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On Progression, difficulty, and differences in playstyle.

#1 Dec 09 2012 at 3:16 AM Rating: Decent
9,997 posts
Don't get me wrong, I love the trait trees. But for me, they don't offset the lack of new active abilities. And again, while some of them are great, about half of them are garbage. In fact, a lot of the abilities are garbage too. I particularly like skills with actual EFFECTS instead of boring statistical bonuses, but if you're going to include statistical bonuses, at least make them significant enough that they really do change the way the job is played. And that's my beef... most of the good skills stick out like a sore thumb because they aren't a silly 5-10% bonus to something. As a result, they tend to feel like an obvious choice. The ones you guys pointed out were things that added an effect to dodge, for example. Those are great, but they're also among the first things that leaped out at me when looking at the trait trees.

Endgame definitely NEEDS MOAR KARRITS. To me, that's the single biggest killer of the game. But I picked up on the very formulaic feel of the world very quickly, too. It was always hard to forget that I was in a Skinner box. I always knew that I was collecting carrots. And I always felt so alone in the world, even when I was surrounded by 50 other people. Even when I played with friends, we couldn't talk because if you stop to, you can't make any progress on that next carrot.
Hyrist wrote:
Ok, now we're going to get slash fiction of Wint x Kachi somehere... rule 34 and all...

Never confuse your inference as the listener for an implication of the speaker.

Good games are subjective like good food is subjective. You're not going to seriously tell me that there's not a psychological basis for why pizza is great and lutefisk is revolting. The thing about subjectivity is that, as subjects go, humans actually have a great deal in common.
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