Jvegi
Arcane
- Joined
- Nov 16, 2012
- Messages
- 5,446
modgame
modgame
Fuck you I hate cake.There are some seriously unhappy, miserable cunts on this website, but this might take the cake in recent memory. Holy shit.
Yes.5 minutes is already somewhat above the clock for Gothics/Risens, which generally follow the formula of complete no-nonsense early games. PB designer would make you fight some rats on ship stairs and then from the coast you would be on your own way, no handholding or dramatic scenes with NPCs.
Fans are really the best at misjudging things they are fans of, but modders take it to extreme. Everything is supposed to be same but "bigger", but this is what actually goes against of what made G1 so good.
These little misjudgements is what in the end makes this mod to play more like Mafia (or dare say, Witcha3, even with "follow this stuff scattered around ground to quest point") on Gothic engine (without super solid Mafia writing). A unforgivable amount of quest locked doors at all kinds of places, from most interesting parts of wilderness to city or sewers (really hurts on exploration aspect; Id be less pissed if there at least some explanation why you can't enter somewhere a-la Colony in G2); overly heavy scripted quest design where Marvin seems to be running into one absolutely unforseen ambush after another and, of course, a oddly high amount of unkillable NPCs, where I wonder if more of them are unkillable than actually mortal, including random cloth washing citizen lady who took great offense on me murdering a wanted criminal. This seems to include random smiths at godnowhere corners of slums being immune to Sleep spell too for no reason, btw.
i am somewhat of a modar myself hurr dur, and so I don't care for bugs, crashes, obsession with food recipes and crafting which, imo, doesn't even add much to the game (the idea of frying meat in G wasn't to create "crafteng", it was to do what Ultima or Arx Fatalis did: allow player to interact with things in the world); i can forgive writing for at least not having a lot of bad writing (no good writing > lots of bad writing), but for all the seemingly open world I can't but feel that I am actually on the rails and it kills my fun. The quests aren't liek you meet interesting people of interesting factions in the world doing their own thing; it's just "hi" - "go kill everything around and nail some boards to roof"; or oddly linear chains of assigments that you follow exactly how written in journal and get reward; and a lot of missed opportunities where parts of the quest cannot be picked upon or noticed because it only happens if you actually start it/pick up notice from board etc. which again, dramatically lowers world coherency.
And speaking of the world being coherent, 2 words on setting, because what is g-game without bloodflies near your toilet: what is it about? I can somewhat sense idea of merchant guilds with personal armies, galleons and vineyards, but it seems like just everything from Gothics was slammed together + extra biodiversity on top. G1 was maybe not Morrowind unique, but still very; in this one critters from it and NOTR and banal bears rest near trolls and wargs, and then a bunch of frogmen and raptors spawn behind you even tho you already cleared a path like 5 minutes ago.
Magic is also in a strange limbo. Learning first circle of spells through books and some runes scattered around is OK, but then you realise it goes on like this. Where are cranky old mentors, speaking to gods (who afaik are source of majik in G), odd weather phenomena and rituals, and all that apprenticeship jazz? It feels like magic in this one was slapped on top of game out of necessity, oddly with magic damage enhancing gear and NOTR spells which are, not very balanced for mid early game (i cast Fist/Gayser u ded).
Strange, because in other respects mod is surprisingly decently banalced. There is good armor, weapon and monster distribution (minus idiotic respawns in the air), reasonable LP ratio, and enough options for gearing up. This is probably the biggest appeal of the mod, in a sense - you always feel that just a bit more, and main character would finally stop being bullied around by the world and stand on his own feet, so you clench your teeth and search for the brutha, also in hope of something interesting gonna happen. After ten(s) of hours and getting my second guild armor, I am still waiting tho.
I'm in the third chapter with 70-some hours played. I've clocked 60 hours
Nah, I think my 1st run was about 100h. I wouldn't expect less than 80 if you're trying to do everything the game has to offer.I'm in the third chapter with 70-some hours played. I've clocked 60 hours
I'm not near the end, am I?
I agree with the premise that most of the shit they removed from gothic was an overall improvementGet out of here with those ratings. Codexers need to start realising that it's okay to have criticisms for a game that you love.
I'm in the third chapter with 70-some hours played. I've clocked 60 hours
I'm not near the end, am I?
having a small scene before it in the city with your brother that's more open-ended.
5 minutes is already somewhat above the clock for Gothics/Risens, which generally follow the formula of complete no-nonsense early games. PB designer would make you fight some rats on ship stairs and then from the coast you would be on your own way, no handholding or dramatic scenes with NPCs.
Fans are really the best at misjudging things they are fans of, but modders take it to extreme. Everything is supposed to be same but "bigger", but this is what actually goes against of what made G1 so good.
These little misjudgements is what in the end makes this mod to play more like Mafia (or dare say, Witcha3, even with "follow this stuff scattered around ground to quest point") on Gothic engine (without super solid Mafia writing). A unforgivable amount of quest locked doors at all kinds of places, from most interesting parts of wilderness to city or sewers (really hurts on exploration aspect; Id be less pissed if there at least some explanation why you can't enter somewhere a-la Colony in G2); overly heavy scripted quest design where Marvin seems to be running into one absolutely unforseen ambush after another and, of course, a oddly high amount of unkillable NPCs, where I wonder if more of them are unkillable than actually mortal, including random cloth washing citizen lady who took great offense on me murdering a wanted criminal. This seems to include random smiths at godnowhere corners of slums being immune to Sleep spell too for no reason, btw.
i am somewhat of a modar myself hurr dur, and so I don't care for bugs, crashes, obsession with food recipes and crafting which, imo, doesn't even add much to the game (the idea of frying meat in G wasn't to create "crafteng", it was to do what Ultima or Arx Fatalis did: allow player to interact with things in the world); i can forgive writing for at least not having a lot of bad writing (no good writing > lots of bad writing), but for all the seemingly open world I can't but feel that I am actually on the rails and it kills my fun. The quests aren't liek you meet interesting people of interesting factions in the world doing their own thing; it's just "hi" - "go kill everything around and nail some boards to roof"; or oddly linear chains of assigments that you follow exactly how written in journal and get reward; and a lot of missed opportunities where parts of the quest cannot be picked upon or noticed because it only happens if you actually start it/pick up notice from board etc. which again, dramatically lowers world coherency.
And speaking of the world being coherent, 2 words on setting, because what is g-game without bloodflies near your toilet: what is it about? I can somewhat sense idea of merchant guilds with personal armies, galleons and vineyards, but it seems like just everything from Gothics was slammed together + extra biodiversity on top. G1 was maybe not Morrowind unique, but still very; in this one critters from it and NOTR and banal bears rest near trolls and wargs, and then a bunch of frogmen and raptors spawn behind you even tho you already cleared a path like 5 minutes ago.
Magic is also in a strange limbo. Learning first circle of spells through books and some runes scattered around is OK, but then you realise it goes on like this. Where are cranky old mentors, speaking to gods (who afaik are source of majik in G), odd weather phenomena and rituals, and all that apprenticeship jazz? It feels like magic in this one was slapped on top of game out of necessity, oddly with magic damage enhancing gear and NOTR spells which are, not very balanced for mid early game (i cast Fist/Gayser u ded).
Strange, because in other respects mod is surprisingly decently banalced. There is good armor, weapon and monster distribution (minus idiotic respawns in the air), reasonable LP ratio, and enough options for gearing up. This is probably the biggest appeal of the mod, in a sense - you always feel that just a bit more, and main character would finally stop being bullied around by the world and stand on his own feet, so you clench your teeth and search for the brutha, also in hope of something interesting gonna happen. After ten(s) of hours and getting my second guild armor, I am still waiting tho.
?but aren't just drive by trolling.
Only 5 more until you agree with me.Getting towards the end of my second playthrough
?but aren't just drive by trolling.
"I'm honestly, seriously appalled by the design decision I see myself and hear about from everywhere. I see a rape being done on the design principles of the holy first Gothics and I call it as such. Everyone seems to agree, yet they do not care. The decline is real.
Only 5 more until you agree with me.Getting towards the end of my second playthrough
?but aren't just drive by trolling.
I'm honestly, seriously appalled by the design decision I see myself and hear about from everywhere. I see a rape being done on the design principles of the holy first Gothics and I call it as such. Everyone seems to agree, yet they do not care. The decline is real.
Only 5 more until you agree with me.Getting towards the end of my second playthrough
Even Oblivion got it right. Black bears are smaller and weaker than brown in the game.can't help but laugh everytime I see a black bear and it's way stronger than a regular bear
they're basically mini-bears irl, they run from everything and are scavengers