Originally Posted by Janju
Originally Posted by Baudolino05
Originally Posted by Janju
Lets take a look at the most successful Roleplaying games of the last years:
Frankly, leaving alone the hack&slah and MMO stuff you listed, I can't see how Dragon Age is among the most successful RPGs of the last years (maybe your are talking about commercial success, so in this case, and only in this case, you are right, sadly), considering that - well presented or not - its character system brings to an infinite, boring to death, series of thrash-mob-combats in pure MMO fashion. A typical sample of post-Baldur's Gate Bioware's crap. If you REALLY want to see a good character/combat system, you should check the indie market.
You know what? I want DOS to be a commercial success. It's like those hollywood movies you know, you gotta build something that is mainstream with some oddities or you will go bankrupt. I don't want larian studios to go bankrupt. Anyways, lets call your bluff. Tell me what great indi-rpgs did i miss out on.

I played dragon age 2 on highest difficulty level and it was not easy.

I dont understand what your problem is with MMORPGs either. Games like WOW, Old Republic have solid RPG Systems behind themselves.


Theme Park MMOs and H&Ss have functional game systems for the kind of gameplay they provide, a gameplay heavily based on itemization and grinding. Thank god, this is not the case of Original Sin. I hope it will be a commercial success too, of course, but for the same reasons Ultima VII was.

Have a try with games such Knights of the Chalice, Frayed Knights and the Age of Decadence beta if you want to see a deep RPG system.

Originally Posted by Janju
Originally Posted by Baudolino05
That being said, I agree that in Original Sin there is a lack of information that need to be addressed, not at cost of removing skill books, though.
I don't understand how anyone in 2013 can find the idea "skill books" good.

Acquisition of Spells and Skills could be done:
1) - by trainers
2) - by character development (skill trees, ect.)
3) - by items (like books)
4) - by events

They are all valid, but i would prefer 1) & 2)
Secret Skills&Spells could be realised with 3) & 4)


Again, this is first and foremost a game about exploration and quest-solving. Any game mechanic that encourages one or both is welcome. So ability books are welcome.

Originally Posted by Janju
Originally Posted by Baudolino05
They are in the game because Original Sin is a game that claims Ultima VII to be its main source of inspiration. Exploration is THE core mechanic here. So, searching for the best skill books MUST be part of the game.

Ultima 7 had no dropping skill books, the spells for the spellbook had to be bought from wizards who sell them. Which was totally inline with the story and the world.


Ultima VII had no dropping skill books simply because it had no active skills laugh. In both Black Gate and Serpent's Island spells and reagents cold be either purchased or found through exploration. In both games the most powerful spell had to be found. So, in both games you had a mechanic that actively encourage exploration.

Originally Posted by Janju
Originally Posted by Baudolino05
Originally Posted by janju
A mage should be just as dependent on a good dps weapon then a warrior. The same goes for armor for defense.
Oh, please, save these for hack&slash and MMO likes. This is a game about exploration, quest solving and tactical combat; not about grinding and itemization.
What do these two things have to do with each other. What i say is that a wizard should just be as dependent on his items then a warrior. This is a balancing topic which has to be addressed.


Again, this could be true for your average MMO/H&S. In this case it's hardly a problem.
1)Because Wizards DON't need to depend on weapons, as long as they have their own money sink (spells) and interesting stuff to find (again spells, robes, whatever). There is no balancing issue here.
2) Because this is not a class based game. In OS it's extremely unlikely (and probably detrimental) to have pure wizards, pure rangers and pure warriors.
3) Because this is a party based game. "All classes should work in the same way" is typical MMO crap. No, they shouldn't. They just need to have a unique role in the party and not to be overpowered. Actually it's a good thing if they work in different ways, depend on different stuff, etc.

Last edited by Baudolino05; 28/12/13 09:42 AM.