Wait... this thread exists because this guy is mad that he died in a video game? What hath Kirby's Epic Yarn wrought?
It's not luck-based. True some games involve "luck" in dice rolls more than they should, but games where your character stats define the outcome of the battle are RPG's. "Playing a role" means nothing. In every game you play a role.RagTagBand said:Here's me thinking that the important factor would be things like "Playing a role" rather than an archaic, uninvolved, convoluted, luck-based combat system.
As pretty much the only worthwhile helpful post here I feel I should actually bother to reply to it (and ignore all those utterly ridiculous insults thrown my way) - they were what now?! I just told them to sod off because I didn't trust them and didn't want to go south when I needed to be going north. Serves me right for following the wrong dialogue options! I have to wonder why, if these additional characters were so important to progress through the game, were they so easy to discard?lRookiel said:Hahahaha! Sorry but this is funny. You completely missed out on getting 2 other companions on the way to this guy that makes it easy to defeat him.
Their names are Xzar who is a human necromancer and Montaron who is a halfling rogue and you meet them in the woodland area before the inn. they carry potions and scrolls aswell as enough hits to kill the bastard without mishap.
I'm the only helpful person here? Why thank you <3GiantRaven said:Snip
Wow, it's almost like your choices actually have an impact on the game.GiantRaven said:As pretty much the only worthwhile helpful post here I feel I should actually bother to reply to it (and ignore all those utterly ridiculous insults thrown my way) - they were what now?! I just told them to sod off because I didn't trust them and didn't want to go south when I needed to be going north. Serves me right for following the wrong dialogue options! I have to wonder why, if these additional characters were so important to progress through the game, were they so easy to discard?
Min-maxing is pretty easy. That's why it's called min-maxing. You put the maximum points into the things that help your character be good at doing the thing you want your character to be good at, and put the minimum points into things that aren't relevant to that. If the game is less than clear about what abilities are effective in what situations or work well together*, you read GameFAQs or something.GiantRaven said:If the game requires one optimal solution, such as needing a min/maxed character as was mentioned elsewhere, then why does the game allow you to unknowingly gimp yourself so badly. Chances are I'd need to restart the whole game again and work my way back to the same point. Why would I do that, expending valuable time of my life, knowing that the same may happen again later in the game and I was completely unaware of it.
It's just bad design through and through.
I actually think the gameplay in Planescape: Torment gets unnecessary flak. I don't really remember it playing significantly different than, say, Dragon Age.michael87cn said:I have much the same problem getting into Planescape Torment. The writing in the games may be excellent, but I would prefer better gameplay and less reading to horrible gameplay and Shakespeare.
This can be a tough fight, depending on your character build/lay-out. There are basically two crucial things to realise: he usually throws up a defensive spell first, which allows him to shrug off a few attacks (Which is why there are multiple copies of him), and that he has a limited spell roster. If you can survive his first few spells, you'll be fine, because he has no close combat ability.GiantRaven said:SNIP
Hah, that's true. I would prefer, however, that the choices I make actually allowed me to continue through the game.Kahunaburger said:Wow, it's almost like your choices actually have an impact on the game.
The problem isn't whether it's easy or not, it's the fact that it needs to be done at all. If you need to min-max to beat the game, then why am I presented with a bunch of other options which aren't going to be of help to me?Min-maxing is pretty easy. That's why it's called min-maxing. You put the maximum points into the things that help your character be good at doing the thing you want your character to be good at, and put the minimum points into things that aren't relevant to that. If the game is less than clear about what abilities are effective in what situations or work well together*, you read GameFAQs or something.
This may not come as a surprise but I have little love for the RTS genre.Seriously, this is like complaining about how you have to gather resources in an RTS. What if you don't want to gather resources? The game should reward all choices equally because anything else is just bad design through and through!
Clearly roleplaying a grump anti-social dwarf was a poor choice of character.lRookiel said:It's a common mistake really, one I made myself aswell. but you need to learn to jump for the opportunities when they come your way.
Interesting, I fobbed them off pretty much because I had no interest in going south (my mission seemed pretty important, no time for messing around) but I might go back in a few weeks and give it another try. I'm somewhat reluctant to though since I don't want to end up in another fight in which I'm repeatedly killed 20 seconds with seemingly no way to victory.By the way, they will follow you to the inn regardless, you don't have to go south with them
Now I must point out once you acquire the set of companions I wouldn't keep them for long, my advice would be to get Xzar and Montaron, go to the inn, kill the troublesome assassin, then get Khalid and Jaheira to join your group. Since the two groups of companions are completely different (They secretly both work for different factions and have different interests), they will bicker amongst themselves and eventually fight (It would take a while). so searching for additional companions is a must, it's your choice really.![]()
You can play through with non min-maxed character as long as You follow common sense. Making warrior with 8 Strength/Constitution and maxed charisma/wisdom, while fun in table top setting in a campaign that's not focused on combat doesn't really work well with games that make combat mandatory.GiantRaven said:The problem isn't whether it's easy or not, it's the fact that it needs to be done at all. If you need to min-max to beat the game, then why am I presented with a bunch of other options which aren't going to be of help to me?
Making a sub-optimal character that only serves to make the game impossibly hard is just going to infuriate the player, which is the exact opposite of what the developers should be trying to do.
It's basically a consequence of almost every flexible system that not every combination of choices you make is as good as every other combination of choices. Going back to the RTS example, I could theoretically construct nothing but pylons in a Starcraft game. Or in chess, I could choose to chase things around with my knights instead of developing my other pieces. I'd get completely reamed, but these are certainly things I could do.GiantRaven said:The problem isn't whether it's easy or not, it's the fact that it needs to be done at all. If you need to min-max to beat the game, then why am I presented with a bunch of other options which aren't going to be of help to me?Min-maxing is pretty easy. That's why it's called min-maxing. You put the maximum points into the things that help your character be good at doing the thing you want your character to be good at, and put the minimum points into things that aren't relevant to that. If the game is less than clear about what abilities are effective in what situations or work well together*, you read GameFAQs or something.
Making a sub-optimal character that only serves to make the game impossibly hard is just going to infuriate the player, which is the exact opposite of what the developers should be trying to do.
I see what you mean, that's definitely a fair point to make.Kahunaburger said:It's basically a consequence of almost every flexible system that not every combination of choices you make is as good as every other combination of choices. Going back to the RTS example, I could theoretically construct nothing but pylons in a Starcraft game. Or in chess, I could choose to chase things around with my knights instead of developing my other pieces. I'd get completely reamed, but these are certainly things I could do.
Considering that I don't think anyone would accuse Starcraft or chess of terrible game design with a straight face (even if RTS games are not your thing), I think we have no choice but to conclude that it's okay for games to offer a choice system that allows the player to make bad decisions.