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Posts from Expedition: general discussions. Auto-translated

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#873
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I don't quite understand how this will be achieved.
The characters generally have lower health, and their survivability will be guaranteed more by positioning, equipment, and, of course, luck. Defensive skills play just as important a role as before, but they won't allow characters to withstand dozens of hits/shots.
And what skill is this?
Something like light armor, which negates penalties when worn.

Стартовый пост - Квенты - Разное - Список НПС -
Резара - Аксель - Орвальд - ЭмилияСтэфания - Амвросий - ЛестерАльсираАлария

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#874
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Still, the skill selection system seems too harsh. All the choices you get during character generation are nationality and class. Religion is often tied to nationality. You can't really combine things like you could in the good old days: racial skill – religion skill – weapon proficiency – ?. And even ? isn't that great in most cases; it will usually be defense. You can, of course, create a rogue or support character, but even then, the only variation is choosing a race and a weapon specialization.
With hybrids, it will definitely be more interesting, with different types of magic, and you can do more with them. But "pure" characters will only differ by nationality. Maybe it just looks this way now, and it will be different in the final version...
But I can still play this. First, I can't keep playing Shabet in all its variations forever. Second, building a character isn't the most important thing in the game.
E si sui vius, er mi grans benananza,
e si ieu muoir, er mi grans deliuriers
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#875
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Characters of the same type weren't particularly diverse to begin with, differing from each other only in minor details. The thing is, at the start, it's fun to independently allocate points for your 'build,' but in reality, it doesn't provide any real variety and only complicates the system.

Стартовый пост - Квенты - Разное - Список НПС -
Резара - Аксель - Орвальд - ЭмилияСтэфания - Амвросий - ЛестерАльсираАлария

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#876
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No one is forcing you to necessarily acquire national or religious skills. Besides, not everyone is so strongly tied to a particular religion; even in the old expansion, characters had options to choose between several gods. The option with different national bonuses also existed, so there could be more than one such line of development.
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#877
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but in reality, it doesn't offer any real diversity, and it just complicates the system.
I absolutely disagree. Sometimes, even minor differences in combat skills, combined with national and religious traits, lead to significant differences in the overall build, thanks to synergy and a bunch of other factors.
 

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#878
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Ment, even you admitted that the main reason for the differences between characters wasn't in the "minor differences in basic skills," but in the presence of different racial and religious skill branches. But here's the thing: the religious and national skills remain in place.
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#879
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No, I wrote something completely different. And both are important. "Together" means that minor differences are not important in themselves; national and religious skills allow them to be revealed. But without these minor differences, there would be nothing to reveal. However, I'm not claiming that the variability in the next re-expansion will be bad or worse; I don't know yet how it will be implemented. But I disagree that it was bad before.
 

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#881
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Yes, but there might not be any religious skills. And it turns out that in the old system, only those who focused on them would take these "unlockable" talents. Now, all owners of this skill have such talents, it's just that the potential is not always realized. Besides, in the previous system, a significant part of the character differences came from the ability to "create a talent yourself." Your Erathia, for example, wouldn't stand out much from other warriors of her type if it weren't for her custom charge, with synergy not initially provided by the system, as well as a specific set of equipment.
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#882
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Well, we still need to see how the new system performs in practice.

Whatever
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#883
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The new system simply skips the first two points.
As if that's a bad thing.)))
Yes, but there might not be any religious skills. And it turns out that in the old system, only those who focused on them would take these "unlockable" talents.
Isn't that what variety is all about? )
Besides, in the previous system, a significant part of the character differences came from the ability to "create your own talent."
Well, yes, that was the case. Although, I wouldn't say it was a bad thing. I recently reread "The Sea-Wolf," and there's a certain romance in that kind of indeterminacy...
 

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#884
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Isn't this what variety is all about?
This is poor balance if a certain skill is only useful for one very specific build. With the new system, it just sits there and doesn't matter for "normal" characters, while for others it can play a new role, thanks to synergy. How is that worse, tell me?

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Although, I wouldn't say it's bad. I recently reread "The Sea-Wolf," and there's a certain romance in this kind of indeterminacy...
I'm not saying it's bad. What's bad is that without it, there was a problem with diversity.
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#885
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With the new system, it simply lies there and doesn't stand out for "normal" characters, while for others, it can shine in new colors thanks to synergy. How is that worse, tell me?
Well, it does sound pretty good.
 

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#886
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Since I’ve officially given up on the expansion, I confess…
Raven, how are things going? I miss Nu’esh.
А, вот почему.

🏹🎪+⛓️♿=💕
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#887
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There are several factors at play here.
- Too much work. While I simplified the mechanical part, and there shouldn't be any major difficulties with it, writing the necessary text requires an excessive amount of time. This is due to the fact that the events take place after the time skip, and also because, in addition to Erathia, I added another part of the world.
- The original idea was to implement the concept of a global war and allow players to experience military actions with the possibility of a deeper character story, i.e., to have the opportunity to play not only on one side of the conflict but also to experience these events from a personal perspective (for example, working as a mercenary or fighting on the side of one's country). This desire arose because I was somewhat tired of the concept of a "big city with shops and quests," but the problem is that this new approach would create many personal storylines that need to be filled with content – and that is problematic (even more time-consuming).
Therefore, I don't know how it will turn out. Either something more mundane or nothing at all.