----------------------------------------------------------------------------------------------------NEW AS OF OCT 12, 2010 11:50 AM CENTRAL STANDARD TIME
I feel as though I should put a disclaimer here so there is not any confusion by anything said in this thread. Anything I say here is not meant to discourage, hurt, disrupt, bash, or any other negative effect to anyone here, the game, the community or anything at all. This is purely the title, it is my personal thoughts, rants, raves, and ideas about and for the game of TOME 4. I will not address topics here that do not pertain directly to the game, nor will I respond to anything that is also not directed towards the game in this thread. Again, if you have anything you wish to address that is NOT directly about the game, please, PM me about it and I will gladly discuss it with you. Again, thank you for your time.
This is mostly just a thread for me to share my thoughts and general questions about Tome 4. You may pretty much disregard this, unless you are interested in what goes through my head while playing and thinking about the game. I'll try to bleep out spoilers if I expose any that are not really considered common knowledge yet. If you would like to leave me a comment about anything here, feel free, though I would slightly prefer to keep this topic to myself. PM me instead, I will reply back rather quickly I bet.
NOTE: This will actually probably turn into an essay like string of topics as I may actually use this as part of my english term paper at the end of the year.
Alright, so then, time to dump out what I ... well ... whatever.
First, there are still a lot of random typos but luckily they are being reported rather quickly at http://forums.te4.org/viewtopic.php?uid ... 43&start=0 that thread. But one in particular that has been bugging me forever is the beginning of the merchant quest. The first option says 'then' instead of 'the'. I have fixed it myself, but... it just really really bothered me.
Overall I feel the balance between the character classes that I have currently played, which is all of them now except Reaver and Anathoril is good. Rogues are probably the weakest right now, with wyrmics closely behind, followed by cursed (when not using the bugged/broken ravage tree). HOWEVER, the balance between characters and npcs is rather skewed in some odd ways. Snakes are by far the deadliest things I have ever seen in melee within the first 10 levels. I've taken down large amounts of orcs, thieves, skeletons and even some of the higher spiders, but snakes are almost a guaranteed death to character early in the game. And it's not even really because they poison. Sure that extra 1-50(!?) points of damage helps them, but it's that they are inherently almost twice as fast as most player characters, usually chasing them down from double digit squares and reaching them within just a few steps. Once they are within range, they usually get 2 hits in to your one, with each having a chance to poison you. I don't know of any other super fast npcs like snakes, but they are by far the worst thing to run into.
This leads me into the exp system. It seems rather the same as any other rogue-like, however it doesn't display how much exp you can expect from a kill. This is fine as I always thought it was a bit too spoilery for me. HOWEVER, the fact that an ant at level 8 when I'm at level 1 is worth almost 60% exp compared to a winter wolf or a stone troll at maybe 22% is utter stupidity. Ants are base speed, weaker than trolls in both damage output and hp. Sure, some have a shield, but I'm talking your basic brown ant. Ant pits are exactly what I want to find at anytime I'm needing a level, because they offer such an en-proportionate amount of xp for the threat level they present. Also, and this one bugs the hell out of me, the level cut off for gaining exp is 5 levels below you. FIVE levels. You know how often you fight something that is 5 levels or lower than you once you're at about level 18? I've found that it's almost 20% of your fights are with things that low. The higher in level you get, say... level 30, the worse it is. The twenty or so times I've had character reach around level 30, almost 40% of all kills rewarded no exp at all. And then the amount of exp you get from a kill seems rather skewered. Do you gain a greater exp reward by level multiplier or by level difference? For example, killing that level 8 brown ant with a level 1 character will probably nab you about 60%. Once you get going and are level 20, killing that OOD 38 level spider in the vault will only get you maybe 10% at best. Why did the ant reward so much more? Because it was 8x my level? If so... I kind of want it changed. It makes leveling so much faster in the beginning and drop to almost a nagging crawl late game (levels 35+). If it were instead based on the difference in level, then leveling would be more uniform throughout all levels.
This is about artifacts, read at your own discretion
Artifacts. You can have an artifact in almost every body slot now! Which is awesome, but there are some very neglected slots so far. Such as there not being any axe or 1handed mace artifacts yet. No artifact diggers and I also believe no artifact ammos. There are multiple artifact rings, lites, staves, swords, and amulets, but most every other slot is neglected to a single artifact. I really think that there should have been many many more by now, especially sense there is a whole thread dedicated to the conception of them along with egos here http://forums.te4.org/viewtopic.php?f=39&t=22187. And then the egos. So many items have only 1 prefix and/or 1 suffix. With so many good ego ideas in the above thread, I don't understand why so few egos are added each beta. I understand a lot of the betas are really just bug fixes right now, as they have been, along with a cool new requested or surprise feature, but I really feel items are being neglected big time. Now, sure, alot of the artifacts and egos are really cool, but so many of them are also rather trashy. Bills Treetrunk is actually rather worthless I feel outside of getting any egoed steel twohander or non egoed dwarven-steel item. I just don't feel the power there. Where as OMW Barkwood is almost insane in comparison for anyone that uses shields. And I can't think of any reason to ever not wear the icy slippers of the Carn Dum Dragon, as they are far superior IMO over the other pair of artifact shoes. Melee characters, mages, wyrmics, and even shadowblades I feel are slightly forced into mastering in swords (cryomancers for the mages), because the only end game weapon artifact for short range characters is Ringil. It's the only really awesome weapon artifact outside of the artifact bow (the sling too, sorta), and suaruman's completed staff. It adds resistance to an important damage type, increases it's own damage output, is easy to wear, deals serious damage on it's own, and can do a free freeze. There is not a single artifact in the game I feel that has that kind of power, outside of saurman's staff, the (I think) Fiery Brooch of the fire elemental boss, and maybe, MAYBE Smaug's Shield. Seeing as there is no other melee weapon that is worth it's salt on it's own as that is, even my super dwarf themed dwarf fighters have started to master into swords instead of axes for the sake of survivability in the depths of the far east.
And now talents. I really really wish that they would be properly displaying information. I've said this a lot to those of you that may keep track of my posts, but almost every melee talent description negates to mention that it scales with dexterity, and then many more talents also fail to say that they scale at all. I say give all that relevant information in the talent descriptions. HAVE THE GOD DAMN talent trees show EXACTLY the damage ratio you can expect from all the boosts. I hate the fact that the G talent tree description effects are different than the m ones, and THEN the actual game effects of what happens are different than them even at times. I know it's not a matter of copy and paste the code, I've looked through it. It's actually rather complicated, especially sense I don't know how a lot of the math is configured. But my god, some of these have been around sense beta 5 if not earlier. I know they have been brought out in active, building threads because I've read them. I'm not saying laziness or bashing of anyone, it's just so freaking annoying that something that I think would be a rather simple fix (but I can't seem to make it work properly myself) would be bypassed for so many months. Also, if the talent runs off of raw talent level (which I'll get into shortly), it should say so. There are so many talents that are mastery 1.3 that raw talent level makes them much much much weaker than they otherwise would be. A very good example is a fighter with the passive combat techniques tree. He has 1.30 mastery in it, but it doesn't matter. So 1) Why have the mastery of whole talent trees that run off of raw talent level greater than 0.7 (which I think is the lowest mastery in the game), and 2) What's the point of raw talent level talents? Why have them that way? I understand it for ease of number application and even a bit on balance, but it seems like an unnecessary differentiation between talents, especially sense they are not said as such in the descriptions.
I also feel that instead of giving so many damned talent trees to so many classes, we need to start to take some away. I'm all for character build options. That's why I love archmages and shadowblades. But how many freaking trees does a fighter need? What about archmages? Do they really need so many options? Why not take the temporal, meta, and survival away, sense in the class descriptions it SAYS that they don't really know anything about those two schools. I know doing that would just let the class catagory talent points go into mastery ups, but then it would LIMIT their options so that not every build has either invisibility/telepathy and essence of speed running all the time.
And the talent masteries! My GOD. I was told by a couple different people that it's to show the variable power between similar but different classes. Alright, I understand that. It's a cool hunk of flavor and a good representation of power and balance. But then... if Archmages are the base mage, why in the hell are all of their spell masteries at 1.3 instead of the 1.0 like the cursed? Have archmages be at 1.0 mastery for all spell talents except arcane, then have pyromancers at 1.3 for fire and 1.4 for wildfire, with tempests, cryomancers and gaiamancersfollowing suit. I would then suspect that the upcoming chronomancers would then have 1.3 masteries in meta, temporal and their specialist trees as well. That way it would really represent how specialists work in the game. And because of that, I just have to go back and say, "HEY! Why not get rid of all that rawttalent level crap? Because then, the mastery bit doesn't matter."
There are many threads that really interest me. Such as the balance discussion thread http://forums.te4.org/viewtopic.php?uid ... 06&start=0 , the online profile stats http://forums.te4.org/viewtopic.php?f=38&t=22470 , the unlockables thread http://forums.te4.org/viewtopic.php?f=41&t=21547 , and the artifact and ego ideas topic http://forums.te4.org/viewtopic.php?f=39&t=22187 . All of them contain interesting discussions, information, and are a good look through if you're interested in any of those particular topics. The nice new things thread http://forums.te4.org/viewtopic.php?f=38&t=22742 is a good place to place your thanks to the development team, and if you are relatively new to T4, a good place to get broad ideas of how the game was in it's early incarnations. Before starting threads (I am guilty of this), be sure to check the dumb questions thread http://forums.te4.org/viewtopic.php?f=38&t=21525 and see if your question is answered there. If not, then a quick sweep of the bugs sub forum http://forums.te4.org/viewforum.php?f=42 would be a good second place to look. Helping myself, DG and the development team by partaking in this opinionated survey (it should take only about 7 minutes of your time) http://forums.te4.org/viewtopic.php?f=38&t=22776 would greatly help in the developmental processes, along with my obsession of what not to do and what to do when developing games.
I think I'm done for now. I'll come back later for more. Thanks to anyone that reads this, and remember, if you have anything to say about what I post in this topic, please, PM me and we'll talk.
FM