How big are dungeons in Queen's Wish? Anything like Durlag's Tower or Dragon's Eye?Queen's Wish kind of solved this issue. You have to complete a dungeon in one run and can't leave or else enemies respawn. You have to clear the dungeon in one go, utilizing resource management and making sure you are prepared and ready to go the first time you try it. I'm fine with a mechanic like that, you don't need to rest and you get rewarded for completing a dungeon in one go.
How big are dungeons in Queen's Wish? Anything like Durlag's Tower or Dragon's Eye?
Queen's Wish kind of solved this issue. You have to complete a dungeon in one run and can't leave or else enemies respawn. You have to clear the dungeon in one go, utilizing resource management and making sure you are prepared and ready to go the first time you try it. I'm fine with a mechanic like that, you don't need to rest and you get rewarded for completing a dungeon in one go.
How big are dungeons in Queen's Wish? Anything like Durlag's Tower or Dragon's Eye?
Not sure, I haven't played it
It sounds game-y, though, especially if there's a timer running somewhere. It depends on how they go about doing it, the first thing that comes to my mind is someone could start a fire and parts of the dungeon are progressively engulfed in flames, i.e. you can't loot the things in there.
I once joked Codexers spend more time talking about RPGs than playing them
This. I admit that I'd rather replay any IE game a thousand more times than to play any new 3D anime/furryesque MMORPG ripoff tripleAshit nu-rpg. I literally haven't played any other rpg in the past 15+ years, aside for Phillows Oph Ethwrnty that I set thru for about 8 hours then left without ever looking back... the neural damage that this "game" caused was enough for a lifetime. It is still astonishing to see how many people - even codexians - managed to touch Dumbsterfire after this abysmal failure. I admit it is, in some eerily masochistic way... admirable!There's not that much stuff to play if we're being honest.
Now that's the real sad part...If we're really being honest, there's not that much stuff to talk about either.
If it makes sense, it isn't game-y. They just have to avoid any countdowns or visible timers to make it not feel game-y.Are deadlines really that gamey? The diseased questgiver who sent you to the dungeon to find a healing relic pays you a larger bonus the faster you get the job done. Thieves are sneaking through and gradually looting another dungeon, if you take too long they’ll run off with the best loot.
You can even do the thing with a nemesis party that Black Isle wanted to include in their scrapped Fallout 3; if they get somewhere before you, expect to find less loot, more traps and maybe less XP because there will be fewer monsters left to kill. The nemesis party and the bonus for doing the job faster are both present in Kingmaker chapter one and it’s great.
Not to mention that exploration and rushing the player never mesh well together. But that's a different matter.
When you reward speed (which I am 100% against in RTwP regardless), you further increase the gap between newbie difficulty and the difficulty that an experienced player (who knows what to do) faces. Then, since you increased that gap, you will casually start looking for ways to decrease entrance difficulty, bringing the overall difficulty down for the experienced player. You are supporters of decline.
Maybe the game mechanics are fine but the game just sucked in the marketing department. It did seem to have terrible marketing leading up to the game. I highly doubt gamers didn't buy it because of any of the mechanics you guys are nitpicking here in the thread, that's for sure.
Maybe the game mechanics are fine but the game just sucked in the marketing department. It did seem to have terrible marketing leading up to the game. I highly doubt gamers didn't buy it because of any of the mechanics you guys are nitpicking here in the thread, that's for sure.
Oh fuck off. It's always "muh bad marketing" as a last resort with you fanboys. PoE had plenty of marketing. Fucking everyone knew about the game when it launched. They even had the usual YouTube dipshits shilling for it.
Kingmaker obviously needed time limits for the practical implementation of the kingdom management part. The various quests gain absolutely nothing by the enforced time limits. I have no idea why players who want to play RTwFUCKINGPAUSE want to feel rushed.
There is something to be said about time limits guiding the procession of important in-game events ("How do we make the player prioritize this quest at this point?"), but I 'd much rather have that linked to other events and not time.
Lacrymas , you should absolutely play Kingmaker, it is a very good game. You are even going to like the companions more than I do.
The limits are utterly nominal once you get an idea what is going on. 90% of what P:K is doing restwise is carrot side, not stick.
I don't know and don't care about the sales and marketing data, in fact it baffles me that people even argue about such numbers as it would matter at all to one's personal opinion about a game.Maybe the game mechanics are fine but the game just sucked in the marketing department. It did seem to have terrible marketing leading up to the game. I highly doubt gamers didn't buy it because of any of the mechanics you guys are nitpicking here in the thread, that's for sure.
The limits are utterly nominal once you get an idea what is going on. 90% of what P:K is doing restwise is carrot side, not stick.
This is exactly my point! It is making the 1st playthrough more difficult, but it has no major effect on subsequent playthroughs. Consequently, it just increases entrance difficulty without increasing overall difficulty, which is exactly the opposite of what we should be doing!
it baffles me that people even argue about such numbers as it would matter at all to one's personal opinion about a game.
Kingmaker obviously needed time limits for the practical implementation of the kingdom management part. The various quests gain absolutely nothing by the enforced time limits. I have no idea why players who want to play RTwFUCKINGPAUSE want to feel rushed.