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 .





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