Characters becoming visibly wounded
#1
Posté 09 juin 2012 - 10:32
One of the things I'd like to see in DA3 is that when sustaining these debuffs our character and companions actually appear physically wounded. If my character's suposed to be bleeding badly I want to see them bleeding badly. If my character's got a broken arm I want their arm to look like it's broken.
I'm not even sure if such a thing would be possible from a technical point of view and if it is whether or not it would cost too much to add but if it is possible and if it wouldn't take too much money or dev time I think it could be a really cool feature to have in the game.
#2
Posté 09 juin 2012 - 10:34
#3
Posté 09 juin 2012 - 12:24
#4
Posté 09 juin 2012 - 12:50
1. The injury is a piece of a cake to fix anyway because you have more injury kits than you know what to do with. You just squandered whatever effort was put into it.
2. The injury is a pain (see moving at 25% speed) or is so debiliting that the player reloads. Or is killed in the next combat because the injury hampers them.
Tacking on a icon and changing some numbers takes a lot less than modeling injuries.
#5
Posté 09 juin 2012 - 02:41
#6
Posté 10 juin 2012 - 03:21
In the real world, it's still a fantastic idea - but one I'd rather pass on until the DA team gets all their other, much more vital bases covered.
#7
Posté 10 juin 2012 - 07:13
Might be a bit icky to see their arm flopping and a bone protruding through skin and armour though!
#8
Posté 10 juin 2012 - 10:18
brushyourteeth wrote...
In a world of unlimited developer resources I'd say this would be a fantastic idea.
In the real world, it's still a fantastic idea - but one I'd rather pass on until the DA team gets all their other, much more vital bases covered.
Indeed. The amount of effort vs. the actual value of doing this is not a very good tradeoff.
#9
Posté 10 juin 2012 - 10:51
BobSmith101 wrote...
Having played games that have done this and having to limp along at 25% speed. It's something that sounds better in theory than in practice. You end with 2 situations.
1. The injury is a piece of a cake to fix anyway because you have more injury kits than you know what to do with. You just squandered whatever effort was put into it.
2. The injury is a pain (see moving at 25% speed) or is so debiliting that the player reloads. Or is killed in the next combat because the injury hampers them.
Tacking on a icon and changing some numbers takes a lot less than modeling injuries.
I agree. I love Fall Out and I like playing the hardcore where if your injured you limp around until you find a doctor, but when I'm tired of doing this I go back to normal where a med pac will fix all broken bones and ills. I would not want this all the time.
#10
Posté 10 juin 2012 - 10:53
#11
Posté 10 juin 2012 - 10:54
PsychoBlonde wrote...
brushyourteeth wrote...
In a world of unlimited developer resources I'd say this would be a fantastic idea.
In the real world, it's still a fantastic idea - but one I'd rather pass on until the DA team gets all their other, much more vital bases covered.
Indeed. The amount of effort vs. the actual value of doing this is not a very good tradeoff.
Also agree with this. I'd rather they put the effort in other things.
#12
Posté 11 juin 2012 - 05:35
#13
Posté 11 juin 2012 - 06:13
"It's merely a flesh wound!"
#14
Posté 11 juin 2012 - 03:19
Modifié par AstraDrakkar, 11 juin 2012 - 03:20 .
#15
Posté 11 juin 2012 - 04:28
#16
Posté 11 juin 2012 - 08:26
hussey 92 wrote...
Fallout 3 did this very well. Like if your character broke their leg they would limp
Yeah, until you used a stimpack, which you could find lying around all over the place, and had no cooldown.
Fallout 3 is a radically different type of game in this respect.
#17
Posté 11 juin 2012 - 08:29
ev76 wrote...
I like this idea, I liked how it was in DAO and would love for that to come back. I would also like it to affect your attack powers. Say if you suffer a broken arm, you also suffer how much damage you do with a sword until it is healed. Or if a fractured skull or have a concussion the power damage given by a spell is weakened etc.
There were no VISIBLE wounds in DAO, only INJURIES that affected your STATS. They did not cause any kind of visual/graphical effect on the actual characters.
Visible wound decals are an entirely different kettle of fish, and a HUGE COLOSSAL PAIN IN THE ASS to implement if you want it to look decent and not like, say, they've festooned themselves with salami.
Personally, I think even the persistant blood spatter looks pretty dumb.
#18
Posté 11 juin 2012 - 08:39





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