Damned Registrations
Furry Weeaboo Nazi Nihilist
- Joined
- Feb 24, 2007
- Messages
- 15,065
Derail concerning MW flaws;
MW had some massive balance issues, but that was mostly for people who already knew where to look. Theres some unguarded uber loot lying around (A lot really) but it's usually hidden just well enough that you'd probably be level 12 before you find any of it without being told. If you play through a second time though, it's insane. You can go from level 1 weakling to level 30 warlord with infinite cash and enough custom enchanted unbalanced uber gear that nothing in the game can kill you within a day. Most of that was through exploits though;
-1 second duration charm spells/mercantile enhancement spells to make infinite money
-Essentially unlimited training. If you know where the masters are and have the cash, you can have 100 in every skill (And therefore stat as well) without fighting a thing, picking a lock or jumping even once.
-Customized enchantments. They obviously didn't figure out what was possible with constant effects on all your armour. (Or thought it was ok. Personally I like the fact that the PC in MW can become more powerful than the gods.) My first character in MW ended up with gear that gave me permanent 100% chameleon. Nothing could see me except maybe 3 npcs in the whole game (Expansions included), and 2 of them were too afraid to attack me. I could steal anything from anywhere with 100% success and everything would run away when I attacked. My friend made a character with 100% sanctuary; completely immune to physical attacks. Both characters additionally had enough EXTRA room for magic bonuses to be able to jump ~80 feet a hop, run about 20 times faster than your base speed, regenerate more hp/sec than you'd suffer from standing on lava, have infinite fatigue, and probably some other stuff I forgot.
-Overpowered artifacts. There were a very few artifacts that put everything else to shame. In particular, a ring in Mournehold grants something like 100% spell reflection, 5hp/sec health regen (Enough to be basically immortal) and some lesser bonuses. For ONE ring slot.
- Items of power too easily stolen. I'd actually rate this as the most minor 'unbalancing' flaw in the game. Yeah you can steal a grand soul gem in the first town if you're clever about it. But you'd have to sell it to a cleric enchanter to get the money out of it, which you might not know even exists when first playing. Using it yourself requires massive cash and it's not strong enough for a constant effect anyways. Theres artifacts scattered around that you can dash in, steal, and dash out with that make you very strong. In some cases you don't even need to dash. But if you don't know where they are (And you don't really get hints in the game) you might find one such item for every 1-2 hours of honest searching. The ring and helm in my example were both lucky finds, and by no means made me godly. Neither could be traded for the raw cash needed to train to the higest levels, only bartered for gear + money to get their worth out of them. Neither ring nor helm would really increase my power that massively; my armor skill and spell skills were too low to make proper use of either at that point. BUT, they were items good enough that they remained useful for 90% of my characters career, only becoming useless to me when I attained levels of power that simply break the game.
Back to the food...
The food systems weren't great just because they were important to gameplay or proactive, but because they were both. Added food hunting as a requirement to an rpg might be interesting, but it'll also piss you off if theres no upshot to it ever, no matter how fascinating the varied methods of aquiring it are. Finding ammo in FO was important and there were plenty of ways to go about it, but it was still annoying every time. I never look at ammo in FO and go Hurray! I can keep firing my gun! It's something I only think about negatively when it runs out. But guns without ammo would be stupid, and it adds to the gameplay. If it had something else about it to make it interesting, like an ability to craft extra powerful custom ammo or something, then I might have something to cheer about too. On the other hand, if ammo was so common and weightless it might as well not exist, it probably shouldn't, and custom uber ammo wouldn't save it.
MW had some massive balance issues, but that was mostly for people who already knew where to look. Theres some unguarded uber loot lying around (A lot really) but it's usually hidden just well enough that you'd probably be level 12 before you find any of it without being told. If you play through a second time though, it's insane. You can go from level 1 weakling to level 30 warlord with infinite cash and enough custom enchanted unbalanced uber gear that nothing in the game can kill you within a day. Most of that was through exploits though;
-1 second duration charm spells/mercantile enhancement spells to make infinite money
-Essentially unlimited training. If you know where the masters are and have the cash, you can have 100 in every skill (And therefore stat as well) without fighting a thing, picking a lock or jumping even once.
-Customized enchantments. They obviously didn't figure out what was possible with constant effects on all your armour. (Or thought it was ok. Personally I like the fact that the PC in MW can become more powerful than the gods.) My first character in MW ended up with gear that gave me permanent 100% chameleon. Nothing could see me except maybe 3 npcs in the whole game (Expansions included), and 2 of them were too afraid to attack me. I could steal anything from anywhere with 100% success and everything would run away when I attacked. My friend made a character with 100% sanctuary; completely immune to physical attacks. Both characters additionally had enough EXTRA room for magic bonuses to be able to jump ~80 feet a hop, run about 20 times faster than your base speed, regenerate more hp/sec than you'd suffer from standing on lava, have infinite fatigue, and probably some other stuff I forgot.
-Overpowered artifacts. There were a very few artifacts that put everything else to shame. In particular, a ring in Mournehold grants something like 100% spell reflection, 5hp/sec health regen (Enough to be basically immortal) and some lesser bonuses. For ONE ring slot.
- Items of power too easily stolen. I'd actually rate this as the most minor 'unbalancing' flaw in the game. Yeah you can steal a grand soul gem in the first town if you're clever about it. But you'd have to sell it to a cleric enchanter to get the money out of it, which you might not know even exists when first playing. Using it yourself requires massive cash and it's not strong enough for a constant effect anyways. Theres artifacts scattered around that you can dash in, steal, and dash out with that make you very strong. In some cases you don't even need to dash. But if you don't know where they are (And you don't really get hints in the game) you might find one such item for every 1-2 hours of honest searching. The ring and helm in my example were both lucky finds, and by no means made me godly. Neither could be traded for the raw cash needed to train to the higest levels, only bartered for gear + money to get their worth out of them. Neither ring nor helm would really increase my power that massively; my armor skill and spell skills were too low to make proper use of either at that point. BUT, they were items good enough that they remained useful for 90% of my characters career, only becoming useless to me when I attained levels of power that simply break the game.
Back to the food...
The food systems weren't great just because they were important to gameplay or proactive, but because they were both. Added food hunting as a requirement to an rpg might be interesting, but it'll also piss you off if theres no upshot to it ever, no matter how fascinating the varied methods of aquiring it are. Finding ammo in FO was important and there were plenty of ways to go about it, but it was still annoying every time. I never look at ammo in FO and go Hurray! I can keep firing my gun! It's something I only think about negatively when it runs out. But guns without ammo would be stupid, and it adds to the gameplay. If it had something else about it to make it interesting, like an ability to craft extra powerful custom ammo or something, then I might have something to cheer about too. On the other hand, if ammo was so common and weightless it might as well not exist, it probably shouldn't, and custom uber ammo wouldn't save it.