GundamSentinel said:
The MMO complaint comes from the fact that most of the quests seem there just for you to level a character. They have little or no importance for any story or faction. Fetch quests and kill X monsters.
And the thing is, with just doing the main quest you'll skip half the game world. That's the conundrum I had. There's an interesting world to explore, but when you do you'll find that there's very little of substance there. Skip the sidequests and you'll miss the world, do the sidequests and find out how awful they are. Whichever I pick, I'm not happy with it. And the story itself was quite short and pretty dull, so no win there either.
What RPG doesn't have quests merely for the purposes of leveling? Why is this complaint leveled at KoA and not other RPGs?
It's kinda obvious when you got up to a NPC and the quest is a fetch quest or something more. You have the option do the "main" sidequests (that tell more about the world) and the quests just there to give more EXP or gold.
JazzJack2 said:
Phoenixmgs said:
Most games make you learn the advanced mechanics like say Bayonetta with dodge offsetting. Dark Souls doesn't make you do anything but block and light melee attack ALL game.
I'd like to know how you beat Ornstein and Smough or Artorias by simply blocking then light attacking, smells like more bullshit to me.
Right but you said you beat him in just rags, how would you get passed his crystal attack if you didn't have high curse resistance armor or without dodging them?
Outside of a very select few bosses, all you have to do is block and light attack. There's more encounters in Bayonetta on fucking Normal that make you use dodge offsetting than the encounters in Dark Souls that force you out of just blocking and attacking. I shouldn't be able to block the Knights with a light shield, I shouldn't be able to block most of the bosses with a light shield either (you can block the Gargoyles near the beginning and Quelaag for example). I actually died a lot in the beginning of the game because I thought as a thief, I'd have to dodge to avoid attacks but that wasn't the case.
All I had was my curse resistant clothes on (they were basically tattered rags by their looks). I never wore armor the whole game.
Twitchy Wyche said:
Phoenixmgs said:
I don't ever talk bullshit, you can totally not block or dodge at all while fighting Seath the Scaleless. You can literally just stand in front of him meleeing the whole fight, I know because that's what I did. Check my trophies if you want, I played the fucking game, my PSN is Phoenixmgs.
But you can't do that, like, you actually can't; Seath uses his crystal breath and fails his tails around if you get too close. Either you're talking bullshit OR you exploited a bug, either way it doesn't mean the game's bad or shallow or whatever you seem to think about it.
Also, a few other things; you can fight multiple dudes at once with larger weapons so what you said about that is bullshit, you can't get through the whole game just blocking and light attacking, you can't even get through the first area just doing that let alone all the bosses, and you certainly wouldn't be able to do it with the "thief" build you claimed to be playing, so you were talking bullshit there.
Look, can't you just admit what you said about Dark Souls isn't true; I'm not telling you to like the game, if you didn't like it that's fine, but that doesn't mean it's bad. Dark Souls actually does have a lot of shity design choices, especially compared to Demon's Souls, but a lot of what you said about it wasn't true. And it seemed you were saying them just to be mean spirited too.
Everything I said about Dark Souls is true and what happened when I played it. Seath attacked me but his attacks did very little damage (I wasn't overleveled either, maybe slightly, but I never grinded in the game) so there was no point in blocking or dodging. It wasn't even one glitched instance of what happened with Seath either, the 1st try I almost beat him but he cursed me with like 25% health left, then I put on all my curse resistant stuff and just stood in front of him attacking. The combat is dependent on locking on to enemies so you can't effectively fight a group of enemies, you can even back pedal while holding a shield up if you aren't locked-on to an enemy.
I'm not the only one that went looking for a hard game with a good combat system and got the exact opposite:
bjj hero said:
And many would disagree. I boughtDS on sale for £6, if Id bought it at full price I would have been deeply disappointed. I liked the atmosphere but everything else was lacking. Ill start by sayingI dont do guides and try to get through things by myself. Thats why I thought shields were boken and didnt use them forthe first 10 hours or so. I went straight to the graveyard and found bog standard, generic fantasy skeletons would kill me whether I blocked or not. There were no indicaters I shouldnt be there until much higher level so guessed shields werent up to much in this game.
Combat was a joke. The enemies could be taunted out 1 at a time to be easily dispatched. Most of the enemies didnt need hitting because I could wait until they jumped off cliffs instead. Even drakes that can "fly" were coaxed into falling to death. Plenty of boss enemies would happily sit there while I kill them with 300 arrows. This is short of fantastic for monsters combat and bosses. Most of the ambushes only work because the camera is awful. That town on stilts was awful, Id get chopped up while the camera showed me a board.
Story was weak too. So you are a charecter with no history, backstory, interests, voice, culture, no reason you learned magic/fighting etc... you wake up in a cell then escape. You end up in a magical land where some guy youve never met and have no reason to believe says if you ring 2 bells something might happen. Is this what passes for story now? The world is good. If you take time to read everything its engaging but the story is garbage.
So to me the world and atmosphere were great. The rest was lacking.
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Noly said:
KoA locks entire enemy regions to the level you DISCOVERED them at. This is the worst implementation of a mechanic I have ever seen in an RPG in my entire life, and that's saying a lot. Locking every enemy in an entire region to the level you fucking DISCOVERED the region at? This is an open world fantasy RPG game that "punishes" you to the point of ruining the game by locking every enemy in the first five zones at level 6 if you decided to go exploring.
That is embarrassingly bad game design.
You can kill bosses on Hard with one use of your Reckoning bar the very first time you encounter them.
You craft craft the most powerful weapons in the game around level ~16.
There's an absolute pile of loot to discover and find, but here's what will hapen: You explore a dungeon. Your gear looks like trash. During the exploration, you'll be excited when you find two blues and a purple throughout your journey. Too bad they're all terrible in comparison to your greens. Rinse/repeat for the entire godamn game.
Whoever designed the way the loot drops work should have been fired. There was so much potential in that aspect alone and it was completely squandered.
The part that ruined the majority of the gameplay experience was, despite all of these things, that it WAS actually far too easy. Hard mode in any game should be actually hard. The fact that most people that regularly play games on Normal difficulty felt obligated to play KoA on Hard should tell you something. The game was a joke. There was zero challenge on Hard difficulty. That pissed so many people off that the launch of the game was destined to fail right from the start. There was an absolute shitstorm on how easy the game was and the devs failed to address it, despite their forums being ravaged for weeks by angry gamers with buyers remorse.
Many RPGs have the exact enemy level issues. Borderlands (in both games) it's easy to get overleveled and become way too powerful. You actually have to read a guide to know when to properly play through each piece of DLC. JRPGs are all the same in that regard too. Skyrim is just as easy as KoA. Again, why are these same flaws leveled more at KoA than other games?
RyQ_TMC said:
Bypassing levels should be a standard feature for every platformer. You don't have to bypass if you don't want to, I don't see how that is hurting your play experience.
Setting dialogue options on autopilot like in ME3 should be a standard feature for every dialogue-heavy game. You don't have to autopilot if you don't want to, I don't see how that is hurting your play experience.
More options is not always better. You can totally ignore Fateweavers, just as I did. But the existence of that option devalues the experience. A big part of RPGs is that as your character progresses, you make choices on which abilities and skills to improve. Once you make those choices, they stay with you. They have gameplay consequences. Do you improve your weapon skill to fight better with the gear you have, or do you improve your lockpicking, so you can steal better gear? Do you take an ability consistent with your character concept, or do you select a more useful one, not really fitting with it? Every choice opens some new options at the expense of others, that's an important part of the RPG experience. Deus Ex: HR got quite a bit of flack because you could max out all your enhancements before the end of the game, for example.
Putting in an option to completely respec your character makes your choices meaningless. Any time you encounter an obstacle you cannot surpass due to lack of some ability, you can run back to a Fateweaver and respec. Then respec back to your standard playstyle. Character progression, the defining feature of computer/console RPGs, is devoid of value.
So yeah, you don't have to take advantage of Fateweavers. But their existence in the gameworld means that you're fully aware that you don't have to face the consequences of your choices, that all of the choices you've considered every time you gained a level can be made meaningless with one flip of a switch.
Seriously, who actually goes to Fateweavers to get by an obstacle you can't bypass? All I've done is play a rogue so far and there's never been an obstacle I couldn't bypass. So what if you see a very hard lock, go to a Fateweaver to max out your lockpicking skill, then go back to your previous build? You can already save scum in RPGs, why would anyone do that? And, it doesn't affect your experience. The point of respeccing is not to get by one spot and go back to your old character, it's to play as a different class or character build without starting the game from scratch. It's fucking bullshit when you have to play the game X amount of times to experience every class and build. People don't have all the time in the world to play games you know.
The problem with Deus Ex: HR is that there are no character builds, not that you can respec (Hell, I don't even know if you can as there is really no point).
JazzJack2 said:
Plenty of boss enemies would happily sit there while I kill them with 300 arrows. This is short of fantastic for monsters combat and bosses.
As far as I am aware you can't do that to a single boss in the whole game.
I just shot the Gaping Dragon with arrows... And pretty much all of those mid-boss Titanite demons too...
AzrealMaximillion said:
Phoenixmgs said:
I agree Mass Effect 2/3 are better shooters than KoA is a hack and slash. However, what other action RPG has better hack and slash gameplay? I should've reworded that line as a shooter is very different gameplay-wise and I had in mind all the fantasy RPGs like Skyrim in my head when I wrote that.
I'd have to say that Mount and Blade has the best combat system in an Action RPG without magic. Sure its not high fantasy but its melee combat hasn't been beat in my opinion. The game constantly throws you in situations that aren't boring, unlike KoA.
For Action RPGs with Magic its either Dark Souls or The Witcher 2, and it really depends on the kind of game you like better. I'd have to give it to The Witcher 2 because its more comparable to KoA overall.
OP:This is a thread we've seen many times here. KoA is a mediocre ARPG that borrows way too much from other successful franchises to be called unique. It also doesn't help that the "amazing combat" hits its peak very early in the game. KoA reminds me a lot of Neir on the consoles. The combat was awesome for the first 3 hours and then it turned into sidequest mania.
I don't PC game and only have a PS3 so I haven't played Mount and Blade or Witcher 2. I hard for me to see Mount and Blade having great melee combat as it's in 1st-person. It might work like how I thought Mirror's Edge wouldn't work since it was 1st-person platforming. Witcher has that standard realistic fantasy art style that I'm so sick of and I've barely even played many fantasy WRPGs. It's like the WWII shooters of last gen, I think I only played 1 of them and I was sick of them already. I'm very interested in their cyberpunk RPG though.
I literally just played Nier, that game's combat was never good at any point in the game. Also, just like Nier, you don't have to do the sidequests. I don't get why people complain about sidequests, every RPG has shit sidequests.
Battenberg said:
I went down the rogue path as well but found the game to be quite a slow starter meaning that I essentially had to play as a warrior for a long time before there was any use being a rogue. I think this was due to the fact that enemies were always in groups OR bosses that had already seen you meaning trying to play as a rogue (my favourute class in most RPGs) wasn't much of an option most of the time. It certainly didn't help that you level SUPER gradually (even if frequently initially) which left me wondering how you could play the game as anything other than a hack and slash to begin with.
I've played a rogue the whole time (on Hard) and I've never had an issue with combat. The early Shadow Flare skill (throw out a puff of smoke, then throw out small knives I think) is great with the bleeding damage. And the early Envenonmed Edge sustained skill makes that charged dagger attack where you dash around attacking several enemies awesome as they are then poisoned. The rogue is all about the damage of time effects. Then, later on smoke bombs make stealth awesome. The abilities all play off each other.