A random assortment of opinions:
I don't like chasms. Most of the time I encounter them, they seem like an arbitrary obstacle. They don't add enough to the gameplay to justify their existence. Sil has stripped away a lot of cruft and produced a comparatively minimal game, with minimal commands and simple mechanics, while preserving depth and allowing widely varying playstyles. Chasms seem to me to be a step down the road to creeping-featurism.
On the other hand, I do like that some monsters are now given skills. Sort of a new feature, yes, but really just a new application of an existing feature. It makes certain monsters more dangerous and gameplay more varied, without really introducing new concepts. Very nice. But orc warriors are too tough. You encounter enough of them, and early enough, that sooner of later one of them is going to manage to hit for a double critical and 20+ damage. And usually one such hit is enough. So I like the general concept, but this one particular instance is a bit too much.
I don't really know about the change to Song of Sharpness. The one really noticible effect for me is that I seem to be unable to dig out all three Silmarils unless I have two Sharp weapons (one for breaking). This kinda seems like maybe a good thing: you can still obtain the "normal" level of victory (1 Sil), but it makes it harder to obtain the higher victories. But it also kinda seems like a bad thing: in order to win big, you have to be lucky enough to find sharp weapons (or you have to be a Smith and make your own). And I dislike the notion that the RNG gets to have that big a say in how well I do, or that a particular type of equipment (or a particular playstyle) is a requirement.
Love the fixes to the Smithing menu. Everything seems to work great.
I still wish that there was some way to get "resist fear" as a Will skill. It seems like the most natural thing for Will to resist, yet you can only get it through equipment.
I don't really like that a Mattock of Belegost now also needs Strength 3 in order to break granite. It's enchanted after all; it seems like 2 should be enough. A horn of blasting doesn't need any strength to do the same.
I don't like chasms. Most of the time I encounter them, they seem like an arbitrary obstacle. They don't add enough to the gameplay to justify their existence. Sil has stripped away a lot of cruft and produced a comparatively minimal game, with minimal commands and simple mechanics, while preserving depth and allowing widely varying playstyles. Chasms seem to me to be a step down the road to creeping-featurism.
On the other hand, I do like that some monsters are now given skills. Sort of a new feature, yes, but really just a new application of an existing feature. It makes certain monsters more dangerous and gameplay more varied, without really introducing new concepts. Very nice. But orc warriors are too tough. You encounter enough of them, and early enough, that sooner of later one of them is going to manage to hit for a double critical and 20+ damage. And usually one such hit is enough. So I like the general concept, but this one particular instance is a bit too much.
I don't really know about the change to Song of Sharpness. The one really noticible effect for me is that I seem to be unable to dig out all three Silmarils unless I have two Sharp weapons (one for breaking). This kinda seems like maybe a good thing: you can still obtain the "normal" level of victory (1 Sil), but it makes it harder to obtain the higher victories. But it also kinda seems like a bad thing: in order to win big, you have to be lucky enough to find sharp weapons (or you have to be a Smith and make your own). And I dislike the notion that the RNG gets to have that big a say in how well I do, or that a particular type of equipment (or a particular playstyle) is a requirement.
Love the fixes to the Smithing menu. Everything seems to work great.
I still wish that there was some way to get "resist fear" as a Will skill. It seems like the most natural thing for Will to resist, yet you can only get it through equipment.
I don't really like that a Mattock of Belegost now also needs Strength 3 in order to break granite. It's enchanted after all; it seems like 2 should be enough. A horn of blasting doesn't need any strength to do the same.
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