This is like having university degree, but working as a janitor.
Haha ya kinda if you put it that way. But it does make the game slightly more challenging
This is like having university degree, but working as a janitor.
and feel less like a dated rpg --
if you ask me the xp needs to be toned down ALOT. like I say after lvl 15 I have so much going on I trying to complete everything, I totally out level my stuff. If i want to take a challanging quest, it means alot of xp and fast leveling that I dont really want. I wouldnt mind a little grindy aspect of this game if I feel I need more levels before my fights.
Yeah, but it's fun! lol...This is like having university degree, but working as a janitor.
had anyone ever considered that full completion is just an option not an intended result?
I ask myself this and considering a game that has more stuff then I can do is appealing to me. should we start to experience games that we dont fully complete the first time because theres soo much content we cant?
if I put it like that is sounds awsome to me. We are so used to 100% completing our games to get all its worth, but if games can become so massive we should take a path and see where you end up I would say thats the right direction.
Straight away you're assuming that people are going to play it more than once. It's a massive game, huge, and maybe I'll come back to it some time in the far future once I've finished but for my first time playing through I don't want to be punished with grey quests because I did too much content.
The game should never ever assume you'll do multiple playthroughs just to see all the content that is shockingly bad design.
It's not as if the Witcher series doesn't have a history of almost forcing the player into a 2nd playthrough, huh?. Alternatively, just carry on being overly dramatic by stating it would be a "shockingly bad" game design. A shockingly bad game design is something akin to Big Rigs, Sonic the Hedgehog 2006 and so on.
This is the most amazing CRPG I've played since Fallout - and you're talking to a guy who started with PnP in the early 80s and has played virtually *every* CRPG/MUD/MMO there is - my only real complaint is that it's just far too easy to outlevel quests. I'd dearly love to see XP halved, at least for the main quests, and slow down leveling considerably. I finished the game at 34 with a ton of stuff to do - mostly grey now - and about a million things I have done in-game. Yes, I'll aim to to them when next I do a playthrough but it'll still result in the same problem with XP as it currently is.
What an effing amazing adventure this has been. Thanks so much, CFPR!
You know, it may sound controversial and make angry someof those people who love to act as "old school RPG purists" (usually without actual understanding of what defines a good RPG or a good core design), but the more I play the game, the more I convince myself it would probably be a better game without "levels" at all.
Progression should be just about unlocking perks/talents and finding better equipment, without:
- having a basic stat increase at each level up. It's really not necessary and it doesn't make progression actually better. It's there just because it's tradition to have it in most RPG.
- having monsters based on different tiers of levels. Instead monsters should just have a defined range of power for each type, more or less consistent through the whole game. Like in D&D, where a goblin is always a goblin, not a level 1 and then a level 10 goblin according to where you move.
- having that MMO-like bullshit of deliberately making almost impossible to inflict damage to enemies who are too high in level even when your output should theoretically work (you know, what in WoW was called "glancing blows"). I wasn't even sure this was i nthe game until I noticed that even just ONE level up could turn a red enemy that was essentially immune to most of your advanced signs and bombs side effects in in a "green" (but still overleveled) enemy that made barely any difference from something of your own level. It's cheap.
I'll stress that this doesn't mean I'd want to see a game where you should be able to face everything easily from the beginning of the game; I'm just saying that I don't think in this case levels were the right mechanic to "gate" progression and content.
I'll stress that this doesn't mean I'd want to see a game where you should be able to face everything easily from the beginning of the game; I'm just saying that I don't think in this case levels were the right mechanic to "gate" progression and content.
Well, but I don't think that's particularly true.You idea is very interesting and it would also make sense given the lore of the game, however a gameplay like that is a nightmare to balance (really, I would not like to be a dev trying to balance the encounters in a system like that) and then you can be sure as hell that practically 80% of users would complain about "lack of progression" (i.e. that you play from beginning to end always in the same way).