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idbeholdME: A year or so ago, I went through absolutely everything:

Dungeon Siege 1 - main game, Utraean Peninsula (multiplayer map), Yesterhaven, Legends of Aranna, Return to Arhok.
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timppu: I finished DS1 + expansion some years ago. My general feeling was that it was ok, but a bit boring maybe, A bit like playing some simple desktop game where you just click click click, which is not always a bad thing, not everything needs to be super complicated and needing to read a 200 page manual to play.

Mostly my feelings were positive, but I think some features annoyed me. I think one was that you were amassing insane amounts of stuff from your defeated enemies and then sold them in some store. Maybe it was so time-consuming or something, when your inventory got full you had to travel a long way back to the previous town to sell your stuff and clear your inventory, and then back to where you were the last time etc...
I actually rage quit DS1 pretty early on when I played it.

Decided to play a nature mage. So, to complete my party, I need a combat mage, right:
* First town, no combat mage available. (Is a nature mage there, so if I were playing a combat mage, I'd have the skills covered.)
* Play for a while, reach another town...
* Only to find that the town is *destroyed*, so no combat mage there either.

It's at that point I rage quit the game.

(I also felt the Uber Level mechanic undermined the whole idea behind the leveling system.)

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timppu: In the first game you just chose your gender, right?
I believe so.

Then, you develop into a particular class build, based on what type of weapon or spell you give the character. (It's similar to how character development in SaGa games work, except without the RNG. Or you could compare it to Elder Scrolls (excluding Arena).)

One catch, however, is the uber level mechanic; if you raise some stats, it becomes harder to raise others. This means that multiclass setups, except perhaps one that uses both types of magic, are not really viable.
Post edited May 11, 2025 by dtgreene
The Witcher 3 Complete:
+ Too much to mention
- The controls (esp. movement) and camera are a bit "yanky" - especially in small environments (dungeons, sewers, and such).
I'm 200 hours in / a little over halfway finished (I think).

I'm playing a lot more side-quests than I expected to. I finished The Witcher 1 and 2 many years ago; but this one was waiting 10 years in my backlog because it's a lot bigger than it's predecessors.
Currently Playing List on PC:
-> DOOM (2016) - GOG
-> The Sinking City: Remastered (Deluxe Edition) - GOG.
-> The Thaumaturge: Deluxe Edition - Steam.
-> Deus Ex 1: GOTY Edition - Steam.
-> Dead Island 2 - Epic Store.

Currently Playing List On PlayStation 4 -> Ghost of Tsushima: DC.

Recently Finished Lists:
-> 2025 List of Games = https://www.gog.com/forum/general/games_finished_in_2025/post5
-> 2024 List of Games = https://www.gog.com/forum/general/games_finished_in_2024/post15

Older Currently Playing List -> MysterD's previous list.

LATEST UPDATE = 05-16-2025.
Post edited 3 days ago by MysterD
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dtgreene: I actually rage quit DS1 pretty early on when I played it.

Decided to play a nature mage. So, to complete my party, I need a combat mage, right:
* First town, no combat mage available. (Is a nature mage there, so if I were playing a combat mage, I'd have the skills covered.)
* Play for a while, reach another town...
* Only to find that the town is *destroyed*, so no combat mage there either.

It's at that point I rage quit the game.
You would have run into a Combat Mage eventually. And the recruitable party members are usually around the level you are when you first enter an area, so they are not going to be behind or something.

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dtgreene: (I also felt the Uber Level mechanic undermined the whole idea behind the leveling system.)

One catch, however, is the uber level mechanic; if you raise some stats, it becomes harder to raise others. This means that multiclass setups, except perhaps one that uses both types of magic, are not really viable.
You don't really need to engage with uber level in single player at all. Just know that multiclassing is a bad idea in the Campaign. If you multiclass too early, you will fall behind on gear requirements, most notably from shops, and the character will be way behind the power curve. That's also a reason to consider running a party that does not have 8 actual characters. Because the XP splits too much and the party will be a couple levels behind compared to for example a 6 member party. Which is why I always go 6 + 2 mules.

When I was running the multiplayer map though (all 3 difficulties), I eventually multiclassed my fighter a bit. As I was going solo, I needed the support of the various CM and NM buff spells (Regeneration, Triple Strike etc.) Also, some Intelligence to equip spell books with attribute bonuses and actually having some mana to cast the buffs.
Post edited 3 days ago by idbeholdME
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idbeholdME: Just know that multiclassing is a bad idea in the Campaign. If you multiclass too early, you will fall behind on gear requirements, most notably from shops, and the character will be way behind the power curve.
I think it's bad game design to allow multiclassing, then specifically include a mechanic that makes it non-viable.

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idbeholdME: You would have run into a Combat Mage eventually. And the recruitable party members are usually around the level you are when you first enter an area, so they are not going to be behind or something.
Too late for me. By the time I stopped, I was already frustrated that the game hadn't given me a companion in the one class I was missing (because of which class I chose for my main character) for so long.
Post edited 3 days ago by dtgreene
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dtgreene: I think it's bad game design to allow multiclassing, then specifically include a mechanic that makes it non-viable.
Actually there are a lot of things that are possible in games and yet a bad idea.

Nothing stops you for example from making say a D&D Wizard with the stats strength 16, dexterity 16, constitution 16, intelligence 8, wisdom 16, charisma 16, i.e. using their main stat, intelligence, as dump stat.

In Baldurs Gate 3 for example, which uses version 5 of D&D, this character would at level 2 still only have one spell to select, and if this would be an attack spell, the chance to fail are maximized.

In Baldurs Gate 1+2 this character would be impossible, because they use version 2 of D&D, and minimum intelligence for mages (which is what Wizard was called in version 2) is 9.

You can call that bad design, sure, but its pretty hard to offer a player a ton of choices, as roleplaying games are known to do, and then design those choices in such a way that there are no poor choices possible.
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teceem: The Witcher 3 Complete:
+ Too much to mention
- The controls (esp. movement) and camera are a bit "yanky" - especially in small environments (dungeons, sewers, and such).
I'm 200 hours in / a little over halfway finished (I think).

I'm playing a lot more side-quests than I expected to. I finished The Witcher 1 and 2 many years ago; but this one was waiting 10 years in my backlog because it's a lot bigger than it's predecessors.
I have played the first two games and would like to play W3, but it seems so huge and I don't have anything like that amount of time atm. Maybe I'll try to play it at some point in the next couple of years.

What has impressed you most about the game (compared to the first two)? I found the second game less good than W1. I didn't like the changes to the combat and the inverted difficulty seemed quite odd.
Post edited Yesterday by Time4Tea
Nothing, honestly can't seem to find games that grip me
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Geromino: Nothing stops you for example from making say a D&D Wizard with the stats strength 16, dexterity 16, constitution 16, intelligence 8, wisdom 16, charisma 16, i.e. using their main stat, intelligence, as dump stat.
Actually, back in the pre-3e AD&D days, there actually was something; each class has ability score requirements, and if you don't meet them, you aren't allowed to choose that class. (This also meant that there's a small chance that you could end up rolling a character who doesn't qualify for *any* class, forcing a re-roll of the character, unless the DM is sadistic enough to force the player to play a commoner.)

Incidentally, I think the 3e-era rule (don't know if there's still something like it) that you need a minimum score in your casting stat to cast spells is bad design. particularly in a game where you cant really fix it after character creation (stat increases are few and far between, and do not keep up with the increasing stat requirements for higher level spells).

Some players, at least of the 3.x CRPGs, have fallen victim to this issue. For example, a player, not knowing the game mechanics, might create a Sorcerer with 16 Intelligence and only 8 Charisma, then find that the character isn't able to use any spells!

Edit: If I had to choose, I might prefer the AD&D approach of banning the character entirely rather than the 3.x approach of making the character non-viable. Making the character functional (that is, at least able to cast spells) but weak is what I'd probably go with, however. With that said, I prefer systems where you can fix those mistakes, like you typically can in SaGa games. (I can, for example, give some strategies for rescuing a party that's reached the end of Final Fantasy 2, but is having serious struggles due to utilizing the game's trap options, whereas there's no rescuing a D&D character with terrible stats.)


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Geromino: You can call that bad design, sure, but its pretty hard to offer a player a ton of choices, as roleplaying games are known to do, and then design those choices in such a way that there are no poor choices possible.
I'm thinking that whether it's bad design depends on some things:
* Is it something a first-time player would reasonably expect to work? (Multiclassing is something I'd expect to be viable, even if not as good at any one role as a specialist would be.)
* If the player makes the wrong choice, is it feasible for the player to fix it later on?

If the answer to the first question is "Yes", but the answer to the second question is "No", then I'd say it's bad design.

In particular, Dungeon Siege, I think, fails both tests when it comes to multiclassing. Your D&D example passes the first test but not the second, so it's not necessarily bad design (though it perhaps is if we're looking at a Bard or Sorcerer). Final Fantasy 2 fails the first test, but passes the second, so it's not bad design (OK, maybe there is some bad design here, but at least the player can fix things if they know how things work. But, of course, that brings up the issue that games should be reasonably transparent in their mechanics; FF2 has some non-obvious (and, in one case, outright hidden) mechanics that should have been made more transparent to the player.)
Post edited Yesterday by dtgreene