Ortaya Alevli wrote...
If you gained less points with every level-up in DA:O, you'd have less opportunity to focus on a single attribute. Or less opportunity to balance your attributes. In DA:O, you can go all STR with Sten, you can go 50 STR/50 DEX, you can go 30 STR/30 DEX/30 CON, you can put some in WIL...you can get closer to the balance you have in mind. Compared to the system where you get one point every four levels. Good for you or bad for you. It's the developer's preference.
No you wouldn't. In fact, you could start focusing earlier, since the initial stats would have a greater imapct. Your choices have a great impact. And there's still balancing.
With each point having so little influence, the difference between 45STR/42 DEX Sten and 42 STR/45 DEX Sten is barely noticable.
In comparison, assuming a attribute progression similar to D&D (let's assume 20 is hte max), the difference between STR 18/DEX 16 Sten and STR 16/DEX 18 Sten is more pronounced.
Okay, so you're one of those who doesn't give a damn whether a game offers you comparable levels of challenge throughout. But don't expect game designers to stop worrying about providing players with a consistent difficulty level just because you don't care about it.
No. You misunderstand everything (as usual).
Comparabel levels of challange would be maintained, if not done better.
Not much to say about the definition of capability. A level x character is more powerful than a level x-1 character. And less powerful than a level x+1 character. A level x character can go toe-to-toe with a level x enemy but will have a harder time fighting a level x+1 enemy or an easier time fighting a level x-1 enemy. A level x character will kill an enemy with less hassle than a level x-1 character would have.
How much mroe capable. How muhc easier? When facing 1 enemy? What about when facing 2...or 3..or 10?
See above, and see DragonOfWhiteThunder's explanation below. And if that's not enough for you, let me know so I can reword it in a fashion you can understand more easily.
Already adressed that issue. Quality > quantity.
Maybe someday it will occur to you that some others didn't go *yawn* with 3 attribute points per level. That they appreciated the degree of variety it offered.
Yes, and there are epopel who are easiyl entertained by dangling car keys in front of their eyes.
Variety? HAH. Variety is meaningless wihout impact.
Again, to you. You're by all means free to advocate a different level/skill/point etc. system altogether. That doesn't justify your saying it was "wrong" for BioWare to prefer the system they used in their game, however.
Wrong? Not really.
Not the best solution? Yes.
And yet you assume that those "subtle" increases will sufficiently satisfy players and give enough reason to implement a level-based system. The game has linear (before Lothering and after Landsmeet) and non-linear segments (after Lothering and before Landsmeet). You need to make difference between each level prominent enough to make leveling matter for non-linear parts. All the while, you need to find a way to keep the difficulty consistent for linear parts. BioWare decided to go for 3-points-per-level system for the former and scaling enemies system for the latter. These are systems that can be no doubt improved or even replaced altogether, but it isn't fair to say they didn't do the job. It's one thing to say that you'd prefer other systems (like I did; again, I personally don't like enemies leveling up as my character does), but when you say the system you propose is "right" and theirs is "wrong"...that's not the way to go.
Yes. Those "subtle" increases worked in many other games. Heck, player becoming a walking avatar of death from a humble dirt farmer is not at all required for people to have fun in games. I have enjoyed games wihout levels, Wihout any rise in power. Or with different amounts of rise in power. Other people have too. So yeah..power being more focuse and subtle..why not?
And no. I didn't say Bio's system doesn't do the job. I say that another system can do it better.





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