Kalasanty11
Learned
- Joined
- May 1, 2014
- Messages
- 154
Level scaling is an obvious answer
I click every container, never avoid combat and do all the quests.
My gripe with both XP systems is that there's too much of the good stuff to go around. I'd always hit the level cap with a good chunk of the game still unplayed and even before that I'm always overleveled for the foes I face.
IMO game would be much better off with less XP available.
gestalt11 I disagree with some of your premises regarding comparison between oddity and classic, but I would brofist you had I the ability simply because you were able to lay out your argument in a logical manner. The thread will have to forgive me for plowing further into this discussion.
Having played through the game extensively, my position is that the oddity system is overall superior because the actual practical effect it has is to remove the game-within-a-game that is XP grinding. With classic, the player always can ask themselves "should I do [task] or go back and do that combat again for XP?" or "should I continue on or stop here and tediously disable all these traps for XP?" etc. With oddity, there's simply no background hum of optimization niggle. The only way to "grind" XP with the oddity system is to go to newer and newer places, having depleted the old of oddities. This behavior lines up very closely with simply playing the game as if XP was handed out by a game master, at the very least much more closely than the classic system. This fact thus releases the player from the need to worry about XP, as the character's XP will be a reflection of the depth and breadth of the player's progress through the game itself.
Especially for new players, I feel it's important to communicate the superiority of the oddity system. In classic XP, there is the opportunity for an over-clever player to spend inordinate amounts of time repeating certain steps to level without actually progressing through the breadth or depth of the game itself. This is a design flaw that so many XP-based games hold, and in many of those games it's a flaw that players can benefit from substantially. This is not the case in Underrail, but that's not necessarily clear to someone new to the game. I say it's better for mankind to simply choose the oddity system and remove not only the design flaw but the potential of time poorly spent. And that's not mentioning the flavorful nature of the oddities themselves, or the great sensation of reward upon finding a cool, difficult area with a bunch of new or rare oddities.
There has been a characterization of oddity XP in this recent discussion that makes it sound like some kind of Pottery Smashing Hell where the very ground is littered with junk and boxes, all of which must be scoured for the hope of an oddity. The reality is that while many oddities do lie in random desk drawers or barrels, the highest concentrations of oddities are always sequestered behind some interesting area, tucked away behind puzzles, strong enemy groups, fortified positions, or other obstacles of note.
I click every container, never avoid combat and do all the quests.
My gripe with both XP systems is that there's too much of the good stuff to go around. I'd always hit the level cap with a good chunk of the game still unplayed and even before that I'm always overleveled for the foes I face.
IMO game would be much better off with less XP available.
Styg I just found out that electricity damage kills from electroshock weapons don't trigger hit and run, and I'm not talking about the AOE. If you do 32 mechanical 18 electricity to a rathound with no movement points it doesn't trigger. Is this intentional or is it a bug?
for fucktards like you there are games with "story mode" difficulty.people who want to follow the main story on their first playthrough
not everyone, the majority. and it's not OCD as you call it because you liked to sound like a cretin, it's called common sense and thoroughness.The problem is that not everyone has OCD
not everyone, the majority. and it's not OCD as you call it because you liked to sound like a cretin, it's called common sense and thoroughness.The problem is that not everyone has OCD
I have full confidence in the dev team and any players willing to take part in the beta. So far things have worked very well with short internal testing periods before new version releases, followed by quick bug fixing based on player feedback. Once the devs get into full-time testing, there won't be a single flaw left in Underrail.Once we get all the content in and polish up the game we'll have a (likely closed) beta testing phase in which we'll focus on crushing bugs and tweaking the balance further.
any players willing to take part in the beta
I don't know what is OCD but given the context, sound like some form of mental disorder.
Do you mean that if player pick every thing up he is mentally sick and somewhat retarded?
If yes, then it's obvious pure demagoguery.
I must say the commoner AI is insanely stupid. The guy lost half his health because he was shot by someone that wasn't even aiming at him. So what does he do? Take cover? Run? No no no no no. NO! He acts like a real man would. He runs up to the heavily armed juggernaut and promptly starts hitting the insolent fool in his steel armor with his bare hands for 0 damage.
There's a difference between
1) Skipping most/all side content and powering through the main quest
2) Following the main quest and doing some exploration on the side
3) Going through every area with a fine-toothed comb, not advancing until you're 100% certain you've uncovered every last nook and cranny
Unless the game makes all the secrets painfully obvious - which it doesn't - it should be expected that a large chunk of players will miss some of the side content on the first playthrough. Since the original comment I replied to stressed that he made sure to get every last quest, fight and container available, it should be clear he falls into #3. There's nothing inherently wrong about being obsessive in your gaming. It's your hobby and you should be allowed however you like. But a lot of people have more jobs and less single-minded dedication to a single game. So if you balance around people in the third category, it's going to be at the expense of the large group of gamers who fall into category #1 and 2.
Unless the game makes all the secrets painfully obvious - which it doesn't - it should be expected that a large chunk of players will miss some of the side content on the first playthrough. Since the original comment I replied to stressed that he made sure to get every last quest, fight and container available, it should be clear he falls into #3. There's nothing inherently wrong about being obsessive in your gaming. It's your hobby and you should be allowed however you like. But a lot of people have more jobs and less single-minded dedication to a single game. So if you balance around people in the third category, it's going to be at the expense of the large group of gamers who fall into category #1 and 2.
I click every container, never avoid combat and do all the quests.
My gripe with both XP systems is that there's too much of the good stuff to go around. I'd always hit the level cap with a good chunk of the game still unplayed and even before that I'm always overleveled for the foes I face.
IMO game would be much better off with less XP available.
The problem is that not everyone has OCD. Lower the availability too much and people who want to follow the main story on their first playthrough will be forced to backtrack and grind early said once they become under levelled. Your suggestion would limit the number of ways you can play the game, as some silly build are reliant on early xp abundance to work.
So no, it wouldn't make the game better. It would cater to the one particular way you like to play.
Twinkiegorilla has a good idea though. You could even self-enforce OCD mode and discard half the oddities you find as a stopgap solution
but crafting one is not gonna happen