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#1
Teligth

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So why can't we allocate these anymore?



#2
Teddie Sage

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Because bippity, boppity boo? 

I really don't know. This game's game crafting system put all the stats we need in the materials and some skills, instead of allowing us to allocate the stats otherwise. I figure the Frostbite engine allowed this new system so they went with it.


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#3
Teligth

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Because bippity, boppity boo? 

I really don't know. This game's game crafting system put all the stats we need in the materials and some skills, instead of allowing us to allocate the stats otherwise. I figure the Frostbite engine allowed this new system so they went with it.

But this takes it so far from the BG and D&D origins :/ I like being able to adjust my state and really have a unique character. Not just visibly, but stat wise.


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#4
Sylvius the Mad

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Though, they clearly don't want us to give the points much thought, because they didn't document what they do.

A new player has no way to know whether he should choose +3 Cunning or +3 Willpower.

#5
Dubya75

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So why can't we allocate these anymore?

 

Because the chief at EA thinks it makes the game too difficult.



#6
Spooky81

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Though, they clearly don't want us to give the points much thought, because they didn't document what they do.

A new player has no way to know whether he should choose +3 Cunning or +3 Willpower.

 

^ this.

 

BioWare isn't the only to have done away with manual allocation of stat points.  It's a turn off and frustration for those that don't have the inclination, time or understanding to know which stats to invest their points into or what ratio is best for their character..



#7
Teligth

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^ this.

 

BioWare isn't the only to have done away with manual allocation of stat points.  It's a turn off and frustration for those that don't have the inclination, time or understanding to know which stats to invest their points into or what ratio is best for their character..

Seriously it's pretty basic. They even had tool tips telling you what the things like Strength or Dexterity does. 



#8
AxholeRose

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BioWare isn't the only to have done away with manual allocation of stat points.  It's a turn off and frustration for those that don't have the inclination, time or understanding to know which stats to invest their points into or what ratio is best for their character..

 

You basically admitted that Bioware did it to dumb down the game.  They eliminated the risk of making mistakes and messing up your character by taking away those options altogether.



#9
Teligth

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You basically admitted that Bioware did it to dumb down the game.  They eliminated the risk of making mistakes and messing up your character by taking away those options altogether.

Seriously, why the f*ck am I being punished, because people don't want to take the time to learn how to play a RPG...I mean Jesus Christ how will people ever learn. I mean it doesn't have to be CIV V, but seriously nothing was wrong with the DAO system of point allocation. 



#10
In Exile

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Though, they clearly don't want us to give the points much thought, because they didn't document what they do.

A new player has no way to know whether he should choose +3 Cunning or +3 Willpower.


The DAI system compounds two problems. The first is the usual RPG problem that you can't evaluate how effective some abilities are without actually playing through the game. The second is the DAI-unique problem that you can't coherently figure out what any one ability point does in-game.

For example Attack % > Willpower > Other stats unless you're a rogue or doing a crit chance build.

#11
Spooky81

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Seriously it's pretty basic. They even had tool tips telling you what the things like Strength or Dexterity does. 

 

While I agree and prefer having a manual stat allocation system in place, what developers decide and choose what's going to be instated in the next rollout of their product isn't going to have what all of us want.  As mentioned, BioWare isn't the only one to have done away with this.



#12
In Exile

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You basically admitted that Bioware did it to dumb down the game. They eliminated the risk of making mistakes and messing up your character by taking away those options altogether.


Lots of good systems don't let you allocate. SPECIAL being the best example.

#13
Teligth

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While I agree and prefer having a manual stat allocation system in place, what developers decide and choose what's going to be instated in the next rollout of their product isn't going to have what all of us want.  As mentioned, BioWare isn't the only one to have done away with this.

Honestly it has me less involved with my character. It feel's like the only thing I have control over now it the physical appearance. 


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#14
Rawgrim

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Because in DA:I your physical stats = the clothers\armour you wear. And your class is the weapon you swing.

 

The rest was deemed too complicated for rpg fans, and got removed.


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#15
Teligth

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Because in DA:I your physical stats = the clothers\armour you wear. And your class is the weapon you swing.

 

The rest was deemed too complicated for rpg fans, and got removed.

 

Honestly from looking at the menus, they stuck the stat points where people won't bother looking. I guess they figured it would be confusing to look at as well.


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#16
Riot Inducer

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Though, they clearly don't want us to give the points much thought, because they didn't document what they do.

A new player has no way to know whether he should choose +3 Cunning or +3 Willpower.

I think that's the worst part honestly. I just kind of assumed the stats worked roughly the same as in Origins for a while and later discovered my stacking of willpower was in fact not giving me a larger mana pool. Lack of useful tooltips is one thing that drives me up the wall in many games.



#17
Raoni Luna

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Lots of good systems don't let you allocate. SPECIAL being the best example.

UAT!? Did you miss the start of the game where you allocate the stats and they are VITAL for the rest of the game?
Same as BG (DnD), try playing kensai without high con

Not allocating at level up is different from not allocating at all.


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#18
Fade-Touched-in-the-head

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Did you miss the start of the game where you allocate the stats and they are VITAL for the rest of the game?

Not allocating at level up is different from not allocating at all.

Agreed. Your early-game SPECIAL allocation is crucial to how your build plays out (moreso in the strictly vanilla game before the DLCs nearly doubled the level cap).

Having said that, SPECIAL in FO:NV was fundamentally flawed in that, for example, setting your intelligence to '1' on a 1 to 10 scale was no obstacle preventing you from maxing out intelligence-related skills if you chose to. This resulted in nonsensical situations where a character who clearly ought to be an idiot could go about advising scientists on how to best proceed with their experiments, or perform complex medical procedures on the injured.

There's more wrong with it than that, but I digress.

#19
AlexMBrennan

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BioWare isn't the only to have done away with manual allocation of stat points.  It's a turn off and frustration for those that don't have the inclination, time or understanding to know which stats to invest their points into or what ratio is best for their character..

That is non-sense: The game has the option to automatically assign abilities, and therefore is designed* to be playable by people who have no clue which abilities are worth picking. This same option could have been used to suggest reasonable point distribution when you level up.  

 

* With, shall we say, limited success. 



#20
In Exile

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UAT!? Did you miss the start of the game where you allocate the stats and they are VITAL for the rest of the game?
Same as BG (DnD), try playing kensai without high con
Not allocating at level up is different from not allocating at all.


That's true, but the DA system *didn't* let you allocate on creation and *did* let you allocate on level up.

#21
VodCom7

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Though, they clearly don't want us to give the points much thought, because they didn't document what they do.

A new player has no way to know whether he should choose +3 Cunning or +3 Willpower.

 

Agreed. Tooltips have always been a big weakness of BW.

 

As for the attribute points systems, I'm all for removing them from skill trees and tie attribute to gear instead. The old DAO system has made its time.

It's great for nostalgia but it allows newbies to "fail" their character creation/leveling. And since EA wants to appeal to new players...

 

Tying attributes to gear allows for easier build switching, possibility to correct mistakes and improving the clarity of the entire system.



#22
Rawgrim

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UAT!? Did you miss the start of the game where you allocate the stats and they are VITAL for the rest of the game?
Same as BG (DnD), try playing kensai without high con

Not allocating at level up is different from not allocating at all.

 

True. Can't multiclass into all the classes if you don't have the minimum stat demands either.



#23
In Exile

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True. Can't multiclass into all the classes if you don't have the minimum stat demands either.


Or race in BG1. I liked that restriction though not all would agree.

#24
Jeffry

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Agreed. Tooltips have always been a big weakness of BW.

 

As for the attribute points systems, I'm all for removing them from skill trees and tie attribute to gear instead. The old DAO system has made its time.

It's great for nostalgia but it allows newbies to "fail" their character creation/leveling. And since EA wants to appeal to new players...

 

Tying attributes to gear allows for easier build switching, possibility to correct mistakes and improving the clarity of the entire system.

 

You really couldn't fail unsless you were blind or a had an IQ of a chair. If you didn't want to be bothered by allocating stats, you could let the game handle it for you. Besides even if you "failed", it mattered very little to your gameplay experience on normal or easy difficulty. Also, since DAO:A (or thanks to a mod since DAO) and DA2 you could just respec and allocate the points in a different way once you knew exactly what they are doing.

 

This is really nothing else than dumbing the game down in order to bring it to broader, stupider and lazier audience (wanted to say younger as well, but the game is rated M for mature). I don't hate bringing the game to broader audience if it is done in such a way that actually improves the gameplay, like ME2 did for example. But DAI failed in this regard, this new system didn't really create any possibilities or improved the clarity, it took away possibilities and improved absolutely nohing (quite the opposite in fact).

 

EDIT: And tying stats to gear only in this rng grind fest would not really be a great idea :D


Modifié par Jeffry, 10 février 2015 - 10:40 .


#25
Rawgrim

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Or race in BG1. I liked that restriction though not all would agree.

 

I liked those restrictions as well. Made each race feel more unique. Every stat point mattered in that game. In some way.


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