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Decline Shit in RPGs that piss you off

Iznaliu

Arbiter
Joined
Apr 28, 2016
Messages
3,686
Like most the loot, everything's disposable nowadays.

The more you think about it, the more it's true.
 

Bohrain

Liturgist
Patron
Joined
Aug 10, 2016
Messages
1,451
Location
norf
My team has the sexiest and deadliest waifus you can recruit.
Systems where the system designer didn't think about the marginal utility of stat increases, or it was at best an afterthought. I hate it when I have to either restart multiple times or savescum to determine what numbers will get me farther "cough" AoD "cough" or look up things online.
Part of the problem is developers not properly communicating what each stat does and part is making a large amount of skills and only thinking afterwards what to use them for, which leads to useless or gimmicky stuff like languages in Daggerfall or unarmed in Fallout that are incredibly frustrating if your metagaming ability isn't up to par yet.
 

Iznaliu

Arbiter
Joined
Apr 28, 2016
Messages
3,686
Part of the problem is developers not properly communicating what each stat does and part is making a large amount of skills and only thinking afterwards what to use them for, which leads to useless or gimmicky stuff like languages in Daggerfall or unarmed in Fallout that are incredibly frustrating if your metagaming ability isn't up to par yet.

Some people will kill you for pointing that out.
 

Bohrain

Liturgist
Patron
Joined
Aug 10, 2016
Messages
1,451
Location
norf
My team has the sexiest and deadliest waifus you can recruit.
Part of the problem is developers not properly communicating what each stat does and part is making a large amount of skills and only thinking afterwards what to use them for, which leads to useless or gimmicky stuff like languages in Daggerfall or unarmed in Fallout that are incredibly frustrating if your metagaming ability isn't up to par yet.

Some people will kill you for pointing that out.

It's a problem most codexians will look past at since I think unwillingness to sink time to learn systems is seen as a sin (for a good reason you could argue).
If system designers could learn and apply some economics it might be a different story, because economics is all about incentives and in mathematical terms it's mostly what happens in the margin.
I always keep wondering why developers tend to have a primary stat in single player games that increases health, since it's usually the one that you never want to max first, or increase it over offensive or utility skills.
 

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