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Kingdom of Amalur: Reckoning

Non-WoW game discussions

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Re: Kingdom of Amalur: Reckoning

Postby twinkfist » Tue Feb 28, 2012 10:24 am

i actually haven't played wow in about 3 weeks since this game came out. i don't know...i think i just got tired of LFR and having to work with other people.

thinking about stopping my sub till the expac comes out or re-upping in a couple months...but right now, KOA is really keeping me busy and having a blast. i finished the game but reloading to around level 31 because of the level lock situation. basically, going to get as close to level 40 as i can in the western continent before going east...so that those instances and levels lock as close to 40 or at 40 as much as possible.

since i finished the game, had some of the finesse/rogue gear. i leveled as full might...but that rogue class with lunge, the shadow blade thing, smoke bomb and gambit..is pretty fun. will probably level a rogue next.

the warsworn was probably my favorite faction quest/lore so far in the game. kind of a mix of warrior/paladin from wow. the warrior aspect and the fact that they started out as demon-hunters...sort of like pally's vs the undead.
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Re: Kingdom of Amalur: Reckoning

Postby Kelaan » Tue Feb 28, 2012 12:52 pm

twinkfist wrote:i finished the game but reloading to around level 31 because of the level lock situation. basically, going to get as close to level 40 as i can in the western continent before going east...so that those instances and levels lock as close to 40 or at 40 as much as possible.

Can you explain this more for those of us who are not there?
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Re: Kingdom of Amalur: Reckoning

Postby twinkfist » Tue Feb 28, 2012 1:19 pm

from what i understand...when you move to a certain zone...that zone locks onto your level and then it can't be changed.

so basically, the main quest can be completed by level 22 if you ignore the side quests. which is great...but say you play till level 40...well, that last level will have locked to where you were when you entered...so all the enemies will be "gray" and while they will drop set items...they will be for level 22 players..not level 40.

here are the links to the main site that explain it much better than i ever could.

http://forums.reckoning.amalur.com/show ... ne-dungeon

and this is the zone level map

http://forums.reckoning.amalur.com/show ... level-maps

i had to go back to an earlier save and see if i didn't actually enter the house of valor...and then wait till i hit level 40 before i go in there.
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Re: Kingdom of Amalur: Reckoning

Postby Mozen » Sun Mar 04, 2012 8:18 am

Spent over 100 hours on this game, firstly with a pure Might character up to 34, then now on a pure Sorcery.

Combat is close to a hack-n-slash game if you play might or sorcery. The game puts a lot of emphasis on stagger. Being attacked will make you stagger and interrupt combos. Large mobs like trolls don't stagger much and that's about the only thing that makes combat interesting. Spread-out mobs with ranged and melee targets present more of a challenge, but in general combat is easy.

But combat feels great. Combat simply plays like an action game. That's really the best thing about this game. I heard Finesse (rogue) builds have more interesting combat, but I've never like daggers.

Quests are a lot like WOW quests except with the odd persuasion or dispelling option thrown in if you have the required skill. You don't really need to know what you're doing to finish the game. While the world is an open world, there are certain main quests that lock you out of later zones.

Side quests are few compared to Skyrim, but then the world in Reckoning is relatively small, too.

Loot is mostly junk or salvaging fodder. The percentage multipliers are implemented *wrong*, making percentage multiplier components the only meaningful component in crafting. Salvaging is very random, a Master Blacksmith salvaging a piece of gear expecting to get a Master ranked component more often than not gets a Basic level component.

Set gear have no value except for looks, since the majority are random drops and you out-grow sets faster than you can collect. Unique gear the same. More often than not, the unique gear you get will be already a few levels below you, making it about the same strength as a green drop. Blacksmithing gear will always out-perform all drops and sets (which is good because you spent skill points in it). Set bonuses are not special in any way, just boring stats.

Player housing is just somewhere that provides a bed, a stash, and some of the crafting stations required. You cannot customize anything else.

Lockpicking and dispelling mini-games become very boring after the first hour.

Resistance gear is meaningless, since Might builds just block everything, while other builds dodge incoming damage anyway.

User interface on the PC is quite pre-historic. That is to say, it's obviously designed with little regard for PC players. Mouseover use is extremely rare, the "you can equip or junk items directly while you loot" concept is badly implemented. Say you open a chest with three weapons, you have to right-click-inspect each weapon if you want to decide whether to junk immediately. And with the way blacksmithing is designed, any respectable blacksmith will be inspecting each piece of gear to decide whether to salvage it or junk it for gold.

Menu structure is awkward at best (skills and abilities should have both be at the root level, instead of one at root and one hidden under Status), switching between the two maps and the quest log is tedious.

When combining shards to make stronger shards, the shards are sorted from strongest to weakest, while showing the top-level shards, too. But that's just stupid. You can't strengthen the strongest shards, why the heck would you want to display them at the top? It means after each combine, the player has to scroll down to the weaker shards for the next combine.

Blacksmithing new gear doesn't show you the quantity of each component you have. So you need to plan out everything before you go in and craft.

There's no "loot all" key, you have to point and click. There's no "mouseover junk-this-item" key, you have to right-click-junk. Picking up or junking stacked items directly from the loot window will always ask for the quantity, and in over 100 hours of play, I have not once chosen any quantity other than the full stack.

Level-locking mechanism is a good idea, but badly implemented. You can easily lock a potential level 13 zone at level 6 just by running a small side quest. I would have preferred it if the zones are level-capped instead of level-locked.

All in all the game is "not quite there" as it stands now. The only reason I keep playing is because combat is fun. It really is. I plan another play-through as Finesse. Then it's up to the DLCs and patches to make me interested again. The way it stands, unless the crafting gets a big overhaul, there's little reason to invest more money in this game.

That said, it's still a good game, and I believe I'll come back to it in two or three years time. It's just not quite a "great" game. Don't get me wrong, the fun I get out of it was worth the money, but there's just too many little things that could have made this a great game. As of now I'm holding back on the first content DLC in the hopes that they fix up the level-lock and some of the UI problems.
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Re: Kingdom of Amalur: Reckoning

Postby twinkfist » Mon Mar 05, 2012 9:20 am

mozen, just read on the main boards that there is a patch coming...but probably not till after the DLC.

Schilling went on the main boards and said that the DLC is contracted with EA so that has a scheduled release and it's coming out when it's coming out.

he also went onto say that there is a patch on the way...and just listed two main things at least on the patch...Difficulty and the camera...now, i would prefer every level to match where you are level wise...so if you go to an early level at 10...it's 10...and if you come back at 40...it's at 40...but not sure how they would work that.

but, there is a patch on the way...probably after the DLC.

i went back and found an old save before i did the house of valor...and running it at level 40 to get the best gear possible. that 2h sword from that place is flat-out sick.
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Re: Kingdom of Amalur: Reckoning

Postby twinkfist » Fri Mar 23, 2012 10:47 am

http://imgur.com/WeprP.jpg

this game has some of the best weapon designs.

also, i think the chick on the sword has her cans hanging out of her shirt...but i can't really tell.
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Re: Kingdom of Amalur: Reckoning

Postby Aubade » Sat Mar 24, 2012 7:19 pm

Gonna get back to this hopefully, now that I've finished ME3, think I'm gonna take a little ME break haha.
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Re: Kingdom of Amalur: Reckoning

Postby Kelaan » Mon Mar 26, 2012 10:28 am

twinkfist wrote:also, i think the chick on the sword has her cans hanging out of her shirt...but i can't really tell.


Given the "Originally the figurehead on a ship" part, I'd imagine that you're correct.
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Re: Kingdom of Amalur: Reckoning

Postby Klaudandus » Fri May 18, 2012 12:03 pm

38 Studious is dead. Long live 38 Studios.
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Re: Kingdom of Amalur: Reckoning

Postby Skye1013 » Sat May 19, 2012 3:16 am

Meaning... there won't be an MMO?
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Re: Kingdom of Amalur: Reckoning

Postby Klaudandus » Sat May 19, 2012 5:03 am

Skye1013 wrote:Meaning... there won't be an MMO?

Most likely. There is a huge uproar rigth now in RI, as 38 studios was not able make payroll this week and barely scrapped enough money to make a payment on the loan they got from the state.
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Re: Kingdom of Amalur: Reckoning

Postby Klaudandus » Thu May 24, 2012 7:07 pm

38 Studios is dead, long live 38 studios 2: electric boogaloo

http://games.yahoo.com/blogs/plugged-in ... 27485.html
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Re: Kingdom of Amalur: Reckoning

Postby Shyrtandros » Tue May 29, 2012 1:09 pm

Klaudandus wrote:38 Studios is dead, long live 38 studios 2: electric boogaloo

http://games.yahoo.com/blogs/plugged-in ... 27485.html


Awww, how sad. :cry:

I thought KoA:R was a great game too, albeit not good enough to carry a studio. :(
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Re: Kingdom of Amalur: Reckoning

Postby Klaudandus » Tue May 29, 2012 1:29 pm

Shyrtandros wrote:
Klaudandus wrote:38 Studios is dead, long live 38 studios 2: electric boogaloo

http://games.yahoo.com/blogs/plugged-in ... 27485.html


Awww, how sad. :cry:

I thought KoA:R was a great game too, albeit not good enough to carry a studio. :(


I think this is the worst of it
http://www.gamespot.com/news/collapse-o ... ge-6378649
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Re: Kingdom of Amalur: Reckoning

Postby Fivelives » Wed May 30, 2012 12:22 am

Talk about a total dick move.
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