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Maroxad

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#1 Maroxad
Member since 2007 • 23919 Posts

That looks pretty bad. The same banal stuff we have seen dozens of times already. The kill animations looked terrible too. QTEs too many cutscenes... blegh.

@Mystery_Writer said:

This game would've been 10 times better had it not been set in an old time period.

The tech demonstrated in the game does NOT look like 1886 tech at all. I recall seeing machine pistols and assault rifles in there. And zeppelins werent flying around until 1900.

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#2 Maroxad
Member since 2007 • 23919 Posts

@wis3boi said:

your party XD

My party is awesome :D

It is because of stuff like this full party creation ftw. Who needs generic hero X, when you got Richard Dawkins and Sam Harris?

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#3  Edited By Maroxad
Member since 2007 • 23919 Posts

Despite owning most games there, I did find myself stocking up quite a bit on 4X games and RPGs.

Loving Wasteland 2 thus far.

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#4  Edited By Maroxad
Member since 2007 • 23919 Posts

Seems like there is a pretty strong dislike of the game on most of the communities I go to. Either way, people here seem to like it so BioWare must have done something right, I dont think it is overrated, but I sure as hell strongly dislike it.

Anyways, this is why I avoid these huge open world games. They all fall for the same traps. The most overrated game I have played this year would probably be... Dark Souls 2.

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#5 Maroxad
Member since 2007 • 23919 Posts

@Ballroompirate said:

You lost credit when you listed Half Life 2 as innovated when it has the worst pacing ever for a "high profile" game, the game was bland as hell before you got to Ravenholm.

Look, I think Half Life 2 is an incredibly bland and boring shooter.

But of all the things it got wrong, the pacing was not one of them. Pacing was arguably the strongest point of Half Life 2. Frequently changing things up, through the use of brilliant set pieces, and introduction of new toys.

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#6 Maroxad
Member since 2007 • 23919 Posts

Q: What happened to gaming after 2007?

A: Games got too expensive to develop.

Regarding the openness and linearity of games, the open world trend is the next big trend. Sadly, I fear this may be for the worst, since now the emphasis seems to be on quantity over quality. Plenty of games have huge worlds, but the huge areas dont add anything to the game, other than unnecesary travel time. Smaller, more linear areas are easier to get right.

@Cloud_imperium said:

But later Half Life 2 took environment interaction to a whole new level and enabled players to play with objects. You could carry different items with the gravity gun, use them to make a way, or block enemies' path. You could even use them as a weapon and kill enemies by throwing these objects. These were small features that should've been standard for any game to follow but sadly that isn't the case.

If I remember correctly, System Shock 1 did this as well. Minus the gravity gun.

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#7 Maroxad
Member since 2007 • 23919 Posts

@Cloud_imperium said:

Warband is PC exclusive.

EDIT: Oh yeah, there is an android version as well but it's just a shadow of PC version.

I cannot imagine playing M&B for anything but PC. I love the game a lot, but the game was built for KB/M and wouldnt feel at home anywhere else.

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#8  Edited By Maroxad
Member since 2007 • 23919 Posts

@walloftruth said:

@lostrib said:

Dem PC Exclusives!

Wow, yeah, a whooping 2 PC exclusives. Who doesn't own AoE II and D:OS anyway? It's like PS3 gamers who don't own Uncharted or Xboxers who don't own Halo.

M&B:Warband and This War of Mine aren't exclusive?

Both of them are also extremely well recieved by gamers, on the steam page both have the Overwhelmingly positive.

Edit: I just remembered that Warband eventually came on other platforms, but those were pretty gimped compared to the PC version, which came out years before.

Edit 2: Divinity Original Sin is the top seller. on Steam right now, so clearly there are a lot of people buying it, despite being only 33% off.

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#9  Edited By Maroxad
Member since 2007 • 23919 Posts

I havent played it, but I hear it has C&C, stats, equipment with stats, dialogue options and the option to play as a female character.

Those combined would make it more of an RPG than what Final Fantasy XV is.

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#10  Edited By Maroxad
Member since 2007 • 23919 Posts

Combat: Gonna divide this into three categories.

Melee: Make combat a lot less floaty. And make hits and misses actually count, a miss could leave you vulnerable, if possible, allow movement to to factor into combat much more heavily. TaleWorlds already did this with mount and blade.

Ranged: Allow for body shots, shoot someone in the leg and they will move slower, shoot someone in the head and they will take heavy damage, add effective range and make arrows do less damage the further they fly. Furthermore, add some slight spread for non aimed shots, higher archery skill reduces the spread. Essentially, again, what Warband did (with the exception of leg shots).

Magic: Remove dual wielding magic, it was a stupid idea to begin with. Make magic scale with skill and gear (add a relic slot or something). Add a lot more versaility to mages, and make magic a whole lot more sandboxy. Return Mysicism and take inspiration from Guild Wars 1's mesmers.

Also in general, remove killmoves from the game. Attacks that could easily have been blocked or dodged, suddenly hit you. They were a terrible idea, and should not return.

Class System.

Either add a class system, seen in Daggerfall, Oblivion and Morrowind. Or add a backround system seen in the likes of Mount&Blade.

Guilds and Factions.

Make guilds and factions compete again with eachother, I shouldnt be able to be the guildmaster of them all. Make joining one, more than just accepting a glorified questline, joinnig a guild should mean I make new friends... and more importantly, enemies.

Levelling

Remove level scaling, lower the softcap on levelling to around 20 or 10. With a much lower powercurve, the need for level scaling will be for most of the part gone, and even low level enemies can be threatening.

World

Go for a much lower scope, big empty worlds are no fun to traverse, Morrowind had a good balance, aim for around that. Now that the resources arent as spread thin, more effort can be made to make each area worthwhile.

Crafting

In its current iteration the Crafting in Skyrim is a broken mess. Upgrading was extremely linear and just involved adding +damage to your weapon weapon of choice (and +armor for your armor of choice). The only property each weapon has is their damage and weapon type. So there is never any reason to use an iron sword instead of a dwarvern sword or whatever.

What I propose here is to add more weapon properties to each weapon, add length and speed modifiers, percentage of damage that is crushing damage. Add exotic materials that add fire damage or a weapon that drains stamina on usage. Or how about taking a page from Rune Factory 3 and 4, where you can make all sorts of weapons with crazy effects? Including the creation of a staff that allows you to use the attacks from various monsters you fight. In Rune Factory 4 I have 3 weapons using the same base model, but all of them function fundamentally different.

Enchanting and alchemy are well done though overall. But the smithing skill was so half baked. Overall, more effort needs to be put into the itemization, because right now, the itemization in Skyrim is not all that great. Though compared to other modern RPGs, it isnt that bad either.