Wishlist for Dragon Age 2?
#176
Posté 01 décembre 2010 - 11:06
#177
Posté 01 décembre 2010 - 11:09
#178
Posté 01 décembre 2010 - 11:25
Ryllen Laerth Kriel wrote...
No...please don't make characters into Superman. Guarenteed success is boring, no...please, never. If people don't invest wisely in skills then they don't deserve what's in the locked chests. Besides, no truely pivotal items were ever in locked chests, making them "optional" to well-prepared parties.
You say Superman, I say a competent rogue who should know enough to be able to pick chests/doors. And how is "oh I can't open this chest so I'll have to come back later if I want the XP + loot" fun? Non-guaranteed success can be fun but it can also be pointless. There's a reason why almost all games have moved away from crafting systems where there's a chance to fail and waste the materials.
Investing in non-combat skills and suboptimal stats just so you can open chests isn't exactly wise, is it? Because like you said, opening chests is "optional" so might as well focus on combat. I'd have to also disagree that they don't deserve what's in those chests. they brought a rogue along (possibly at the expense of combat effectiveness) and have made it far enough to get to the chest.
Modifié par Kazanth, 01 décembre 2010 - 11:46 .
#179
Posté 02 décembre 2010 - 02:04
All games have moved away from crafting systems? That's not exactly accurate...well, it's a downright falsehood. Something tells me I could either waste an hour typing out examples or just give up here. I'll give up.
#180
Posté 02 décembre 2010 - 02:47
He meant straying from crafting mechanics that forced the destruction of components if you failed based on some check. Crafing these days doesn't have a failure check usually, so no components are wasted.Ryllen Laerth Kriel wrote...
So all your characters are competent for all the tasks laid before them as you come upon said tasks? That sounds like Superman to me. I'm sorry if you do not like the idea of coming back once your character has learned enough about something to achieve the task at hand but, that's life. There are alot of types of rogues out there, Zevran is an assassin and Isabela is a pirate. Should either of them automatically be expect lock picks?
All games have moved away from crafting systems? That's not exactly accurate...well, it's a downright falsehood. Something tells me I could either waste an hour typing out examples or just give up here. I'll give up.
I agree somewhat with you and somewhat with him based on the ability to pick locks and such, but I don't want my video game to simulate life's frustrating aspects. Altough saying "that's life" is a little far-fetched because people don't often come across a locked chest, try to pick it, then exclaim, "oh well, I suppose I should come back later because I'm not good enough to pick this yet."
#181
Posté 02 décembre 2010 - 03:25
Modifié par Ryllen Laerth Kriel, 02 décembre 2010 - 03:26 .
#182
Posté 16 février 2011 - 01:34





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