I'm sorry, i simply don't get your comment here. Yes, under the proposed system "combat is rewarded in the sense there's reward for quest resolution" but this completely ignores my point which was that you don't need to make such change in order to have what you say you demand first and foremost (the ability to accomplish tasks in more than one way)soteria wrote...
It is rewarded--for quest resolution.But such enounter and quest design changes can be done perfectly well without touching this element of the game, it's not associated in the sense a game cannot provide alternative paths as long as combat is rewarded in some manner.
So then in such situations combat will be more difficult for the player who normally shies away from it. And a character who is a jack of all trades is more likely to be master of none, compared to someone specializing in one task. But then again, what is exactly so objectionable about it? What role-playing sensitivity does it offend?Because sometimes combat is going to be unavoidable, even assuming you wanted to always choose the non-violent solution. Otherwise, many players would like to choose combat as a solution in some cases, talking in others, and stealth in still others. "No use in their playstyle" is a gross misrepresentation of our (or, at least my) position.
If you look at it from another angle -- a character who focuses on their combat skills isn't likely to do as great in diplomacy and/or stealth if they try them, because chances are they've been neglecting these skills. In fact there's a number of quests in DA which only provide the "best" resolution if the player can actually convince characters to do something, or if they have non-combat related skills they can utilize, instead of outright killing people. Would you advocate such instances should be removed from the game as well, and that all these quests should be doable also by simply killing things?
Maybe you simply don't realize the side-effects of your proposal? When i say "more of the same for everyone" i refer to this idea that it shouldn't matter how the player does things, and at the end of day they should just get the same reward(s) everyone else does for completing the same task to the same degree. If this is indeed "completely opposite to the truth" then please, explain how this makes things different for players depending what approach they've chosen to take? Especially when at the same time you argue the very reason for removing combat xp etc is to prevent some players from getting things and benefits other players wouldn't get?Saying this would make the game "more of the same for everyone" is completely the opposite of the truth and ignores everything we've been saying for the past 13 pages.
Modifié par tmp7704, 23 juillet 2010 - 01:54 .





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