Ah, fair point. I've not hit that issue yet, and I hope I don't. I'm still getting stompled somewhat regularly.
The steam version doesn't require Origin.
(It's a special, "self-released" version of the game. If you look, you'll see the publisher is 38 Studios, not EA.)
Oh, I read that it did. My bad.
Bethesda veers slightly off the norm with true 'scaled' enemies that conform to your character level, particularly in Oblivion which was met with severe controversy for that decision.
I guess my point is that when you face the 'unknown' versus an enemy that is clearly labeled as being 'above your current level', your tactics won't change. You will still play as cautiously and unsuredly as you would in either scenario. It won't take long to uncover that Mudcrabs are basically 'grey' enemies you can relax against in either scenario either. The 'suspense' is far too fleeting.
Last edited by BDGE; 02-10-2012 at 11:57 AM.
Mobs, blah, blah, dinged, blah, blah...man, I hate MMO-speak...
I started a 2nd character as pure sorcery last night just to try it out. Not sure if I like my previous pure finesse dagger/bow setup or the new mage yet.
I do agree that one of the biggest issues facing the challenge in this game is the players skillful handling of the combat. Moreso than the RPG elements(or potion cooldowns or whatever), the ease of challenge I am suffering is MOSTLY due to how impenetrable I am. With an average mastery of rolling, dodging, and parrying, you can effectively avoid or mitigate damage entirely.
It's the nature of the beast, but often I feel it's more difficult for any enemy to effectively land a blow unless I allow it. I have yet to see the most ruthless or aggressive foes yet, but in the early goings this is an issue that I worry over.
Maybe it's the squishiness of rogues or maybe it's my lack of twitch skills, but I'm having no trouble getting landed on over and over. I had a group of 5 kobolds kill me 3 times in a row last night in the Overgrown Thicket.
I envy you guys' reflexes.
I did take on some sprites that shoot homing magic recently wherein if I didn't roll away in the short window could really mess up my HP. That was pretty a nice change.
Any pure warriors here? I see a lot of talk on magic and finesse stuff. I have not picked up this game yet, but when I did I was planning on going pure warrior (with minor rogue skills).
1.) With regard to the non-scaling enemies my biggest complaint is that it seems like there is some "order" that I am supposed to complete the quests in for optimal ratio of player level vs. monster-level. Since all quests in the quest log are grey (and not color coded as to "difficulty level") and no other hints in game I'm at a loss of which area to go to. This has led to the fact that I've been in some tough-as-nails areas which I later found out I was supposed to do later. Subsequently the easier areas which I skipped by doing the harder ones first are consequently way too easy afterwards.
I do like the fact that there are no scaling enemies but I would prefer some better information as to where to go for an optimally balanced challenge.
2.) After a few hours I still have not had detect hidden find me a hidden door. Are these very rare or what gives? (yes, I do have the prequesite skill points allocated).
3.) Is anyone else noticing occasionally bad AI, especially when using the bow? Sometimes, after running 20 feet away (placing traps, run-and-gun etc.) enemies will either stand there brain dead or run back to their spawn location (while I am obviously still in combat with them or their buddies).
This is one of the reasons why I'm considering moving away from a bow build.
If you're good at hack and slash games, Amalur is not going to be much of a challenge. To its credit, the game doesn't cheat (as far as I have seen), but it's odd that they couldn't come up with some enemies that have a few loopholes they can exploit against the player.It's the nature of the beast, but often I feel it's more difficult for any enemy to effectively land a blow unless I allow it. I have yet to see the most ruthless or aggressive foes yet, but in the early goings this is an issue that I worry over.
Hidden doors look like upside-down capital Us on the map. Most (but not all) dungeons have at least one, usually with a ton of treasure. If you want an example, there's a hidden door in the first warsworn castle.
What's nice is that skills like lockpick and detect invis are independent of your class build. I love that my warrior can open everything easily and detect all the secrets.
I don't think I have seen this before in a singleplayer RPG, but I can be wrong, maybe countless other singleplayer rpg's do it. Like, hack and slash rpgs, perhaps.
Maybe in a RPG, wen the player have killed the "lord of evil" of a area, can stop spawning unnecesary mobs around, since the area is pacified, or something. I don't know. I just comment my surprise after finding these gray names.
postdata: the game is great, I am having a lot of fun with this thing!!
postdata: learning to make videos for youtube. My 3th attemp. http://www.youtube.com/watch?v=ST-a6...ature=youtu.be
Last edited by Teiman; 02-11-2012 at 05:33 AM.
I've found as a full warrior though, it was still worth it to put 14 points into sorcery early. The damage from lightning bolt is super useful in early fights and the perma-shield you get is crazy strong for the whole game, and 30% of your mana means nothing to you, and the battlemage destiny card is easily better then anything else you are going to get for at least 10+ levels afterwards (at which point you can respec out of the tree anyway).
Do the skill points one buys with "training" remain even if one resets one's destiny at a fateweaver.
Welp, I got my first house (yay!). However, I died trying to take out the widow (boo!). Fun times though! I wish I didn't have to take a break today, but I've got games I need to play for my blog.
Certainly more positive than Entertainment Weekly's review: http://popwatch.ew.com/2012/02/10/ki...koning-review/
Personally, I lean more towards the NYT than EW. Definitely flawed, but a really good time. I'm also really excited to see their next game after learning the lessons from this one.
I really wish stealth was more effective. Switched to Sorcery, it feels a lot more powerful than Finesse. Chakrams are crazy, Mark of Flame is WAY too good for how low level it is.
Have not messed with Might much yet.
The game needs scaling enemies, within reason. And yeah, why there is no character stats page/screen...boggles the mind.
Why is taking an open world game and giving it an action based combat system so mind boggling to the author of that review?Kingdoms of Amalur was originally going to be an MMO, and in an interview with Joystiq, Schilling said, “We’re taking God of War and marrying it with Oblivion.” The problem is that those two games have nothing in common whatsoever: He might as well have said, “We’re taking Grand Theft Auto and marrying it to Angry Birds.”
And I believe the later examples is called Red Faction: Guerrilla.
The development of the MMO continues apace, I believe.
The EW review is just badly written. I understand not liking this game much as a lot of it feels pretty average but he didn't make his points very well.
Simplified but confusing? How simple does this dude need something to be?The action stuff is fun, but the magickry is confusing and feels tremendously simplified.
Personally I'm having a lot of fun. I'm only about 16 hours but I just figured out what everyone's problem is with the difficulty. I was having a hell of a time with my pure melee character (swords/knives/stealth). It was a lot of fun but bosses and swarms of enemies would kick my ass. Especially the ones that spam ranged attacks.
Then I switched to a sword/bow/ice trap build. It was like hitting the easy button. Suddenly I'm walking all over stuff that used to slow me down to a crawl.