First impressions, a few thoughts and character hints
Posted: Thu Oct 25, 2001 5:33 am
Started Arcanum 4 days ago. I'm addicted!
First, a few gripes:
- The interface takes a lot of getting used to. Unlike most games, the manual is indispensable (all 170 pages of it). Too bad it doesn't have an index or a table of contents.
- Real-time combat is waaay too fast. First thing I did was change to turn-based.
- The balance between magic and tech is completely in magic's favor, both in power and in flexibility.
Now the good points:
- Stability is good out of the box, so far. Maybe I'll patch the game, maybe not.
- Performance is acceptable, even in a low-end Celeron 300MHz. There's some slowdown while scrolling, but I can live with it.
- A lot of people are saying the graphics are dated. Well, they aren't cutting edge, but they aren't bad either. The environment feels a lot like Fallout, bust crispier, and the cities aren't all wrecked, which makes for a much more pleasing atmosphere.
- Character development is great! There are lots of options and enough character points to specialize in 2, maybe 3 tech disciplines and get some thieving skills. The level cap prevents uber-characters with max everything, and min-maxing is difficult because you can't decrease stats in character creation except by using backgrounds.
- The mixture of technology and magic makes this game almost like a non-linear System Shock 2 in third person view and with NPC interaction.
Now, some hints:
- The most powerful char type in the game is probably the thief/mage. This char needs only to develop his Dex and Will stats, put points in Lockpick and Pickpocket (both Dex dependent) and develop Conveyance (for Teleport), Phantasm (for Invisibility - no need for Prowling) and whatever school has the Disintegrate spell (not much need for weapons).
- Why Lockpick and not rely only on Unlock Cantrip? Because of the noise in stores at night. Also, you have to develop Dex anyway because of Pickpocket, so it will only cost 5 CP anyway. The small amount of tech rating from Lockpick is negligible and easily offset by all the magic schools this char will learn.
- Another possibility is the thief/tech. This char is a bit slower because there are more stats to develop - Dex, Int and Perception - as well as skills: Prowling, Pickpocket, Lockpick and you need Firearms or Melee. Also, each tech discipline needs 8 (I think) CP to reach Doctorate level, more than the 5 for any magic school.
- Melee seems better from a powergaming standpoint, because there are excellent melee weapons easily accessible early and no ammo is needed, but personally I think firearms are cooler and fit the tech sniper theme better. Also, with Firearms there is no need for Backstab - just use Prowling and snipe from a distance, in perfect safety.
- Overall, tech thieving is very doable and fun. There is, however, a problem, and that's player convenience compared to magic.
First, no teleport. Frankly, its almost worth it to learn the Conveyance school even with a tech just to get teleport.
Second, inventory management. The tech needs LOTS of items. He needs to FIND them, then he needs to CARRY them, and most likely he needs to find containers to STORE them. Thats a lot of micromanagement. The mage needs a couple of potions, and thats ALL. His resource is Fatigue, which regenerates over time. The tech's resources are Bullets and Charges/Batteries, which he must find/make/buy/steal and then CARRY. That's part of the incentive to steal from stores, I guess.
Well, thats all for now. Sorry for the long rant!
First, a few gripes:
- The interface takes a lot of getting used to. Unlike most games, the manual is indispensable (all 170 pages of it). Too bad it doesn't have an index or a table of contents.
- Real-time combat is waaay too fast. First thing I did was change to turn-based.
- The balance between magic and tech is completely in magic's favor, both in power and in flexibility.
Now the good points:
- Stability is good out of the box, so far. Maybe I'll patch the game, maybe not.
- Performance is acceptable, even in a low-end Celeron 300MHz. There's some slowdown while scrolling, but I can live with it.
- A lot of people are saying the graphics are dated. Well, they aren't cutting edge, but they aren't bad either. The environment feels a lot like Fallout, bust crispier, and the cities aren't all wrecked, which makes for a much more pleasing atmosphere.
- Character development is great! There are lots of options and enough character points to specialize in 2, maybe 3 tech disciplines and get some thieving skills. The level cap prevents uber-characters with max everything, and min-maxing is difficult because you can't decrease stats in character creation except by using backgrounds.
- The mixture of technology and magic makes this game almost like a non-linear System Shock 2 in third person view and with NPC interaction.
Now, some hints:
- The most powerful char type in the game is probably the thief/mage. This char needs only to develop his Dex and Will stats, put points in Lockpick and Pickpocket (both Dex dependent) and develop Conveyance (for Teleport), Phantasm (for Invisibility - no need for Prowling) and whatever school has the Disintegrate spell (not much need for weapons).
- Why Lockpick and not rely only on Unlock Cantrip? Because of the noise in stores at night. Also, you have to develop Dex anyway because of Pickpocket, so it will only cost 5 CP anyway. The small amount of tech rating from Lockpick is negligible and easily offset by all the magic schools this char will learn.
- Another possibility is the thief/tech. This char is a bit slower because there are more stats to develop - Dex, Int and Perception - as well as skills: Prowling, Pickpocket, Lockpick and you need Firearms or Melee. Also, each tech discipline needs 8 (I think) CP to reach Doctorate level, more than the 5 for any magic school.
- Melee seems better from a powergaming standpoint, because there are excellent melee weapons easily accessible early and no ammo is needed, but personally I think firearms are cooler and fit the tech sniper theme better. Also, with Firearms there is no need for Backstab - just use Prowling and snipe from a distance, in perfect safety.
- Overall, tech thieving is very doable and fun. There is, however, a problem, and that's player convenience compared to magic.
First, no teleport. Frankly, its almost worth it to learn the Conveyance school even with a tech just to get teleport.
Second, inventory management. The tech needs LOTS of items. He needs to FIND them, then he needs to CARRY them, and most likely he needs to find containers to STORE them. Thats a lot of micromanagement. The mage needs a couple of potions, and thats ALL. His resource is Fatigue, which regenerates over time. The tech's resources are Bullets and Charges/Batteries, which he must find/make/buy/steal and then CARRY. That's part of the incentive to steal from stores, I guess.
Well, thats all for now. Sorry for the long rant!