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So no evil options? What's the point then? Hell, the game might have been worth playing if you could execute your companions for being filthy degenerates then play solo and burn down villages to exterminate magi; but you can't do that. I thought they were marketing this as an RPG? I'm pretty sure that Skyrim and even Dragon's Dogma (an action game) had evil choices to make. ie
Sacrifice your beloved to make the scary dragon go away rather than fighting it like a man
You heard the commander boys, now right into Shitpool ! By the way Jaesun have you ever own and play DA:I or Skyrim ? With all respect i think your deep opinion on these games is just bullshit.
If im fanboy now what can you call yourself? Shitlord? BTW, it is so funny to be here i love my new title becouse it's truth in opossite to most of codex users im really fan or even fanboy of almost every at least decent crpg.
Nevermind, this thread is great.
Because Varric will always have Bianca, there is no dilemma of weapon choice. I'm not saying this is a bad thing, I'm asking, on an excitement level, how this compares to deliberating between finding a Crossbow of Speed and finding a Crossbow of Impact, as a loot and itemisation induced area of game-interest.
...Because you can turn bianca (or any bows) into crosswbo of Speed or Crossbow of Impact with items you find or craft?
Now this is a very telling statement, because Loot is not rare, people are complaining about having to stop every few yards to loot stuff. So by Loot you do know exactly what I mean and you agree it's rare, in fact not just rare, but pretty damn rare, but it does exist.
Loot that's not money/ingredients are rare. Like, even basic nonmagical swords are rare.
Yes, killing a boss = reward, that's pretty much the flat-out definition of reward. If you do not view killing a boss as reward-worthy then I have no idea what RPG planet you're on. Looting schematics and hunting down ingredients is a completely different kind of reward, that's rewarding someone's patience stamina. To me, that's more Minecraft than RPG, for example.
Actually rpgs have traditionally done long-term quests for items/etc. 'Find a good weapon on a boss' is basically "Awesome button". "Finding a good weapon on a hidden boss" is actually pretty damn rewarding, though.
So no evil options? What's the point then? Hell, the game might have been worth playing if you could execute your companions for being filthy degenerates then play solo and burn down villages to exterminate magi; but you can't do that. I thought they were marketing this as an RPG? I'm pretty sure that Skyrim and even Dragon's Dogma (an action game) had evil choices to make. ie
Sacrifice your beloved to make the scary dragon go away rather than fighting it like a man
i dont know.i didnt look it up . there is a lot of variations and LPlayers might simply choose different outcomes. But be sure that Varick will not be happy if you fuck over Hawke and Blackwall might end up in jail.
Because Varric will always have Bianca, there is no dilemma of weapon choice. I'm not saying this is a bad thing, I'm asking, on an excitement level, how this compares to deliberating between finding a Crossbow of Speed and finding a Crossbow of Impact, as a loot and itemisation induced area of game-interest.
You do realize that BioWare now has two games worth of metadata? Only 6.78% of players chose predominantly "evil" actions in Dragon Age Origins and only 9.42% of players chose predominantly "evil" actions in Dragon Age 2. There's just no justification for resources being spent on evil choices when players only want to pick good ones.
That's a flimsy excuse. A low amount of TES players run around without a weapon - that doesn't mean they should do away with being able to fight with bare fists. Choice is vitally important to making an RPG, even if many players don't engage that choice.
You do realize that BioWare now has two games worth of metadata? Only 6.78% of players chose predominantly "evil" actions in Dragon Age Origins and only 9.42% of players chose predominantly "evil" actions in Dragon Age 2. There's just no justification for resources being spent on evil choices when players only want to pick good ones.
Ok, I gotcha now. So the topic of Loot and Itemisation has been replaced by the topic of Ingredients and Crafting. That's cool (or not or whatever) and that's what I'll need to do if I play this game, actually take crafting seriously for once as it's now the dominating mechanic.
Its not. It has shittier graphix, music, quests, writting, art design, combat, magic, loot, crafting, C&C. deal with it
The only advantage Skyrim has are porn mods
i couldnt stand skyrim combat anymore after 20 hours. Here after 20 hours i cant wait to pull next enemy with chain hook to me , welcome him with knee to the face squash him with two handed blow and dodge incoming fireball with nicely timed roll
Shittier Dragons Dogma > Skyshit
Wait are people playing this? I watch it on youtube and looking how some players are trying to spike boring writing by funny (but not over the top) remarks.
boooo. playing as an edgy blood mage and causing butthurt among christians templars and their friends was probably one of the few things keeping me from going totally insane.
Well, from what I gather this seems more like an Amalur 2 than a Skyrim+WoW. Let's see if EA reccomends sweet sepukku like they did with that other company.
You do realize that BioWare now has two games worth of metadata? Only 6.78% of players chose predominantly "evil" actions in Dragon Age Origins and only 9.42% of players chose predominantly "evil" actions in Dragon Age 2. There's just no justification for resources being spent on evil choices when players only want to pick good ones.
Evil needs to be more than mustache-twirling. Video games have SUCKED at doing it well. It's either "I must destroy the world because I am the embodiment of hell spawn!" or "punch someone in the face because it's hilarious."
More games should offer a logical evil choice. Want to coddle everyone and be best friends? Instead of getting the "rainbows and sunshine" outcome, the game should have the NPCs see you as weak and too soft to get the job done, which results in more fighting and bloodshed. If, instead, you use brutality to bring them in line, it saves more lives in the long run.
A variation of that (or really, any option where "evil" is more than just lip service to the same outcome or markedly worse/darker outcomes) is something I'd be ecstatic to see in games.
I've been running around the first major area for a few hours, and I don't even know what genre this game is trying to be anymore. It's an unholy bastard of throwaway MMO quest design (reminded strongly of Guild Wars 2) and Assassin's Creed style "hunt around the minimap for icons" gameplay.
It's given up all pretenses of being designed around RTwP combat, and instead tries to play like a Hack&Slash Action RPG, and does a miserable job even here. The combat feels like one giant clusterfuck. Even DA2, with its strategy-killing random enemy waves design, made me feel more in control of combat, and that says it all. The melee combat feels especially horrid with the sluggish character movement and mediocre enemy hit reactions.
Speaking of combat mechanics, the whole barrier/guard system replacing healing feels like a downgrade due to how chaotic the feel of combat is. I've been playing on nightmare, and this difficulty level requires a degree of precision that the combat system and mechanics are just not able to provide. If I had to guess, Bioware made this change due to complaints on their forums that a healing character took the all-important spot of their precious cringe dialogue-spewing companion.
If the scope and number of tactics slots available to party members remained the same, all the above issues would have been far more bearable; not rectified, but bearable. Instead, this is what the game has: (pics of the AI tactics options; no story spoiler)
In the above screenshot, all you can do is enable or disable the use of the AI's active abilities.
And that's the extent of the AI "tactics". One cannot change when the AI uses its abilities, or at which range the AI stands, or create complex spell interactions. Instead of that, one can joyously watch the ranged party members with the defenses of one's birthday suit heroically run up to the boss's melee range in what I presume is their attempt at intimidation. Unfortunately for them, and for my sanity, their attempts have yet to pay off.