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Bowstrings are MIA.


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#101
Killjoy Cutter

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Shadow of Light Dragon wrote...

@Stanley -- Just create an 'Invisible Bowstring' junk item in DA3 with a description along the lines of: "Made of silk spun from shreds of the Veil on looms of the Formari, this string is completely transparent and is rumoured to never snap." :P



Full credit for lateral thinking...

Modifié par Killjoy Cutter, 17 novembre 2011 - 03:30 .


#102
Sylvius the Mad

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maxernst wrote...

That doesn't gibe with my experience in tabletop to be honest.  Even early on, fighters ended up dying nearly as often simply because they're the ones in the melee.  It was just boring to play mages at low levels and boring to play fighters at high levels.

That wasn't my experience at all.  I found low-level mages very exciting, because surviving to see level 5 was an enormous triumph.

AD&D is only an enjoyable system from about levels 5-9, IMHO.

I'll agree that the high levels are not fun.  I'd say levels 1-12 work well.

In any event, your balancing argument is silly for a CRPG, because player and companion characters in a computer game never die unless it's part of the story, so you'll have the same number of mages at level 15 as you did at level 1 every time.

I completely disagree.  My CRPGs characters routinely die.  Sometimes I reload to see what would have happened had they survived, but death is absolutely possible within the game world.

And, perhaps more importantly, in a party-based game inter-class balance isn't relevant anyway.  So what if your mages are more powerful than your fighters?

Instead of giving the mages exponentially increasing numbers and power of spells with level, I'd prefer a system where any mage could cast a fireball spell regardless of  level and that the amount of mana expended on the spell would determine the power of the spell rather than the level of the mage.  Thus, a powerful mage could throw a more powerful fireball, but it would in effect be a higher level spell, requiring more mana.  Thus, their effectiveness would scale more linearly with level, like the non-spellcasting classes.

I think having all the classes scale the same way is boring.  That just forces the same type of progression upon everyone, and marginalises any players who want something different.

#103
Vaeliorin

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blothulfur wrote...
Most of my mage characters kicked the bucket before reaching the holy level five and getting the sweet stuff.

As
for eating, the best system i've seen for that was Betrayal at Krondor,
simple, descriptive and easily implemented. Packs of rations could be
bought (or stolen, or given) and were consumed automatically when
resting. The true power of the system for me was how it figured into
quests and encounters thus adding both to the need for sustenance and
the believability of the world.

Of course betrayal had a very
punishing rest and recovery system to go with this that was to a
neophyte very offputting but the consumables it got right from the get
go.

As I recall, food could also go bad in that game.  And
enemies would poison food they'd left behind, so there was a good chance
if you ate food you looted from somewhere you'd get sick and die. 
Honestly, that food system drove me nuts...I died so many times when I
first started playing it because I couldn't figure out how I kept getting poisoned.

Sylvius the Mad wrote...
And, perhaps more importantly, in a party-based game inter-class balance isn't relevant anyway.  So what if your mages are more powerful than your fighters?

Ah, but balance is important even in a party-based game.  I'm fairly certain we've had this argument before, but it's no fun when you want to play a fighter as your main character, but the mage NPCs totally dominate the party and your main character is simply there to carry around their loot.  No one wants there main character to feel like little more than a henchman.

#104
blothulfur

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I never got this, rations were marked as poisoned or spoiled and if you right clicked it clearly stated that the wrappings had been tampered with or that the food seemed none too fresh. Simply paying attention and reading desciptions was more than easy enough for me.

In fact i'd say one of the joys of that game was reading the well written and interesting item descriptions, items that retained there usefulness all game long.

#105
Vaeliorin

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blothulfur wrote...
I never got this, rations were marked as poisoned or spoiled and if you right clicked it clearly stated that the wrappings had been tampered with or that the food seemed none too fresh. Simply paying attention and reading desciptions was more than easy enough for me.

In fact i'd say one of the joys of that game was reading the well written and interesting item descriptions, items that retained there usefulness all game long.

They were only marked that way in the description, as I recall, not in the item name itself.  Or possibly not until you'd actually picked them up.  I don't recall exactly how it was, but I remember being confused as to how I got poisoned and died.

#106
culletron1

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Stanley Woo wrote...


You want your character to chew realistically too? Okay, now we're getting into the details. Motion capture, maybe, which is expensive, then tweaking of the mocap to ensure everything looks non-freakish on any potential eater, then there's timing (how many chews, how big is the morsel of food, what does swallowing look like (oh wait, now we have to animate the neck too)), expression while eating, camera angles. And again, that's way more zots devoted to a very small, arguably necessary part of the game (assuming a DA2 type game) that most players will probably ignore after the first hour when they're already engaged/"immersed".

Not to say that details aren't important, but we will always have to weigh those benefits vs. zots.



Stanley, I totally get what you are saying... And the effort that goes into things like eating and chewing (if it takes substantial effort) would definitely better be spent elsewhere...

However are we not approaching a time in game development where things like this are getting easier and easier to create?

Like I would have hoped that with new engines and tools the amount of effort that it takes to create a bow string would be substantially less than it was say 5 years ago? 

#107
Dianjabla

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Stanley Woo wrote...

Not to say that details aren't important, but we will always have to weigh those benefits vs. zots.


Excuse my ignorance, Stanley, but what are these zots of which you speak? :huh:

#108
Shadow of Light Dragon

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Just because they could go to the effort of creating bowstrings doesn't mean it's time well spent. There are probably other animations or visual gimmicks the majority of players, not to mention the developers, would put above this one.

#109
blothulfur

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I think he means cash when saying zots.

Rations in Krondor were clearly marked.

Modifié par blothulfur, 17 novembre 2011 - 12:26 .


#110
Andraste_Reborn

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Excuse my ignorance, Stanley, but what are these zots of which you speak?


Zots are units of money, time and manpower (personpower?) invested in something.

To use it in a sentence: BioWare considered adding horses to the DA series but decided that it would not be worth the zots given that they wouldn't play a large role in the game.

#111
Killjoy Cutter

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Vaeliorin wrote...

Sylvius the Mad wrote...

And, perhaps more importantly, in a party-based game inter-class balance isn't relevant anyway.  So what if your mages are more powerful than your fighters?


Ah, but balance is important even in a party-based game.  I'm fairly certain we've had this argument before, but it's no fun when you want to play a fighter as your main character, but the mage NPCs totally dominate the party and your main character is simply there to carry around their loot.  No one wants there main character to feel like little more than a henchman.


And if characters are too far apart in their effectiveness, you either toss skeets to the powerful characters so that the others aren't overwhelmed, or overwhelm the others so that the powerful characters don't feel like they're just blasting skeet.

#112
maxernst

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Vaeliorin wrote...

blothulfur wrote...
Most of my mage characters kicked the bucket before reaching the holy level five and getting the sweet stuff.

As
for eating, the best system i've seen for that was Betrayal at Krondor,
simple, descriptive and easily implemented. Packs of rations could be
bought (or stolen, or given) and were consumed automatically when
resting. The true power of the system for me was how it figured into
quests and encounters thus adding both to the need for sustenance and
the believability of the world.

Of course betrayal had a very
punishing rest and recovery system to go with this that was to a
neophyte very offputting but the consumables it got right from the get
go.

As I recall, food could also go bad in that game.  And
enemies would poison food they'd left behind, so there was a good chance
if you ate food you looted from somewhere you'd get sick and die. 
Honestly, that food system drove me nuts...I died so many times when I
first started playing it because I couldn't figure out how I kept getting poisoned.

Sylvius the Mad wrote...
And, perhaps more importantly, in a party-based game inter-class balance isn't relevant anyway.  So what if your mages are more powerful than your fighters?

Ah, but balance is important even in a party-based game.  I'm fairly certain we've had this argument before, but it's no fun when you want to play a fighter as your main character, but the mage NPCs totally dominate the party and your main character is simply there to carry around their loot.  No one wants there main character to feel like little more than a henchman.


Inter-class balance in a pure combat sense isn't necessary for all characters, but for a fighters to be ineffective in combat is an issue because they can't contribute to the party in any other significant way.  The fact that a thief is dismal in combat is less of a problem (though I always felt D&D should have swapped the hit points of thieves and clerics), because thieves have other ways to help the party that often make them indispensible. 

#113
Sylvius the Mad

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Vaeliorin wrote...

Sylvius the Mad wrote...

And, perhaps more importantly, in a party-based game inter-class balance isn't relevant anyway.  So what if your mages are more powerful than your fighters?

Ah, but balance is important even in a party-based game.  I'm fairly certain we've had this argument before, but it's no fun when you want to play a fighter as your main character, but the mage NPCs totally dominate the party and your main character is simply there to carry around their loot.  No one wants there main character to feel like little more than a henchman.

I don't think the concept of a "main character" has any place in a party-based game.

#114
Shadow of Light Dragon

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It does in a party-based computer game.

#115
Sylvius the Mad

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Shadow of Light Dragon wrote...

It does in a party-based computer game.

I disagree.  The player controls the whole party.  How the party works as a group is all that matters.  The individual performances are irrelevant.

#116
FieryDove

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Stanley Woo wrote...

Not to say that details aren't important, but we will always have to weigh those benefits vs. zots.


Apply for more zots...lots more please. You folk deserve it.

Let EA budget the sports Posted Image games if it has to be frugal.

#117
Killjoy Cutter

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There's clearly a difference between the PC and the NPCs, or at least there should be.

#118
Realmzmaster

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Sylvius the Mad wrote...

Shadow of Light Dragon wrote...

It does in a party-based computer game.

I disagree.  The player controls the whole party.  How the party works as a group is all that matters.  The individual performances are irrelevant.


Then it should go back to where the gamer creates the whole party like in the Icewind Dale series which has never happen in a Bioware cRPG. You get to create the main character. Therefore you identify more with the character you get to create even if you get to customize the other party members.

#119
Realmzmaster

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FieryDove wrote...

Stanley Woo wrote...

Not to say that details aren't important, but we will always have to weigh those benefits vs. zots.


Apply for more zots...lots more please. You folk deserve it.

Let EA budget the sports Posted Image games if it has to be frugal.


All games get a budget and those titles that make the most revenue and profit will get more zots for the next game in the series if there is one. Also sports games that use actual players and stats must pay for the license therefore more money upfront.

#120
maxernst

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Sylvius the Mad wrote...

Shadow of Light Dragon wrote...

It does in a party-based computer game.

I disagree.  The player controls the whole party.  How the party works as a group is all that matters.  The individual performances are irrelevant.


Really?  So you choose dialogue options for all the companion characters?  And if you decide to defile the sacred ashes in DA:O, you continue to control Leliana and Wynne as they attack your party? 

They follow the main PC's orders--as long as they choose to remain in the group--nothing more.  They are exactly like henchman in pen 'n paper settings.  They are clearly NPC's.  These games are not party based games.  There's one character who is always in the party, and that is the only character created by the player, and the only character for which he selects dialogue options, the only character which will never leave the party or attack the rest of the party (unless the player chooses).  There is only one player character in Bioware games.  Any other interpretation is untenable.  You might want to have a true party game, but you don't., and you never have in Bioware's games.

Modifié par maxernst, 17 novembre 2011 - 10:39 .


#121
Riknas

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maxernst wrote...

Sylvius the Mad wrote...

Shadow of Light Dragon wrote...

It does in a party-based computer game.

I disagree.  The player controls the whole party.  How the party works as a group is all that matters.  The individual performances are irrelevant.


Really?  So you choose dialogue options for all the companion characters?  And if you decide to defile the sacred ashes in DA:O, you continue to control Leliana and Wynne as they attack your party? 

They follow the main PC's orders--as long as they choose to remain in the group--nothing more.  They are exactly like henchman in pen 'n paper settings.  They are clearly NPC's.  These games are not party based games.  There's one character who is always in the party, and that is the only character created by the player, and the only character for which he selects dialogue options, the only character which will never leave the party or attack the rest of the party (unless the player chooses).  There is only one player character in Bioware games.  Any other interpretation is untenable.  You might want to have a true party game, but you don't., and you never have in Bioware's games.


You speak the truth.

#122
addiction21

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Realmzmaster wrote...

All games get a budget and those titles that make the most revenue and profit will get more zots for the next game in the series if there is one. Also sports games that use actual players and stats must pay for the license therefore more money upfront.


And thats why I believe this http://en.wikipedia....League_Football should be brought back.

#123
Shadow of Light Dragon

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maxernst wrote...

Sylvius the Mad wrote...

I disagree.  The player controls the whole party.  How the party works as a group is all that matters.  The individual performances are irrelevant.


Really?  So you choose dialogue options for all the companion characters?  And if you decide to defile the sacred ashes in DA:O, you continue to control Leliana and Wynne as they attack your party? 

[snip]


I think (and I hope) Sylvius mostly talking about combat, and in a way I agree and go back on my previous comment. It's a given that a story-based game like Dragon Age is going to put the PC in the spotlight for most of the game, and all the RP choices will be limited to that character only, so in this way they are the main party member.

Where combat is concerned in party based games, though, the individual members are meant to complement the skills of the others. As a team, no one is more or less important...in theory.

In Dragon Age though, particularly Dragon Age 2, the PC is clearly the main character even in combat. Who gets all the cool kill cinematics outside of dialogue? Hawke. Even if Hawke was unconscious. There was a decision by Bioware to have no one overshadow the PC in terms of martial prowess. Was it necessary? Granted it's a bit weird to see your Spirit Healer blast the everlasting crap out of <insert boss here>, but let's face it, cinematics for every party member was never going to happen and DA:O's combat, including NPCs uber-killing ogres, broodmothers and dragons, is now possibly a thing of the past.

Is it necessary to have a Main Character who is more powerful than all her team mates? No. Is it something people want from their computer games? Some yes, some no, some don't care.

Not the argument for a bowstring thread, I think. >.<

But the bowstring argument is silly. Keep working on horses, cloaks, and hair with even more bounce, Bioware! People can use their imaginations for bowstrings like REAL roleplayers!

#124
Zeevico

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Realmzmaster wrote...

Killjoy Cutter wrote...

I... cannot support Vancian spellcasting.

(And indeed, I do know what that means. ;) )


I also cannot support Vancian spellcasting. It had it use in D & D because it would seriously bog down gameplay if the DM had to remember how much mana or stamina each character had going into and coming out of a battle. You simply had to keep track of the number of each spell memorized and whether it was used or not. When the D & D system was transferred in whole to the computer the developers kept the Vancian spellcasting system partially because of license restrictions and the familarity players had with the system not because it was a good way of doing magic. IMHO. How do you forget which spells you know especially with a spell like magic missle.
Keeping track of stamina and mana is easy in a computer game.

Vancian is ok but games that implement it need a "pre-battle buff script" so you can skip that torture.

#125
Sylvius the Mad

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maxernst wrote...

Sylvius the Mad wrote...

Shadow of Light Dragon wrote...

It does in a party-based computer game.

I disagree.  The player controls the whole party.  How the party works as a group is all that matters.  The individual performances are irrelevant.


Really?  So you choose dialogue options for all the companion characters?

When they're speaking on behalf of the party, yes.

And if you decide to defile the sacred ashes in DA:O, you continue to control Leliana and Wynne as they attack your party? 

No.  By then they have left the party.

They follow the main PC's orders--as long as they choose to remain in the group--nothing more.

How is it then that I can still control them when the main character is unconscious or dead?  Or so far away as to be beyond communication range?

Obviously they cannot simply be following orders.

They are exactly like henchman in pen 'n paper settings.  They are clearly NPC's.  These games are not party based games.

Then I shouldn't be able to choose what abilities they learn, or what equipment they use.

More importantly, you're attacking a position I didn't espouse.  I said that interclass balance didn't matter in a party-based game.  Nothing about that requires that DA2 is a party-based game (I would argue that it is not).  I do think DAO is, though.

There's one character who is always in the party, and that is the only character created by the player, and the only character for which he selects dialogue options, the only character which will never leave the party or attack the rest of the party (unless the player chooses).

That's true in DA2, certainly.  That is not true in DAO.  Recall the prison escape.  In KotOR, similarly, that wasn't true.  NWN was obviously not party-based.  And in the BG games, any party member could act as party spokesperson, so the player was even allowed to have them speak on the party's behalf.

There is only one player character in Bioware games.  Any other interpretation is untenable.  You might want to have a true party game, but you don't., and you never have in Bioware's games.

See my above descriptions.

But, again, more importantly, you're arguing against a position I hadn't taken.  If this were a Wizardry 8 forum, you wouldn't have objected at all, I suspect, eevn though the substance of my remark would have been identical.

Modifié par Sylvius the Mad, 18 novembre 2011 - 11:35 .