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Originally Posted by Kaewins
Originally Posted by dirigible
Pretty much one of the defining features of (western) crpgs is their branching narrative and open world.


You don't say. Is that why these last few years "open world" games are becoming a thing? You know DA3 is open world now, the new Witcher is open world, compared to before. It's a trendy thing, isn't it?

You should categorize games properly. Morrowind is open world, Skyrim is open world. Shockingly both of those aren't exactly story driven RPGs, they can't be, because there's nothing to keep you focused on the story. Those are games, that give you freedom to forge your own story.

KOTOR, NWN, Baldur's Gate, Icewind Dale etc... Those are story driven games where your progress through the story is linear. It's an immersive experience handcrafted by the creators of those games.

D:OS is neither Fallout, nor Baldur's Gate. It falls somewhere between those games. It's non-linear enough to ruin it's story and pace, and not open enough to make you really feel like you're exploring.

By the way if you don't consider Morrowind an ARPG, then you shouldn't consider Mass Effect 1 an ARPG, or Skyrim for that matter.

So what exactly are your claims? Is D:OS really the stellar game, that most reviews present it as? Is my criticism invalid?

New games are being advertised as open world, because every time a game is open world, they advertise it as a feature. That doesn't make it new, that just makes it a selling point.

Remember in Mass Effect, where you could go fucking anywhere in the universe, once you got the Normandy?
Remember in Baldur's Gate, where you left Candlekeep and all of a sudden you had access to areas that were way above your level?
Remember how in Dragon Age Origins you could walk across the entire map and back again while ignoring the main quest line?

That's what open world means. You aren't locked into "level 1-1, level 1-2, level 1-3". You can walk off the beaten path and find sidequests, or backtrack to where you started, or accidentally walk into a high level zone.

That's been a staple of WRPGs for a long time. The only games you mentioned that are arguably linear are Icewind Dale (which is a mindless hack and slash version of Baldur's Gate) and KotoR - and even KotoR is much more open world than your average Call of Duty or The Last of Us.

Last edited by dirigible; 28/07/14 05:17 AM.
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Originally Posted by dirigible
Originally Posted by Kaewins
Originally Posted by dirigible
Pretty much one of the defining features of (western) crpgs is their branching narrative and open world.


You don't say. Is that why these last few years "open world" games are becoming a thing? You know DA3 is open world now, the new Witcher is open world, compared to before. It's a trendy thing, isn't it?

You should categorize games properly. Morrowind is open world, Skyrim is open world. Shockingly both of those aren't exactly story driven RPGs, they can't be, because there's nothing to keep you focused on the story. Those are games, that give you freedom to forge your own story.

KOTOR, NWN, Baldur's Gate, Icewind Dale etc... Those are story driven games where your progress through the story is linear. It's an immersive experience handcrafted by the creators of those games.

D:OS is neither Fallout, nor Baldur's Gate. It falls somewhere between those games. It's non-linear enough to ruin it's story and pace, and not open enough to make you really feel like you're exploring.

By the way if you don't consider Morrowind an ARPG, then you shouldn't consider Mass Effect 1 an ARPG, or Skyrim for that matter.

So what exactly are your claims? Is D:OS really the stellar game, that most reviews present it as? Is my criticism invalid?

New games are being advertised as open world, because every time a game is open world, they advertise it as a feature. That doesn't make it new, that just makes it a selling point.

Remember in Mass Effect, where you could go fucking anywhere in the universe, once you got the Normandy?
Remember in Baldur's Gate, where you left Candlekeep and all of a sudden you had access to areas that were way above your level?
Remember how in Dragon Age Origins you could walk across the entire map and back again while ignoring the main quest line?

That's what open world means. You aren't locked into "level 1-1, level 1-2, level 1-3". You can walk off the beaten path and find sidequests, or backtrack to where you started, or accidentally walk into a high level zone.

That's been a staple of WRPGs for a long time. The only games you mentioned that are arguably linear are Icewind Dale (which is a mindless hack and slash version of Baldur's Gate) and KotoR - and even KotoR is much more open world than your average Call of Duty or The Last of Us.


Call of Duty and The Last of Us aren't open world games. Christ. And being able to pick a level, doesn't make the game open world. In all the games you mentioned, yeah you choose a zone, but the zone itself is completely linear.

It would have been open if you could wander off in the distance, like in Skyrim and do whatever you please. D:OS has a bit of that, in the sense that you can indeed wander of into a zone your main quest hasn't reached and spend a ton of time there or not even go to certain places and still continue through the story.

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Originally Posted by Kaewins

I'm not even sure why some of you are defending the game. Most of the stuff I list is actually factual. Like reloading a save game to get some value out of a chest you spent 30 minutes figuring out how to get to. That's just bad game design right there.


It is factual retard. Not the game design, but actually doing it, while complaining that the game is to easy. If it is easy you do not need the loot, so doing it becomes stupid min/maxing without any purpose outside of it self.

Yes, you can reload exploit every chest in the game until you get a legendary that is useful for you, but that is hardly a game design problem, it is just that you have a min/maxing quirk that forces you to do it.

Besides that: Someone correct me if I am wrong, but the unique items seem to be more than enough to itemize your characters and they come at certain points of the game when you actually need them, right?

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Originally Posted by Apocalypse
Originally Posted by Kaewins

I'm not even sure why some of you are defending the game. Most of the stuff I list is actually factual. Like reloading a save game to get some value out of a chest you spent 30 minutes figuring out how to get to. That's just bad game design right there.


It is factual retard. Not the game design, but actually doing it, while complaining that the game is to easy. If it is easy you do not need the loot, so doing it becomes stupid min/maxing without any purpose outside of it self.

Yes, you can reload exploit every chest in the game until you get a legendary that is useful for you, but that is hardly a game design problem, it is just that you have a min/maxing quirk that forces you to do it.

Besides that: Someone correct me if I am wrong, but the unique items seem to be more than enough to itemize your characters and they come at certain points of the game when you actually need them, right?


Really now are you writing just to belittle me? How is it relevant why I did it, when it's a fact that's just bad game design? Of course I could have finished the game geared with greens. But it would take much longer, because battles are about damage. When your damage is low, it doesn't mean it's harder, it means you're not clearing stuff fast enough and the enemy turn is freaking long.

I exploited chests to get a proper 2 hander and a bow. Because for 20 hours I was running with the stock bow, that the mercenary came with and a unique level 13 2 hander, that I got from a vendor. There are no unique high level 2 handers. Your only good bet is to get a legendary tenebrium 2 hander, but you should be so lucky. If I didn't exploit the chests, I would have finished the game with that level 13 2 hander and some lowly bow.

Come now, explain to me how going on for 30 hours without finding an upgrade is proper game design. I really won't be surprised.

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Originally Posted by Kaewins
The itemization is truly awful and unrewarding. There's no loot hunt to speak of because of this. Items are generic garbage and you have to spend tons of time reloading quicksaves at big chests, if you want to get something even remotely useful, especially late game, or you have to spend hours with the clunky crafting system.


With no savescumming and no crafted equipment, I have a pair of godlike characters for whom combat is frankly too easy most of the time.

I agree that items don't tend to be exciting -- which makes me wonder why people even bother savescumming. The potential rewards just aren't there.

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Originally Posted by Kaewins
Originally Posted by Apocalypse
Originally Posted by Kaewins

I'm not even sure why some of you are defending the game. Most of the stuff I list is actually factual. Like reloading a save game to get some value out of a chest you spent 30 minutes figuring out how to get to. That's just bad game design right there.


It is factual retard. Not the game design, but actually doing it, while complaining that the game is to easy. If it is easy you do not need the loot, so doing it becomes stupid min/maxing without any purpose outside of it self.

Yes, you can reload exploit every chest in the game until you get a legendary that is useful for you, but that is hardly a game design problem, it is just that you have a min/maxing quirk that forces you to do it.

Besides that: Someone correct me if I am wrong, but the unique items seem to be more than enough to itemize your characters and they come at certain points of the game when you actually need them, right?


Really now are you writing just to belittle me? How is it relevant why I did it, when it's a fact that's just bad game design? Of course I could have finished the game geared with greens. But it would take much longer, because battles are about damage. When your damage is low, it doesn't mean it's harder, it means you're not clearing stuff fast enough and the enemy turn is freaking long.

I exploited chests to get a proper 2 hander and a bow. Because for 20 hours I was running with the stock bow, that the mercenary came with and a unique level 13 2 hander, that I got from a vendor. There are no unique high level 2 handers. Your only good bet is to get a legendary tenebrium 2 hander, but you should be so lucky. If I didn't exploit the chests, I would have finished the game with that level 13 2 hander and some lowly bow.

Come now, explain to me how going on for 30 hours without finding an upgrade is proper game design. I really won't be surprised.


I am not belittling you, I am belittling your actions, because they are factual bad decisions. You are belittling yourself when you keep defending bad decisions with posts like the one above.

The game even gives you heartseeker, a unique lvl 14 bow (Heartseeker - Lv14 Bow / DEX+1 / PER+1 / Bow +1) for free in the midgame. 100% chance to get it, no random looting involved here. Besides that the undead merchant before hunters edge seems to have quite a lot of legendary weapons, so many that I could cherry pick between 4 or 5 two-hander with over 200 max damage (+elemental damage, +etc). Pick myself that 290 damage sword, had to leave the rest behind because, well, anything below that was worse than what we had already.
If you are really unlucky than you can just craft yourself a weapon without problems. For 3 Skill Points you get blacksmithing 5 and can create 700 max damage weapons at about level 21 ;-)

But you are absolutely right, itemization is non existence because it is utterly unimportant. Farming a chest with savescuming is simply a waste of time.

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Things I wish were in the game.

1) Zoom out farther.

2) Teleporters on map actually named.

3) Characters don't randomly lose hair/clothes/items.

4) Have a fully rotatable camera.


Like a boss.
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4 is in the options. Asking for things that are already there...


Unless otherwise specified, just an opinion or simple curiosity.
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Originally Posted by Kaewins
There are no unique high level 2 handers.

Dude, I respect your opinions and whatever, but this is factually wrong.

The Sword of Holy Flame
150-205 Slashing
45-62 Fire
Critical Damage x2
Critical Chance +9%
Movement +.62
Constitution +1
Two Handed +1
Willpower +1
Fire Resist +20%
HP +38
20% chance to set Burning


I found a replacement for it, super late in the game, but it's a damn good Unique two-handed sword.

Last edited by dirigible; 28/07/14 11:39 PM.
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