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Thread: Kingdoms of Amalur

  1. #141

    Default Re: Kingdoms of Amalur

    Simply love the Chakrams, and the "Mark and Explode" fire spell. Is there a Mage faction in this game? Currently doing soldier missions, but following the path of the acolyte. Also, where is the best place to buy health potions?

  2. #142

    Default Re: Kingdoms of Amalur

    Faeblades and Chakrams are sex.

    Quote Originally Posted by Grimnebulin View Post
    It's been spells, chakrams and faeblades for me thus far, but I've been picking up a lot of Might gear that looked very useful, and I've been curious as to how Might plays, so decided to respec last night.
    I absolutely adore that about this game. That you aren't bogged down into one specific class or spec and if you opt to change mid-game, you aren't penalised by having weaker skill trees and overpowered enemies a la Skyrim.

    And it fits perfectly into the game's story.

    Quote Originally Posted by Grimnebulin View Post
    Oh, and detect hidden doors FTW! Two huge piles of gold and three chests, including two set items and a kick ass purple greatsword.
    I usually max either Persuasion or Lockpicking early in most RPG titles but in this game it's been Detect Hidden all the way.

    Quote Originally Posted by Grendel View Post
    Simply love the Chakrams, and the "Mark and Explode" fire spell. Is there a Mage faction in this game? Currently doing soldier missions, but following the path of the acolyte. Also, where is the best place to buy health potions?
    You could simply create your own health options with the abundance of reagents you pick up in your travels. I had the problem at first until I decided to just make some. Never looked back. :P

  3. #143

    Default Re: Kingdoms of Amalur

    Messed around a bit with the alchemy, and discovered how to make health potions. I'm only on lvl 6 now, this game is HUGE! So many options and places to explore, it's mind boggling. Going for the "detect hidden doors" upgrade now. Haven't tried out the Faeblades yet, but I surely will. This is definitely a better version of Fable, and to think I almost missed it....

  4. #144
    Winner of the Chippit Badge for Being The Awesome New Guy Grimnebulin's Avatar
    Gamertag: tenmilesza

    Default Re: Kingdoms of Amalur

    So I ventured out of Dalentarth for the first time in 20 hours last night. I'm by no means even close to finishing up the area (still have some Lorestones to find and a few sidequests to complete), but I've started getting into the main story, and was also keen to progress the Warsworn thread further.

    And the more I play, the more I'm enjoying this game. The Plains of Erathell makes for a pleasant change of scenery, but I particularly like the musical theme associated with the area. Also came across another hidden door, which concealed a smallish area with a tiny island in the middle of a small body of water. The island had only one item, but man what an item! Love it!

    I'm also finding more and more that some of the seemingly simpler side quests actually possess little nuggets of depth, and really flesh out the world further. A 'clear this cave of these little creatures' quests, though not particularly long, had an interesting conclusion, and a side quest obtained from a random stranger also led to a short but satisfying mini-story. And it's genuinely so pleasing to venture into caves and ruins that all seem to have an individual charm.

    I've been dwelling a lot on the the idea of side quests in rpgs. They've been picking up a lot of flack recently, journalists calling them outdated and unnecessary, and accusing developers of using them purely as stocking fillers, to artificially inflate the length of an rpg or to give it an apparent depth that isn't really there.

    But is that really the case? I understand the criticism of side quests being very much based upon a repeated framework, fetch something or kill something, rinse and repeat. But do we do side quests an injustice by viewing them only in that light? Part of the very nature of an rpg is the leveling system, and that a good rpg must accommodate varying approaches. Some players want to hit that level cap, others are content at simply finishing the story; so how do you make the game interesting and rewarding for both approaches? For me, the side quest provides the opportunity to grind levels without simply finding an area and killing the same type of enemy over and over again. They perform essentially the same task, but dressed up in anecdotes. Is it really fair to expect them to be completely original, or to measure up to the main quest in terms of depth and quality of writing?

    I'm not saying there isn't room for innovation in the genre, and it would be great to play a game where the side quests are constantly engaging and fresh, but in instances such as Kingdoms of Amalur, are gamers not being unnecessarily harsh on this issue?

  5. #145

    Default Re: Kingdoms of Amalur

    House of Valor is bloody amazing :) I wondered off there last night to fight in the Gladiator arena and in like 30 minutes I went from 120k gold to 300k gold, you get so many items and gold for matches. The items they give you are also really powerful and there is a little board besides the entrance that has a couple challenges, such as beat 40 bogarts in the arena in under 3 minutes, or fight a group of people but you can't get hit etc

    Really fun, apparently you get some really awesome armor set after completing everything in the House of Valor so want to check that out.

  6. #146

    Default Re: Kingdoms of Amalur

    YES! Finally done with my psych essay, so I can play this. The best part is, I've got no class on Fridays, so I can play into the wee hours of the morning. :D

  7. #147

    Default Re: Kingdoms of Amalur

    I havednt read through all 8 pages yet but from game play videos this looks like just another hack and slash?

  8. #148

    Default Re: Kingdoms of Amalur

    Quote Originally Posted by justmeeematt View Post
    I havednt read through all 8 pages yet but from game play videos this looks like just another hack and slash?
    How about reading the posts in the thread? Don't you think people actually playing the game's opinions gives a better oversight than gameplay videos?

  9. #149

    Default Re: Kingdoms of Amalur

    So I finally got the game installed on my pc. Two words:

    Fae blades! AAAAaAaAaAaie!!! They're so ****ing awesome! Especially when you charge and go all M.Bison psycho crusher on your enemies. Currently playing as a finesse and sorcery mix. Currently at warlock level. Love the poison blink.

    Oh and I'm also raping the crafting system. It's not like Vagrant Story's crafting system, it's better than Vagrant Story's system. I really hope there are some plans for PVP in future titles of the game.

    Just one question: do the stores ever restock on new items?

  10. #150

    Default Re: Kingdoms of Amalur

    Finished the House of Valor last night, became champion of the arena and they gave me everything :) a new house, the gambling den and the arena, the place generates revenue everyday and I get a % of all the profits, I just have to go back there every couple of days to collect my money :) so awesome.

    Also beat all the "missions" or "challenges" on the gladiator board, some of them were really fun, most annoying one was beating 20+ spires or whatever they are, little annoying things, especially when you have to beat 10 at once. Other challenges disabled magic and blocking etc, really fun. Got some amazing gear, my current sword is the most powerful thing I've seen by far.

    Going to go do a main mission now, have to go to the end of Detyre by the cliffs.

  11. #151

    Default Re: Kingdoms of Amalur

    At lvl 12 after 24 hours, and I haven't died once. Guess it helps when you spend your points on the right upgrades. Finally found the School of Mages in a beautiful city, and I was sent there by a TREE, can you believe? The persuade option helps a lot sometimes. I have so many fun combos now, I'll never grow tired of this game, and there's still so much more to unlock!

    Only thing that's bugging me a bit, I see in my stats I've already used two hidden doors, and I didn't even realize it. So how do you know when you've found a hidden door?

  12. #152
    Winner of the Chippit Badge for Being The Awesome New Guy Grimnebulin's Avatar
    Gamertag: tenmilesza

    Default Re: Kingdoms of Amalur

    Quote Originally Posted by Grendel View Post
    Only thing that's bugging me a bit, I see in my stats I've already used two hidden doors, and I didn't even realize it. So how do you know when you've found a hidden door?
    The games pretty clear in letting you know when you've discovered one. It informs you via subtitle, and it makes a very flashy display of having rocks or walls rumble and open. Not sure how you managed to miss it!

    It also displays them on your minimap when you are close to one.

  13. #153

    Default Re: Kingdoms of Amalur

    Is it just me, or does anyone else feel that the weapon design, especially for the ultra rare(purple) weapons is freaking cool?

    I picked up a sword yesterday, and it looked like it was made of bone with huge metal teeth stuck on the end. Sad i didn't make a screen-shot. :(

  14. #154

    Default Re: Kingdoms of Amalur

    So my review of the game dropped, earlier today.

    It was kinda rushed and keep in mind the game's only been out a week. But yeah, have at it.

  15. #155

    Default Re: Kingdoms of Amalur

    Big negative I just realized in the game:

    Seems like a very stupid decision to me, house storage, the first house I got allowed me to store items up to the limit of 155. Since then I just finished the House of Valor mission and got the Champions House however the storage is the exact same and includes what I have in my other house, meaning even though I now have 2 houses I still only have 155 storage space.

    It just seems a bit stupid to have so many awesome items and loot but to be limited so much in what you can keep. Especially since a lot of the items you'll want to keep later on if you decide to fateweave to a different type of character build.

    Hopefully this gets patched in at some point because having a limit like this is not cool, you can only buy so many backpacks in the world, I'm still not even that far into the game and granted I have loads of space still cause I sell so much but it would be nice to know that later in the game I won't have an issue storing the armor sets and gems etc.

  16. #156
    Winner of the Chippit Badge for Being The Awesome New Guy Grimnebulin's Avatar
    Gamertag: tenmilesza

    Default Re: Kingdoms of Amalur

    Quote Originally Posted by DarkPrince View Post
    Big negative I just realized in the game:

    Seems like a very stupid decision to me, house storage, the first house I got allowed me to store items up to the limit of 155. Since then I just finished the House of Valor mission and got the Champions House however the storage is the exact same and includes what I have in my other house, meaning even though I now have 2 houses I still only have 155 storage space.

    It just seems a bit stupid to have so many awesome items and loot but to be limited so much in what you can keep. Especially since a lot of the items you'll want to keep later on if you decide to fateweave to a different type of character build.

    Hopefully this gets patched in at some point because having a limit like this is not cool, you can only buy so many backpacks in the world, I'm still not even that far into the game and granted I have loads of space still cause I sell so much but it would be nice to know that later in the game I won't have an issue storing the armor sets and gems etc.
    Is it really that much of an issue, though? It's not as if when you Fateweave you have to spend time gaining levels again and so will need to have access to loot of varying levels. If you are going to respec, you'll be instantly using the best items in your possession. Given that there are 9 weapon types, even if you are hanging on to 4 of each weapon type, how is that not sufficient? Obviously armour sets come into play, but again, how many sets do you need to have access to? The only time I can really see this being an issue is for people who genuinely want to collect every armour set in the game, but I'd still say this is far from a big negative.

    I'll grant you that the could have allowed for separate storage, but isn't it preferable to have a shared cache? Better than quick travelling to various houses because you can't remember which cache your favourite greatsword is in.

    edit: Also keeping in mind that you could create an extra storage cache but selling the items you want to store to one merchant. Since you'll always be able to buy the items back, and by that stage money shouldn't be an problem, you really can store everything you need to.
    Last edited by Grimnebulin; 17-02-2012 at 01:43 PM.

  17. #157

    Default Re: Kingdoms of Amalur

    A 155 item storage space is huge. Besides, I've found that by selling everything I come across, even rare items, if I ever want to respec I can simply go buy the stuff I want, without even having to sell my old stuff.

    Also, what Grim said.

  18. #158

    Default Re: Kingdoms of Amalur

    It defeats the purpose of even needing houses, whats the point If I can just warp straight back to my original house? Why do I need anything else?

    It's like buying backpacks, the only reason you buy them is so you can carry more stock. The same with houses, why get more if anything you upgrade never increases your storage capacity. Why are you buying backpacks if you can just sell the items? Same concept applies and I'm pretty sure everyone will be buying backpacks.

    It's dumb and it makes experimenting and creation a bit more of an issue. No longer do I want to forge a weapon and try different types of gems anymore as eventually I'll limit. I've barely gone into Detyre and I've filled both my carry storage and house storage, I've sold plenty since then sure but I also like to mess around and try different setups, who knows what I can get once I venture into the actual game.

    Storage should of increased with each new house saying otherwise is deluding yourself, in a game with so much it just seems like a stupid decision to make.

    I'd of also liked to have separate houses for armor sets, might sets etc. It's quite easy to remember, I remember where I've sold all my items I'm pretty sure I can remember which houses I keep which gear. Would of been a nice option but oh well, negative point from my view.

  19. #159
    Winner of the Chippit Badge for Being The Awesome New Guy Grimnebulin's Avatar
    Gamertag: tenmilesza

    Default Re: Kingdoms of Amalur

    Quote Originally Posted by DarkPrince View Post
    It's like buying backpacks, the only reason you buy them is so you can carry more stock. The same with houses, why get more if anything you upgrade never increases your storage capacity. Why are you buying backpacks if you can just sell the items? Same concept applies and I'm pretty sure everyone will be buying backpacks.
    It's not at all like buying backpacks. Making your carrying capacity larger is a functional and practical piece of game design that has a very specific purpose, one that ties into being able to balance the game (not that the balance of the game is all that great, but that's another discussion). Having extra storage space is a luxury, there for those gamers, like yourself, who like mixing things up, but has no real impact on the actual mechanics of the game.

    But if you see it as a negative, that's fine. Just thought it didn't warrant a huge red 'X'.

  20. #160

    Default Re: Kingdoms of Amalur

    To be honest, the only time I went to my house was straight after receiving it. Never been there again. I also don't own any backpacks. I run back into town too often for my inventory to reach its limit.

    Meh, in the end for every person complaining that houses share storage space there would have been another complaining because they had to visit each house to find a specific item, and they forget where they stored what, because not everyone cares enough to memorize where they stored certain items or where they sold them. For me, the only time I even look at an item is to see whether it's damage, armor or perks combined is better than what I currently have, if not, it just gets sold without me even remembering what it was called.

    It's all a matter of preference.

    The important thing to remember about game dev is that you can never satisfy everybody.

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