ARGUEMENT 101 OPPOSES NEW SYSTEM
ARGUEMENT 010 APPROVES OF NEW SYSTEM
ARGUEMENT 101 OPPOSES NEW SYSTEM
ARGUEMENT 010 APPROVES OF NEW SYSTEM
If pointing out facts is elitism then I guess I am elitist.Then again that word is meaningless to me because I've seen it thrown at people who objected to Dark Souls losing what made it great because people couldn't or wouldn't get better at the game.They cried about how"It's too hard!Add a easy mode!",my reaction?"Either get better or drop the game."
I don't whine if a game is too hard,I play it and get better or move on to something else.
This generation of gamers is all about instant gratification and coddling,they expect the game to give them everything on a silver platter.
You haven't pointed out a single fact in this debate, just your deeply biased opinions against gamers of this generation. To someone who's grown up on video games and remembers the endless whining about the difficulty of old Nintendo games from back in the day.
Try it on somebody else, kid. Gamers were any better than they are now.
And yes, telling people to get better or drop the game is elitist.
except that muscle mass vanishes when I take the gear off...because reasons...
Except they don't. The magically enhanced stats of the armour leave, but the stats you gain from actually levelling up stay there.
Actually BioWare themselves said that they were testing combat mainly in multiplayer throughout the development cycle. Thus if anything influenced all that simplification and dumbing down, its multiplayer. Not just because they decided to implement it, but because they decided to treat multiplayer combat the same as singleplayer. Their entire idea of what combat should be was shaped by testing everything in "DAMP".
YEP. THIS.
DAMP did influence SP. Bioware clearly said so. Their combat testing was done on DAMP platform. An online multiplayer dungeon crawler / MMORPG like say, Diablo & ESO, has a system where attributes cannot be influenced by the player and instead they have to focus on looting, getting materials and crafting them to improve themselves.
These were my words :- Bioware seems to love change just for the sake of it.
My dear, I implore you, for your own sake, to go peruse an English dictionary, look up the definition for the word "seem" and fully comprehend its meaning. It would do you a lot of good.
To me it seems like a gameplay decision that could improve the game. There was definitely a lot of room for improvement and change in DA:O. The best part of DA:O wasn't where I placed my attribute points.
I want to chose where my points go, that is not unreasonable
And you do choose through the customization of gear and talent selection. Thread /over.
YEP. THIS.
DAMP did influence SP. Bioware clearly said so. Their combat testing was done on DAMP platform. An online multiplayer dungeon crawler / MMORPG like say, Diablo & ESO, has a system where attributes cannot be influenced by the player and instead they have to focus on looting, getting materials and crafting them to improve themselves.
Damnit...now the SP will listen to DAMPs pop music and wear its blue jeans.
You don't get to chose this now. the game does it for you. It railroads the whole character development down one particular track. That limits choices considerably, and the classes end up being nothing more than a cardboard cut-out of warrior with sword and shield 101.
Except I do! I choose how my character develops first by picking their class, and then their preferred weapons, and then their specialization.
I have chosen. I don't need to keep making the same damn choice over and over and over again everytime I level up.
YEP. THIS.
DAMP did influence SP. Bioware clearly said so. Their combat testing was done on DAMP platform.
Source?
I want to chose where my points go, that is not unreasonable
Choose/craft the appropriate gear and that's exactly what you'll be doing, then.
I don't think you know how I roleplay. The gameplay doesn't factor a lot into how I roleplay which I'm completely fine with. I prefer that there's a distinction.
Nothing wrong with how you roleplay. But I am sure you agree that it wouldn't hurt your playstyle if a game simply had more options for the player.
Source?
http://www.dragonage...multiplayer-faq
Was multiplayer (MP) mode created by the same team that made single-player (SP)?
· MP and SP were developed side by side. The multiplayer environment gave us a perfect opportunity for testing combat, creatures, and encounter design, and since the two environments are near-identical, every improvement spread to both parts of the game.
that's not the same, that's being forced into a certain path. Making us go out of our way to craft gear to get the stats we want seems idiotic when they've had a system of ealing with attributes that to my knowledge was never reviledAnd you do choose through the customization of gear and talent selection. Thread /over.
Nothing wrong with how you roleplay. But I am sure you agree that it wouldn't hurt your playstyle if a game simply had more options for the player.
I didn't care for it. Don't want it back either.
specifically
Was multiplayer (MP) mode created by the same team that made single-player (SP)?
· MP and SP were developed side by side. The multiplayer environment gave us a perfect opportunity for testing combat, creatures, and encounter design, and since the two environments are near-identical, every improvement spread to both parts of the game.
explains this crap pile of an idea, making it very clear that Bioware lied about multi-player mechanics having no influence on single player.
Actually BioWare themselves said that they were testing combat mainly in multiplayer throughout the development cycle. Thus if anything influenced all that simplification and dumbing down, its multiplayer. Not just because they decided to implement it, but because they decided to treat multiplayer combat the same as singleplayer. Their entire idea of what combat should be was shaped by testing everything in "DAMP".
If you want to test how well the combat system does and gain metrics for balancing you need to test powers at different challenge levels The Mp environment is a self contained area which scales in difficulty from the beginning to the end. The SP environments are gated at specific levels by design. You could load up different maps populated by different level enemies but why would you when the MP environment does that already and is more compact so you don;t spend half you test time travelling these huge areas inbetween fights.
The MP arena a perfect test environment for thrashing mechanics and aquiring data. It does not prove at all that the entire combat system and choice to restrict attribute increases to talent choices and gear is a direct resilt of introducing co-op multiplayer.
And you do choose through the customization of gear and talent selection. Thread /over.
So, what happened with Bioware's statement that "Crafting is 100% optional"?
So that's not what it says at all, which figures. It says:
Was multiplayer (MP) mode created by the same team that made single-player (SP)?
· MP and SP were developed side by side. The multiplayer environment gave us a perfect opportunity for testing combat, creatures, and encounter design, and since the two environments are near-identical, every improvement spread to both parts of the game.
That means, for the many of you on this forum who cannot read, that multiplayer and single-player were developed side-by-side and that multiplayer was a great testing ground.
Not that combat was being mainly tested in MP.
Except I do! I choose how my character develops first by picking their class, and then their preferred weapons, and then their specialization.
I have chosen. I don't need to keep making the same damn choice over and over and over again everytime I level up.
Source?
You have chosen between 3 classes. 2 of them has 2 different weaponstyles. Tht bit there alone is extremely limited. Add the scpecialization in there and you actually only have 3 choices. 5 if you add gender or race into the mix. So 5 choices. Thats it. In an rpg. You don't find that rather limited when the average amount of choices in games like this is somewhere between 30 and 40 options?
The choice is up to the individual player.
If you want to test how well the combat system does and gain metrics for balancing you need to test powers at different challenge levels The Mp environment is a self contained area which scales in difficulty from the beginning to the end. The SP environments are gated at specific levels by design. You could load up different maps populated by different level enemies but why would you when the MP environment does that already and is more compact so you don;t spend half you test time travelling these huge areas inbetween fights.
The MP arena a perfect test environment for thrashing mechanics and aquiring data. It does not prove at all that the entire combat system and choice to restrict attribute increases to talent choices and gear is a direct resilt of introducing co-op multiplayer.
The statement makes it clear the decision was made to fortce SP to have similar mechanics to MP, thus the ruining of SP by this concept.
So, what happened with Bioware's statement that "Crafting is 100% optional"?
You still find loot at every street corner.
So, what happened with Bioware's statement that "Crafting is 100% optional"?
that's not the same, that's being forced into a certain path. Making us go out of our way to craft gear to get the stats we want seems idiotic when they've had a system of ealing with attributes that to my knowledge was never reviled
Sigh. You get stats when you level up, you just dont distribute those points. You get additional stats from CUSTOMIZING YOUR GEAR FROM SCRATCH and talent selection in trees.
You are taking the points you would put in 6 attribute pools when you leveled up, and instead putting them in gear ANYONE can equip at ANY TIME you want. You aren't being forced to do anything, no more than you were "forced" to put your 3 attribute points in a pool when you level up in DA:O.
I want to chose where my points go, that is not unreasonable
Or at the very least choose where the starter points go.
I mean would it be that had to let us control the initial stat allocation?
You still find loot at every street corner.
Higher difficulties will demand proper crafting for sure.
My only hope is that crafting isn't so potent (or exploitable) as to render even the hardest difficulty a breeze... like KoA and vanilla Skyrim.