toro
Arcane
- Joined
- Apr 14, 2009
- Messages
- 14,121
Simply not true: the game doesn't force you to do all the quests in a certain order. Like I've said before: you don't know what linear means.
The game doesn’t force me to do the quests in a certain order, but it forces me to do the same fucking quests every single time. How am I supposed to enjoy different builds if I have to walk around like a retarded, killing hundreds of rathounds, and crossing the same tunnels back and forth? Traditional design of cRPGs is aimed at brain dead children.
The game doesn't force you to do ALL the quests and you can skip a lot of content. From the start you can take a boat to Junkyard and skip a lot of caverns, you can skip the entire Camp Hathor and afterwards you can go directly to Core City at which point the entire game is accessible (except DC).
Now, I'm sorry that the game forces you to kill some and maybe the same rathounds (without proper paranoia you will never know) however you're completely dishonest claiming that you need to kill hundreds of rathounds to progress in the game. You don't.
Wrong again: You don't need to and you cannot "grind" for oddities. The game is smart enough that oddities occur in a natural way in the game world (by exploration and by combat).
That is not the point. The system was designed to avoid grinding behavior, but it doesn’t work that way, because it creates the same incentives. You are rewarded for engaging in fights you don’t need or repeating mindless tasks to level up. This is still traditional design in its finest. It’s gamey as fuck. Impossible to defend.
Nope. The Oddities system works fine. You can kill a couple of mobs, collect the oddities from them and then move on because you no longer need those oddities and you have a stealth system that allows you to skip most fights (or you can simply run). So, if you persist in fighting the same mobs then it's your own choice.
I'm sorry that the game doesn't have proper rat diplomacy so that you can negotiate your escape with the rathounds. As for being gamey, please tell me one game system which is not gamey.
However cooldowns are not exclusive to the MMO genre which means your argument is invalid. Most MMO contain a map therefore I could say that by lacking a map Underrail was definitely not designed as a MMORPG!? Does this make sense to you?
The difference is that cooldowns are a feature of combat systems, not a basic functionality like maps or journals. Nobody ever complained about how the basic functionalities in MMOs, but they can complain about the combat.
Whatever. Please explain how cool-downs in Underrail prove that the game was designed as a MMORPG.
Underrail writing is great. It's not boggled by pretentious shit and it's actually refreshing compared to other games (as in it's a good match for the game world). Now, please show me WHY the writing in Underrail is bad? I'm all ears.
What the hell I’m doing with my time. If you can’t realize why a character named “Joe the beautiful” who gives locations in exchange for food is not a great idea, I think you aren’t worth the effort.
It's Jon the Beautiful and you can ignore him which probably is unthinkable when you are grasping at straws.
I don't know. I honestly don't know why you waste your time when you don't know what you want.
The game is not shit just because you say so or because you found a couple of flaws. Get over it.
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