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번역 관련 문제 보고
Why do you keep making up bs just to criticize your own bs? I never did any grinding, because there was no reason to. Just exploring everywhere gets you enough xp to finish all the first 6 Avernum games. And my comments about this game and the need to do it all in one visit have nothing to do with chipping away. I already explained the issue with it, and yet here you are bullshitting again about the reason. Why are you doing that?
The problem with being forced to do it all in one visit is that you spend over 90% of the time using your basic auto attack instead of abilities. Rather than having interesting strategic combat, it is boring. They completely went in the wrong direction with balancing the use of special attacks.
They are not special if nearly the entire time you can't use them. And there's nothing strategic about getting through a series of fights when you literally have no options for the vast majority of the time.
It's boring!
On higher difficulties, respeccing tends to go by region, not individual dungeon, so it's not a case where you have to spend hours on every dungeon swapping stuff out. (Remember, this game had a LOT of testers. It's very carefully balanced.)
So where are you in the game that the dungeon is completely unfair? Tell me the dungeon, and I can look at it and rebalance it.
Well, so far, I've been in the first city, where one has to fight a deserter sergeant. As I've played many of your games before, I decided to roll with Veteran difficulty. After about 10/15 minutes of fighting with his trashy friends, I've gotten to the main chamber, only to have my warrior prince get about 18 points of spell damage in the face, followed by weakness on every party member.
After a few tires of killing the guy, without losing anyone, I pulled out and well, to my surprise, every enemy was back in their place, and I had to do it all over again, which I wasn't eager to, since the monsters don't grant you any rewards for being defeated.
I didn't do the first quest with the ships.before going to that town, since it's suppose to be a open world game, so I shouldn't be dependant on it.
Also, for some reason, I think spears deal less dmg than blades.
Yeah, I mean, it's open world to a point. If you decide to walk away from the tutorial before it gives you all of your tools on a high difficulty level and dive into a dungeon 2 levels higher than you, you're kinda going to get stomped.
I don't feel too bad about this one, to be honest. I'm kind of proud the game was a fair with you as it was. :-)
Who are you directing this at?
The only people I have seen mention anything about he game being difficult are the people who are trying to defend it.
I have said nothing of the sort. None of what I have said has anything to do with the game being difficult. I have been very clear with it that, no matter how many times tyrecius13 tries to inject his own dishonesty about what I have said.
I see that instead of trying to notice the problem, you decided to ridicule me, with a snarky remark at the very end. That's your choice on how you approach people.
Let me shine some light on what I meant.
I didn't get stomped, until the final boss, If the monsters were stomping me at the very start, then I'd resign from it at the very start, and not waste about 30 minutes of my game time.
That was directed to me mate :')
No you. Your words. You are the one who brought up grinding... I did not. You are the one bringing up one dimensional builds.... I did not.
You are the one who invented some scenarios that had nothing to do with anything I said, then insulted your own scenarios while pretending it was me who said.
That's what you did and I will not sit idly by and let it pass.
The RPG aspect, skills, dungeons, mobs, and your main character, now, if your hero enters a cellar infested with rats (oh, classic Rat Stomp trope!) ... and there is a dragon at the end of this dungeon the hero has to kill to make it count, don't you think each kill in between should have meaning and immediate reward attached to it, if your mighty hero prince or princess is only able to kill many monsters but not the dragon?
Instead a player faces a win:lose situation, kill all, there is your chest vs. Kill 20 of 40 enemies (which count is unknown to your player audience), but you weren't able to kill BBE? You are a disappointment for kingdom and queen mama ... You don't deserve a reward ..., you failed, new reinforcement has entered while you were gone, deal with it. The result, you have wasted hours trying to clear that dungeon.
Of course this isn't the case, but this is how it comes across, killing motivation, making it feel like a waste of time trying!
It isn't so much about tons of loot for killing a single bit part monster out of hundreds type of rewards, or 50XP per kill, but the RPG vs. Kingdom scale. If the small scale dungeon romp doesn't reward the player if they are unable to clear the area, how does your regular player, whose focus is mainly RPG, interaction with NPC, and your typical rewards (hey, a rat can swallow anything from ringsofgodlikepower +200 to halberds, ...), they expect a reward for a kill.
No reward in small scale RPG type adventuring, no motivation to take on a huge army, and no incentive to even try, because even there is a reward in the end!, would just feel like an even bigger waste of time.
The natural question: Why should I? This isn't the type of game I opted for. This is the main problem when mixing different types of games. The majority will want one thing and that is what it is about, while for others the mix is just right and works.
You must have expected this critique, that your mix would not work so well for many people, who, surprise ... surprise, expected 'more of the same' instead of something new.
But there is a remedy to the situation binary win || loose, come back, start over again type of situation: If a player has to retreat, because their character is weak, make the boss-fight a little more difficult when they're feeling ready to come back.
Reward the kills with resources of some kind, something like a "wood plank of smiting +5" adding a bonus to your weapon shop's smithies crafting skill. Or, since there is the crafting aspect, being rewarded with ores of different types, (RPG, it isn't reality ... ringofgodlikepower +200 and halberds swallowed by rats feasting on unsuspecting adventurer number 239, revisited).
Add some +'s to reputation among your followers and citizens. Let soldiers walking into a fight with your highness more effective (Translating this into gameplay mechanic: Strength or ability based bonus. A .005% increase per enemy for your bit parts, increasing to larger amounts, depending on whether it was single enemies, or a troupe of 40 bandits or soldiers your party was able to take on and kill ...). There is your immediate motivation to try to become better, to clear that dungeon, without having to rely on tons of gold, huge amounts of XP per kill, min-max type of gameplay many do like but don't get this here.
There is many more ways to improve the shalowness or dumped-downness of many aspects felt by some players, for instance pets, or your own bestiarium, prison tower with torture chamber you get to enjoy. A way to terrorize your citizens once you are the ruler with iron fist, tied to special quests, rewarding you with something on the way and more of it if you are able to finish it in one go. Or how about your own children?
--
One thing that will never change is, that one or many will always feel they got the short end of the stick. For some, yes, it works as is - and it does. To summarize: There is things you could do to make it better for those not yet satisfied, maybe drawing in others as yet undecided because it is not Avernum, Exile, Nethergate, Avadon, GeneForge ... but Queen's Wish.
--
For me, so far, it works, some 20 hrs. in, which this is usually a point in a game like yours where the urge to see what comes next sets in. More importantly, looking past any shortcomings in the first couple, becomes easier. Would I recommend it? No, not at this point, not without having seen it all. For instance how the experience will change in a second run or third run. (It is to be expected that it will take a while before the next part is on the horizon, so this is a possibility.) Maybe then ...
i like this post.
The lack of experience from normal enemies simply encourages the player to avoid doing a major point of the game.
An example i can think of off hand is Cinnabar Woods, since that was something i did recently
On the outside, there were two options of paths to take, to the left or to the right of the building. Both sides contain two sets of enemy encounters. In any other spiderweb game, going down both paths is vastly a better idea because:
You would definitely get more loot since loot was much more present, you get some exp for the effort, you get to play the game, and you get to see more of the map.
However in this game, you would have to fight two encounters just to hope there was loot somewhere or something important, and there's the chance you just spent 5 minutes for absolutely nothing.
I never felt like I was "grinding" in Avernum or Geneforge, I just did the dungeons and was rewarded well for being thorough, and i definitely did not do any traditional grinding. In Queen's Wrath, I am doing encounters that themselves do nothing for me, for the Potential of getting some wood or 7 coins, when i could have avoided it if i knew that was the result of my efforts
Granted, I actually enjoy games that let me pick up useless junk, I think it adds flavor and aids roleplaying, but still, if the dev doesn't want the players to end up carrying 98 Skulls around and roleplaying as Skullthor the Skulldarius, that's his prerogative.