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Since all the craftable items are pointless later on.
I do not like minigames either , aside from annoying picklocking (which sadly is mandatory)
the rest of the minigames aren't a big deal.
Yeah I am divided from personal point of view get rid of it .
But from game point of view , it is sometimes a welcome addition.
And it doesn't hurt at all and ad something more to the game. (as long they don't keep overdoing it , like Lockpicking Insta Death like in grimneer tomb )
In my opinion?
Not really, it's a terrible design and pacing choice. Such minigames work best in a game designed with twitch manual dexterity gameplay from the get go. For example; Skyrim or Fallout.
The people purchasing those games are already expecting some element of fast paced quick reactive movement with the mouse and real time game play.
When I buy a turn-based game I expect thought and strategy but more importantly; My characters are the ones solving puzzles, lock picking, smithing, or mining based on their skill. Not mine.
So you prefer a simple RNG check , like I said I am divided personally I agree with you.
But then I take a step back and look at the game as a whole, and say yeah somehow those minigames fit , instead of a just a Stats Check .
Same way chopping wood , solving puzzles or tavern guitar hero... it somehow fit, how annoying I personally find them .
this I agree with maybe once you hit Journey Man skill .. instead of having to tedious do them, you are allowed to AUTOMATE it those Minigames.
We already have fast travel (which was silly but since fast travel penalty/cost are harsher then manual running to that area) you probaly get a penalty too with automate checks.
I absolutely hate stat check. or random elements with stat checks. I hate to loose or not get stuff because of something that is slightly out of my own control. And i dont want to read up on 3+ guides and runthroughts (and spoil the whole experience) just to get through the zones and pick the important stuff.
Make me play the blacksmithing minigame until I reach max. Once I've reached max just let me insta-win.
But, this is coming from someone who's never actually struggled with any minigame. I don't know, maybe even once you've practiced enough to reach max it's still hard for some.
So why play a turn based game?
So each trap your Thief/Rogue comes upon in D&D, you want to manually tell the DM how you disable the trap using pliers and a paper clip? I'd probably give you a +2 circumstance bonus to your roll, but otherwise warn you and kick you out for slowing everyone else down.
In a turn based, stat based game, it's your characters that are doing the various checks. Not you and how quick your manual dexterity is. It's also a balancing factor for the game itself.
So now you got the brash brutish warrior doing all the eloquent speaking because their player is the star debate team leader at their school. While the actual scholar in the party is a shy person who isn't good at debates unable to hold their own because the person behind the character doesn't have the real life debate skill? See the problem?
The developer should simply give us the option to play the mini-game or make a stat-based roll.
Lockpicking - Thievery Profession
Mining - Mining Profession
Wood Chopping - Strength
Fishing - Dexterity
..and so on.
Just slow down and take a deep breath for a moment. This thread is full of very dogmatic statements about this being a "turn based game". The only turn based element is combat and that takes up only a minority of game time, albeit an important minority. This is very much a hybrid game which combines a number of elements.
I'm afraid your assertion that the mini games require "fast paced quick reactive movement with the mouse" is simply nonsensical - for mining, wood chopping, and forging you can take as long as you like to time your mouse click to achieve optimum results, whilst lock picking and fishing reward patience over speed. Once you have the technique sorted the mini games are not especially onerous and don't take that much time - you can even ignore them altogether and just buy all your food, weapons, armour etc.
These mini games may not be to your taste but as far as I'm concerned they provide a far more interesting way to handle the tasks than a sterile piece of RNG
I've become decent, with practice, and have to admit that they are kind of fun when you get the hang of them. But now I mostly tolerate them. They just artificially inflate gameplay time. Was it really necessary to play a minigame just to chop wood? I'm just glad that we didn't have one for the apothecary.
Yeah they come off as silly and out of place to me. One minute I'm trying to tactically move my units to the right spots and come up with the right combos, the next I'm playing some playstation DDR thing in the tavern. Meh, I can pass on this.
wow something new!
but by the end of the game I hate them!
100 chest! 100 wood cutting! 100th fishing!
same.
monotony never gave anything positive to the game.
It's good that professions reduce the number of mini-games.
For example:
for each level of the Profession, 1 less action is required.
If anything they should be faster.