He didn't have anything important to say(ring a bell?) so I killed his sorry ass,like I did with the codex crew on Divinity,what a bunch of annoying faggots they were.Uhn, yesterday i find a npc called Jaesun on a brothel, a exclusive club from fine a refine people. Need a ring to enter.
Except in the Engagement System thread, about the COMBAT system, there's at least half a dozen people (and they're the same people every time) brofisting strawmen and otherwise fallacious posts directed at Sensuki and Grunker's problems with the system.PoE is considered a better game by twice as many people as those who consider DOS better. This is sad. It just shows that lots of codexers will take a mediocre dump of Obsidian because OBSIDIAN MCA LOL xD <3 <3 :3
No, it is because the vast majority of the codex are story fags. Just take a look at the Codex Holy Trinity™:
3 story centric games with bad combat.
In some parallel dimension where somehow Larian hired Obsidian to write the story for Divinity: Original Sin it would probably threaten one of the titles in the Codex Holy Trinity™. There is WAR in that Parallel dimension on the codex...
It's overrated on the Codex, to be sure, but poll results suggest most Codexers haven't even finished it. The Codex's rating is mostly for Cyseal:The game, which is undeniably a great game.Alright fine, I'm the only one on earth who thinks D:OS sucks balls.Check your pseudo french buzzword privilege and don't cut yourself with that edge, son
I'm shocked that the codex even considers it above mediocre.
Is there ever, though? If there was a logic to where things were hidden, they wouldn't be very well hidden. Besides, it's not just HIDDEN things. Suppose I'm committing a typical home invasion and burglary scenario against the local "monsters". I see weapon rack. There appear to be weapons on it. If there's no button to click to see the glowy outlines, I'm stuck clicking on every single one in case there's something there. There's no apparent logic to why some of these are clickable and some of these are merely decorative. On top of that, they don't appear to STOP containing weapons even if I loot them (nor do they appear to actually contain the weapons they may or may not contain). The show-glowies button lets me immediately verify that no, this is really just a decoration put there to look cool, there are no weapons and this isn't actually a thing you can poke. You can, of course, still HIDE things. The old IE games certainly did: Those hidden things simply didn't become glowy until a character with the appropriate skills spotted them. Those things also tended to explode or catch fire.If there is no logic to hidden objects, sure... that becomes just a silly game (kind of like how adventure "click" games went south over time). Though if you hide things in a manner that is intuitive and reasonable to the story progression, the play should be able to deduce general locations and the likelihood of a given hidden element (as you pointed out). Not saying that D:OS did this well, but the concept of such is sound.
It's overrated on the Codex, to be sure, but poll results suggest most Codexers haven't even finished it. The Codex's rating is mostly for Cyseal:The game, which is undeniably a great game.
The Codex's rating is mostly for Cyseal:The game, which is undeniably a great game.
It's his own game, not something owned by Bethesda, he's going to make changes with a patch rather than a mod.A JSawyer mod for PoE? Regardless of if that happens or not, he broke his promise to VD ("You should not need to download a separate mod for a challenge").
Maybe Sawyer is just bad at playing PoE and thinks it's challenging on Hard.
It's his own game, not something owned by Bethesda, he's going to make changes with a patch rather than a mod.
Josh said:Making them my own default in a mod is different from making them part of an optional mode. Additionally, I only do superficial testing of my own mod because it's just for me. Finally, it would appeal to a decreasingly small number of players.Why couldn't you make your hardcore tweaks part of the game in a higher difficulty setting?
What's wrong with an RPG giving you more XP than its level-cap? It simply assumes you don't complete all content in one go, it's what BG1 and BG2 did as well.
Hitting the level cap way too early for doing optional, more demanding content is a drag. Completionists should get just enough xp to almost reach the level above the level cap.
I don't actually know how fast you hit the cap (I'm level 8 and through half the game's content or so I'd wager), I was asking about the principles. Your boundaries seem a bit arbitrary. In Baldur's Gate the expectation on part of the designers seems to have been that you wouldn't complete more than half the game's content in one go. Indeed I can't remember knowing anyone when it came out who did more.
D:OS just has too boring encounters, maps, abilities and horrible writing to even compete.
The only reason the Codex faps to it is because most people here, for some stupid reason, have a Larian fetish. I blame parasitic brain worms.