Clockwork Knight
Arcane
What Roguey means is that in NV you take 75% damage during VATS (In FO3 you took 10%), so if you were almost surely going to die entering Vats is unlikely to save you.
The V.A.T.S. critical chance bonus is 5% instead of 15%
Enemies are less aggressively slowed down; while all enemies move slower in V.A.T.S., those not actively targeted are not slowed nearly as dramatically.
I never played any of the 3D Zeldas but my experience is that it fades to black and you automatically exit after you kill the boss and get its thing.I'm pretty sure Zelda games have done that for a long time.
What Roguey means is that in NV you take 75% damage during VATS (In FO3 you took 10%), so if you were almost surely going to die entering Vats is unlikely to save you.
That and
The V.A.T.S. critical chance bonus is 5% instead of 15%
Enemies are less aggressively slowed down; while all enemies move slower in V.A.T.S., those not actively targeted are not slowed nearly as dramatically.
Unrelated question: Does World of Warcraft or some other popular MMO have shortcuts to the entrance or the outside world in every dungeon once you reach the end? Skyrim and Dungeon Siege III both have it as a feature and they were both released in 2011, so it seems more likely to me that they copied it from some other game rather than independently coming to the same solution to the Backtracking Problem.
I'm sure the simulationists hate it, but I approve of anything that removes tedious walking.
I'm sure the simulationists hate it, but I approve of anything that removes tedious walking.
I'm pretty sure Zelda games have done that for a long time.
There's at least one of the Dire Maul instances that had a back exit. I think Mauradon might have had one, as well?
a game where being retarded is an actual obstacle to making it through alive.
It's not really because it's a beta. It's because of the mechanics. You better cross your fingers that we provide the right feedback in the next few months or combat is going to be pretty bad just like every other Obsidian game. I can see it getting better, and possibly even becoming fun, but it's still got a long way to go. So I can't really guarantee that it will be that fun on release.
I have played (realtime) betas that have been further behind than this and the combat was fun and enjoyable.
I do believe Nathaniel Chapman's quote was correct though.
So if PE's combat does become good, I don't think it will be until one of the very last patches.
By your own, (and Josh's) beliefs, that is incorect. I remember you saying that huge sales and huge number of people continuing playing the game years after release are the marks of "audience satisfaction".I thought the combat in New Vegas and Dungeon Siege III was adequate. They're both better games than Skyrim as far as I'm concerned.
Audience satisfaction has nothing to do with my personal assessment. Skyrim does some things well that people really like; these things aren't present or aren't done as well in DS3 or New Vegas.By your own, (and Josh's) beliefs, that is incorect. I remember you saying that huge sales and huge number of people continuing playing the game years after release are the marks of "audience satisfaction".
And i remember you using the "number of people playing" on steamcharts to bash DOS and WL2, while praise FNV.
And Skyrim wipes the floor with NV by your own criteria
^ this. Secrets exit are fine occasionally but they are kinda retarded when they serve no purpose but to teleport you out of the dungeon. Can you find the secret exit from the other side....no. Can you find secret passages that make you avoid part of the dungeon....no. Might as well have just made fast travel possible inside last room of the dungeon and spare the player walking 10 feet in an empty rock corridor.
True. Zelda's dungeons are actually challenging, interesting and varied though. Skyrim's dungeons haven't got shit on them..
I wouldn't want to oversell the games but Zelda gained a lot by making the transition to 3d. It's not like the case with, I don't know, Fallout.
It's fucking bullshit how in Burning Crusade they turned every single new instance into a linear romp with 3 bosses and 1 end boss. You had huge, complex, multilayered and maze like dungeons in vanilla WoW that could have 15 and even 20+ bosses and multiple routes. No two dungeons felt the same and all of them had their own secrets, short cuts, tricks and exploits. Then they decided that it's better to make dungeons where all you do is go forward. And in wotlk they got rid of crowd control too because waiting and having to think for a second is boring. And having to actually look for a group yourself as well. Such decline. It's shameful when an entry level dungeon like Wailing Caverns is more complex and demanding than level 90 "hardcore" dungeons.Yes they started doing shortcuts to the end of instances around the BC expansion back, it became much more popular in WotLK.. This wasn't soley their idea either though, many people bitched about the long times running back so instead of giving players a free teleport they started designing instances to loop or have patterns that would always back track onto itself.
He cherry picks these things when ever they're convenient for his case. When it turned out that D:OS had better gameplay than any game that JES has ever made, this guy started saying that the game is failure because it didn't sell 1 million units and because Larian didn't include an extra dungeon in the game even though they promised they would. There's no method to his madness, he just grasps on to what ever excuse he can with his greasy little hands when he's shown to be wrong and runs out of arguments. It also goes both ways: never a word about the failings of games like Alpha Protocol, and every single thing wrong in Sawyer games from their poor critical and financial reception to bugginess, poor gameplay and even poor balance (the same issues he uses for discreting superior games made by other developers), it's always the fault of some one other than "the best CRPG designer of all time who turns every game he works on to pure gold".By your own, (and Josh's) beliefs, that is incorect. I remember you saying that huge sales and huge number of people continuing playing the game years after release are the marks of "audience satisfaction".
And i remember you using the "number of people playing" on steamcharts to bash DOS and WL2, while praise FNV.
And Skyrim wipes the floor with NV by your own criteria
So you critize the most engaging game JES ever made. Why? We need to come up with a term that describes people like Roguey. You clearly don't give a shit about quality of gameplay, but you also don't seem like a storyfag. What are you besides a tranny? A balancefag? One of those indy twats who think that being "elegant" is the end goal of design? Speaking of World of Warcraft and balancefags, it's thanks to people like JES that Blizzard decided to make every single class exactly the same. No more balance issues, yay.My Icewind Dale articles show that I can criticize Josh-designed games just fine.
We need to come up with a term that describes people like Roguey.