Foolsfolly wrote...
arcelonious wrote...
Cultist wrote...
By making injury treatment cost something for players we'll force people to think and plan before and during battles.
It could also cause players to simply reload their last save more often. Penalties for being injured or dying works better in games that don't have multiple saves (e.g., Demon's Souls/Dark Souls, MMORPGs, etc.), but in games where you have access to quickly reloading, the penalties can be easily circumvented, and they become more of a nuisance, rather than an accepted consequence.
Think of the example of being cursed in Dark Souls. If you're not prepared beforehand and you get cursed by one of the basilisks, you have to make some effort to get yourself cured, since you can't simply reload to a previous save.
God knows I just reloaded in Baldur's when someone died in battle. Found it frustrating and stupid.
I play Fallout New Vegas and Skyrim with mods that add very detailed location-specific injuries, blood loss, diseases, crippling injuries, wounds, infections, spoilage, food poisoning, etc., and I don't reload saves if I get injured. Getting injured is part of the fun of playing the game. That's why I installed these mods.
For example, I played most of a Fallout New Vegas playthrough hobbling around crippled, strung out on a half dozen different drugs, trying to find some crafting components to make a tourniquet or get a blood transfusion, etc., and that was the narrative of that particular character.
Similarly, during a Skyrim playthrough, my follower became crippled and couldn't move. I had to leave him there and find some wood and cloth to craft a splint, make some bandages for him and return to help him make it to the nearest town.
Modifié par naughty99, 24 septembre 2012 - 08:07 .