Originally Posted by RagnarokCzD
Originally Posted by Wormerine
If a design leads to undesired player behaviour, than that design is faulty, not the player.
I believe we both know by now, that i will never agree with this ...

Maybe if a design leads to undesired player behaviour for vast majority of players ... for wich we dont have data to know, luckily Larian do ...
But as long as you use singular, it IS players fault.
You are not disagreeing with me, you are disagreeing with pretty much every GDC talk I have ever watched. smile I only repeat what I have heard.

And I should know better that you will take one sentence out of context to make an empty straw-man argument. Of course, the problem arises only if it is detrimental to large enough amount of players. That is what I have written.

Neither of us have data about how many players use quick load so that’s not data we can discuss. Hopefully Larian is getting this stuff through telemetry. OP gave a specific feedback about a mechanic, and your response is being condescending because it doesn’t affect you. Fine, it also doesn’t affect me, but it also won’t affect either of us if one would find a way to improve the system.

At the very least it is interesting to discuss potential solutions.

And whatever you believe personally, it is not a non issue as otherwise cRPG wouldn’t look so fervently to find the solution to this problem. Creating success/failure scenarios and rewards for specific builds is meaningless if your playerbase will just brute force the system. And they might have more unified and uninteresting experience as the result.

Last edited by Wormerine; 20/03/23 12:51 PM.