum. Git Gud and stop spreading fake news.m complaining exactly because you dont need to do it in Wiz 7, as long as you know what you are doing you can pretty easily solo run the entire game.
Yes. Or to Mariposa. And get your ass kicked just like in BMC, right?In fallout you could Just go to the cathedral from the start
Neither Arcanum. You keep saying that while in fact you went to BMC unprepared, that's all. Both times, apparantely. Imagine showing up to Harry without the right skills and gear early on being like 3-4 level. Essentially the same situation.Fallout never pushes you in the direction of grinding regardless of your level.
At this point i only played ultima 7 and underworld (which became very quickly one of my favorite rpgs)
I really liked u7, what makes u6 so much better? (Thinking about delving into it next)
Poor sales for Ultima VII might also be related to its intensive system requirements, as it was more demanding on CPUs than even Ultima Underworld, which unlike Ultima VII was a groundbreaking technical advancement for 1992.Because of all this, newcomers tend to enjoy Ultima VII way more than many Ultima fans. This explains why the game got slammed by critics and had poor sales back in 1992, while today it's considered a huge classic.
At this point i only played ultima 7 and underworld (which became very quickly one of my favorite rpgs)
I really liked u7, what makes u6 so much better? (Thinking about delving into it next)
Bear in mind that Ultima VI was a transitional game, so it can be argued that most of the flaws (or virtues) that I associate with Ultima VII were already present in there. I believe it gets a pass though for being a very exciting step forward in game design at the time, unlike Ultima VII which just polished that formula in the lamest way possible, while ignoring what made Ultima IV and V (arguably the peak of the series if we ignore the Underworld spinoff) so great.
First of all, Ultima VII is a detective game where combat and dungeon exploration are merely an afterthought, which is not necessarily a bad thing. The problem is that, althought the game is mostly about talking with NPCs, traveling from town to town, and moving objects around to find clues and solve puzzles, these core activities got overly streamlined and dumbed-down.
For example, the dialogue system got streamlined in favor of a mouse-only interface, so you no longer can type keywords to prompt NPC reactions. This is a baffling decision for a mystery-themed game as it cripples the whole clue-gathering aspect so important to the Ultima series. Because of this, clever players can no longer sequence-break the now rigid plot, there can no longer be implicit or environmental clues, and oblivious players will be able to unlock all dialogue options without much thought (I remember solving a crime in Empath Abbey just by clicking all dialogue options available, it was so lame). Karma meters are also gone, so you no longer can say things that could hinder your progress later on, and of course, character stats and spells will never affect these activities.
Earlier Ultima games had an abstract presentation, while Ultima VII tried a more realistic and "cinematic" (and vomit-inducing) top-down perspective. This seemingliy minor detail had huge consequences in game design, like the removal of many interesting systems, the dumbed-down combat system where you can only control the main character in real time (yes, I know that most Ultima games have mediocre combat, but before Ultima VII this wasn't set in stone yet: Ultima VI had a serviceable turn-based system, while combat in Ultima V was actually top-notch), and many other decisions like having to manually fed party members like fucking babies every couple of minutes. There's for example no more blink spells to avoid enemies and reach hidden spots; horses are now useless and only there to please LARPers; there's naval exploration, but winds no longer affect navigation, there's no more ship to ship combat nor boarding stages, and ships are now indestructible; there are moongates but they're no longer puzzles to be solved; and the magic carpet quickly renders all other transportation means obsolete anyways.
Character customization became meaningless, with no character creation nor classes, worthless stats, and little to no moral choices. Quests got also more linear, and the loss of interesting systems like teleportation spells or being able to blowing up doors made them more generic (Ultima was never Quest for Glory in that regard, but before Ultima VII quests with multiple solutions were not rare), and for a game with so much emphasis on moving objects around and some rudimentary physics, it's hard to believe that character attributes and spells barely affected them. It would have been nice some strength checks when pushing objects around, dexterity or intelligence checks when playing instruments, and so on, but unfortunately by this time Garriott had become a full-fledged LARPer.
The plot in Ultima VII was actually good, but it's also a more generic good vs evil tale compared to Ultima IV or VI. The setting itself on the other had is one of those that feels dumber the more detailed it is, and Ultima VII has by far the most detailed Britannia in the series. There's also lots of seemingly interesting lore that seasoned players would recognize as the plots of the previous Ultima games being retconned.
Because of all this, newcomers tend to enjoy Ultima VII way more than many Ultima fans. This explains why the game got slammed by critics and had poor sales back in 1992, while today it's considered a huge classic.
rule number one in the codex; whatever they hate is good, whatever they like is ok and whatever they don't give a shit about is shit.
One of the thing that I loved in Underrail was the free-form exploration.And the cult here... trying to make the game seem like one of the best RPGs ever. I just don't get it. What am I missing?