I dislike DA:O and its stat building, like how you need to choose almost all of the stats anyway. For a warrior, you need Strength (1st Skill) then Constitution (2nd Skill) then you need lots of willpower (3rd Skill) but the game requires you to put points into Dexterity if you are a sword/shield warrior (get up to 26 points to be effective) then you need points in cunning if you want to roleplay a persuasive and charming character. Thats 5/6 skills you need to put points into if you want to play as a sword/shield warrior and actually roleplay.evilthecat said:For some games I've enjoyed (Torchlight, Dragon Age: Origins) I do look up other people's builds for inspiration. But in generally it's something I genuinely hate about WRPGs, and one of the reasons I'll happily defend the RPG credibility of "dumbed down" games like Dragon Age 2, Skyrim and the Mass Effect series.
I don't mind having to look the odd thing up to try and clarify an ambiguous tooltip or to work out whether something I want to choose will work as I intend, but if your game has become so complicated that a first time player cannot judge for themselves what is an effective choice for their character build, I think you're doing something wrong.
There's choice, and then there's maths. Meaningful choice comes from a game incorporating a range of different playstyles, putting in a range of choices which intuitively benefit each of those playstyles, and making just enough of those choices useful that a player will have to choose what elements can sacrificed in order to refine a character who plays how they want.
Giving a choice between 7 different types of vague mechanical advantage which might ultimately lead to dealing slightly more damage is just setting a maths exercise.
This isn't about difficulty or dumbing down either. You can reward clever tactics or thinking about character design without making it overly complex. Heck, I'm a sucker for replaying RPGs and working up the difficulty levels, I just don't think it should be so complicated that you can't already be thinking about that stuff on your first play-through.
Some people might have a different level of engagement. I accept that. However, given recent trends in RPG design, I don't think they're as common as they like to think.
This is why I love being late to the party when it comes to getting games. Borderlands in particular has been really iffy with it's ingame instructions on where things are (At one point it tells you there is a item to pick up in a building when it's actually in a car outside a good 10 feet away) and the wiki is a major help.KingHodor said:Well, I don't buy a strategy guide, I usually wait until ~2 months after release, after version 1.02 is out and there's a decent wiki listing all the missables and (remaining) gamebreaker bugs. It's like by now I've developed gaming OCD.
I laughed and I laughed hard. The fact that they've removed trap options doesn't mean that the balance isn't all over the place. Yes, the balance is all over the place. And there is the "world levels with you" bit from Oblivion. It's slightly smoothed out but it's there. After I decided to train a bit in the city, I shot up in levels too fast and due to not having proper equipment, fighting stuff became a pain in the ass for a while. Also helped by the fact that the poisons and scrolls I had with me were now useless. Levels don't feel organic and natural - they come off very fast in the beginning, and a while later, you have to boringly grind to get them. Skyrim's system is nowhere near "THE best" and as further evidence I can point out that it's not point buy or even come close to what that offers.Idocreating said:Also, this is why I think Skyrim has THE best system in any RPG to date.
In terms of how it interacts with the game world around it, yes it does have problems. I ended up massive undergeared when I tried to spam my Smithing up with iron Daggers. Levelled up lots, but because I had no money or gold I had no gear to match the level up and had a tougher time of it.DoPo said:I laughed and I laughed hard. The fact that they've removed trap options doesn't mean that the balance isn't all over the place. Yes, the balance is all over the place. And there is the "world levels with you" bit from Oblivion. It's slightly smoothed out but it's there. After I decided to train a bit in the city, I shot up in levels too fast and due to not having proper equipment, fighting stuff became a pain in the ass for a while. Also helped by the fact that the poisons and scrolls I had with me were now useless. Levels don't feel organic and natural - they come off very fast in the beginning, and a while later, you have to boringly grind to get them. Skyrim's system is nowhere near "THE best" and as further evidence I can point out that it's not point buy or even come close to what that offers.Idocreating said:Also, this is why I think Skyrim has THE best system in any RPG to date.
Well, the way players actually interact with the game is still 100% Excel sheet, just with a really awkward interface. You figure out what you want to be good at, and you increase skills and select gear accordingly. Unlike other (better) RPG systems, the interface for actually increasing the skills you want to increase is performing grindy repetitive actions. A standard RPG would let you do fun things (killing stuff, completing quests, getting loot) which would give you XP and allow you to just select the skills you want to increase.Idocreating said:I just like how the choices being made isn't in some Excel Sheet but made through your gameplay choices.
Though in other RPG's you get better at skills not by neccessarily making any actual use of them. In Skyrim, I'd get better at reading books by, reading books.Kahunaburger said:Incidentally, the reason why I find the whole "but the consumers can't handle real RPGs!" perception that developers apparently have hilarious is because if they can handle the awkward and grindy TES system, they can handle basically anything.
That's a side issue - the main question is that if the game's core mechanic is a leveling system, does the leveling system play well? In Fallout games, it does. In Elder Scrolls games, it doesn't.Idocreating said:Though in other RPG's you get better at skills not by neccessarily making any actual use of them. In Skyrim, I'd get better at reading books by, reading books.Kahunaburger said:Incidentally, the reason why I find the whole "but the consumers can't handle real RPGs!" perception that developers apparently have hilarious is because if they can handle the awkward and grindy TES system, they can handle basically anything.
In Fallout: New Vegas, I get better at reading books by killing things, completing challenges and doing quests. I need to fix a machine but have no knowledge about repair. 6 hours of shooting Deathclaws and some rescued prisoners later and I'm a wizz-kid genius at fixing things.
(FYI: Love New Vegas. Best example of choices impacting the ending of a game as it provides an epiilogue for a lot of the people you meet along the course of the game)
roughly this, if there is something inherently bad/useless or super OP in a specific game, I'll glance over some FAQ or forum to find that before starting, otherwise I tend to just go about how I want to, regardless of min/maxing stat's to perfection.Mortai Gravesend said:Eh, depends. I won't look at set builds or anything, I like to do stuff on my own. However I do look around as to what stats people say are important(like Wisdom in Planescape: Torment). But mostly I just look at the kind of stuff I want to get later in the game and I just be sure to make a general plan to get it.
I do see what you mean. But, I not really implying that you have to have it a certain way to complete the game. I'm just rather anal about some things. For example say I invested a lot of points or whatever to an ability I end up not ever using, I feel those points could of went to something better to improve my character. It probably won't make too much difference in the long run, but for the anal like me it can get on my nerves.WanderingFool said:I think in a good WRPG, and I mean a Good WRPG, you should be able to look at the options you are given, and decide, "Okay, how do I want to complete this? Sneak in the back? Charge headlong into the front? Talk to the guy and persuade him?" and than, based upon the build of your character you decide what is the best option (sneaky rogue, sneak in; Heavy armored warrior, go in the front).
A game where you have to build your character a specific way in order to complete the game does not sound fun to me, and doesnt really seem like that much of a WRPG.
Funnily, I really liked DA:O as a game. I think it's an absolute blast, but I totally agree with you in that a lot of things are just badly explained.JaceValm said:I dislike DA:O and its stat building, like how you need to choose almost all of the stats anyway. For a warrior, you need Strength (1st Skill) then Constitution (2nd Skill) then you need lots of willpower (3rd Skill) but the game requires you to put points into Dexterity if you are a sword/shield warrior (get up to 26 points to be effective) then you need points in cunning if you want to roleplay a persuasive and charming character. Thats 5/6 skills you need to put points into if you want to play as a sword/shield warrior and actually roleplay.