an Administrator
Self-Ejected
Now, every new Witcher game is the greatest RPG of all time
Now, every new Witcher game is the greatest RPG of all time
Try playing a Technologist, it's first then that you get the full Arcanum Experience. It's quite amusing that most people who don't like Arcanum, play Harm spam.
Try playing a Technologist, it's first then that you get the full Arcanum Experience. It's quite amusing that most people who don't like Arcanum, play Harm spam.
If you're implying that I didn't like the game, don't, because I never said I didn't like the game.
I'm not sure how playing a tech character would make the game more fun. Combat is terrible in Arcanum. Harm removes that aspect of the game so I could enjoy the good writing and story. Also playing without teleportation would really suck.
I'm not sure how playing a tech character would make the game more fun. Combat is terrible in Arcanum. Harm removes that aspect of the game so I could enjoy the good writing and story. Also playing without teleportation would really suck.
It's been a while since I played it, but I'd say it is, as it's so simplistic and lacks some really basic things like reloading. Weapon damage is not as satisfying as in FO either (which, admittedly, is somewhat justified by the setting), and aimed slots feel like they were just slapped on as an afterthought. The crafting and gun porn do make up for it somewhat, and gunslingers are still the way to play Arcanum, but the actual combat system leaves a lot to be desired even when compared to Fallout.Firearms combat in Arcanum, in turn-based mode, is no worse than Fallout's.
I've played Fallout but haven't played Arcanum. So I can't vote (or won't).I'm not sure how playing a tech character would make the game more fun. Combat is terrible in Arcanum. Harm removes that aspect of the game so I could enjoy the good writing and story. Also playing without teleportation would really suck.
Firearms combat in Arcanum, in turn-based mode, is no worse than Fallout's. Not great, but not the irredeemable mess it is otherwise.
But, and here's the crux of it, to succeed in firearms combat, you have to be constantly scrounging for junk to make bullets, schematics for guns, and components to make those guns; you have to be carefully building your character to have the skills and stats to build and use them; you have to be very careful with money; you have to craft, buy, find, or steal other tech that helps you survive; you have to maintain it; you have to pick who to fight and in which order... put another way, you need to think about what you're doing, make trade-offs, and engage with all the systems in the game. Play the game, not just click through to get to the kewl story bits.
And until very, very late in the game, you will be constantly feeling that dammit I just need that one more point in that one ability, or that one component, or that one schematic. That's the hunger that a really good game gives you.
The point where you actually cap someone is almost incidental -- but without it, the whole rest of it would have no point. That crafting system is gold -- no other game has done it quite as well -- and it's 100% ignorable if you're not playing tech.
Play magic, and it's Harm, Harm, Harm, and then you get a bunch of items that store up mana, and then it might as well be an adventure game. The magic system is only, like, half there. There are some neat ideas in it -- talking to the dead, for example -- but it's unfinished and has none of the complexity of tech, never even mind Harm-spam.
I really wish someone would do a proper spiritual successor to Arcanum, with tech + crafting that's as good, and magic that's as good as the tech. Hell, if they can't think of anything more original, just set up a parallel crafting system for magic, it's not like that hasn't been done. Give spells resource costs (cf. bullets) and non-consumable requirements (cf. guns), make you hunt for spells (cf. schematics), and Bob's your uncle.
Damn, you summed up my thoughts about the crafting better than I could have done so myself. Wish I had the power to brofist yet (if I do idk how)I'm not sure how playing a tech character would make the game more fun. Combat is terrible in Arcanum. Harm removes that aspect of the game so I could enjoy the good writing and story. Also playing without teleportation would really suck.
Firearms combat in Arcanum, in turn-based mode, is no worse than Fallout's. Not great, but not the irredeemable mess it is otherwise.
But, and here's the crux of it, to succeed in firearms combat, you have to be constantly scrounging for junk to make bullets, schematics for guns, and components to make those guns; you have to be carefully building your character to have the skills and stats to build and use them; you have to be very careful with money; you have to craft, buy, find, or steal other tech that helps you survive; you have to maintain it; you have to pick who to fight and in which order... put another way, you need to think about what you're doing, make trade-offs, and engage with all the systems in the game. Play the game, not just click through to get to the kewl story bits.
And until very, very late in the game, you will be constantly feeling that dammit I just need that one more point in that one ability, or that one component, or that one schematic. That's the hunger that a really good game gives you.
The point where you actually cap someone is almost incidental -- but without it, the whole rest of it would have no point. That crafting system is gold -- no other game has done it quite as well -- and it's 100% ignorable if you're not playing tech.
Play magic, and it's Harm, Harm, Harm, and then you get a bunch of items that store up mana, and then it might as well be an adventure game. The magic system is only, like, half there. There are some neat ideas in it -- talking to the dead, for example -- but it's unfinished and has none of the complexity of tech, never even mind Harm-spam.
I really wish someone would do a proper spiritual successor to Arcanum, with tech + crafting that's as good, and magic that's as good as the tech. Hell, if they can't think of anything more original, just set up a parallel crafting system for magic, it's not like that hasn't been done. Give spells resource costs (cf. bullets) and non-consumable requirements (cf. guns), make you hunt for spells (cf. schematics), and Bob's your uncle.