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Make injuries more punishing


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#26
A Crusty Knight Of Colour

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If the system universally applies to (human) NPCs as well as your party, then it could get interesting. The point is for the injury system to support the combat system and help provide more variation in how combat could play out.

Not just as a single encounter, but the situation as a whole (i.e exploring a cave).

If it were relegated to a spell, then would you cast in combat v waiting until after? How would the injury affect combat performance in the meantime, etc.

It's true that having a cooldown system instead of a Vancian/memorisation/limited usage ability and spell system makes it more difficult for such a system to justify itself and play a pivotal role in the gameplay experience since it ends up being a temporary problem (annoyance) rather than a long term consideration.

But ultimately, that's all that can be achieved unless the entire combat system itself is overhauled.

As far as reloading goes, fine. There's a certain amount of steps developers ought to take to reduce save scumming, but reloading to get rid of injuries in a different system is no different to reloading to get rid of injuries now.

The point is that in the new system, the injuries hopefully provide a bit more variety in combat, and an extra layer of tactical or strategic considerations for the player.

For some, it might be tedium.

For others, it might be an epic fight against a group of bandits who jumped the party, where bones were broken, companions were bleeding out, yet the party banded together in a last ditch effort from a Mage who went offensive instead of defensive to win the day at the last second. Sure, one or two people passed out, but with the threat cleared, the band of brothers/sisters were able to lick their wounds and fight another day.

Then again, with how the HP/MP meters jump around like ping pong balls due to how the combat currently works, the whole injuries idea could be a fruitless endeavour. So maybe I'll concede the point and end it at that.

Modifié par CrustyBot, 06 juillet 2012 - 02:50 .


#27
Kail Ashton

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Someone named cultist wanting more punishment, of course....

Anywho i'm going to go the opposite route and say remove the injuries completely, they're a pointless nuisance and clogs up my damn inventory with injury kits i rarely ever end up use'n,

Why not just use a status effect system like most every other RPG, can actually get some practical use out of those billions of herbs we have to collect

#28
Realmzmaster

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If you are going to use the BG system as a base to start with then you also have to include random encounters and/or time limits for quests otherwise the injury system only has an effect in combat.

For example the party has a very difficult battle and two of the members are injured. If the party has already cleared out the path behind them there is nothing to hinder them from walking to the city healer and being healed. This simply becomes a time sink unless the party does not have the money to pay the healer. The city healer of course would charge a fee unless it is a free clinic like Anders. The party then goes back and picks up where it left off. No real consequence outside of losing money.

Random encounters would have to be thrown so that there is a risk to going back to the city. Or the quest could have a time limit that it has to be done in a certain amount of days so making the decision to go back to the city becomes important because it chews up time. So the party may have to forge ahead to meet the time limit. (This could upset those who like to complete every quest.) The ability to get or craft injury kits or potions would have to be limited or the cost high..

#29
Cultist

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Kail Ashton wrote...
Why not just use a status effect system like most every other RPG, can actually get some practical use out of those billions of herbs we have to collect

How's that any different from current injury system?

#30
Fast Jimmy

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Cultist wrote...

Kail Ashton wrote...
Why not just use a status effect system like most every other RPG, can actually get some practical use out of those billions of herbs we have to collect

How's that any different from current injury system?


If by 'current' you mean DA:O's system, no difference at all. If you mean current as the most recent iteration, DA2, then there is no injury system. 

Given the vast number of gameplay features present in DA:O that didn't make it to DA2, I'd say it would have to be spelled out that it seems Bioware is taking the majority of game design from scratch. 

#31
KDD-0063

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VampOrchid wrote...

I would love to see damage to my armor or weapons and have to get them repaired by Wade ;)


hmm...broken armor...
that's what she said...

#32
Guest_Rojahar_*

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I want my Dragon Age 3 protagonist to catch a terminal STD from sleeping around with sketchy prostitutes or elves. I think that would be sufficiently punishing. Moreso than just ropeburn.

#33
wowpwnslol

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Cultist wrote...

In Dragon Age 2 injuries was more of a nuisance that you can clear by nearby Party Flag or your home. Origins did little better - you could clean injuries by camp.
In my opinion injuries should be more important and punishing fopr players.
Make 'em be removable only via injury kits or doctor NPCs. In Dragon Age 2 you could get a ton of injuries and ignore them, ignore companions falling, ignore tactical approach and with Spirit Healers spec - ignore everything,
By making injury treatment cost something for players we'll force people to think and plan before and during battles.


This is a good idea, but won't sit too well with the target audience of console kids who are quick to get annoyed at realistic game mechanics, so this will not be happening.

#34
Cultist

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Well, console kids with Call of Duty crowd doubtfully can compensate all "oldtimers" that left after DA2 debacle.

I want my Dragon Age 3 protagonist to catch a terminal STD from sleeping around with sketchy prostitutes or elves. I think that would be sufficiently punishing. Moreso than just ropeburn.

That sounds like a promising quest line.

#35
Fast Jimmy

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I wouldn't mind the current auto-res, abundance of injuring kits, instant heal at camps and regeneration of health and mana if injuries were TRULY hardcore.
Examples:

1) Internal bleeding - Max health reduced by half, all resistances reduced to zero
2) Broken arm - damage done by regular and special attacks reduced by half
3) Broken ribs - total mana/stamina max reduced by half, mana/staminanregen reduced by half
4) Broken foot - run/walk speed for the character (and the whole party for traveling purposes) is reduced by half
5) Temporary blindness - chance to hit is reduced by 75%
6) Temporary deafness - chance for enemy critical hits increased by 15%
7) Severe burns - all healing spells and potions reduced to 25% effectiveness
8) Septic wound - cooldown of all skills increased by 400% (including potions)
9) Frost bitten - unable to equip weapons
10) Traumatized - every 30 seconds in battle, there is a 25% chance the character runs away or begins attacking allies in battle

If there were injuries like this, no one would consider sacrificing a character in battle unless they had an injury kit available. And even then, you'd need to have a few handy if you went for a hard/long dungeon.

#36
RinpocheSchnozberry

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No, no, no. Remove injuries totally. What good are they? An injured party member means I have to leave what I'm doing, go to the party camp, rest, then go back to where I was. If there are random encounters while traveling, it might take me 15-20 to deal with an injury. Waste of time. I could be getting story and cinematic goodness in that time. Injuries are fail.

The alternative is to have to manage an entire other item and bag slot that when an injury appears, I have to click on. Boring.

Injuries should be removed.

#37
Cultist

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Injuries force people to think. To plan their battles, instead of rushing forward and losing companions left and right. Best example - BG2 - you could lose a companion completely, without any option to bring them back even with resurrection spell. And people planned their battles to the point of using every trap, every protection spell in their disposal. That made battles much more enjoyable and rewarding.
BUT. BG2 battles suffered from randomness factor. It means that if you unlucky enough - you could lose your characters suddenly.
In my opinion this is the situation where hardcore gaming is becoming an obstracle and annoyance, so switching to injury system was a step in the right direction. It just need to be perfected.

Modifié par Cultist, 23 juillet 2012 - 07:10 .


#38
MKDAWUSS

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The next question is how to incorporate injuries into story. I remember being somewhat embarrassed on one of my playthroughs because lorewise my character was a BAMF but gameplay? LOL.

#39
PaulSX

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Injury mechanics was fine but I thought Dragon Age should have more varieties of punishments, such as poison, disease, manic, mind control etc.

#40
Cultist

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I forgot the name, but in some old RPG you got the quest after being poioned. You had to deal with **** alchemist traders who hog antidote ingredients and other problems.