So what? A) It's relevant, because it uses the same skill system you're championing, and I have experience with that skill system. B) I also directly complained about the semi-random merchant inventory that THIS GAME has.
Since you require things to be spelled out. It doesn't use the same skill system I'm championing at all because you can quest on different character types to acquire specific skills that you need. It's actually very fixed and everything but a very select few skills are attainable without randomization at all. It's also a multiplayer game with interplayer trading inherently available.
I, too, have experience with POE. Being that I've played through the game on three separate occasions at various times in its' development. An action rpg system where almost all of the skill gems can be acquired by making alts and questing for them. The only focus of that game is gear/power gaming. There is no roleplaying focus to that game. It's a completely nonsensical comparison.
What a load of bull. This isn't an argument - it's absolute nonsense.
The point of the combat is to be difficult and require planning and tactics. To make you think about what the best moves are and try and pull them off.
How can you say that the point of the game is that you are subject to the whims of fate when literally the point of the game is that you have a boatload of freedom to choose what to do, to the point that you can murder your way through the game and still finish it.
Because you are a rigid linear thinker. You believe that you should be able to have the freedom to plan every minute detail of your character before he even exists. You don't even know the complete spell lists in the game but you are complaining about specific spells that aren't available...only because you know they exist and want them. You are greedy for one specific thing you know you're capable of doing.
What you fail to understand is that part of the challenge is resource deprivation...or utilizing the resources the game world gives you via randomness and making the best of the situation. You're always guarenteed to get access to some spells of the schools your character knows. What you are not guarenteed are which ones they will be. So then each time you play the game you can approach different fights at different times of the game with different availale skills and find new ways to solve the problem. You say 'best moves'...but it's the best moves YOU CAN LOCATE IN THE GAME WORLD. Not the best moves you dreamed of three months before you even played. That's not even roleplaying at all. You might as well not even play if you already know how you want to finish all the fights.
You want to have ALL of the tools available to you for ALL of the fights on -YOUR- terms rather than playing the game and reacting to the situations available to you.
More significantly is the fact that with a very open game system you could just give yourself all the spells you want and not change the core gameplay model of an immersive dynamic world for other individuals. You want the game world to reflect your vision of a perfectly planned ideal without any concept of how changing it to suit your vision would disrupt the enjoyment of adapting to the unknown.
I get it: You don't like the unknown. You aren't a dynamic thinker. You are a rigid, linear player that wants to know his solutions before the problems even present themselves. You don't want to have to think on your feet.
I do. I want the game to be dynamic and present me with problems. I'd love if my mage gets access to shit spells from the town vendor and I have to make do for awhile until I grow more powerful. Maybe I'll have to rely more on my coop partner, perhaps I'll have to rely more on my companion because my power spike hasn't occurred.
You don't want those dynamic situations in your game...but you also don't want them in ANYONE's game. You had one vision for the way the game could be played.
The difference is if you remove dynamism there's no way to simulate it by editing the character. You can always simulate giving yourself a complete spell list by editing your character.
It's a modern concept that you are handed everything on a silver platter. Maybe in your game world some of the low level spells weren't researched by any of the common town mages so you have to go exploring.
That makes no logical sense. It's also something which would rapidly get really annoying. And don't sneer and look down your nose at me as "not old-school enough".
What doesn't make logical sense? That the local town mage that isn't level 5 in all schools of magic doesn't have an infinite spellbook? That actually DOES make sense. Perhaps he has a small selection of level 1 spells because his overall spellbook is filled with more powerful spells to defend the town. Perhaps the merchant isn't even a mage and he had to bargain with various spellcasters he came across in order to acquire his inventory...and these are what he could acquire.
Here's where your mentality comes out 'rapidly get annoying'. It's nothing to do with old-school. It has to do with expecting everything handed to you and not to have to work. Have you ever considered that the spells you find in the world might give you an attachment to your character and your story. It creates a side story, a dynamically developing narrative that is aided by the game systems. We call these emergent narratives in game design. So now you remember the time you killed the mage in a tower and got a spell you really value. Every time you use it you reinforce your characters story and it becomes a part of your history.
When you have a spell list that's fixed or can just purchase everything there's nothing to distinguish your experiences from another's...or from any of your other characters. It's a static narrative where your character's development has no connection with your experiences within the game world.
It's a similar idea to trainers in games as well.
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This is just more nonsense. There is literally zero wrong with wanting to plan out a character. You're making up a hell of a lot of crap about "what I want" and you don't even know me at all.
I really want the AI personalities in EXACTLY BECAUSE it adds a random element you can't predict.
I didn't say there was anything wrong with wanting to plan your character out. But being upset that there are factors in your development that are out of your control shows plenty about you and what you want. You are clearly very frustrated because you had a specific idea and want all of the spells to do those and yet when you cannot you demand that it be 'fixed'. You assume it is a problem and not a feature.
You never once attempted to think of the situation from another perspective: What would my character do in this situation. He surely wouldn't know that spell exists as they're just beginning to study magic. Most likely they would continue on their path and utilize the skills they have to accomplish their goals in the game world.
AI personalities have no bearing on pre-planned character development. That's just a strawman you cited in order to try and distract from your controlling personality.
Part of the replayability and challenge of the combat can be using the resources you have available to solve it. Not using the resources you choose to have in order to solve the tactical problem.
So spending my limited gold resource to pick a skill to fill my limited skill slot resource (which is expanded through my limited ability point resource), and then deciding which skill to use with my limited Action Point resource doesn't count. Seems Legit.
(Duhhhhh...)
You definitely showed you're a child here. You acknowledge that many other features of the game design incorporate the concept of limited resources but still pretend that the one you don't enjoy should be changed.
More significantly is that all of them have solutions. If you're limited by gold...acquire it. If you're limited by ability points...level up, take a talent...if you're limited by action points...wait a turn, level up, invest in speed/perception/con gear.
If you're limited by your spell selection...expand to other schools, explore for new spells, perhaps find another vendor later in the game that sells the spells you want?
There are solutions to all of the challenges in the game. You just don't care for this challenge so want the developers to remove it from your path and therefore reduce the emergent narratives for other people. Inherently selfish thought processes.
From a design perspective the second they have fixed/controlled spell vendor lists is the moment they might as well just let you choose when you level up. Fundamentally they're the same concept with just a small gold barrier in the way.
I can't believe you actually wrote those words down. It's unbelievable. That is so dumb that it speaks for itself.
Insulting too. Perhaps you believe that gold is actually a limiting factor in what you do? That's rather shortsighted. It's just another barrier that can be overcome with some work. Do a job for someone, sell some of your valuables. Acquire the items you want.
It doesn't push you out into the world. If all of the spells are available from a vendor in a static, fixed list it is fundamentally identical to just picking them as you level up...actually it's inferior because there's no risk involved.
The whole point is so not all of your characters growth is determined by a static list you just click and buy. Push you into emergent experiences.
So unless I enthusiastically endorse completely random merchant skill selection, and tediously repetitive questing for skills (also random?), I'm a drooling drone who wants everything to happen the same way every time. Beep Boop.
Don't project your ludicrous strawmen arguments onto other people.
This isn't a strawman in this situation. Your statements are quite clear: You do not enjoy anything which forces you to deviate from a fixed plan of character development which you decided to prior to playing the game. Your statements, your words, your bitter language shows your character quite clearly. You do not handle being told no very well...and you want the authority to fix it. You -demand- that they do.
Repetitive questing? It's very unlikely you'll even get many spellbooks as quest rewards. That's not really the best path. Go explore a mage's tower or an ancient tomb. Venture off the beaten path. Maybe discover another vendor later in the game.
I didn't create your mentality. I just pointed out the rigid thought processes you express in your demands to have any barrier to your preplanned experience stripped away and thus ruin emergent narrative for others.
Larian has confirmed that certain (presumed high-level) spellbooks will NOT be available through vendors, but only through questing. I just object to the idea of low-medium level ones only being available through questing.
OBJECT. OBJECT. You show your mentality right there. You object to the idea. Is this the court and you're the lawyer? That's ridiculous. You still haven't given a cognizant argument of the narrative experiences that develop from having fixed spell lists?
There are none.
What about the way it helps low level combat...
Oh it doesn't help low level combat because then it allows people to already know how they'll tackle encounters before they've even created their characters.
Everything about having non fixed spell acquisition helps the game become a more personal experience.
The only issue is that it threatens individuals who demand complete control over their character's every tiny development. These are the individuals that would sacrifice others' enjoyment in order to get the experience they want. An experience that you could replicate by editing your character files for the spells you want.
It's unfortunate you had to resort to such insulting language and attempting to call me dumb because you're such a rigid, linear thinker. I hope you can consider the idea of emergent narrative more closely. It sure seems like you've never played a 4x game, X-com, or any of the classic PNP inspired RPG's this game is based on. Least of all Ultima VII which this game is heavily inspired by...
Perhaps you should trust the people who have played those games and know that the random experiences are what cement them as your own.
Good luck.