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From a roleplay perspective, I don't smash crates in city streets or populated locations. In unpopulated areas I will if I think there may be a chest or crystal hiding behind some. There seems to be more than enough resources in-game to make it unnecessary, it's kind of the equivalent of Elfroot, there's more than is needed but it can be picked up.
- l_Fire_St0rm_l3 months agoNew Scout
"From a roleplaying perspective, I don’t break crates in city streets or populated areas. In deserted areas, I do it if I think there might be a chest or crystal hidden behind some."
Let’s break this down. You’re trying to justify the mechanic by saying you only “break things in deserted areas”? How convenient, right? This seems like a desperate attempt to rationalize something that is clearly inconsistent and poorly implemented. The fact that you have to “decide where to break” already shows that the mechanic is clunky and poorly designed. Comparing this to "Elfroot" does not help either; Elfroot was organically integrated into the world, while breaking barrels screams of 'lazy, forced mechanics.'
If the resource system were well-designed, we wouldn’t need this type of mental gymnastics to justify where or when breaking objects makes sense. The reality is that the mechanic makes no sense, whether in populated cities or deserted ruins.
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