More quests with less fighting.
#1
Guest_simfamUP_*
Posté 15 décembre 2011 - 01:13
Guest_simfamUP_*
What I think RPGs lack these days are quests that involve more chit chat and less hack 'n slash. I want to be involved in a crime scene investigation where I need to find out who the murderer is - like an Agatha Christie novel (Poirot?)
Or be involved in rebuilding an old defence and having to speak to certain people and having different ways to get to the final outcome.
Maybe having a quest that involves riddles and puzzles.
Anything just something that doesn't have to involve me killing a band of mercenaries just because they haven't got a clue about the person they are messing with.
More quests like 'saving the Warden from prison' and less 'Deep Roads' I think. Or just a nice balance of the two.
#2
Posté 15 décembre 2011 - 04:26
simfamSP wrote...
What I think RPGs lack these days are quests that involve more chit chat and less hack 'n slash.
Would you be offended if I expanded that to say: "more quests that involve non-combat activities, including talking but also other stuff."
And then said "Okay!"
And then remained distressingly vague about when/where and how, because I have to?
Yeah, maybe. Just pretend I didn't say anything. *nodnod*
#3
Posté 16 décembre 2011 - 03:23
Brockololly wrote...
Mike Laidlaw wrote...
Would you be offended if I expanded that to say: "more quests that involve non-combat activities, including talking but also other stuff."
Well, in order to have quests which involve non combat activities maybe then we need non combat skills which we can actively progress in and level up as the game goes along? Or are those still "vestigial" ?
Not if implemented well. I do not think they were implemented well in DAO. You could perhaps even draw the conclusion that we want to both bring them back and do them better in the future. Or, alternatively, wild speculation.
#4
Posté 16 décembre 2011 - 03:29
Sylvianus wrote...
This. Seriously.Wulfram wrote...
I don't want too many puzzles. Puzzles are annoying.
There are some people who love that, there are other folks who think they are totally boring.=)
Generally speaking, I prefer puzzles they way we put them into MotA or Legacy: easy or optional to get past, but with a harder and more involved version with candy on the other side. (XP, Loot, crafting mats, etc)
#5
Posté 16 décembre 2011 - 03:49
Brockololly wrote...
Mike Laidlaw wrote...
Not if implemented well. I do not think they were implemented well in DAO. You could perhaps even draw the conclusion that we want to both bring them back and do them better in the future. Or, alternatively, wild speculation.
Fair enough. They certainly could have been better than they were in DAO, but I don't know that simply stripping them out alltogether was the right route either. I mean, if its going to be said that a major cornerstone of an RPG is player progression, and you spend a fair amount of time conversing or exploring or crafting or smithing or making potions, then it would be nice to be able to actively put points into those skills and get special non combat abilities when leveling up and selecting combat skills and abilities.
And then being able to actively use those abilities and get tangible feedback from using those noncombat abilities in game. Whether thats picking a specific persuade or intimidate option or smithing an awesome sword or solving a quest because your survival skill or a companion's survival skill was high enough- thats just as important in an RPG as it is shield bashing or sneaking up and slicing somebody's throat.
I agree on all of these points.
#6
Posté 16 décembre 2011 - 04:26
The Ethereal Writer Redux wrote...
Filament wrote...
Sounds good. But, I hope you guys are taking into account the issues people had with the stealth feature in MotA. It was nice, but not exactly perfect.
Yea the stealth in MotA was a nice experiment, but there's a lot that needs to be done to it to make it better imo.
Like getting caught should make the stealth part cease, at least until the enemies in the immediate area are dead.
I forget what other stuff I've said should be done to the stealth. Have to do some digging in some old threads.
We're well aware. Limitations of what you can do without core executable changes (which a DLC cannot do). A worthwhile experiment, though, I think.





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