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I am not exactly sure that there is a polite way to say what I would like to say, so, with that in mind, I'd like it to be understood that what follows isn't some kind of attack. Instead, I'd like it to be understood for what it is: a considered opinion.

I have spent roughly two hours with Inquisitor and there isn't much that is positive that I can say about it. This stems wholly from the mechanics of the game preventing me from actually stepping into the game with any real knowledge of the game despite the manuals that come with it. Two great examples are the Stamina system and the skill points system.

To the former, the manual mentions the word 'stamina' a handful of times and never explains how it functions. Unlike the intuitive Health and Magic systems, the stamina system isn't at all intuitive and there is no way to tell how much stamina anything at all costs. To the latter, the skills are very, very ineffective at first and detrimentally so. For example, as a Paladin, despite having 10 Intelligence, I cannot learn more about the Bats outside of the town because their levels are too high. This is a bad design decision, to have a skill that cannot be used on what is ostensibly the most trivial of creatures. Another example would be, again as a Paladin, Divine Strike. It is simply not at all clear that this does anything as R-Clicking once this ability is slotted and active does nothing (quite unlike Smithing or Defense).

This, of course, is just a small bit about the smallest bit about the game, however I think it is very important to note that the designed mechanics make not only playing but wanting to play this game unduly difficult. Some may liken it to Demon's Souls, where the game is remarkably unforgiving, doesn't 'hold your hand' and is a game that sometimes makes it difficult to want to play. Unfortunately, such a comparison would fall short. Demon's Souls is a game that explains itself in both the consistent, intuitive mechanics and the clarity of presentation in the manual, allowing the player to have a foundation with which they can legitimately learn about the game without their 'hands being held.' Inquisitor, on the other hand, offers a wealth of text that just doesn't help players understand the way the game works and does not allow players to learn through trial and error based on concepts that can be intuitively grasped.

Inquisitor, unfortunately, is a game that I regret purchasing from GoG and cannot recommend it to anyone. Is Inquisitor a bad game, in my eyes? Well, no, I can't say that it's a bad game. Is it a badly designed game? Yes, thoroughly, but a badly designed game does not necessarily mean that the game is bad. I'm sure that there are a plethora of things that this game does well, like it's story. However, design problems that force me to see them (the design) instead of drawing me into the game breaks any possible immersion for me -something I doubt that I am alone in.
Post edited December 18, 2012 by TheBitterness
And interesting read , I came across this post just as I was about to purchase Inquisitor , I guess I do do a little more research before I take the plunge now ... thankyou for your considered opinion. ;)
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TheBitterness: (...) For example, as a Paladin, despite having 10 Intelligence, I cannot learn more about the Bats outside of the town (...)
I assume you're talking about Enemy Estimation skill in this part. I haven't played as a Paladin yet, but Intelligence doesn't give you ANY bonuses to skills as well as other atrributes. You gain more mana, stamina and magic resistance by separating points into Intelligence. If you would like know more about bats and other enemies, just put more points directly into EE skill.

Regarding stamina I really do not understand your objections. Every action costs some amount of stamina. You can compare it to fatigue.

PS. I hope you will over come these problems because this game really deserves it.
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TheBitterness: (...) For example, as a Paladin, despite having 10 Intelligence, I cannot learn more about the Bats outside of the town (...)
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_CuBe_: I assume you're talking about Enemy Estimation skill in this part. I haven't played as a Paladin yet, but Intelligence doesn't give you ANY bonuses to skills as well as other atrributes. You gain more mana, stamina and magic resistance by separating points into Intelligence. If you would like know more about bats and other enemies, just put more points directly into EE skill.

Regarding stamina I really do not understand your objections. Every action costs some amount of stamina. You can compare it to fatigue.

PS. I hope you will over come these problems because this game really deserves it.
I'll start with the last of three points first since it is the little ray of sunshine at the end of this tunnel.

In respect to the game really deserving a player overcoming these problems, I do not necessarily disagree. I've noticed many problems with the English text but it would really be foolish to argue against the wealth of grammatical issues when (1) English really is a difficult language and (2) they don't do anything at all to take away from the story. The story is that little bug in my ear making me want to play but, for now, I simply can't. There are far, far too many bugs and bad design decisions running rampant in our hobby now and for, at least, the past decade. I don't have any tolerance for these things any more, however I can respect that the difference between a small studio having these problems is different from a much larger studio like EA and Activision, or even more popular small studios like Runic Games (Torchlight 2 was really and truly a disaster). With all of that said, the story is what will draw me back when my tolerance goes back up.

To the second part, the stamina system really is a poor game design decision at best. I can agree that every action cost some stamina and that, without putting words into your mouth, such a system makes sense. I agree with this. However, the stamina system is not that intuitive. Standing still having a conversation with a NPC will not allow stamina to regenerate, which isn't sensible, sharing the same function as 'pausing' the game by looking in your inventory, which actually is sensible. Further, like the magic system, there is no indication how much stamina anything at all costs because it is written nowhere on the various skills or in any of the manuals. On top of all of this getting hit doesn't seem to deplete stamina (at least not getting hit by the bats), only the PC taking actions does, which makes what could have been an intuitive system even more of a mess.

Finally, to the first point, regarding Enemy Estimation. I mentioned the base stat Enemy Estimation referred to just in case having a certain amount actually did help, just in case there was a grey area of sorts where having more of a given stat made a skill work better within the same skill level (e.g. an Initiate with 15 Int being more effective than an Initiate with 10 Int). Irrespective of that, and I'm glad we've cleared that up for other people, it still stands to reason that the PC should be able to estimate what is ostensibly the weakest enemy in the game with the most basic version of the Enemy Estimation skill. This, unfortunately, is not the case and is the point I was making. That said, thank you for including that extra bit of information to help other players.
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TheBitterness: Standing still having a conversation with a NPC will not allow stamina to regenerate (...)
Talking needs some energy too ... - I'm just fooling, sorry ;-). You are absolutely right in this point and now I understand what you meant. And yes, Stamina system is quite strange but I've noticed that there are problems with stamina only at the beginning - later you're gonna have a lot of potions and and a lot of stamina as well. Maybe you should try other classes? Ahh, there is something more. As far as I know using different types of equipment costs different ammount of stamina. For example fighting in plate armor will consume more stamina than fighting in chain mail and so on.
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TheBitterness: On top of all of this getting hit doesn't seem to deplete stamina (at least not getting hit by the bats) (...)
Getting hit depletes stamina, at least getting hits by late monsters but still in ACT 1.

My first impression of this game was like: "Wtf is this? No, I won't play this anymore." but I have found strength and power within my body to become an inquisitor. I wish you the same ;-).
Post edited December 19, 2012 by _CuBe_
I didn't like the Stamina system at first... but now I have far more Stamina Potions than I know what to do with. xO

Presently my complaints are about an over-reliance on potions(in design, if you're unsure about whether or not to include potions: just don't) and the strangely low success chance on spell-casting, despite having put enough points in a spell school to advance to the second tier (yet not being at level 15, so not really having much reason to put any more in).

There are definitely some translation issues. IMO more with consistency of terminology rather than grammar problems, I think many characters aren't meant to speak good English. Some skills and effects just aren't explained well. One of the most notable issues is how at the end of a spell they explain what changes as you level the related spell school, but many times the variables in the description change as you level the spell school (so unless you directly compare it before & after it won't give any indication that it specifically changes when the skill is leveled).

I wish they would have built the game around only using one character, having to use AI characters with little self-preservational instincts (who can drink your potions, apparently) is obnoxious, especially since their armor class doesn't seem to change.

I do actually rather like the way you get information from people. Everyone has something specific to say on any given subject, so there's actually a reason to pay attention and learn from the gossip.

When all is said and done I still enjoy the game, but I feel like they didn't make the early portion of the game well.
My first impression of this game was like: "Wtf is this? No, I won't play this anymore." but I have found strength and power within my body to become an inquisitor. I wish you the same ;-).
You know what? After I finish the first Geneforge game (I'm about to start that today), I'll give Inquisitor another try. Perhaps I will be able to create another thread as an addendum to this one, arguing that there are some serious design problems but things dramatically improve and the story is worth it.

Here's to hoping, eh? ^^
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_CuBe_: I assume you're talking about Enemy Estimation skill in this part. I haven't played as a Paladin yet, but Intelligence doesn't give you ANY bonuses to skills as well as other atrributes. You gain more mana, stamina and magic resistance by separating points into Intelligence. If you would like know more about bats and other enemies, just put more points directly into EE skill.

Regarding stamina I really do not understand your objections. Every action costs some amount of stamina. You can compare it to fatigue.

PS. I hope you will over come these problems because this game really deserves it.
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TheBitterness: I'll start with the last of three points first since it is the little ray of sunshine at the end of this tunnel.

In respect to the game really deserving a player overcoming these problems, I do not necessarily disagree. I've noticed many problems with the English text but it would really be foolish to argue against the wealth of grammatical issues when (1) English really is a difficult language and (2) they don't do anything at all to take away from the story. The story is that little bug in my ear making me want to play but, for now, I simply can't. There are far, far too many bugs and bad design decisions running rampant in our hobby now and for, at least, the past decade. I don't have any tolerance for these things any more, however I can respect that the difference between a small studio having these problems is different from a much larger studio like EA and Activision, or even more popular small studios like Runic Games (Torchlight 2 was really and truly a disaster). With all of that said, the story is what will draw me back when my tolerance goes back up.

To the second part, the stamina system really is a poor game design decision at best. I can agree that every action cost some stamina and that, without putting words into your mouth, such a system makes sense. I agree with this. However, the stamina system is not that intuitive. Standing still having a conversation with a NPC will not allow stamina to regenerate, which isn't sensible, sharing the same function as 'pausing' the game by looking in your inventory, which actually is sensible. Further, like the magic system, there is no indication how much stamina anything at all costs because it is written nowhere on the various skills or in any of the manuals. On top of all of this getting hit doesn't seem to deplete stamina (at least not getting hit by the bats), only the PC taking actions does, which makes what could have been an intuitive system even more of a mess.

Finally, to the first point, regarding Enemy Estimation. I mentioned the base stat Enemy Estimation referred to just in case having a certain amount actually did help, just in case there was a grey area of sorts where having more of a given stat made a skill work better within the same skill level (. an Initiate with 15 Int being more effective than an Initiate with 10 Int). Irrespective of that, and I'm glad we've cleared that up for other people, it still stands to reason that the PC should be able to estimate what is ostensibly the weakest enemy in the game with the most basic version of the Enemy Estimation skill. This, unfortunately, is not the case and is the point I was making. That said, thank you for including that extra bit of information to help other players.
Not intuitive? Go swing a pickaxe in the backyard. Ya get tired, then get so tired you slowdown how often you can swing it. Seems intuitive to me. If it's really a big deal to you, run around and pick up some stamina potions and when you level, put some points into strength and melee weapons. after a few levels, (which come VERY fast) It's less of an issue.

The problem of stamina in the game is for the player to solve. It forces you to make interesting decisions about the game and how you tackle things. Sid meier once said, "A game is a series of interesting decisions".

But if it's really a problem for you, go slog through god of war, as that game has no stamina, and no interesting decisions to be made.
@dgrimm121

1. Just because something is intuitive in real life does not mean that it will be intuitive in any given video game world. There examples of this are many, but I will only give two. In real life it is intuitive that if I fall from a high distance I am very likely to injure myself, however in God of War this is not the case. In real life it is intuitive that if I am a highly trained SWAT team member I would have excellent hand-to-hand and firearms skills, however in Resident Evil this is not the case. However you want to take those examples, it stands to reason that just because something makes sense in real life does not mean that it will within any given video game.

This can be due to anything number of things ranging from technical limitations to the developers just didn't think of it.

2. The stamina system does not function intuitively based upon your example. When getting struck by bats in the beginning of the game my stamina did not go down, it only went down when I struck the bats. This presents the player with an unfortunate situation. For the sake of argument, let's just say that the player is familiar with games of this type. At this point, the player is playing a style of game they are used to, with similar enough mechanics (generally speaking), and a new resource system (stamina) that is neither intuitive nor explained in the wealth of information that came packaged with the game.

3. It's difficult to respond to people like you, people that respond to an argument as though it were a fight. Your presentation makes it clear that you aren't interesting in engaging the argument but in attacking one of the arguers. The attack isn't overt, either, it's passive-aggressive and makes an attempt at condescension. There can be no talking to you individually and I will not attempt to do so again. The only reason I engaged you here was to point out your behaviour in the genuine hope that you can (somehow) recognise just how bad it is and because, despite how you put it, there was something legitimate to engage in respect to stamina truly being intuitive from your perspective. I engaged that for the benefit of anyone who comes across this posting.
I agree with everything the op said. I dont think that melee works in this game and stamina system is broken as well. It would seem that when they made the game they failed to address some of the key features in making a game-balance and making combat work and fun. They made combat such a task in this game that I dont know how most people can want to play it more than 1/6 of the way through.

You can take a look at 2 different parts of the spectrum.

1-You can have a game like inquisitor where it looks/has awesome graphics but is unbalanced and a chore to play with many hours of reading that is pointless.

2-Or you can make a game like spiderweb software does which has not so great graphics, but a balanced system, fun combat, and 5 times better story than the crap you get in this game.

Yeah, Im gonna bite the bullet and go with #2. Graphics be damned.
low rated
3 - Or maybe you and Bitterness are too stupid to comprehend anything more complex than "Chutes and Ladders'. I tend to think it's this one.
At start, a swing with a melee weapon costs 2 stamina points (paladin, level 1).

Stamina is lost each time when you are hit with a melee weapon. Don't know the formula, but some enemies in early game can really hit hard and you see then big spikes of stamina loss.