Quote:
Originally Posted by arthureloi
(Post 1061432940)
I am playing Witcher 3. 150 hours logged and I haven't started the expansions yet. Almost 100 hours playing Underrail. Did not finish as the deep caverns suck and it's known that this part takes at least a dozen hours to finish. It took me almost 100 hours to finish Dragon Age: Inquisition and I had not even touched the additional content. Stopped playing Skyrim after 120 hours and did not even reach mid game. 80 hours logged in Pillars of Eternity and had not even touched White Marsh.
I would say that game lengths for RPGs are bloated today, yes. We don't need more of that. I couldn't finish Xulima around the middle of the game because much of the content felt like filler to me after that point. I'm all for shorter but richer RPGs. It's not like every player hasn't a life to take care of out of gaming.
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Those are not really the norm for game length in RPGs today, IMO. Other than Pillars which is an homage to a 100+ hour epic in Baldur's Gate, and Underrail which is just ridiculous for such a small indie to undertake (I mean that in a good way :P), the rest are very large budget RPGs. Besides that, I see no harm in having a game offer the proposition of a 100+ epic saga. You don't actually have to finish an RPG to get a lot of enjoyment out of it, so even if you spend half of that time playing it, others who do want to invest the huge investment can do so.
It's all moot, though, since Numantian is kind of genius in this regard. The base ending will be achievable at 40-50 hours or so, yet the game has a bunch of extra content for those who want to pursue it. I think that's really clever and the best of both worlds.
Quote:
Originally Posted by Darkheart
(Post 1061432945)
Two things I hope are better in the sequel:
- Speed was the most important attribute, since it determined how often your turn came up. So it always was Speed plus class attribute on level-up
- Boooooooring loot! All weapons had 12 tiers iirc which did incrementally more damage. I hope they do go a hand-placed, unique loot approach
But what am I talking, loved the first one nonetheless and will sure get the 2nd one, too.
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I am 60 hours deep on Hardcore and I don't level Speed every level. And in my experience, every attribute can be a class attribute, since even my Divine Summoner uses Strength and Agility for Pole Weapon attacks, Agility helps spellcasters by giving them a better chance to cast a spell when wounded, or to inflict a status effect with a weapon, and all classes need Constitution, etc. etc. So while Speed is probably the most important it is not necessary to take a point of it every level, IMO.
The loot is low-fantasy, non-flashy and solid, but it can be improved, I agree. I don't think 100% hand-placed is the best approach for a game like this, but adding "named" Legendary-type items with unique enchantments here and there would be great.
Also, trap placements will be randomized when you start a new game in LoX 2, and certain NPCs throughout the world will have a chance of showing up in different areas when you start a new game. Those are also a few clever ideas to make replay value a bit higher. The base RPG mechanics offer great replay value but the story replay value leaves a lot to be desired. But I'm rambling now so I'll stop. :P