Lack of Death (Consequences)
#26
Guest_MarineBorn_*
Posté 29 novembre 2009 - 08:17
Guest_MarineBorn_*
#27
Posté 29 novembre 2009 - 08:18
As it's been said the only difference you're suggesting is that your party members should be "dead" if they fall in battle then ask them to leave the group at camp. If you can't then simply don't invite them along til the opportunity presents itself to make them leave. Or just relaod your last save if someone died.
#28
Posté 29 novembre 2009 - 08:21
I'll tell you how it's unacceptible if you tell me how it's "a solution".Perhaps I missed it, but why is dismissing a party member an unacceptable solution?
#29
Posté 29 novembre 2009 - 08:23
Nathair Nimheil wrote...
I'll tell you how it's unacceptible if you tell me how it's "a solution".Perhaps I missed it, but why is dismissing a party member an unacceptable solution?
That's ridiculous. How is it not? You never have them in your adventuring group again. It's the same functionality and doesn't require developer intervention.
Now, why is that unacceptable?
Modifié par marshalleck, 29 novembre 2009 - 08:23 .
#30
Posté 29 novembre 2009 - 08:24
So why are there different difficulty levels? Why isn't there just "EASY" and instructions to "handicap yourself" if that's too easy for you?If you want to increase the challenge of the game then handicap yourself. I understand wanting to make the game harder but if that is the case then impose restrictions on yourself, you have to understand though that the "vast majority" of people playing the game aren't thinking of how they can make the game harder, they want to experience it. Frankly it never made sense when anyone would "die" in games because there's always been ressurect spells or items in every game practically.
And, again, why the hell would you care? If you're not gonna play in the Nightmare+ difficulty level with the hardcore options turned on what difference does it make to you if I do?
#31
Posté 29 novembre 2009 - 08:25
ever watch the movie 300, and see the scene after the first battle before he goes and meets up with Xerxes? where they are going across the field killing the wounded soldiers who are laying on the ground? its the same basic concept.
#32
Guest_krullstar_*
Posté 29 novembre 2009 - 08:25
Guest_krullstar_*
1. Relations with characters being impacted by the number of times they go down in battle. So if they fall enough times, your relationship 'standing' with them goes down and you run the risk they may leave you.
2. Relationship standings do not change by going back to previous saves. This would cause players to do two things: Buy lots of gifts and be more careful during battles - both which in my view are positives.
Hope I was able to explain it correctly.
#33
Posté 29 novembre 2009 - 08:27
It also makes for very good logic - anytime they fall, it's pretty much your fault because they're following your orders. If I'm knocked out and a hair from death under someone's command, I'm going to think less of their ability to command and lead. If it happens often, I don't think I'm going to want to fight under their leadership anymore.
The best thing about this sort of penalty is it's more likely to be the kind of penalty you accept and move on with, rather than reloading every single time.
#34
Posté 29 novembre 2009 - 08:28
I still maintain that permadeath is pointless as long as it can be circumvented by a reload. I am not arguing that people shouldn't be able to play like that if they like; just that making it easy to get around greatly lessens its impact on gameplay.
#35
Guest_krullstar_*
Posté 29 novembre 2009 - 08:29
Guest_krullstar_*
#36
Posté 29 novembre 2009 - 08:30
Because the request was not for a method to pretend there was a hardcore mode.That's ridiculous. How is it not? You never have them in your adventuring group again. It's the same functionality and doesn't require developer intervention.
Now, why is that unacceptable?
It totally breaks immersion to have a little chat with Morrigan after the fight and tell her that she's simu-dead now and has to leave the camp. It's the difference between bullets and paintball.
#37
Posté 29 novembre 2009 - 08:30
Modifié par Rainen89, 29 novembre 2009 - 08:33 .
#38
Posté 29 novembre 2009 - 08:32
Koyasha wrote...
Honestly, given the way the game is set up I would be just as, if not even more happy with an approval penalty for each time a party member falls in battle. Somewhere between -5 and -20 approval (depending on difficulty setting) when a party member falls would be awesome, because it would make the most sense, without limiting the game in a way that might be a little too much, considering the relatively small number of available companions.
It also makes for very good logic - anytime they fall, it's pretty much your fault because they're following your orders. If I'm knocked out and a hair from death under someone's command, I'm going to think less of their ability to command and lead. If it happens often, I don't think I'm going to want to fight under their leadership anymore.
The best thing about this sort of penalty is it's more likely to be the kind of penalty you accept and move on with, rather than reloading every single time.
Personally I like your idea more than the "dying" scenario just because it makes a bit more sense since you are supposed to be the leader and I doubt everyone enjoys being the sacrificial lamb. Also I believe why people can't "die" when they get knocked out is because of Boom plot device. But again, it's an option that could probably be enabled by toolset if you really try.
#39
Posté 29 novembre 2009 - 08:32
Does it have to be death? Why can't it be they are injured so badly they can no longer fight?Nathair Nimheil wrote...
Because the request was not for a method to pretend there was a hardcore mode.That's ridiculous. How is it not? You never have them in your adventuring group again. It's the same functionality and doesn't require developer intervention.
Now, why is that unacceptable?
It totally breaks immersion to have a little chat with Morrigan after the fight and tell her that she's simu-dead now and has to leave the camp. It's the difference between bullets and paintball.
Death or permanent incapacitation, the impact on the gameplay is no different--they are not in your adventuring group.
#40
Guest_krullstar_*
Posté 29 novembre 2009 - 08:36
Guest_krullstar_*
Personally, I don't see why anyone would be opposed to such suggestions. It in noway takes away from the game.
#41
Guest_krullstar_*
Posté 29 novembre 2009 - 08:38
Guest_krullstar_*
Does it have to be death? Why can't it be they are injured so badly they can no longer fight?
Good idea. Anything that brings about a consequence for bad leadership-members of your group going down in battle.
#42
Posté 29 novembre 2009 - 08:39
The only argument I can see against what I am saying is the occasions when the game forces you to take a character with you. But I hate that just as much and wish it were gone.
#43
Posté 29 novembre 2009 - 08:41
That would be fine with me. I would just like it to be harder and more hard core. I'm a big kid now and I'd like to take the training wheels off.Does it have to be death? Why can't it be they are injured so badly they can no longer fight?
Death or permanent incapacitation, the impact on the gameplay is no different--they are not in your adventuring group.
#44
Posté 29 novembre 2009 - 08:42
Precious party members dying was pretty terrifying in Baldur's Gate 1/2. Not only would you have to backtrack (if you din't have a mighty cleric) miles to a temple carrying a pretty heavy gorey corpse, but if the enemy petrified or DISINTEGRATED a man then that was it.
Minsc got disintegrated once. And Aerie once(ha!) got petrified... oh...
Needless to say I was *very* careful. In DA I will occasionally sacrifice a man (or woman) for the greater good, because hell they get right back up. In other games you bet your ass we'd've start running!
I would love to see such thing in DAO! But it's not gonna happen
It was half of the fun in BG battles and made much deeper immersion - how after battle with shadow dragon i should been carry on backs of 3 lads, survived epic battle, all the stuff of dead ones.. I didn't have enough space i must been throw on the floor some equipment. After that i had hard time trying to reach any temple without problems, which, though, were everywhere
Be cause of that i loved bg so much, not only for story and characters...
Once i even must been to leave petrified Jan Jansen (my favourite one) in house of mad wizard who did it, and make a long way to find any scroll to undone such accident, be cause my last save was about 5 hours before that happened.. Ahhhh, nostalgia
#45
Posté 29 novembre 2009 - 08:43
Nathair Nimheil wrote...
That would be fine with me. I would just like it to be harder and more hard core. I'm a big kid now and I'd like to take the training wheels off.Does it have to be death? Why can't it be they are injured so badly they can no longer fight?
Death or permanent incapacitation, the impact on the gameplay is no different--they are not in your adventuring group.
Again--you can. You only rarely are forced to take characters with you. Much of the game is soloable if you want.
You don't even have to tell characters to leave your camp. Just don't take them with you from the party selection screen.
I don't begrudge you for wanting challenge.
Modifié par marshalleck, 29 novembre 2009 - 08:44 .
#46
Guest_krullstar_*
Posté 29 novembre 2009 - 08:46
Guest_krullstar_*
I never played Baldur's Gate but what you described sounds awesome! Best games are ones where you truly fear dying, when you notice you aren't breathing the tension is so high. Few games can do that, but the ones that do - get two thumbs up by me!
Modifié par krullstar, 29 novembre 2009 - 08:48 .
#47
Posté 29 novembre 2009 - 08:48
Which urinates all over immersion. (As we keep pointing out to you, again and again.)You only rarely are forced to take characters with you. Much of the game is soloable if you want.
You don't even have to tell characters to leave your camp. Just don't take them with you from the party selection screen.
I don't begrudge you for wanting challenge.
#48
Posté 29 novembre 2009 - 08:48
marshalleck wrote...
OgrynFlesh wrote...
Precious party members dying was pretty terrifying in Baldur's Gate 1/2. Not only would you have to backtrack (if you din't have a mighty cleric) miles to a temple carrying a pretty heavy gorey corpse, but if the enemy petrified or DISINTEGRATED a man then that was it.
Minsc got disintegrated once. And Aerie once(ha!) got petrified... oh...
A meaningless mechanic which was thoroughly neutralized by the mighty "RELOAD" spell, if I remember correctly.
Rose-tinted lenses, etc.
Actually not really...because sometime you realoaded a battle 20 times because it was really hard and then you finnaly succed but lost a party member permenatly and you had to live with the lost.....Plays with the emotions and playing with emotions makes a good game
#49
Posté 29 novembre 2009 - 08:48
thats why you have movies like 300 depicting them going across the field after the battle and killing off all the wounded soldiers laying on the ground, they arnt really dead yet. they are just laying there bleeding and wounded, unable to fight.
most the time in battle if someone goes down you would move on to the next active enemy that is a real threat and not waste time stabbing the helpless guy on the ground to make sure hes really dead. there is plenty of time for that after the fight is over.
#50
Posté 29 novembre 2009 - 08:51
Nathair Nimheil wrote...
Which urinates all over immersion. (As we keep pointing out to you, again and again.)You only rarely are forced to take characters with you. Much of the game is soloable if you want.
You don't even have to tell characters to leave your camp. Just don't take them with you from the party selection screen.
I don't begrudge you for wanting challenge.
You'll have to pardon me if I find arguments from "immersion" disingenuous. There are many mechanics in this game that "break immersion."
Why when I have a camp full of NPCs, am I limited to taking only three along with me?





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