Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,035
This was supposed to be a reply to Saint-Proverbius. Why to SP? He was the only one who kept on replying. No offence to other folks, I know it's time-consuming to check and reply to all the post. However I want to get attention and share and discuss my views
with more people, considering the direction the postings have taken lately.
My post could be confusing for people who have not been paying attention to my discussion with SP, so feel free to check the last page of Greeting from the Lead Writer.
Saint, have you ever had a feeling in crpgs that a lot of things (if not all of them) happen excusively for players convinience. Sometimes you don't even have to think what to do next. Everything happens precisely at the right time in the right place in the right sequences. After a while you feel like your actions does not really matter, a game becomes a leveling up railcoaster ride.
Well, a something is better then nothing, so we play those games, realizing that gaming companies have to turn in profit to feed a bunch of useless mother-......s like marketing, legal, pr depts, etc that a game should be 'fun' and not to difficult for those with attention-deficit disorder. And then a small outfit like Zero-Sum emerges from nowhere, like many before them who have forgotten by now what it's like to do games for gamers by gamers. And we the fans have a chance to help ZS to do things right, so once again I call for discussing something before dismissing it like a scripting error.
May be it was, may be it was not. But don't you think it worked out well? Wouldn't you find it odd that the moment you get a quest a supportive quest pops out, so you don't need to think, so you don't need to make a moral decision about a killing an innocent person for your own amusment (to continue the rebellion storyline), so that whenever a quest comes up you automatically do it without considering how it might fit into your agenda if at all? A choice of drugging the priestess, killing her, or exposing yourself as a spy is not really a choice at all. Would not you agree?
I am amazed by the overall quality of Prelude. Sure there are crashes, odd bugs, but none of them is a game stopper. Some quests are simple, some dialogues could have been better, but a lot of things were done right. I don't know about you, but after the riddle and the necklace quest, I really started paying attention and think before acting.
It was .... different. So let's tweak questionable things instead of dismissing them, let's not push Prelude and any next game into the mainstream of what most of us are sick and tired of.
Already the dev team is responding by trying to buff up random encounters. I myself thought and posted that it would be good. My mistake, good for whom? Diplomatic characters or my carefully chosen war party who sliced through the Glade invaders like a knife through the butter and wanted more? And what about the armor discussion? I read it before it became a public knowledge that the penalties don't work. Then there were some tough choices to make, some people posted that they sacrificed armour in favour of extra attacks, some people preferred the comfort of being well protected, and some folks simply wanted to look good. What choices do we have now that the penalties are 'gone'?
About leveling up. Yes, barter, nature, etc go up very slowly if ever. I understand how frustrating it is :shock: . But you get tons of skill points plus trainers in almost every non-combat skill, that's more then enough to bump up the skills you want. It's nicely balanced that way. Throw in more skill points or make the soft skills grow faster, and everybody will start creating uber-characters by using skill points to bump up _all_ skills to 30/50 increasing str, dex, and speed. If you wanna hear my solution to that just ask, but be warned that it's rather radical
Well, that's all I wanted to say folks, all above represents my opinion and does not imply that I know better.
with more people, considering the direction the postings have taken lately.
My post could be confusing for people who have not been paying attention to my discussion with SP, so feel free to check the last page of Greeting from the Lead Writer.
Saint, have you ever had a feeling in crpgs that a lot of things (if not all of them) happen excusively for players convinience. Sometimes you don't even have to think what to do next. Everything happens precisely at the right time in the right place in the right sequences. After a while you feel like your actions does not really matter, a game becomes a leveling up railcoaster ride.
Well, a something is better then nothing, so we play those games, realizing that gaming companies have to turn in profit to feed a bunch of useless mother-......s like marketing, legal, pr depts, etc that a game should be 'fun' and not to difficult for those with attention-deficit disorder. And then a small outfit like Zero-Sum emerges from nowhere, like many before them who have forgotten by now what it's like to do games for gamers by gamers. And we the fans have a chance to help ZS to do things right, so once again I call for discussing something before dismissing it like a scripting error.
agree, that quest shouldn't be given or triggered until the bombing thing comes around. That's a problem with the scripting.
May be it was, may be it was not. But don't you think it worked out well? Wouldn't you find it odd that the moment you get a quest a supportive quest pops out, so you don't need to think, so you don't need to make a moral decision about a killing an innocent person for your own amusment (to continue the rebellion storyline), so that whenever a quest comes up you automatically do it without considering how it might fit into your agenda if at all? A choice of drugging the priestess, killing her, or exposing yourself as a spy is not really a choice at all. Would not you agree?
I am amazed by the overall quality of Prelude. Sure there are crashes, odd bugs, but none of them is a game stopper. Some quests are simple, some dialogues could have been better, but a lot of things were done right. I don't know about you, but after the riddle and the necklace quest, I really started paying attention and think before acting.
It was .... different. So let's tweak questionable things instead of dismissing them, let's not push Prelude and any next game into the mainstream of what most of us are sick and tired of.
Already the dev team is responding by trying to buff up random encounters. I myself thought and posted that it would be good. My mistake, good for whom? Diplomatic characters or my carefully chosen war party who sliced through the Glade invaders like a knife through the butter and wanted more? And what about the armor discussion? I read it before it became a public knowledge that the penalties don't work. Then there were some tough choices to make, some people posted that they sacrificed armour in favour of extra attacks, some people preferred the comfort of being well protected, and some folks simply wanted to look good. What choices do we have now that the penalties are 'gone'?
About leveling up. Yes, barter, nature, etc go up very slowly if ever. I understand how frustrating it is :shock: . But you get tons of skill points plus trainers in almost every non-combat skill, that's more then enough to bump up the skills you want. It's nicely balanced that way. Throw in more skill points or make the soft skills grow faster, and everybody will start creating uber-characters by using skill points to bump up _all_ skills to 30/50 increasing str, dex, and speed. If you wanna hear my solution to that just ask, but be warned that it's rather radical
Well, that's all I wanted to say folks, all above represents my opinion and does not imply that I know better.