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Development Log / Re: Dev Log #26: Alternative Experience System
« on: January 13, 2014, 05:19:58 pm »
I think the new XP system sounds most intriguing.
I do have a problem with RPGs that are basically either action or strategy combat games that only differ from non-rpgs by employing character progression and having a stronger emphasis on story-telling, possibly with some choices for the player to make. In those games the only "roles" you can play are combat roles like tank, dps, control and such. Of course combat is always a fun aspect of RPGs, but it's usually not the one that makes them stand out. I liked Fallout (1+2) for the different approaches to solving a single problem. And it does feel, at least at the moment, that in Underrail combat is the most rewarding solution to all problems. I actually found myself trying to deal the killing blow to enemies, I had set up to be gunned down by a turret, to gain more XP. I also tend to take every quest even from opposing sites to gain more XP. And I always felt I needed more and more XP because I found the combat to be brutally difficult (I went for combat with guns with high perception and almost no survivability). Initiative will hopefully alleviate some of the problems with combat following a dialogue (no chance of survival when 6 enemies attack you before you even draw your gun). And the easy setting is also much appreciated.
The difficult combat, that I managed mostly by restarting fights repeatedly until I got in that perfect grenade and some good crits, actually lead to my stopping to play the game just shortly before it's current end. I'm already looking forward to starting a new character with a different approach once the new patch is out. Hopefully I'll even get to the new areas ^^
I do have a problem with RPGs that are basically either action or strategy combat games that only differ from non-rpgs by employing character progression and having a stronger emphasis on story-telling, possibly with some choices for the player to make. In those games the only "roles" you can play are combat roles like tank, dps, control and such. Of course combat is always a fun aspect of RPGs, but it's usually not the one that makes them stand out. I liked Fallout (1+2) for the different approaches to solving a single problem. And it does feel, at least at the moment, that in Underrail combat is the most rewarding solution to all problems. I actually found myself trying to deal the killing blow to enemies, I had set up to be gunned down by a turret, to gain more XP. I also tend to take every quest even from opposing sites to gain more XP. And I always felt I needed more and more XP because I found the combat to be brutally difficult (I went for combat with guns with high perception and almost no survivability). Initiative will hopefully alleviate some of the problems with combat following a dialogue (no chance of survival when 6 enemies attack you before you even draw your gun). And the easy setting is also much appreciated.
The difficult combat, that I managed mostly by restarting fights repeatedly until I got in that perfect grenade and some good crits, actually lead to my stopping to play the game just shortly before it's current end. I'm already looking forward to starting a new character with a different approach once the new patch is out. Hopefully I'll even get to the new areas ^^