Falksi
Arcane
Dragon Age 4 will do it right. The only way to create "fire ball" will be to obtain llinen + cotton broadcloth + twill weaves, and join a group of witches to learn "Bra burn"
I dunno why people keep referring to it as a dopamine buzz
I was thinking back to when I first played Baldurs Gate. I used to have a little shiver of anticipation when I saw something that could be looted, either a chest, table or bookcase, as there was always a slim chance something good could be there.
I dunno why people keep referring to it as a dopamine buzz
Because it is:
I was thinking back to when I first played Baldurs Gate. I used to have a little shiver of anticipation when I saw something that could be looted, either a chest, table or bookcase, as there was always a slim chance something good could be there.
A lot of RPGs rely on variable time rewards to be addicting. Trashos is right, look at the criticism of fighting trash mobs in PoE. "It was stupid to get rid of combat XP, now there's no point to fighting trash mobs." That's not the mentality of someone who likes playing games, that's the mentality of someone who likes a glorified slot machine. The point of playing a game should be that you enjoy the gameplay, not that you get some in game reward for doing something you find boring. But the truth is that for many RPG fans, the main appeal is the variable time reward. A MMORPG player has the same motivation as most Codexers. If you took away equipment drops and XP, you'd see a lot of people here suddenly lose interest in the "classics."
This is completely orthogonal. There are mods for BG that randomize the location of less lore area contextual items and this is fine (within logical limits). What's not fine is the loot generator creating items out of thin air because they are 'supposed' to be better than your current equipment and dropping that shit on 'random trash mob 357' or 'trashcan 1346'.SCO Still better than the other alternative, as it is in the IE games. Play through the game once and you know where to find everything. Completely loses any kind of suprise or exploration effect when opening a chest. It becomes formulaic... if your character is using X, you always go to place Y and pick up uber-weapon Z. Horrible.
A lot of RPGs rely on variable time rewards to be addicting. Trashos is right, look at the criticism of fighting trash mobs in PoE. "It was stupid to get rid of combat XP, now there's no point to fighting trash mobs." That's not the mentality of someone who likes playing games, that's the mentality of someone who likes a glorified slot machine. The point of playing a game should be that you enjoy the gameplay, not that you get some in game reward for doing something you find boring. But the truth is that for many RPG fans, the main appeal is the variable time reward. A MMORPG player has the same motivation as most Codexers. If you took away equipment drops and XP, you'd see a lot of people here suddenly lose interest in the "classics."
it seems noone loses sleep over encounter design. They probably don't consider it marketable.
Please god tell me ELEX doesn't do it before I give into temptation and buy it.
it seems noone loses sleep over encounter design. They probably don't consider it marketable.
I've heard very few people outside of here, even those who like Codex classics, mention the words "encounter design".
I've heard very few people outside of here, even those who like Codex classics, mention the words "encounter design".
Its the worst when one of the basic components is scrap metal, literally a little pile of junk. It just killed me every time i had to collect this shit in NV and recently in Alien Isolation.
which generally means crafting is useless unless heavily invested in or in the other extreme making found gear next to useless compared to crafted gear.
Also, there was a lot of talk about (the lack of proper) encounter design in PoE, and Obsidian took steps to remedy that in the expansion packs. So some people try to listen.
... Neo Scavenger, Two Worlds, Diablo 2/Torchlight 2 (If you count gems and sockets to crafting), Dark Chronicle, Morrowind...Agree.
Absolutely one of the worst parts about D:OS 1 and D:OS 2. Fucking pixelhunting and the UI inventory manangement minigame. Tedious, boring, carpeltunnel-syndrome giving piece of shit.
Half the game time is spent on clicking useless shit and manageging it in your shitty ui.
Honestly can't think of anyt good crafting system in an rpg on the top of my head.
Loot hoarding is mental condition, and I suffer from it
Gothic games, Underrail, Fallout New Vegas, Baldurs Gate 2 (if you can call that crafting)
SCO Still better than the other alternative, as it is in the IE games. Play through the game once and you know where to find everything. Completely loses any kind of suprise or exploration effect when opening a chest. It becomes formulaic... if your character is using X, you always go to place Y and pick up uber-weapon Z. Horrible.
I believe crafting stuff from scratch should generally be suboptimal and crafting should focus more around improving what you've got since it makes more sense thematically, and as one of the major problems with crafting is that it removes the need for finding better items normally.
YOu can get materials from drops and item containers (rock ores, tree wood, animal parts...). And they almost never go to waste even with the lowest drops because even with them you can make items and sell for much more than selling separate parts.