orthoxerox
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2yr ago
My biggest gripe is the jank. It's like the country interaction menu in EU4 that has like fifty options. It has buttons you want to press often: declare war, offer alliance, fabricate claim; some that are situational: ask for fleet basing rights, send warning; some that are clearly in the wrong menu: sell ships, charter trade company; some that are completely useless: support rebels, surrender. When you first start playing this game you are completely overwhelmed and you need someone to show you that you need maybe 10% of this menu to start, 20% to succeed and the rest is situational fluff or just useless actions.
I feel the same about the hot bar of actions in BG3. Some of them sound like something I would want to use every turn, except they have a cooldown that is even longer than "once per fight". Some of them sound like something situational, except maybe perhaps I should be setting up these situations. Some sound completely useless. All of them are on the same bar, most of them take up the whole turn. People have complained about one of DA2's designers wanting every skill to be "press A for Awesome", but he was not completely wrong.
orthoxerox
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No_one 2yr ago
I guess it's just me getting older. I loved classic Fallouts and Infinity Engine games when they came out and still enjoy them, and they are full of jank. Or perhaps the game industry as a whole didn't know any better back then, so something that was fine in 98 is no longer so a quarter century later.
orthoxerox
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No_one 2yr ago
Fallout 1 had five useful skills (small guns, energy weapons, speech, repair and science) out of eighteen, ten useful perks out of fifty, three useful traits out of sixteen. Maxing out agility was necessary for practically any build. The obvious way to use a stimpak required six AP, the best way required only two. Or four to use as many as you needed.
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Notes -
My biggest gripe is the jank. It's like the country interaction menu in EU4 that has like fifty options. It has buttons you want to press often: declare war, offer alliance, fabricate claim; some that are situational: ask for fleet basing rights, send warning; some that are clearly in the wrong menu: sell ships, charter trade company; some that are completely useless: support rebels, surrender. When you first start playing this game you are completely overwhelmed and you need someone to show you that you need maybe 10% of this menu to start, 20% to succeed and the rest is situational fluff or just useless actions.
I feel the same about the hot bar of actions in BG3. Some of them sound like something I would want to use every turn, except they have a cooldown that is even longer than "once per fight". Some of them sound like something situational, except maybe perhaps I should be setting up these situations. Some sound completely useless. All of them are on the same bar, most of them take up the whole turn. People have complained about one of DA2's designers wanting every skill to be "press A for Awesome", but he was not completely wrong.
...
I guess it's just me getting older. I loved classic Fallouts and Infinity Engine games when they came out and still enjoy them, and they are full of jank. Or perhaps the game industry as a whole didn't know any better back then, so something that was fine in 98 is no longer so a quarter century later.
...
Fallout 1 had five useful skills (small guns, energy weapons, speech, repair and science) out of eighteen, ten useful perks out of fifty, three useful traits out of sixteen. Maxing out agility was necessary for practically any build. The obvious way to use a stimpak required six AP, the best way required only two. Or four to use as many as you needed.
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