Problem I find with some aciton RPG's

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#1 Evil_Saluki
Member since 2008 • 5217 Posts

Such as Kingdoms of Amalur and Divinity, is I get bored of the combat long before the games finished. This wasn't the case with Fallout 3/New Vegas or Skyrim however, where the combat is much more action then RPG.  I have a feeling it's not just about the action but what ties it together, where in Fallout and Skyrim your able to explore your world with more interaction and you have a world which changes from your moral decisions. Where games like Kingdoms of Amalur and Divinity your pretty much on rails going about doing the quests then engaging in hands on combat, I found it very tiresom because i could never relax into the game since it requires my twich based skills and timing, but games like Final Fantasy which is on rails and repetative, I could at least chill with it and although I may be grinding and 'uberlizing' my characters the relaxed strategic combat meant I didn't tire of doing it so early.

Did this make any sense?

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#2 Tazzman1000
Member since 2012 • 638 Posts
I can see where you're coming from and I agree with you. Some games are so quest orientated that the combat becomes about as fun as cleaning car windows. I mean all those games you mentioned pretty much have the same questing structure but the likes of skyrim, fable, and so on give you something else to do so when you get bored of fighting you can bum around for awhile doing something else.
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#3 Black_Knight_00
Member since 2007 • 78 Posts

Such as Kingdoms of Amalur and Divinity, is I get bored of the combat long before the games finished. This wasn't the case with Fallout 3/New Vegas or Skyrim however, where the combat is much more action then RPG.  I have a feeling it's not just about the action but what ties it together, where in Fallout and Skyrim your able to explore your world with more interaction and you have a world which changes from your moral decisions. Where games like Kingdoms of Amalur and Divinity your pretty much on rails going about doing the quests then engaging in hands on combat, I found it very tiresom because i could never relax into the game since it requires my twich based skills and timing, but games like Final Fantasy which is on rails and repetative, I could at least chill with it and although I may be grinding and 'uberlizing' my characters the relaxed strategic combat meant I didn't tire of doing it so early.

Did this make any sense?

Evil_Saluki
Are you talking about Divinity 2? Did you manage to finish the game?
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Lulekani

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#4 Lulekani
Member since 2012 • 2318 Posts
I totaly get it. Sort of. . . . Instead of buying Action-RPG's why not buy either action games or RPG games ?
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#5 lozengez
Member since 2011 • 490 Posts

I've never enjoyed action rpgs, especialy action jrpgs.

And that's alright, it;s why they have differentiations in gameplay, different strokes for diffrent folks.

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#6 funsohng
Member since 2005 • 29976 Posts
I hate Bethesda games, so no, I don't understand you.
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#7 Evil_Saluki
Member since 2008 • 5217 Posts

[QUOTE="Evil_Saluki"]

Such as Kingdoms of Amalur and Divinity, is I get bored of the combat long before the games finished. This wasn't the case with Fallout 3/New Vegas or Skyrim however, where the combat is much more action then RPG.  I have a feeling it's not just about the action but what ties it together, where in Fallout and Skyrim your able to explore your world with more interaction and you have a world which changes from your moral decisions. Where games like Kingdoms of Amalur and Divinity your pretty much on rails going about doing the quests then engaging in hands on combat, I found it very tiresom because i could never relax into the game since it requires my twich based skills and timing, but games like Final Fantasy which is on rails and repetative, I could at least chill with it and although I may be grinding and 'uberlizing' my characters the relaxed strategic combat meant I didn't tire of doing it so early.

Did this make any sense?

Black_Knight_00

Are you talking about Divinity 2? Did you manage to finish the game?

No I got to the point where you can turn into a dragon which was suppose to be the games pitch, then after a couple hours more gameplay i threw it away. Was annoyed it was being recommended to me. The character animaitons when they were talking were way over the top, worse then Captain Scarlet puppets.

The point i was trying to make with this thread, was that action RPG seems like a difficult fusion genre to make and a lot of games seem to get it wrong, it takes some serious AAA backing to make something of it.

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Lulekani

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#8 Lulekani
Member since 2012 • 2318 Posts

[QUOTE="Black_Knight_00"][QUOTE="Evil_Saluki"]

Such as Kingdoms of Amalur and Divinity, is I get bored of the combat long before the games finished. This wasn't the case with Fallout 3/New Vegas or Skyrim however, where the combat is much more action then RPG.  I have a feeling it's not just about the action but what ties it together, where in Fallout and Skyrim your able to explore your world with more interaction and you have a world which changes from your moral decisions. Where games like Kingdoms of Amalur and Divinity your pretty much on rails going about doing the quests then engaging in hands on combat, I found it very tiresom because i could never relax into the game since it requires my twich based skills and timing, but games like Final Fantasy which is on rails and repetative, I could at least chill with it and although I may be grinding and 'uberlizing' my characters the relaxed strategic combat meant I didn't tire of doing it so early.

Did this make any sense?

Evil_Saluki

Are you talking about Divinity 2? Did you manage to finish the game?

No I got to the point where you can turn into a dragon which was suppose to be the games pitch, then after a couple hours more gameplay i threw it away. Was annoyed it was being recommended to me. The character animaitons when they were talking were way over the top, worse then Captain Scarlet puppets.

The point i was trying to make with this thread, was that action RPG seems like a difficult fusion genre to make and a lot of games seem to get it wrong, it takes some serious AAA backing to make something of it.

I think its more impossible than difficult.
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Diablo-B

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#9 Diablo-B
Member since 2009 • 4063 Posts

You are gonna need more examples then KoA and Divinity cause those were 2 very flawed games. I managed to beat KoA and the problem it had was life less characters and the enemies were way to easy. I can see how you could get bored with that game because of the low difficulty.

However, look at an action RPG like Dragon's Dogma. Flawed as well, tedious travel system and not enough unique weapons to name a few. But the combat was so damn good, it was a joy to play.

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#10 wiouds
Member since 2004 • 6233 Posts

You are gonna need more examples then KoA and Divinity cause those were 2 very flawed games. I managed to beat KoA and the problem it had was life less characters and the enemies were way to easy. I can see how you could get bored with that game because of the low difficulty.

However, look at an action RPG like Dragon's Dogma. Flawed as well, tedious travel system and not enough unique weapons to name a few. But the combat was so damn good, it was a joy to play.

Diablo-B

I found Deagon's Dogma combat to be boring at not good. I would rate it as one of the worse I seen in a RPG.

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#11 LoG-Sacrament
Member since 2006 • 20397 Posts

i see it more as a matter of intent.

combat in the elder scrolls is a result of not wanting to take the player out of the world. bethesda makes these big fantasy worlds as a context and doesn't want to break it. they would rather appeal to the fantasy than the mechanical tropes of whatever genre tags get stuck on it. if the combat doesn't grab you, they hope that the world will.

the combat in kingdoms of amalur is meant to be comparable to devil may cry or ninja gaiden on top of the expectations that come with contemporary rpg's. it's really hanging its hat on the combat rather than the world. the thing is, combat in specialized games like DMC and NG has the benefit of unfolding over a shorter amount of time. they can be paced so that the player is always picking up new additions and quirks to the mechanics. however, that simply isn't going to be done as well over the dozens and dozens of hours KoA is meant to last.

the action rpg's that i tend to enjoy the most are the ones that build on the context.

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#12 wiouds
Member since 2004 • 6233 Posts

i see it more as a matter of intent.

combat in the elder scrolls is a result of not wanting to take the player out of the world. bethesda makes these big fantasy worlds as a context and doesn't want to break it. they would rather appeal to the fantasy than the mechanical tropes of whatever genre tags get stuck on it. if the combat doesn't grab you, they hope that the world will.

the combat in kingdoms of amalur is meant to be comparable to devil may cry or ninja gaiden on top of the expectations that come with contemporary rpg's. it's really hanging its hat on the combat rather than the world. the thing is, combat in specialized games like DMC and NG has the benefit of unfolding over a shorter amount of time. they can be paced so that the player is always picking up new additions and quirks to the mechanics. however, that simply isn't going to be done as well over the dozens and dozens of hours KoA is meant to last.

the action rpg's that i tend to enjoy the most are the ones that build on the context.

LoG-Sacrament

I enjoy RPG where you create the combat role for the character(s) and the game make those roles important in combat.

The problem I have with elder scrolls and Kingdom of Amalur is that there is very little to the combat. They are more about fighting the enemies the way you want to and not about fighting with the role you created. Other than the few ideals like bone enemies can only be hurt by blunt weapon, there is not much to them.They mostly just become attack it until it is dead.

In other words I want to role play in the game and not pretend.

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turtlethetaffer

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#13 turtlethetaffer
Member since 2009 • 18973 Posts

Depends on the game.  some ARPGs are great, others aren't.  If done right, I enjoy them.

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#14 Lulekani
Member since 2012 • 2318 Posts

[QUOTE="LoG-Sacrament"]

i see it more as a matter of intent.

combat in the elder scrolls is a result of not wanting to take the player out of the world. bethesda makes these big fantasy worlds as a context and doesn't want to break it. they would rather appeal to the fantasy than the mechanical tropes of whatever genre tags get stuck on it. if the combat doesn't grab you, they hope that the world will.

the combat in kingdoms of amalur is meant to be comparable to devil may cry or ninja gaiden on top of the expectations that come with contemporary rpg's. it's really hanging its hat on the combat rather than the world. the thing is, combat in specialized games like DMC and NG has the benefit of unfolding over a shorter amount of time. they can be paced so that the player is always picking up new additions and quirks to the mechanics. however, that simply isn't going to be done as well over the dozens and dozens of hours KoA is meant to last.

the action rpg's that i tend to enjoy the most are the ones that build on the context.

wiouds

I enjoy RPG where you create the combat role for the character(s) and the game make those roles important in combat.

The problem I have with elder scrolls and Kingdom of Amalur is that there is very little to the combat. They are more about fighting the enemies the way you want to and not about fighting with the role you created. Other than the few ideals like bone enemies can only be hurt by blunt weapon, there is not much to them.They mostly just become attack it until it is dead.

In other words I want to role play in the game and not pretend.

or One could simply get different games to satisfy their needs for different roles. What are the top 3 again: Warrior (God Of War, Bayonetta, ), Mages(I'm not entirely sure what a Mage does, support maybe ?) and Rogue/Assassin (Batman, Splinter Cell, Assassin's Creed) right ? The only down side is they can't crossover, e.g. You'l never see Batman(Assassin) in The God Of War (Warrior) universe. You know, now that I think of it RPG's are trying too hard.
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#15 LoG-Sacrament
Member since 2006 • 20397 Posts

[QUOTE="LoG-Sacrament"]

i see it more as a matter of intent.

combat in the elder scrolls is a result of not wanting to take the player out of the world. bethesda makes these big fantasy worlds as a context and doesn't want to break it. they would rather appeal to the fantasy than the mechanical tropes of whatever genre tags get stuck on it. if the combat doesn't grab you, they hope that the world will.

the combat in kingdoms of amalur is meant to be comparable to devil may cry or ninja gaiden on top of the expectations that come with contemporary rpg's. it's really hanging its hat on the combat rather than the world. the thing is, combat in specialized games like DMC and NG has the benefit of unfolding over a shorter amount of time. they can be paced so that the player is always picking up new additions and quirks to the mechanics. however, that simply isn't going to be done as well over the dozens and dozens of hours KoA is meant to last.

the action rpg's that i tend to enjoy the most are the ones that build on the context.

wiouds

I enjoy RPG where you create the combat role for the character(s) and the game make those roles important in combat.

The problem I have with elder scrolls and Kingdom of Amalur is that there is very little to the combat. They are more about fighting the enemies the way you want to and not about fighting with the role you created. Other than the few ideals like bone enemies can only be hurt by blunt weapon, there is not much to them.They mostly just become attack it until it is dead.

In other words I want to role play in the game and not pretend.

the elder scrolls is absolutely about playing the role you created. the role is just something you can react to based on the world. that is why the games are so flexible. they give you the option to be a ridiculous role like necromancing hand-to-hand, heavy armor archer, or whatever. they aim to make those actual roles beyond fighting sty|es by building on the lore in the gameplay (although admittedly, the success here is sometimes arguable).

as for this little gem: "In other words I want to role play in the game and not pretend." i'll leave this for you.

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turtlethetaffer

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#16 turtlethetaffer
Member since 2009 • 18973 Posts

[QUOTE="wiouds"]

[QUOTE="LoG-Sacrament"]

i see it more as a matter of intent.

combat in the elder scrolls is a result of not wanting to take the player out of the world. bethesda makes these big fantasy worlds as a context and doesn't want to break it. they would rather appeal to the fantasy than the mechanical tropes of whatever genre tags get stuck on it. if the combat doesn't grab you, they hope that the world will.

the combat in kingdoms of amalur is meant to be comparable to devil may cry or ninja gaiden on top of the expectations that come with contemporary rpg's. it's really hanging its hat on the combat rather than the world. the thing is, combat in specialized games like DMC and NG has the benefit of unfolding over a shorter amount of time. they can be paced so that the player is always picking up new additions and quirks to the mechanics. however, that simply isn't going to be done as well over the dozens and dozens of hours KoA is meant to last.

the action rpg's that i tend to enjoy the most are the ones that build on the context.

Lulekani

I enjoy RPG where you create the combat role for the character(s) and the game make those roles important in combat.

The problem I have with elder scrolls and Kingdom of Amalur is that there is very little to the combat. They are more about fighting the enemies the way you want to and not about fighting with the role you created. Other than the few ideals like bone enemies can only be hurt by blunt weapon, there is not much to them.They mostly just become attack it until it is dead.

In other words I want to role play in the game and not pretend.

or One could simply get different games to satisfy their needs for different roles. What are the top 3 again: Warrior (God Of War, Bayonetta, ), Mages(I'm not entirely sure what a Mage does, support maybe ?) and Rogue/Assassin (Batman, Splinter Cell, Assassin's Creed) right ? The only down side is they can't crossover, e.g. You'l never see Batman(Assassin) in The God Of War (Warrior) universe. You know, now that I think of it RPG's are trying too hard.

Get out of this thread, Lukelani. You are in the minority here.  

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#17 wiouds
Member since 2004 • 6233 Posts

[QUOTE="wiouds"]

[QUOTE="LoG-Sacrament"]

i see it more as a matter of intent.

combat in the elder scrolls is a result of not wanting to take the player out of the world. bethesda makes these big fantasy worlds as a context and doesn't want to break it. they would rather appeal to the fantasy than the mechanical tropes of whatever genre tags get stuck on it. if the combat doesn't grab you, they hope that the world will.

the combat in kingdoms of amalur is meant to be comparable to devil may cry or ninja gaiden on top of the expectations that come with contemporary rpg's. it's really hanging its hat on the combat rather than the world. the thing is, combat in specialized games like DMC and NG has the benefit of unfolding over a shorter amount of time. they can be paced so that the player is always picking up new additions and quirks to the mechanics. however, that simply isn't going to be done as well over the dozens and dozens of hours KoA is meant to last.

the action rpg's that i tend to enjoy the most are the ones that build on the context.

LoG-Sacrament

I enjoy RPG where you create the combat role for the character(s) and the game make those roles important in combat.

The problem I have with elder scrolls and Kingdom of Amalur is that there is very little to the combat. They are more about fighting the enemies the way you want to and not about fighting with the role you created. Other than the few ideals like bone enemies can only be hurt by blunt weapon, there is not much to them.They mostly just become attack it until it is dead.

In other words I want to role play in the game and not pretend.

the elder scrolls is absolutely about playing the role you created. the role is just something you can react to based on the world. that is why the games are so flexible. they give you the option to be a ridiculous role like necromancing hand-to-hand, heavy armor archer, or whatever. they aim to make those actual roles beyond fighting sty|es by building on the lore in the gameplay (although admittedly, the success here is sometimes arguable).

as for this little gem: "In other words I want to role play in the game and not pretend." i'll leave this for you.

In the end there is no different between being an archer and a wizard in the elder scroll games since the enemies. There is no real impact of what you do. At the end you just putting on different makeup and the enemies still react the same. You are just pretending that your character have a role. There is no meat behind it. It just the illusion. There no deep game play behind it.

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Lulekani

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#18 Lulekani
Member since 2012 • 2318 Posts

[QUOTE="LoG-Sacrament"][QUOTE="wiouds"]

I enjoy RPG where you create the combat role for the character(s) and the game make those roles important in combat.

The problem I have with elder scrolls and Kingdom of Amalur is that there is very little to the combat. They are more about fighting the enemies the way you want to and not about fighting with the role you created. Other than the few ideals like bone enemies can only be hurt by blunt weapon, there is not much to them.They mostly just become attack it until it is dead.

In other words I want to role play in the game and not pretend.

wiouds

the elder scrolls is absolutely about playing the role you created. the role is just something you can react to based on the world. that is why the games are so flexible. they give you the option to be a ridiculous role like necromancing hand-to-hand, heavy armor archer, or whatever. they aim to make those actual roles beyond fighting sty|es by building on the lore in the gameplay (although admittedly, the success here is sometimes arguable).

as for this little gem: "In other words I want to role play in the game and not pretend." i'll leave this for you.

In the end there is no different between being an archer and a wizard in the elder scroll games since the enemies. There is no real impact of what you do. At the end you just putting on different makeup and the enemies still react the same. You are just pretending that your character have a role. There is no meat behind it. It just the illusion. There no deep game play behind it.

True ! But I think I finaly found a game the truly offers a genuinely unique experience for each role/class, in fact, you've probably already played it. Its Trine 2 LOL ! Okay okay, I know you were, at the very least, expecting me to name an RPG but really give it some thought, Its the perfect game to alliviate any concerns you may have about redundant roles in RPG's. Am I right? . . . . right guys ? . . . . Hello ? *crickets chirping*
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Lulekani

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#19 Lulekani
Member since 2012 • 2318 Posts

[QUOTE="Lulekani"][QUOTE="wiouds"]

I enjoy RPG where you create the combat role for the character(s) and the game make those roles important in combat.

The problem I have with elder scrolls and Kingdom of Amalur is that there is very little to the combat. They are more about fighting the enemies the way you want to and not about fighting with the role you created. Other than the few ideals like bone enemies can only be hurt by blunt weapon, there is not much to them.They mostly just become attack it until it is dead.

In other words I want to role play in the game and not pretend.

turtlethetaffer

or One could simply get different games to satisfy their needs for different roles. What are the top 3 again: Warrior (God Of War, Bayonetta, ), Mages(I'm not entirely sure what a Mage does, support maybe ?) and Rogue/Assassin (Batman, Splinter Cell, Assassin's Creed) right ? The only down side is they can't crossover, e.g. You'l never see Batman(Assassin) in The God Of War (Warrior) universe. You know, now that I think of it RPG's are trying too hard.

Get out of this thread, Lukelani. You are in the minority here.  

I swear this is leading somewhere plausible, just bear with me during the "eccentric" stage of my thought process (and yes, it helps if I type what I think). Pretty Please ;)
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#20 jg4xchamp
Member since 2006 • 64060 Posts

Because great mechanics does not equal great gameplay.

Gameplay is a combination of the mechanics, the level/encounter design, the pacing, the enemies themselves, the depth, the difficulty, and the balance all working in harmony. Gameplay itself is the game, it is the game design. The problem with a lot of action rpgs(or really action games in general some times) is that they work so hard on the mechanics side sometimes they forget the other stuff around it.

That and RPGs are notorious for padding things out with filler because the RPG fanbase consists of people that go "I need x amount of hours for it to even be considered worth my time".

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#21 Lulekani
Member since 2012 • 2318 Posts

Because great mechanics does not equal great gameplay.

Gameplay is a combination of the mechanics, the level/encounter design, the pacing, the enemies themselves, the depth, the difficulty, and the balance all working in harmony. Gameplay itself is the game, it is the game design. The problem with a lot of action rpgs(or really action games in general some times) is that they work so hard on the mechanics side sometimes they forget the other stuff around it.

That and RPGs are notorious for padding things out with filler because the RPG fanbase consists of people that go "I need x amount of hours for it to even be considered worth my time".

jg4xchamp
Agreeing with you Once is not enough.

Because great mechanics does not equal great gameplay.

Gameplay is a combination of the mechanics, the level/encounter design, the pacing, the enemies themselves, the depth, the difficulty, and the balance all working in harmony. Gameplay itself is the game, it is the game design. The problem with a lot of action rpgs(or really action games in general some times) is that they work so hard on the mechanics side sometimes they forget the other stuff around it.

That and RPGs are notorious for padding things out with filler because the RPG fanbase consists of people that go "I need x amount of hours for it to even be considered worth my time".

jg4xchamp
There We Go !
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#22 LoG-Sacrament
Member since 2006 • 20397 Posts

[QUOTE="LoG-Sacrament"][QUOTE="wiouds"]

I enjoy RPG where you create the combat role for the character(s) and the game make those roles important in combat.

The problem I have with elder scrolls and Kingdom of Amalur is that there is very little to the combat. They are more about fighting the enemies the way you want to and not about fighting with the role you created. Other than the few ideals like bone enemies can only be hurt by blunt weapon, there is not much to them.They mostly just become attack it until it is dead.

In other words I want to role play in the game and not pretend.

wiouds

the elder scrolls is absolutely about playing the role you created. the role is just something you can react to based on the world. that is why the games are so flexible. they give you the option to be a ridiculous role like necromancing hand-to-hand, heavy armor archer, or whatever. they aim to make those actual roles beyond fighting sty|es by building on the lore in the gameplay (although admittedly, the success here is sometimes arguable).

as for this little gem: "In other words I want to role play in the game and not pretend." i'll leave this for you.

In the end there is no different between being an archer and a wizard in the elder scroll games since the enemies. There is no real impact of what you do. At the end you just putting on different makeup and the enemies still react the same. You are just pretending that your character have a role. There is no meat behind it. It just the illusion. There no deep game play behind it.

mages and archers play pretty differently.

in skyrim, fire magic does the most base damage and causes additional lingering damage to cancel health regeneration, making it ideal against anything that regenerates health. ice magic also damages stamina, making it ideal against somebody without a shield that would have to rely on power attacks. electricity damage also damages mana, making it the choice against mages. also, that's only really accounting for destruction magic. other schools have magic shields for their off hand that can completely change their approach. other schools have stuff that doesn't even apply to combat.

archers don't have AoE attacks so they can struggle if they are noticed by groups. they can do burst damage with critical hits and they are a better match for stealth. later perks with reliable paralysis can be a good counter to all melee fighters though. also, they obviously don't have the kind of elemental play that mages do.

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#23 wiouds
Member since 2004 • 6233 Posts

[QUOTE="wiouds"]

[QUOTE="LoG-Sacrament"]

the elder scrolls is absolutely about playing the role you created. the role is just something you can react to based on the world. that is why the games are so flexible. they give you the option to be a ridiculous role like necromancing hand-to-hand, heavy armor archer, or whatever. they aim to make those actual roles beyond fighting sty|es by building on the lore in the gameplay (although admittedly, the success here is sometimes arguable).

as for this little gem: "In other words I want to role play in the game and not pretend." i'll leave this for you.

LoG-Sacrament

In the end there is no different between being an archer and a wizard in the elder scroll games since the enemies. There is no real impact of what you do. At the end you just putting on different makeup and the enemies still react the same. You are just pretending that your character have a role. There is no meat behind it. It just the illusion. There no deep game play behind it.

mages and archers play pretty differently.

in skyrim, fire magic does the most base damage and causes additional lingering damage to cancel health regeneration, making it ideal against anything that regenerates health. ice magic also damages stamina, making it ideal against somebody without a shield that would have to rely on power attacks. electricity damage also damages mana, making it the choice against mages. also, that's only really accounting for destruction magic. other schools have magic shields for their off hand that can completely change their approach. other schools have stuff that doesn't even apply to combat.

archers don't have AoE attacks so they can struggle if they are noticed by groups. they can do burst damage with critical hits and they are a better match for stealth. later perks with reliable paralysis can be a good counter to all melee fighters though. also, they obviously don't have the kind of elemental play that mages do.

I just release fire balls until the monster dies or release Arror until the monster dies.

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Lulekani

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#24 Lulekani
Member since 2012 • 2318 Posts

[QUOTE="LoG-Sacrament"][QUOTE="wiouds"]

In the end there is no different between being an archer and a wizard in the elder scroll games since the enemies. There is no real impact of what you do. At the end you just putting on different makeup and the enemies still react the same. You are just pretending that your character have a role. There is no meat behind it. It just the illusion. There no deep game play behind it.

wiouds

mages and archers play pretty differently.

in skyrim, fire magic does the most base damage and causes additional lingering damage to cancel health regeneration, making it ideal against anything that regenerates health. ice magic also damages stamina, making it ideal against somebody without a shield that would have to rely on power attacks. electricity damage also damages mana, making it the choice against mages. also, that's only really accounting for destruction magic. other schools have magic shields for their off hand that can completely change their approach. other schools have stuff that doesn't even apply to combat.

archers don't have AoE attacks so they can struggle if they are noticed by groups. they can do burst damage with critical hits and they are a better match for stealth. later perks with reliable paralysis can be a good counter to all melee fighters though. also, they obviously don't have the kind of elemental play that mages do.

I just release fire balls until the monster dies or release Arror until the monster dies.

Appearently for the role system to work properly it requires the player's imagination to fill in the blanks and inconsistancies.
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LoG-Sacrament

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#25 LoG-Sacrament
Member since 2006 • 20397 Posts

[QUOTE="LoG-Sacrament"][QUOTE="wiouds"]

In the end there is no different between being an archer and a wizard in the elder scroll games since the enemies. There is no real impact of what you do. At the end you just putting on different makeup and the enemies still react the same. You are just pretending that your character have a role. There is no meat behind it. It just the illusion. There no deep game play behind it.

wiouds

mages and archers play pretty differently.

in skyrim, fire magic does the most base damage and causes additional lingering damage to cancel health regeneration, making it ideal against anything that regenerates health. ice magic also damages stamina, making it ideal against somebody without a shield that would have to rely on power attacks. electricity damage also damages mana, making it the choice against mages. also, that's only really accounting for destruction magic. other schools have magic shields for their off hand that can completely change their approach. other schools have stuff that doesn't even apply to combat.

archers don't have AoE attacks so they can struggle if they are noticed by groups. they can do burst damage with critical hits and they are a better match for stealth. later perks with reliable paralysis can be a good counter to all melee fighters though. also, they obviously don't have the kind of elemental play that mages do.

I just release fire balls until the monster dies or release Arror until the monster dies.

like most games nowadays, you can also set the game to very easy and close your eyes. if you play it at least on adept (normal), you have to either do something more than fire away or have a mountain of potions (which is honestly a lame way to decide to play the game).

but i'm sure personal, unrepeatable experience will trump actual lists of the game's features.

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#26 wiouds
Member since 2004 • 6233 Posts

[QUOTE="wiouds"]

[QUOTE="LoG-Sacrament"]

mages and archers play pretty differently.

in skyrim, fire magic does the most base damage and causes additional lingering damage to cancel health regeneration, making it ideal against anything that regenerates health. ice magic also damages stamina, making it ideal against somebody without a shield that would have to rely on power attacks. electricity damage also damages mana, making it the choice against mages. also, that's only really accounting for destruction magic. other schools have magic shields for their off hand that can completely change their approach. other schools have stuff that doesn't even apply to combat.

archers don't have AoE attacks so they can struggle if they are noticed by groups. they can do burst damage with critical hits and they are a better match for stealth. later perks with reliable paralysis can be a good counter to all melee fighters though. also, they obviously don't have the kind of elemental play that mages do.

LoG-Sacrament

I just release fire balls until the monster dies or release Arror until the monster dies.

like most games nowadays, you can also set the game to very easy and close your eyes. if you play it at least on adept (normal), you have to either do something more than fire away or have a mountain of potions (which is honestly a lame way to decide to play the game).

but i'm sure personal, unrepeatable experience will trump actual lists of the game's features.

I was talking about fighting on normal after I reduce the level after finding it does not adds anything.

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#27 Black_Knight_00
Member since 2007 • 78 Posts

No I got to the point where you can turn into a dragon which was suppose to be the games pitch, then after a couple hours more gameplay i threw it away. Was annoyed it was being recommended to me. The character animaitons when they were talking were way over the top, worse then Captain Scarlet puppets. The point i was trying to make with this thread, was that action RPG seems like a difficult fusion genre to make and a lot of games seem to get it wrong, it takes some serious AAA backing to make something of it.Evil_Saluki
Haha, I knew it: that's exactly where I gave up on the game (and at least another user on these boards I spoke to). Those invisible barriers are just infuriating and they defeat the purpose of turning into a dragon at all, since you're limited to a stupid canyon all the time instead of flying around freely. The dungeons suddenly become impossible, with poison archer mobs around every turn and since the story is stupid anyway there's nothing compelling your to grind for levels somewhere and push through, hell I didn't even watch the ending on youtube after putting the game aside for good, that's how little I cared about the plot. The game falls on its ass in the last segment, hard.

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#28 Mogzsnet
Member since 2004 • 200 Posts
It makes total sense. I had the same issue with Kingdoms of Amalur. It's a great game, however the combat became tedious as the game progressed. Whereas games like Skyrim, or Fallout give you substantial additional content besides simply combat.
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Lulekani

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#29 Lulekani
Member since 2012 • 2318 Posts
It makes total sense. I had the same issue with Kingdoms of Amalur. It's a great game, however the combat became tedious as the game progressed. Whereas games like Skyrim, or Fallout give you substantial additional content besides simply combat.Mogzsnet
Only true if you used your imagination. Objectively speaking that so called "content" was shallow.